Uploaded July 2021 | Updated September 2026, 1 week ago
Original Zombie Hovering video: youtu.be/JSHppr-zWC8
When doing Chest Storage / Open A, usually you have only a handful of frames to interrupt the chest opening animation before Link puts away the sword, which is why the only (RTA) method until now was to die with a heat timer, severely restricting the areas you could perform Zombie Hovering in.
But I figured out (thanks in part to Blini) that simply by holding the shield button during the DF animation, you can indefinitely delay the Get Item event, keeping Link locked in front of the chest.
This lets you interrupt the chest animation by getting hit by an enemy. After that, everything works the same as I showed in the original video.
In OoT3D, this unfortunately doesn't work, because the original game has the exclusivity on the Shield Glitch™ :(
For clarity, I'm referring to what's used for Ground Jumps, Super-Slides and Down A in OoT: being able to shield when you're not supposed to is completely patched out in OoT3D.
Without the shield glitch, you can't activate Open A using an enemy because there isn't enough time to wait out the damage invincibility you get from the bomb used for DF Cancel.
I'm convinced it should still be possible to do it in a TAS by using roll invincibility, but I don't even want to try doing that on Citra lol, I've had enough of that when I made this video:
youtu.be/pueVFYqjSmk
Original Zombie Hovering video: youtu.be/JSHppr-zWC8
When doing Chest Storage / Open A, usually you have only a handful of frames to interrupt the chest opening animation before Link puts away the sword, which is why the only (RTA) method until now was to die with a heat timer, severely restricting the areas you could perform Zombie Hovering in.
But I figured out (thanks in part to Blini) that simply by holding the shield button during the DF animation, you can indefinitely delay the Get Item event, keeping Link locked in front of the chest.
This lets you interrupt the chest animation by getting hit by an enemy. After that, everything works the same as I showed in the original video.
In OoT3D, this unfortunately doesn't work, because the original game has the exclusivity on the Shield Glitch™ :(
For clarity, I'm referring to what's used for Ground Jumps, Super-Slides and Down A in OoT: being able to shield when you're not supposed to is completely patched out in OoT3D.
Without the shield glitch, you can't activate Open A using an enemy because there isn't enough time to wait out the damage invincibility you get from the bomb used for DF Cancel.
I'm convinced it should still be possible to do it in a TAS by using roll invincibility, but I don't even want to try doing that on Citra lol, I've had enough of that when I made this video:
youtu.be/pueVFYqjSmk


![[OoT 1.0] Glitched Damage Value without Deku Stick
This makes QPA possible as adult on N64. It works because of the 1.0 exclusive glitch that lets you use items on the frame the put-away animation starts:
- Press A to put away the sword
- Start falling and press B at the same time on the following frame
The put-away animation gets canceled by the jump-slash, but the sword disappears anyway (like when youre trying to do damage QPA but you get hit too late). The jump-slash then sets the damage value, but Link has no sword in hand anymore, so you get the glitched hitbox.
This works with all swords, hammer and stick. The only requirement is either hover boots + any ledge, or a non-grabbable ledge you can fall off of and still land somewhere.
With hover boots, you have to gain some speed and let Link slide off the edge with no input, otherwise there is not enough hover time for the Put Away to appear on the icon.
Note that you have to press A to put away the item and you cannot, for example, unequip it from the button after jumping: doing that would skip over the frame you need for the 1.0 glitch.
Another thing that works instead of pressing A is burning a stick, but thats obviously pretty useless because you can just do the normal QPA with burning stick then.
Edit: Gabyelnuevo had found this already on the prerelease version 0.9 of OoT https://youtu.be/8P_eV6kTvI4 [OoT 1.0] Glitched Damage Value without Deku Stick](https://i.ytimg.com/vi/kkigDu2vAgU/mqdefault.jpg)


![OoT3D Boss Challenge Wrong Warp [TAS]
Using very precise inputs its possible to get WWT in Links House and use it for a Wrong Warp with the boss challenge option.
TAS tools on Citra are still pretty limited (specifically you cannot use savestates while recording your inputs, you can only frame advance), so I used splices to record this video.
