Uploaded July 2021 | Updated September 2026, 1 week ago
It's been 2 years since I started this "challenge" of canceling DHWW in various areas to be able to trigger the unused loading zones from the alternate scene setups, and now I can say it finally came to an end.
Thanks to a new discovery by Blini (youtu.be/pftZ_12NPD0), I found a way to perform a Void Warp to any destination with zoneout type -3 (warp song entrance). This type of Void Warp was the only one that still had serious limitations: types 1 and -1 (regular and special void) have always been pretty versatile, while types 3 (FW), 2 (Grotto return) and -2 (temp flags preservation) could be done in a lot of places thanks to DHVW, Reverse DHVW and Black Screen VW, respectively.
The new trick involves using a mini-cutscene from, for example, a floor switch to interrupt playing the Ocarina after using Timestop to "store" a warp song effect: this lets you gain control of Link while the warp effect is happening, so you can then use FW to set the Next Entrance and hijack the Zoneout Type from the warp song.
By the way, in OoT this either doesn't work or it requires a much more strict timing. I'm always grateful to Grezzo for adding this nice little piece of code that makes it impossible to change the Next Entrance after it's been set already, giving us much more control over the Zoneout Type (in this case the warp song that sets type -3 cannot change the entrance previously set by FW).
Anyway, now that all loading zones in every scene setup #04 are available, I wrote a pastebin with their destinations, I hope it's accurate enough: pastebin.com/NrdaVMH8
Explanation of some specific inputs:
- When doing Timestop, the target+shield required for the trick doesn't dim the buttons because the bottom screen is "title screen locked", and afterwards you can't dim buttons because it's "Ocarina locked", but in between those two locked states there is a short window where Link crouches if you're holding R, and that disables all buttons except for boots and hammer. Releasing R very quickly avoids this problem.
- The reason why I reloaded the room after Timestop to equip items is that, after playing the warp song and selecting Yes, displaying any text box would cancel the stored warp effect, and the Items Menu has a bunch of text boxes that must be avoided
I used a couple of savestates and splices for this video, but I've also done the trick first try on my 3DS without them, so it's not really that hard.
I also have to thank Blini again for making me realize this doesn't require Ledge Cancel as I initially believed. If Ledge Cancel was required, the trick would not be RTA friendly at all (as shown here: youtu.be/3MoUDPhgcSU?t=135).
The next objective is now to find a way to do this as Child Link, so that Max% Child won't require Jabu Wrong Warp for Double Defense anymore.
It's been 2 years since I started this "challenge" of canceling DHWW in various areas to be able to trigger the unused loading zones from the alternate scene setups, and now I can say it finally came to an end.
Thanks to a new discovery by Blini (youtu.be/pftZ_12NPD0), I found a way to perform a Void Warp to any destination with zoneout type -3 (warp song entrance). This type of Void Warp was the only one that still had serious limitations: types 1 and -1 (regular and special void) have always been pretty versatile, while types 3 (FW), 2 (Grotto return) and -2 (temp flags preservation) could be done in a lot of places thanks to DHVW, Reverse DHVW and Black Screen VW, respectively.
The new trick involves using a mini-cutscene from, for example, a floor switch to interrupt playing the Ocarina after using Timestop to "store" a warp song effect: this lets you gain control of Link while the warp effect is happening, so you can then use FW to set the Next Entrance and hijack the Zoneout Type from the warp song.
By the way, in OoT this either doesn't work or it requires a much more strict timing. I'm always grateful to Grezzo for adding this nice little piece of code that makes it impossible to change the Next Entrance after it's been set already, giving us much more control over the Zoneout Type (in this case the warp song that sets type -3 cannot change the entrance previously set by FW).
Anyway, now that all loading zones in every scene setup #04 are available, I wrote a pastebin with their destinations, I hope it's accurate enough: pastebin.com/NrdaVMH8
Explanation of some specific inputs:
- When doing Timestop, the target+shield required for the trick doesn't dim the buttons because the bottom screen is "title screen locked", and afterwards you can't dim buttons because it's "Ocarina locked", but in between those two locked states there is a short window where Link crouches if you're holding R, and that disables all buttons except for boots and hammer. Releasing R very quickly avoids this problem.
