Ocarina of Time

Fire Temple

See Volvagia for the boss fight in Fire Temple.


1/16 health for no heat timer

In rooms where a heat timer pops up if Link isn't wearing the Goron Tunic, the amount of time on the timer corresponds to Link's health when the room loads, with 1 second on the timer for each 8th of a heart. However, the game keeps track of Link's health in 16ths (see glitched health for more information), so if Link has exactly 1/16 of a heart, the heat timer will fail to pop up at all. This is useful for speedruns that skip the Goron Tunic but still need to spend time in heat timer rooms, such as Volvagia's.

Getting Link down to 1/16h can be tricky because the HUD only displays hearts in quarters. When Link is on fire, he takes 1/16h of damage every 8 frames until he's extinguished, which happens on its own after 1.25h have been dealt (on top of the initial hit). The 10 frame cycle of the hearts pulsing on the HUD can be used to time using the sword or running to extinguish the flames during the 8 frame window where Link has 1/16h but isn't yet dead, as shown in the video below. Note that flames aren't extinguished by walking slowly or crouching with shield.

There is also a longer tutorial with visual aids ⁠linked here.

Play: YouTube video

Flare Dancer miniboss

To defeat flare dancer, first jumpslash to store jumpslash damage on your power crouch stab. When the flare dancer jumps out of the center and starts spinning, hookshot it out and then crouch stab. Repeat this twice more (if using Master Sword) to finish the fight.

There are several important things to know about the fight:

  • As demonstrated in the video below, the direction flare dancer is facing when you hookshot it on one cycle determines the direction it'll pop out of the center on the next cycle - it will pop out in the opposite direction. On the first cycle, it always appears first on the right side.
  • If available, the hammer can be used in place of the hookshot to make flare dancer vulnerable.
  • Attacking flare dancer while standing right in front of it causes it to begin the next cycle earlier.
  • When flare dancer explodes at the end of the fight, the explosion deals 7/8 of a heart of damage, an unusual amount (see glitched health for more information). This is very important to know when damaging down in preparation for 1/16 health.
  • If you climb onto the middle platform just after the flare dancer explodes, Link can begin riding the elevator up during the cutscene of the door opening, saving time over starting the ride after the cutscene. However, climbing in the very corner of the platform can cause Link to get crushed when entering the shaft; this has also been seen away from the corner, but for unknown reasons. Climbing near the center of the platform's edge is also risky because Link can get pushed by the fire wall's collider and climb through the platform instead of onto it, making the elevator rise without him. The safest option is to climb between the middle of an edge of the platform and the corner.
Play: YouTube video

Darunia Cutscene skip

Discovered by MTA and Pedalpowerluigi

Darunia normally speaks for about 27 seconds (on Japanese) when entering the Boss Door room for the first time. This cutscene can be skipped by manipulating the camera to face away from him when entering, thereby culling the Darunia actor. As long as the camera never pans sufficiently towards Darunia, the cutscene will not start.

It is also possible to climb a ledge and hold target while loading Darunia, which starts the cutscene and then gives the Walking While Talking state after a short time. This can be useful for two reasons: if you need to pass by Darunia (e.g. getting the key then the Bomb/Fairy pots, or opening the Boss Door) or if you want to clear the cutscene while doing something else in the room. Ensure Darunia is loaded when his text ends and until he fully slides through the Boss Door and unloads (this is approximately at the same time as you hear the door "thud" closed), then the cutscene will be gone the next time you enter the room.

Darunia CS skip methods

Timestop

By activating the timestop glitch, you can force the camera to be facing Link as he opens the door.

  1. Activate timestop while facing west (towards the door)
    • Catch a bottled item, then while facing west and targeting, press R then the bottle 1 frame later
  2. Retarget at some point
  3. Hold target while pressing A to open the door
Play: YouTube video

It's especially fast to set this cutscene skip up with bomb timestop because you can run through the entrance room while waiting on the bomb. However, this can make it difficult to deal with the fire keese, and it may not always be ideal to take damage here if the heat timer is relevant.

Play: YouTube video

ISG + cutscene item

Another way to lock the camera facing away from Darunia during the door opening animation is to get ISG, target the door, do one ESS turn left or right, use an item Link will hold up to the camera, and then open the door on the first possible frame after closing the text box. For safety, you can time or mash both A and start, and if you get the start input on the correct frame (the camera will not zoom out at all before pausing), press A during unpause lag. This will cause the camera to face parallel to the door during the cutscene.

Play: YouTube video

with Ledge cancel

If you have ledge cancel for lava leap without clearing the Darunia cutscene ahead of time, you will need to do a different strat to avoid loading him with ledge cancel active.

Cutscene item
Emptying a bottle

Activating / clearing the cutscene

If you avoid the cutscene then re-enter the room, Darunia will still be there and the cutscene will activate. For the cutscene to be cleared, the Darunia actor needs to successfully delete itself, which happens just after the sound of the boss door closing as long as Darunia is loaded. When watching the cutscene normally, this always happens, but if the cutscene is playing while you have control of Link after climbing a ledge during the cutscene as described above, then you need to keep Darunia loaded by keeping the camera facing roughly towards the boss door until it makes the closing sound.

In the video below, Link then climbs the hookshot target during the cutscene, which causes it to give control back after a few seconds. Bottling a fairy brings up text boxes that clear the rest of the cutscene text, advancing it immediately to the ending animation of Darunia sliding through the door. Darunia must be on-screen when this happens, so the fairy must be caught with Link facing away from him. The door is then kept on screen until the sound effect, at which point the cutscene is cleared, and re-entering the room doesn't trigger it.

