Uploaded December 2021 | Updated September 2026, 1 week ago
This trick allows to set FW at any position in any map with grottos, provided that you can die at that location after doing DH (only in OoT3D though).
You can also use it to do Grotto Alt Exit without Wrong Warp (in all versions).
Technical explanation (shoutouts to the oot decompilation):
There is a function called "Gameplay_TriggerRespawn", which is used when you void out with zoneout type -1 ("respawnFlag" in decomp): that includes some special void planes found in DMT, Ice Cavern, Spirit Temple and Tower Collapse Exterior, and other things like Wallmasters and doors in Dampé's grave. For some reason it is also used when you continue on the Game Over screen, even though that uses type -2 (the respawnFlag is just overwritten immediately after the function call).
This function does something pretty weird: it sets the Entrance Point to Link's current position (like when you go through a door) and then reloads the current scene, making the EP completely useless as it will be overwritten after Link spawns at the regular entrance.
There is a way to still use this EP though, by exploiting the fact that it cannot be overwritten inside the grotto scene: if Gameplay_TriggerRespawn is called in another scene but it sends Link to the grottos, you'll be able to keep the weird EP and save it with Farore's Wind.
Example #1, with Game Over:
OoT3D tries to keep the Next Entrance Index to a default value (-1) by resetting it after every scene load and (mostly) refusing to start another one if it's not negative. If you do Death Hole to set its value and then do a deathwarp, it will be locked to that value (which sends Link to a grotto of course).
This lets you call Gameplay_TriggerRespawn to save your current position in the EP, and then respawn in a grotto. You need to enter the Visions before selecting Continue, because otherwise the game doesn't start the scene load and softlocks (when the Next Entrance is already set, only voiding out and changing Game Mode and/or Game State can still work).
Example #2, with special Void Out:
When you trigger a special void out, that function is called twice: once when the fade-out starts and once when it ends (and the load starts). The second time happens after the Next Entrance Index has already been copied over to the current entrance index. That means that, if you did DH, the EP will be set at the position Link is when he voids out, but in the grotto scene.
For OoT you need a timer warp to trigger the Next Entrance set by the DH, because the value is not locked like in 3D.
Other examples I haven't recorded:
- In tower collapse exterior you can set the EP in mid-air if the timer expires and you void out during the screen fade (frame perfect with the height based void, lenient with the -4000 void). It basically softlocks in an endless fall afterwards.
- In OoT, if you do the WW to lakeside lab and then die/continue, you'll have the EP in the grotto, at the position you died at.
This trick allows to set FW at any position in any map with grottos, provided that you can die at that location after doing DH (only in OoT3D though).
You can also use it to do Grotto Alt Exit without Wrong Warp (in all versions).
Technical explanation (shoutouts to the oot decompilation):
There is a function called "Gameplay_TriggerRespawn", which is used when you void out with zoneout type -1 ("respawnFlag" in decomp): that includes some special void planes found in DMT, Ice Cavern, Spirit Temple and Tower Collapse Exterior, and other things like Wallmasters and doors in Dampé's grave. For some reason it is also used when you continue on the Game Over screen, even though that uses type -2 (the respawnFlag is just overwritten immediately after the function call).
This function does something pretty weird: it sets the Entrance Point to Link's current position (like when you go through a door) and then reloads the current scene, making the EP completely useless as it will be overwritten after Link spawns at the regular entrance.
There is a way to still use this EP though, by exploiting the fact that it cannot be overwritten inside the grotto scene: if Gameplay_TriggerRespawn is called in another scene but it sends Link to the grottos, you'll be able to keep the weird EP and save it with Farore's Wind.
Example #1, with Game Over:
OoT3D tries to keep the Next Entrance Index to a default value (-1) by resetting it after every scene load and (mostly) refusing to start another one if it's not negative. If you do Death Hole to set its value and then do a deathwarp, it will be locked to that value (which sends Link to a grotto of course).
This lets you call Gameplay_TriggerRespawn to save your current position in the EP, and then respawn in a grotto. You need to enter the Visions before selecting Continue, because otherwise the game doesn't start the scene load and softlocks (when the Next Entrance is already set, only voiding out and changing Game Mode and/or Game State can still work).
Example #2, with special Void Out:
When you trigger a special void out, that function is called twice: once when the fade-out starts and once when it ends (and the load starts). The second time happens after the Next Entrance Index has already been copied over to the current entrance index. That means that, if you did DH, the EP will be set at the position Link is when he voids out, but in the grotto scene.
For OoT you need a timer warp to trigger the Next Entrance set by the DH, because the value is not locked like in 3D.
Other examples I haven't recorded:
- In tower collapse exterior you can set the EP in mid-air if the timer expires and you void out during the screen fade (frame perfect with the height based void, lenient with the -4000 void). It basically softlocks in an endless fall afterwards.
- In OoT, if you do the WW to lakeside lab and then die/continue, you'll have the EP in the grotto, at the position you died at.






![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)