- The reason why I reloaded the room after Timestop to equip items is that, after playing the warp song and selecting Yes, displaying any text box would cancel the stored warp effect, and the Items Menu has a bunch of text boxes that must be avoided
I used a couple of savestates and splices for this video, but I've also done the trick first try on my 3DS without them, so it's not really that hard.
I also have to thank Blini again for making me realize this doesn't require Ledge Cancel as I initially believed. If Ledge Cancel was required, the trick would not be RTA friendly at all (as shown here: youtu.be/3MoUDPhgcSU?t=135).
The next objective is now to find a way to do this as Child Link, so that Max% Child won't require Jabu Wrong Warp for Double Defense anymore.



![OoT3D Forest Trial without fire source w/ DHVW
By doing this DHVW you can complete Forest Trial without Fire Arrows or Dins Fire.
For the DH, I equipped FW and Light Arrows on X and Y, while I had hover boots on II.
[Edit: You dont actually need to equip hover boots. For the first silver rupee you can jump while the fan is blowing to reach the platform, and then you can use normal jumps to collect the other rupees]
My movement in the silver rupees room was bad, if you avoid getting hit by the beamos you dont need to collect the recovery heart as I do in the video. After the cutscene cancels the DH state, voiding out seems the fastest way to reload the area and go back to normal gameplay. OoT3D Forest Trial without fire source w/ DHVW](https://i.ytimg.com/vi/Uift007miOU/mqdefault.jpg)





![OoT3D Theory for Water Temple River Room Skulltula as Child
This could be a possible method to get the last remaining Skulltula in Water Temple for Max% Child, if a way to do the initial Deaths Door is found.
[Edit: its been confirmed possible by hovering off Guays, so this strategy is viable for TAS https://youtu.be/n8dbG57yyE4]
It makes use of a cool chain of Void Warps that spans 4 scenes:
Lon Lon Ranch → Shadow Temple → Forest Temple → Water Temple
Steps:
- Prepare the FW point by going to Forest Temple in DHWW and placing it in room #21 (the one with Blue Bubbles)
- Go to Lon Lon Ranch and learn Eponas Song to set the entrance
- Perform Deaths Door to set the Entrance Point on top of the Stables. This is the only problematic step that I havent found a way to do yet*
- Start DHWW, unlock the bottom screen to drink a potion, equip Boomerang and FW
- Exit the grotto to spawn in Shadow Temple out of bounds
- Void out once to respawn at the position set in LLR on the stables, then fall down and land on a floor in the boat room
- There is a special floor poly nearby that will make Link slide into the void plane while standing, so it can be used for an easy Cutscene Dive with FW
- Return to FW before reaching the void plane (which means you must select the option at least 3 frames before)
- You will warp to Forest Temple but at the current respawn position (set in LLR), which is above the boss loading zone
- The extended fade-in due to title screen mode will keep the loading zone disabled for just enough time, so target with L to cancel the fall damage animation, use FW immediately when you land, and select return as fast as possible.
- The loading zone will Wrong Warp to Water Temple, and you will appear at the FW position (set in Forest Temple), which is out of bounds in the river room
- Try to pull out the Boomerang before falling into the water, otherwise swim to the edge to fall down temporarily to pull it out.
- Navigate towards the Skulltula and use the boomerang by doing the shield swipe inputs (L+R+Boomerang, release R)
- After getting the token, void out to die, then savewarp.
*
There are 2 problems to solve for the Deaths Door:
- Escaping the grottos pull (its not possible to simply jump out because all the floor polygons around it are at the same height as the grotto actor)
- Getting on top of the stables
It may be possible to do ISG and hover off the Guays that spawn at night-time, because there are some close to the grotto and some close to the stables, but I havent even attempted this. OoT3D Theory for Water Temple River Room Skulltula as Child](https://i.ytimg.com/vi/_g1rr4Q82j4/mqdefault.jpg)
