zfg2
Gerudo Fortress route keeping FW on B
updated
1- Forest Section: from room 1, get in the corner and triple slash clip, jumpslash and hold forward
2 - Ice Section: from room 1, lure the freezard to the corner, hookshot clip OoB, fall down and jumpslash facing past the door
3 - Spirit Section: from room 3 going to 4, do entrance point glitch with a bomb, set EPG going through the wall and void. There's a small piece of ground OoB you can walk on. From there, walk parallel to the wall, jump and use rocs feather. Should also work with hover boots. This one may not save much time, if at all.
4 - GTG section: from entering room 2, turn around, sidehop sideroll, 2 ess turns left and jumpslash to clip. turn down right, 1 ess right, fall off and rocs feather forwards. I wasn't able to get this w/o feather but it might be possible.
5 - Temple of Time section: get near the corner and do 5 ess turns right, jumpslash, equip hover boots, hold slightly down left after clipping. Might want to kill the enemies because if you don't do it very fast they make it hard.
0:00 Forest
0:16 Ice
0:44 Spirit
1:08 GTG
1:34 ToT
A day transition that reloads the area sets your entrance point coordinates which is the point of the setup in Goron Village, and those coordinates will be where you spawn in Woodfall.
-No opening key doors
-No infinite key dupes
The wallmaster text needs to be activated while OoB so it doesn't interrupt running back to the chest once you get back in bounds. Once the text is cleared, you need to get to the crawlspace to get on OoB fairy revive camera glitch. Then just get back in bounds for the revive camera to start, open the chest and get hit by a keese after.
If you could get out of bounds without EPG, and without the gate up, it would speed up the process a lot since you could go straight to the crawlspace with the wallmaster text already cleared. I show a clip at the end of a horizontal vine clip almost getting to the room to the right but barely missing.
The fire bubbles need to be killed in order to free up enough space to pull 3 bombs, before killing them you can only pull 1 (with the max number of dupes up to that point). After a certain number of dupes, the sword hitbox stops functioning, so you need to start killing them with bombs.
Towards the end, the number of fire circles loaded becomes a problem and causes the screen to freeze when trying a weirdshot facing its direction, so you need to weirdshot facing away from it.
The reason it ends on the number that it does is 1 - it would always crash when trying another triple bomb EPG, and 2 - at that point, there's so much stuff loaded even after the EPG that the shield hitbox stops working. This means you can't weirdshot and have no way to get back up to the key (trying to spawn the SoT blocks crash) so I'm fairly sure this is the max, but it might be possible to squeeze a few more keys out of this
-No opening key doors
-No infinite key dupes
This doesn't take into account extra time saves from longer duration speed food later in the run, though it might not be much timesave anyway.
The main reason for reversing the order is so the cutscene for the first light being redirected doesn't interrupt the ABCS, but its also easier from this side.
When PRing back onto an ABC, the direction of its height component is determined by links vertical speed when landing on it. If its as soon as possible after doing a PR so link it still essentially going upwards while landing, the ABCS will go up as you would normally expect. If you fall down onto it, it will move downwards, and if you paraglide onto it, you can keep it going pretty flat (still a little bit up or down depending on specifics)
As a result of this principle, we can also probably skip the full ABCS building process sometimes and only do a half build and manually control it. For example, for ABCSs where we only need to go straight up, you could just set down one wing, ABC it, and PR onto it without either the top wing or the "control" wing
This used hydro clipping to cause lag and force the game to ignore collision for a short time while a rocket moves the box.
When getting back on the ABCS build, your vertical speed and position can affect the vertical speed when it starts up again. If using rockets to get back on, you need to make sure you land right away and dont fall a lot before landing on it, or it'll go down, so its easier if you start slightly below the ABC. You can also get back on by using a Tulin boost, but you have to land very close to the bottom to get high vertical speed, higher and you'll go up very slowly or even go down if you land too high up.