Doing WWT with the bed required solving a lot of problems:
1) Theres no water or crawlspaces around, so Dins Fire Canceling is needed
2) Items are restricted, so you need to do RI multiple times for bombs and DF
3) Deku Nuts are completely non-functional in houses and shops, so damage is needed to unlock movement
4) If you interact with the bed while you have damage invincibility (flashing red), you cant unlock movement with bombs
Detailed explanation of the inputs:
First, I play SoS and use Lens of Truth immediately, which prevents magic usage from the lens letting me use DF.
Then I pull out 2 bombs with RI (about 16-17 frames apart) and place them far from each other so the second one doesnt explode prematurely.
To be able to roll even though Im in range to interact with the bed, I do the equivalent of an OoT buffered A press: changing equipment gets rid of Check A for a frame, so I can use control stick and A button to roll towards the first bomb.
The explosion hits Link, canceling the rolling animation and letting me use items earlier on during the roll invincibility.
I use DF, which deactivates Lens, which in turn despawns and clears whatever memory region is used by magic effects (idk how it works exactly), enabling getting hit and pausing during the DF animation.
On the frame before Link gets hit by the second explosion, I re-equip bombs to make them usable during the following WWT and I press A to interact with the bed (same timing as RI but pressing A instead of the bombs button).
The second explosion hits Link, barely within the roll invincibility window so he doesnt get damage invincibility.
Dins Fire gets canceled and clears the interaction flag, letting me use items with the text on screen.
The text box prevented the bombs button from dimming, so I can pull out a bomb to damage Link and start WWT.
After triggering a fade-out by exiting the house or voiding out, selecting the boss challenge option is frame perfect, because the game mode needs to be set to 4 on the same frame the scene load starts, otherwise the boss menu GameState would be loaded instead of the normal gameplay one.
(Its like when you do BiT, which requires the blue warp to write to the Next Entrance on the frame the load starts, so that the game uses the previous value of -1)
Timestamps:
0:00 Intro text
0:15 First TAS section
1:18 Wrong Warp to SFM
2:40 Setup to warp elsewhere
5:20 Wrong Warp to DC
6:08 Grotto respawns in Links House
7:27 DHWW
7:48 Cutscene Fade-in
8:40 Adult cutscene
Additional information:
- When doing the TSC, you need to do horizontal slashes by tilting the stick because youre targeting the bed, and then use a bomb to put away the sword. The angle is also pretty precise
- Other than the odd exception of the Ganondorf cutscene, the only warps that dont instantly bring you to the Bosses menu are ones that have to do with the Game Mode: you can enter Visions, both from Game Over and Sheikah Stone, and you can quit to the Title Screen or do DHWW.
- Sheikah Stones set the Grotto Exit too, but I didnt show that in the video because the Kokiri Forest one doesnt appear in scene setup 04, and the ToT one is in room 01, so it would crash when returning to Links House.
- I realized that if you do the trick as Adult Link, you can activate Ingo minigame storage to unlock the B button in Links house and use the normal Master Sword for the TSC. Keep in mind that the only items you could use for RI are boots, everything else is restricted during Ingo storage OoT3D Boss Challenge Wrong Warp [TAS]](https://i.ytimg.com/vi/pueVFYqjSmk/mqdefault.jpg)

![OoT3D Faster voids for Back in Time
When doing BiT, its possible to save some time during the voiding out sequence by blowing yourself up while falling.
I thought about this after pal62 made his comparison video about the spawn point (https://youtu.be/AQIuO0n9Egg). You need to use the fast spawn point for this strat to work.
Getting hit by your own bombs while falling isnt hard, but its not intuitive: just holding or dropping the bomb will make the explosion never reach Link, so you have to slow down a bit with a jumpslash.
- Pull out a bomb and shield drop it immediately (when you pull it out shouldnt matter much, but if you dont drop it quickly itll probably explode too early for the next step to work)
- Hold down on the control pad for about 3 seconds
- Do a jumpslash (mash B)
- Release everything (if you keep holding a direction the explosion will probably knock you into the water instead of backwards)
Remember to wait a bit after each respawn to avoid the fade-in eating your button presses.
[EDIT: I forgot to mention this, but button usability doesnt reset when you do BiT (same as DHWW), so to use bombs after BiT you need the X button to be usable in the boss room. This means you need to place FW on Y when you do the RI on the blue warp, so that X can be empty or with a usable item equipped]
If you use this strat, youll only have 2 bombs left when you reload the save file, which should be enough to avoid losing time afterwards: you can use them for the HESSes and use bombchus for the DH and KD for example, but you can also cut some grass in Kakariko and Graveyard as you pass by to get more bombs.
