OoT3D Deaths Door: Setting the Entrance Point with a Game Over or Special Void @HylianFreddy
OoT3D Deaths Door: Setting the Entrance Point with a Game Over or Special Void  @HylianFreddy
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.
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Hylian Freddy |

OoT3D "Death's Door": Setting the Entrance Point with a Game Over or Special Void

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