-Zuggle Hylian Shield once (we need to dupe it anyway)
-approach the wall at about the center of the box behind you, climb the wall and drop down (do not move after this)
-Make sure MNF is equipped
-Pause, equip tree branch, drop wooden shield (also drops the zuggled hylian shield), drop hylian shield, drop tree branch, equip MNF, quickly unpause and pause again, drop MNF. You should now have MNF equipped in the inventory but nothing in links hand
-Pick up the tree branch, and the durability should now be transfered to MNF. The weapons are still desynced right now, so switch off of MNF and back to it to resync them
get tree branch after frog/chu jelly pond
get mnf in fuse shrine
fuse boulder to tree branch instead of rusty claymore (still get claymore)
on the wing to fairy island, get tree branch boulder to 1 durability (1 hit after the message shows up)
wst 1 durability onto mnf at docks after hylian shield (1 durability gives it double damage)
zuggle mnf 8 times
skip bananas at lynel
at seized construct, shoot once with a bomb arrow and fuse lynel horn to wooden stick (this applies lynel horn to all zuggled weapons), then just slash to kill
when you fuse the next rocket it will remove lynel horn for the zuggled mnfs (and replace it with rocket) but thats fine for the rest of the fights
kill sludge like with wooden stick
kill 1st phase of mucktorock with wooden stick (2nd phase still use bow/rubies)
at goron area, use rusty claymore for rockets since wooden stick will burn
same up to queen gibdo, kill with stick (if rocket is burned out, switch to master sword)
in hyrule castle, you can either grab a knights broadsword in the first enemy room and use it to kill some enemies (wooden stick will be nearly broken), or stick with ancient blades, i dont think theres much of a time difference between them, except probably the hinox being faster with slashes
get royal halbred in army
at dorf, fuse lynel horn to halberd, each hit on dorf will do 2 hits with the zuggled weapons + the halberd damage so each phase will be 1 cycled (for some reason, at 8 zuggled weapons is when dorf starts getting double hit with zuggled weapons)
demon dragon, each eye gets 1 hit. after 3rd eye, rocket to where the 4th eye will be after he stops moving, hit, rocket to where dragons head will be lowered, kill
00:00 GSI to Rito - 1:17
01:19 GSI to Gerudo - 1:13
02:34 Rito to Gerudo - 1:22
03:59 Gerudo to Rito - 1:29
05:30 GSI to Zora + blood moon - 1:25
06:58 GSI to Goron + blood moon - 1:24
08:24 Goron to Zora Sky shrine then Zora - 1:24
09:50 Goron to Zora - 1:10
11:03 Goron to Rito - 1:28
12:33 Zora to Goron - 1:14
One warp is roughly 28 seconds (variable due to load times)
The window for getting all 3 eyes with sword is very tight so there's not much room for mistakes, and it might also require attack up so you 3 hit the eyes instead of 4 hit (fusing the rocket doesn't increase the damage enough to cut out a hit)
The 4th eye needs at least 3 of the arrows to be a direct hit on the eye in addition to the regular ruby AOE damage
This also needs careful use of both stamina and the energy cell to not run out of either. The sword swings with rocket attached will use up a lot of energy so the rocket boosts need to be somewhat precise to not run out. Though a run with these conditions will probably have zonai charges as a backup anyway.
After killing the first eye, try to run out of the crater and wing to the next eye. Here I fuse something to master sword so that the eyes die in 3 hits instead of 4, its not required but makes the strat easier overall.
From eye 2, when you jump off, Zelda needs to come at you from almost directly forward, flying in from the left side. This is the only way she goes near a good spot to get to eye 3, otherwise you'll be in a terrible spot. If she's already moved farther off to the right, it means you were slow.
For eye 3, you need to jump off Zelda just as she's beginning to go vertical. This is a bit precise and right before a lockout window where you can't jump off too. Let link fall for a second or 2 and then hold R to land right at eye 3.
For eye 4, to get a jump off to the right which makes the flying easier, you need to run out of the crater on the bottom right. Its still possible if you get a left jump but its a bit harder.