Or you can simply use less than 8 bombs during BiT and save less time there to have a more reliable bomb count afterwards.
Note that using the last 2 too during BiT doesnt save any more time, as you can see from the health counter in the video.
At the end I show a very minor optimization for equipping swords, shields and tunics, but its probably not really worth doing lol.
When youre in a menu, holding the touch screen delays and buffers button inputs. So if you hold B and then touch an equippable item, the B input will be re-triggered and the menu will close, skipping the blue box animation.
You can start holding B while pressing the item on the touch screen, but its better to just do it earlier, while the menu is opening.
You cant mash the touch screen though, if you miss the item youll just close the menu without the equip. OoT3D Faster voids for Back in Time](https://i.ytimg.com/vi/sHEVi7o1n5E/mqdefault.jpg)


![OoT3D Wind Arrows
In this video I show some behaviors of the unused Wind Arrow.
[Edit: this item is actually the Shadow Arrow, the documentation I used for this video was wrong]
During the development of OoT, 6 magical arrows were created, because the player was supposed to use the medallions to change what arrows the bow would shoot. Later on, the idea was scrapped and the arrows were reduced to 3, but the devs had already written part of the code for the 3 extra ones, which is still in the final game in the form of Action Parameters.
Action Parameters are numbers the game uses to know what action Link should perform when you use an item: for example, Master Sword and No Mask share the same value, which is why they act the same.
In the original game, the memory after the Action Parameters table is used for pointers and memory addresses: this is why exploiting BA to use items past 62 results in a cycle of a few Action Parameters repeating themselves (https://www.zeldaspeedruns.com/oot/ba/item-chart)
In OoT3D instead, that memory is used to store some other values, which makes it so that 75% of the bytes are zeroed, but the remaining ones can have more variety than in OoT (https://pastebin.com/4ReepiRU).
One of these values just so happens to be the Action ID for one of the unused elemental arrows. The item is #176, and according to the documentation on https://wiki.cloudmodding.com/oot/Damage_Charts the arrow is the one that had to be used with the Wind Medallion (now Forest Medallion).
The easiest way to use item 176 is to do Poachers Saw BA while having the Gold Skulltula icon, the Shard of Agony and Zoras Sapphire, and NOT having Gerudo Card, SoT, SoS or the other stones.
All of the unused arrows visually appear as Fire Arrows, but they dont consume magic. You still cant use them while other magic items are active, but you can do the opposite (use magic while the arrow is still visible): this doesnt crash the game as it would do in OoT.
Most enemies in the game react to the Wind Arrows, even though some of them dont receive damage (e.g. armos, spikes, bubbles). Baby Dodongos ignore them completely.
As with Light Arrows forcing killed enemies to drop a purple rupee, the unused arrows also force the drop to be a specific one: for Wind Arrows, this is a small Magic Jar. This doesnt apply to every single enemy, but the majority of them will use this forced drop even if they normally cant drop magic.
Some enemies have special weaknesses/special interactions with the Wind Arrow, which are shown in the video:
-Skulltulas receive 0 points of damage, but the normal ones still attach themselves to the arrow as they normally do, so you can push them around
-Bubbles are invulnerable to it, but the Green Bubble specifically manifests a very weird behavior if struck when its fire is off: it immediately starts falling downwards, ignoring any floor collision in its path
-Iron Knuckles receive 15 damage, but they can only get hit by arrows after they lose the armor. Armorless Knuckles have 10 HP, so you cannot one-shot them with any weapon other than a Wind Arrow (also, depleting 10 HP from the enemys health could be the strongest attack Link can do in the game)
-Like Likes die in one hit, because they receive 15 damage. Something you may not know is that they also receive 15 damage from Light Arrows (and also from another unused arrow). These attacks and the one against Iron Knuckles are the only 4 in all of the damage charts to reach 15 points, which is the highest value the damage output can be (because its stored in a single Hex digit, or nybble) OoT3D Wind Arrows](https://i.ytimg.com/vi/whSS-X7teDg/mqdefault.jpg)