Uploaded December 2019 | Updated September 2026, 1 week ago
In this video I show a trick that allows you to move around while opening a chest, using the same exploit that causes the Din's Fire Actor Glitch. Then I show how to use it to get infinite height. Too bad it only works in 2 rooms in the entire game.
Also, this works basically the same way even in the original OoT.
Explanation:
The game uses a flag to determine if Link is "interacting" with something: it's used when talking/reading, opening doors, getting items and so on. When the flag is set the majority of the actors freeze and you lose control of Link.
When you get damaged while using Din's Fire this flag gets unset, and this allows to do various tricks: the most useful/known one is actor glitch, but 2 other interesting things can be done.
The first one is WWT: it's used for Jabu Wrong Warp, but it can also be done when interacting with signs, gossip stones, talking doors and maybe some other stuff too. It does not work with NPCs.
The second one is moving around while Link is supposed to be opening a chest. I hoped this could be useful as it activates GID without an item drop, but as of now it only works if you can have a heat timer active when opening the chest.
This is how it works:
A chest will set the aforementioned flag 2 times when it's opened:
1) When you press A to open it. This can be canceled by using Din's Fire.
2) When Link starts the opening chest animation, which usually happens on the following frame. However, if Link is holding an item when the chest is opened, the put away animation will cause a delay, and the flag will be reset later.
By doing the DF trick with a chest, the flag will stay unset while Link puts away the sword. If something interrupts Link during this time window, you can regain control while the chest is opening.
Unfortunately, I think you can't get hit because you're still invincible from the explosion used for the DF trick. But a heat timer can keep ticking down because the flag is unset, so it can be used to die if it runs out before Link has put away the sword. After being revived by a fairy, the game will be in a weird state (it's reminiscent of the storage glitch in the Wind Waker):
- Item buttons and view button don't work
- Sidehops and backflips behave like ground jumps
- Link can't grab ledges when jumping (he can still hang from them)
- Losing all health mid-air instantly activates zombie walking, and you can then get infinite height because all jumps get canceled immediately and you can chain them together (it's basically like zombie hovering in tWW, or moonjump glitch in BotW)
- Doors and chests can't be opened
- Landing after jumping or falling makes Link stuck (you can fix it by dying again or getting damaged)
- Dying and being revived again does not fix the glitch
- GID is active, and the get_item variable will be given by the chest (negative value like with GIM)
- The get_item value can't change, item drops can't be collected and you can't pick up pots or similar objects (because they normally set the get_item to 0 to make the "Grab" action appear)
- Loading other rooms or reloading the one with the chest can sometimes fix the glitch, but not always; GID also stays active
The reason why "zombie hovering" works is that the Chest Storage sets the flag that allows ground jumps (the "holding object over the head" flag) and prevents it from clearing itself as it usually does when you do a ground jump. If this flag is set while Link is in mid-air, he'll switch to grounded state for a frame, and if he's dead then he'll start zombie walking. This is why you can chain jumps to hover infinitely.
Also worth noting is that, while the Din's Fire trick can only get rid of the first setting of the "interaction flag", using the glitched camera from a fairy revival in the water or from exiting a crawlspace could get rid of both settings. I couldn't find any place where this is possible near a chest though.
I recorded 2 more clips that I decided not to include in this video, so I uploaded them as unlisted: doing the trick on the small chest (youtu.be/ZP694ycBrEU), and showing that changing rooms can cancel the glitch (youtu.be/1fSE9ODtR7s)
To time the trick correctly, I try to pull the bomb when the timer is between 3.65s and 3.95s.
I calculated these times because in vanilla OoT there are 73 frames between pulling the bomb and opening the chest, and the put away animation lasts 6 frames.
In this video I show a trick that allows you to move around while opening a chest, using the same exploit that causes the Din's Fire Actor Glitch. Then I show how to use it to get infinite height. Too bad it only works in 2 rooms in the entire game.
Also, this works basically the same way even in the original OoT.
Explanation:
The game uses a flag to determine if Link is "interacting" with something: it's used when talking/reading, opening doors, getting items and so on. When the flag is set the majority of the actors freeze and you lose control of Link.
When you get damaged while using Din's Fire this flag gets unset, and this allows to do various tricks: the most useful/known one is actor glitch, but 2 other interesting things can be done.
The first one is WWT: it's used for Jabu Wrong Warp, but it can also be done when interacting with signs, gossip stones, talking doors and maybe some other stuff too. It does not work with NPCs.
The second one is moving around while Link is supposed to be opening a chest. I hoped this could be useful as it activates GID without an item drop, but as of now it only works if you can have a heat timer active when opening the chest.
This is how it works:
A chest will set the aforementioned flag 2 times when it's opened:
1) When you press A to open it. This can be canceled by using Din's Fire.