After eye 4, if you're fast enough, you'll escape the crater before Ganon moves again and wont take damage, which means you were fast enough so that Ganon properly moves onto the final phase attack where he shoots straight in the air at you and it should be easy. If you were slower and take damage, you wont be able to ride zelda high enough fast enough, and Ganon will attack as if its not the last phase yet with his head moving around which makes it very difficult to land on. It is possible, and theoretically faster, but I have no strat for it right now other than just hoping, and I've only gotten it once. Video of it: youtube.com/watch?v=OipihbPaQes
Second eye - jump back onto Zelda and start going up. When going up, zelda will go mostly vertical, then horizontal for a bit, then vertical again. Jump off during the 2nd vertical part. Start diving towards coordinates -740/540, hover above there until the eye is directly below and attack it.
Third eye - after killing the 2nd eye, you'll get launched up. You want to be as close to the top right of the crater as possible, even better if you can get out of it before you get launched. Hold neutral on the control stick and drop a wing shortly before the peak of the jump, then hold forward and cancel the dive to land on it, then fly to the 3rd eye. The window for killing the 3rd eye is pretty small so this part does need to be fast.
Fourth eye - If you're fast enough, you will get launched just like from the 2nd to 3rd eye, and drop a wing just before the peak the same way. If you are a bit slower, you will get damaged and thrown off ragdoll style. If this happens, go into a dive, wait about a second and stay neutral, drop a wing, and land on it normally. You will take a bit of fall damage but you should be fine. Its also possible for you to get the launch, and hit your height killed right after by taking damage. I don't know a backup for if this happens because even zelda will put you in a terrible place for going to the last eye, so don't fail.
When on the wing, curve it to the left a bit and then stand near the back to slow it down and stall it. You want to aim for coordinates -715/480. Drop down from there and kill the eye
Final hit - I'm not sure exactly how his movement works for the final hit, but he seems to generally not move much past -490/490 (but not always right there) , and seems to always try to follow you so he wont be some large distance away. What I do it jump off near the peak when link starts to crouch just like at the start and approach -490/490. When you're about 2300-2200 Y coordinate, just hover in place to wait for him to be below you, then fly down quickly for the final hits.
Note about cycles - How fast you do one eye does affect how much time you have for the next one. So for example, if you're slow to the first eye, then you'll have less time to get to the 2nd eye, and if you're late to the 2nd eye, you'll have less time to get to the 3rd eye. Getting to the 2nd eye on time is pretty lenient, but the 3rd eye is tight, so making sure you're at least on time for eye 2 is important.
The brightbloom seed obviously isn't needed and it just for demonstration/ease, but it also barely costs any time since you run right over it on the way to the ruby.
I compared this to the normal early Ascend route since it was just the easiest, but this also puts it about a minute ahead of the Ultrahand first route.
-the normal UH first route can save a little time by cooking speedfood near the construct that gives you batteries instead of where it is in the video but i was too lazy to rerecord, probably like a 2 second difference in the bottom route's favor
-the bottom route could also probably do the 3 fan flying to ToT from fuse to save some time (maybe like 10 seconds?) but is much harder, while the wing glider is free
Both of these things taken into account probably makes them near even with one being much harder, so early fans probably isnt worth it
Route:
Same up to ToT except skip frog
Run to Ultrahand Shrine, get 2 rushrooms
Run to the wing chest, early wings
Dupe rushrooms up to at least 10 (12 is nice for safety for extra healing) and cook speed 2 food x2 (skip eppers/cold food)
Get energy cells
Dupe ~25 zonai charges
Wing wall to fan chest, dupe fans, fly on fans to Ascend (use ~6 charges)
Wing down to Fuse
Fuse wing shield
1 wing 3 fans flying machine to ToT (~18 charges)
Recall
Same from there, but with speed 2 instead of 3
This also requires the trick to get the early wing chest to make the wing wall for getting fans early.
Tier 2: Wallet, Bombs (overfilled)
Tier 3: Slingshot, sticks (overfilled)
ootmasterseries.com/tasks/7
TTG = Text Transfer Glitch


