Uploaded October 2025 | Updated September 2026, 1 week ago
This is mostly just a proof of concept because it requires Boomerang, so it's not fast.
The recently found ledge cancel trick to do this hookshot jump in OoT doesn't seem to work in 3D, but we can use the invisibility glitch to make death HJ go higher, as I showed in this other video: youtube.com/watch?v=UE9ga7Bqkd8
I don't fully understand how the hookshot actor works, but it seems that to make this jump you need to pull out the hookshot while still visible at around the same height as the hookshot pillar, and put it away by using a different item. This probably sets some "initial position" in the hookshot's static variables.
When you pull out the hookshot while invisible, its actor spawns at your current position and stays there as you move around. So for this jump, you spawn it on the ledge and then remotely shoot it towards the pillar, dying on the frame it connects.
Becoming invisible with Like Like Grab Storage requires boomerang because it's the only thing that can stun the Like Like after it swallowed Link completely and set his invisibility flag.
Using the hookshot while Grab Storage is active (AKA when Link's parent pointer is not null) causes a softlock, but luckily we can clear that state without losing the invisibility by getting grabbed and immediately spat out by the Like Like, after reloading the room to make it "forget" that it turned Link invisible already. This can easily be done by walking into it with a bombchu in hand.
This is mostly just a proof of concept because it requires Boomerang, so it's not fast.
The recently found ledge cancel trick to do this hookshot jump in OoT doesn't seem to work in 3D, but we can use the invisibility glitch to make death HJ go higher, as I showed in this other video: youtube.com/watch?v=UE9ga7Bqkd8
I don't fully understand how the hookshot actor works, but it seems that to make this jump you need to pull out the hookshot while still visible at around the same height as the hookshot pillar, and put it away by using a different item. This probably sets some "initial position" in the hookshot's static variables.
When you pull out the hookshot while invisible, its actor spawns at your current position and stays there as you move around. So for this jump, you spawn it on the ledge and then remotely shoot it towards the pillar, dying on the frame it connects.
Becoming invisible with Like Like Grab Storage requires boomerang because it's the only thing that can stun the Like Like after it swallowed Link completely and set his invisibility flag.
Using the hookshot while Grab Storage is active (AKA when Link's parent pointer is not null) causes a softlock, but luckily we can clear that state without losing the invisibility by getting grabbed and immediately spat out by the Like Like, after reloading the room to make it "forget" that it turned Link invisible already. This can easily be done by walking into it with a bombchu in hand.
![OoT3D Faster voids for Back in Time
When doing BiT, its possible to save some time during the voiding out sequence by blowing yourself up while falling.
I thought about this after pal62 made his comparison video about the spawn point (https://youtu.be/AQIuO0n9Egg). You need to use the fast spawn point for this strat to work.
Getting hit by your own bombs while falling isnt hard, but its not intuitive: just holding or dropping the bomb will make the explosion never reach Link, so you have to slow down a bit with a jumpslash.
- Pull out a bomb and shield drop it immediately (when you pull it out shouldnt matter much, but if you dont drop it quickly itll probably explode too early for the next step to work)
- Hold down on the control pad for about 3 seconds
- Do a jumpslash (mash B)
- Release everything (if you keep holding a direction the explosion will probably knock you into the water instead of backwards)
Remember to wait a bit after each respawn to avoid the fade-in eating your button presses.
[EDIT: I forgot to mention this, but button usability doesnt reset when you do BiT (same as DHWW), so to use bombs after BiT you need the X button to be usable in the boss room. This means you need to place FW on Y when you do the RI on the blue warp, so that X can be empty or with a usable item equipped]
If you use this strat, youll only have 2 bombs left when you reload the save file, which should be enough to avoid losing time afterwards: you can use them for the HESSes and use bombchus for the DH and KD for example, but you can also cut some grass in Kakariko and Graveyard as you pass by to get more bombs.
Or you can simply use less than 8 bombs during BiT and save less time there to have a more reliable bomb count afterwards.
