Uploaded April 2019 | Updated September 2026, 1 week ago
I show a way to use loading zones in the scene setup for cutscene #00 in Kakariko Village (first half of the Nocturne cutscene). Most of them are unused/undefined/different from what they should be.
Explanation:
When wrong warping to a cutscene area with Death Hole, the black screen glitch prevents loading zones from working. In order to make them usable again, you need to cancel DHWW, which can be done by playing certain types of cutscenes.
Things that can be used are warp song animations (e.g. Requiem for the Desert Colossus), cutscene triggers (e.g. meeting Ruto inside Jabu Jabu, playing ZL for Darunia in Goron City), and entrance cutscenes (e.g. entering Temple of Time, used in speedruns to make DoT skip viable).
In Kakariko Village, the only thing you can use is the entrance cutscene, which only activates the first time you trigger the loading zone from Hyrule Field to Kakariko: considering that Hyrule Field is itself a cutscene area, you cannot simply enter the village in DHWW, as the loading zone is disabled. It's possible to store the loading zone with FW, but to do so you need to have already triggered it once.
The solution is to enter for the first time with a Void Warp: spawning in the area with FW prevents the entrance cutscene from playing, so you can then reset FW to have it store the loading zone you need.
To do the Void Warp, I used the normal setup for the Hookshot Jump off of Epona (with the ladder near Lake Hylia, I didn't show that part in the video), and used FW when Link was above the slope that's on top of one of the walls surrounding the loading zone, so that after landing, the slope would push him inside. Luckily, the timing for the FW return is lenient in OoT3D, while it's frame perfect (I believe) in OoT N64.
All of the transitions that take to the wrong place are not caused by wrong warping, they're actually coded that way in setup #04. You can learn more about this here: tcrf.net/The_Legend_of_Zelda:_Ocarina_of_Time/Alternate_Scene_Setups
I show a way to use loading zones in the scene setup for cutscene #00 in Kakariko Village (first half of the Nocturne cutscene). Most of them are unused/undefined/different from what they should be.
Explanation:
When wrong warping to a cutscene area with Death Hole, the black screen glitch prevents loading zones from working. In order to make them usable again, you need to cancel DHWW, which can be done by playing certain types of cutscenes.
Things that can be used are warp song animations (e.g. Requiem for the Desert Colossus), cutscene triggers (e.g. meeting Ruto inside Jabu Jabu, playing ZL for Darunia in Goron City), and entrance cutscenes (e.g. entering Temple of Time, used in speedruns to make DoT skip viable).
In Kakariko Village, the only thing you can use is the entrance cutscene, which only activates the first time you trigger the loading zone from Hyrule Field to Kakariko: considering that Hyrule Field is itself a cutscene area, you cannot simply enter the village in DHWW, as the loading zone is disabled. It's possible to store the loading zone with FW, but to do so you need to have already triggered it once.
The solution is to enter for the first time with a Void Warp: spawning in the area with FW prevents the entrance cutscene from playing, so you can then reset FW to have it store the loading zone you need.
To do the Void Warp, I used the normal setup for the Hookshot Jump off of Epona (with the ladder near Lake Hylia, I didn't show that part in the video), and used FW when Link was above the slope that's on top of one of the walls surrounding the loading zone, so that after landing, the slope would push him inside. Luckily, the timing for the FW return is lenient in OoT3D, while it's frame perfect (I believe) in OoT N64.
All of the transitions that take to the wrong place are not caused by wrong warping, they're actually coded that way in setup #04. You can learn more about this here: tcrf.net/The_Legend_of_Zelda:_Ocarina_of_Time/Alternate_Scene_Setups





![OoT3D DoT Skip without ZL/FW & Double Defense as Child
Using the new Child Ledge Clip, its finally possible to enter the Kakariko Shooting Gallery as child, without FW. This is significant because a DHWW with the Kakariko from Gallery entrance goes to Inside Ganons Castle.
In the video I show two cool things this allows us to do. Both of them require having explosives before meeting Zelda: they can be obtained either with SRM in GtG (https://youtu.be/gSBBhH6F6uA), or with GIM in BotW, which for now requires Iron Boots NG+.
[Edit: I forgot 2 other methods to get explosives:
Bombs can be obtained from source using a series of glitches, like ISG to enter DC, QPA to break the first wall, and waiting 36 minutes with a Deku Spear to lower the staircase (https://youtu.be/AuBN-0G9bEM).
And another place to get bombchus is Spirit Temple, which requires a TAS-only L-Slide over the river of sand]
The first thing is DoT Skip without Zeldas Lullaby/Farores Wind, by exiting Ganons Castle after the wrong warp and going to the market. The only method to skip the guards during DHWW is with a Ledge Cancel to make the camera pan out enough to cull the guards. After doing this trick, you could get the Odd Poultice as adult, RBA ZL and get FW. This would let you do a cutscene #07 Wrong Warp from Zeldas Courtyard using FW.
The second thing is Double Defense as Child. By reaching the castle with the wrong warp, you can go to Zelda without clearing the Hyrule Castle entrance cutscene. If you then trigger that entrance during DHWW, you will warp to Outside Ganons Castle and cutscene #00 will play. I assume this happens because the game tries to play the HC entrance cutscene by indexing cutscene data with a segment offset, but the scene loaded is different and so stuff is in the wrong place (heres some more info about this: https://wiki.cloudmodding.com/oot/Entrance_Cutscenes
https://wiki.cloudmodding.com/oot/Addresses#Segment_Addresses).
Anyway, once the cutscene ends you can just enter the Fairy Fountain normally. OoT3D DoT Skip without ZL/FW & Double Defense as Child](https://i.ytimg.com/vi/C5_5N7J7zJg/mqdefault.jpg)



![OoT3D Songs Oddities
I show a couple of oddities related to the Song of Storms and the Suns Song.
This time I wrote captions on the video instead of explaining everything in the description. Heres some additional information.
Both of these things work the same in vanilla OoT.
Stealing SoS:
I have no idea what causes the text box thing [edit: heres the explanation https://youtu.be/-hBYC7xm9Nw], but it doesnt work as child in vanilla, so I assume it doesnt in 3D either (it wouldve been so cool if you could do this for Max% Child)
The trick only works if you havent learned SoS normally yet, and you can re-do it infinite times as long as you dont watch the cutscene that starts after the auto-play (but you need to reload the room every time). This makes SoS the fourth song you can learn infinite times I think, the others being Suns Song, Sarias Song and Eponas Song (because you can learn those ones every time you dont have them in the inventory).
Suns Song Storage:
I mentioned this in the video, this trick only works if you play the song in the corridor and then go to Twinrovas room; it doesnt work if you play the song in the first room and then go to Twinrova because opening the door to the corridor somehow cancels the effect. Every other thing I tried (using spells, dying with a fairy, ...) does not cancel it.
Other than Spirit Temple Boss, the only area where the dungeon/overworld state is room dependent is Dampés grave: the windmill room is considered overworld, the other rooms are considered dungeon. In spite of this, the trick does not work there, probably because it requires a door between the rooms. OoT3D Songs Oddities](https://i.ytimg.com/vi/JCSIFqjlNzk/mqdefault.jpg)