2) When Link starts the opening chest animation, which usually happens on the following frame. However, if Link is holding an item when the chest is opened, the put away animation will cause a delay, and the flag will be reset later.
By doing the DF trick with a chest, the flag will stay unset while Link puts away the sword. If something interrupts Link during this time window, you can regain control while the chest is opening.
Unfortunately, I think you can't get hit because you're still invincible from the explosion used for the DF trick. But a heat timer can keep ticking down because the flag is unset, so it can be used to die if it runs out before Link has put away the sword. After being revived by a fairy, the game will be in a weird state (it's reminiscent of the storage glitch in the Wind Waker):
- Item buttons and view button don't work
- Sidehops and backflips behave like ground jumps
- Link can't grab ledges when jumping (he can still hang from them)
- Losing all health mid-air instantly activates zombie walking, and you can then get infinite height because all jumps get canceled immediately and you can chain them together (it's basically like zombie hovering in tWW, or moonjump glitch in BotW)
- Doors and chests can't be opened
- Landing after jumping or falling makes Link stuck (you can fix it by dying again or getting damaged)
- Dying and being revived again does not fix the glitch
- GID is active, and the get_item variable will be given by the chest (negative value like with GIM)
- The get_item value can't change, item drops can't be collected and you can't pick up pots or similar objects (because they normally set the get_item to 0 to make the "Grab" action appear)
- Loading other rooms or reloading the one with the chest can sometimes fix the glitch, but not always; GID also stays active
The reason why "zombie hovering" works is that the Chest Storage sets the flag that allows ground jumps (the "holding object over the head" flag) and prevents it from clearing itself as it usually does when you do a ground jump. If this flag is set while Link is in mid-air, he'll switch to grounded state for a frame, and if he's dead then he'll start zombie walking. This is why you can chain jumps to hover infinitely.
Also worth noting is that, while the Din's Fire trick can only get rid of the first setting of the "interaction flag", using the glitched camera from a fairy revival in the water or from exiting a crawlspace could get rid of both settings. I couldn't find any place where this is possible near a chest though.
I recorded 2 more clips that I decided not to include in this video, so I uploaded them as unlisted: doing the trick on the small chest (youtu.be/ZP694ycBrEU), and showing that changing rooms can cancel the glitch (youtu.be/1fSE9ODtR7s)
To time the trick correctly, I try to pull the bomb when the timer is between 3.65s and 3.95s.
I calculated these times because in vanilla OoT there are 73 frames between pulling the bomb and opening the chest, and the put away animation lasts 6 frames.





![OoT: Broken Gorons Sword as child [1.0 exclusive]
This allows Max% Child to get a higher upgrade in the adult trade slot and also obtain a new item, Spirit Medallion with RBA. It can only be done on the 1.0 version due to being able to interrupt the put away animation (like for Blank A).
[Edit: it can now be done in any version, even OoT3D (which doesnt need this anyway): https://youtu.be/p5TobxoMAQc]
I found this while researching the stuff I showed in this video (https://youtu.be/0sznvpLTwqs), so you can watch that if youre interested.
Basically this works because if you break the Carpenters boss NPC by interrupting his dialog, hell keep thinking youre talking to him. Using something that makes a choice selection appear (Sarias Song), you can then tell him you selected the first option, which he can only interpret as yes I want to trade in the Poachers saw.
This does not work with other NPCs like King Zora or Fado, so you cant get Eyeball Frog or Poachers Saw the same way.
Explanation of the inputs:
1)Perform DF Canceling normally, so drop a bomb, quickspin, use Dins Fire before the spin disappears, press A the frame before getting hit (2nd explosion frame as child if you shield dropped the bomb).
If you use other methods, like Lens of Truth, remember that you need an item in hand for the next step.
Important thing to note is that you cannot pause buffer the A press, because you cant talk to NPCs out of a buffer.
2)Use a deku nut the frame after pressing A. This will interrupt the put away animation (1.0 exclusivity), canceling the dialog and letting you move around with Speak A. Pressing A now will softlock, but you can pause to remove Speak A if you want.
3) Use any trade item or magic beans in such a way that the carpenter will be culled when you close the text box.
4) Uncull the carpenter and play Sarias Song, then select the first option. If youre too far the collection trigger will still spawn, just get close to him to obtain the sword.
This method to get Speak A works the same as the Open A I had found for chests (Zombie Hovering), so the explanation about the interaction flag is there: https://youtu.be/JSHppr-zWC8.
(Also, you cannot use the 1.0 nut throw to get Zombie Hovering with any chest, because ground jumps disable buttons) OoT: Broken Gorons Sword as child [1.0 exclusive]](https://i.ytimg.com/vi/OnqGraFBuR0/mqdefault.jpg)




![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)