Note that using the last 2 too during BiT doesnt save any more time, as you can see from the health counter in the video.
At the end I show a very minor optimization for equipping swords, shields and tunics, but its probably not really worth doing lol.
When youre in a menu, holding the touch screen delays and buffers button inputs. So if you hold B and then touch an equippable item, the B input will be re-triggered and the menu will close, skipping the blue box animation.
You can start holding B while pressing the item on the touch screen, but its better to just do it earlier, while the menu is opening.
You cant mash the touch screen though, if you miss the item youll just close the menu without the equip. OoT3D Faster voids for Back in Time](https://i.ytimg.com/vi/sHEVi7o1n5E/mqdefault.jpg)


![OoT3D Wind Arrows
In this video I show some behaviors of the unused Wind Arrow.
[Edit: this item is actually the Shadow Arrow, the documentation I used for this video was wrong]
During the development of OoT, 6 magical arrows were created, because the player was supposed to use the medallions to change what arrows the bow would shoot. Later on, the idea was scrapped and the arrows were reduced to 3, but the devs had already written part of the code for the 3 extra ones, which is still in the final game in the form of Action Parameters.
Action Parameters are numbers the game uses to know what action Link should perform when you use an item: for example, Master Sword and No Mask share the same value, which is why they act the same.
In the original game, the memory after the Action Parameters table is used for pointers and memory addresses: this is why exploiting BA to use items past 62 results in a cycle of a few Action Parameters repeating themselves (https://www.zeldaspeedruns.com/oot/ba/item-chart)
In OoT3D instead, that memory is used to store some other values, which makes it so that 75% of the bytes are zeroed, but the remaining ones can have more variety than in OoT (https://pastebin.com/4ReepiRU).
One of these values just so happens to be the Action ID for one of the unused elemental arrows. The item is #176, and according to the documentation on https://wiki.cloudmodding.com/oot/Damage_Charts the arrow is the one that had to be used with the Wind Medallion (now Forest Medallion).
The easiest way to use item 176 is to do Poachers Saw BA while having the Gold Skulltula icon, the Shard of Agony and Zoras Sapphire, and NOT having Gerudo Card, SoT, SoS or the other stones.
All of the unused arrows visually appear as Fire Arrows, but they dont consume magic. You still cant use them while other magic items are active, but you can do the opposite (use magic while the arrow is still visible): this doesnt crash the game as it would do in OoT.
Most enemies in the game react to the Wind Arrows, even though some of them dont receive damage (e.g. armos, spikes, bubbles). Baby Dodongos ignore them completely.
As with Light Arrows forcing killed enemies to drop a purple rupee, the unused arrows also force the drop to be a specific one: for Wind Arrows, this is a small Magic Jar. This doesnt apply to every single enemy, but the majority of them will use this forced drop even if they normally cant drop magic.
Some enemies have special weaknesses/special interactions with the Wind Arrow, which are shown in the video:
-Skulltulas receive 0 points of damage, but the normal ones still attach themselves to the arrow as they normally do, so you can push them around
-Bubbles are invulnerable to it, but the Green Bubble specifically manifests a very weird behavior if struck when its fire is off: it immediately starts falling downwards, ignoring any floor collision in its path
-Iron Knuckles receive 15 damage, but they can only get hit by arrows after they lose the armor. Armorless Knuckles have 10 HP, so you cannot one-shot them with any weapon other than a Wind Arrow (also, depleting 10 HP from the enemys health could be the strongest attack Link can do in the game)
-Like Likes die in one hit, because they receive 15 damage. Something you may not know is that they also receive 15 damage from Light Arrows (and also from another unused arrow). These attacks and the one against Iron Knuckles are the only 4 in all of the damage charts to reach 15 points, which is the highest value the damage output can be (because its stored in a single Hex digit, or nybble) OoT3D Wind Arrows](https://i.ytimg.com/vi/whSS-X7teDg/mqdefault.jpg)