Play: YouTube video

Another way to accomplish this on the other side of the room is to avoid the cutscene (shown here with ISG camera manip - see above), jump across the platforms, face towards Darunia, then target and quickly press A to jumpslash onto the switch. If done correctly, Darunia's cutscene will activate while Link is in the air, then the switch cutscene will override it. From here, if you don't care about clearing the cutscene, you can get the key and leave. If you want the cutscene cleared for re-entering the room, look back at Darunia to bring up his text, then get the small key to clear the rest of Darunia's text, and finally keep the boss door on screen until the sound effect.

Play: YouTube video

Lava Leap


The subsections here are listed in order of execution.

The unloaded fire maze room is 2600 units above the boss door room, and the two are connected by a huge vertical shaft. Intended to be traversed downward by knocking down this huge pillar with the megaton hammer at the end of the dungeon, this shaft has a room transition trigger around 80% of the way up which, when touched, toggles which of the two rooms, upper or lower, is loaded. Touching that transition trigger while being launched upward from the boss door room makes it possible to enter the fire maze room while it’s loaded, meaning its doors are usable, allowing progress to the final couple of rooms before the megaton hammer, minutes faster than normal dungeon traversal would allow.

The zombie jump that accomplishes this is an extension of the hookshot jump. When a hookshot jump is activated with death, Link dies before he leaves the ground, and the player has no control during the jump. This is insufficient for reaching the room transition trigger, but with ledge cancel active, Link's death is delayed by one frame. Dying on the same frame Link leaves the ground allows the player to retain control until Link hits the ground again ([zombie walking]), so combining a hookshot jump (using the heat timer to die) with ledge cancel makes it possible to move Link just far enough to hit the room transition trigger as he ascends the dungeon while dead, then land up in the fire maze room to be revived by a fairy.

⁠This video discusses the history and discovery of the trick. Different strategies for preparing and executing this trick are shown below.

Preparation

To prepare for this trick, you need a fairy. If getting the fairy from Darunia's room, it is ideal to clear the Darunia cutscene first while getting the fairy (details in that section).

The trick can be done without clearing the Darunia cutscene (for example, if you already have a fairy). If the cutscene is still present, you will need to enter Darunia's room with a ledge cancel cutscene skip.

Ledge cancel

The Zombie Jump works because dying in a ledge cancel state delays Link's death by a frame and he becomes airborne on that frame, which allows mid-air movement; combined with a Hookshot Jump we can get great upwards velocity while retaining control of Link.

Ledge cancel is done in the lobby of Fire Temple. It is very reasonable to time setupless with a bomb or chu, but it can also be done with this setup. Climb, dry roll, shield drop a bomb, backflip twice, hold up + shield + target.

Play: YouTube video

Return A

Depending on how you are doing the rest of the trick, Return A is often optional (performing the trick loses about 8 seconds, but less if Hover Boots need to be equipped anyway). It makes the inputs easier, because it prevents the effect of ledge cancel where your inputs remain relative to the original camera (and the reference point shifts during the trick as well).

Return A is a state you can get from shielding damage, targeting, and entering C-up all on the same frame (in this case we use explosives). Return A will correct for the glitchy ledge cancel camera a bit, so that your inputs will at least be relative to the camera as you see it, instead of relative to the original camera.

before Darunia's room

Getting Return A before entering the Darunia room is often preferable because you don't have to play in first-person. With a bomb, shield drop and then sidehop; turn towards the bomb and when the explosion is a few frames from hitting Link (several frames work), input Z+R+C-Up.

inside Darunia's room

This is usually what is done in runs that do not clear the Darunia cutscene, because you can preserve the first-person state which helps keep Darunia off-camera.

Crossing the gaps

Crossing the gap in the Darunia room is non-trivial with ledge cancel. Ledge cancel will be lost if any of the following happen (there are more, but these are relevant here): falling because Hover Boots ran out mid-air, grabbing a ledge or jumping off a ledge, aiming in first-person.

Remember that the inputs here may be unintuitive if you do not have Return A.

Hover Boots options

  • If you have hover boots, equip them and run/roll to the big platform, then (backwalk + backflip) or (roll 2x + sidehop jumpslash) to the hookshot target platform, both of which require somewhat specific lineups

No Hover Boots

  • Enter the room with ISG, perform a hover to the first platform, then backflip or sidehop to the big platform, and then 3rd-person (Z) hookshot to the target; make sure to hold away from the hookshot target when Link reaches it to prevent him from grabbing it and losing ledge cancel

With ledge cancel and no Return A, all inputs remain relative to the initial camera angle when you entered the room, then switch to be relative to the camera angle when Link reaches the hookshot target, then relative to the camera angle when Link begins charging a spin attack in the position setup. The camera can shift erratically, but trying to move the same way and target at the same points every time make the camera more consistent.

Play: YouTube video

Longshot

  1. Long roll
  2. Sidehop left
  3. Sidehop right and sideroll (release target)
  4. Target aim longshot a tiny bit upwards and shoot
  5. Hold away from the target when Link reaches it to avoid grabbing
Play: YouTube video

Zombie jump

Remember that the inputs here may be unintuitive if you do not have Return A.

CountLG setup (sword)

This is usually the ideal setup if sword is available. It can also be done while in first-person mode if needed, without any modifications.

  1. Sidehop right
  2. Turn right
  3. Vertical slash and let Link settle
  4. Horizontal slash interrupted with shield
  5. Backflip
  6. 2x horizontal slashes interrupted with shield
  7. Horizontal slash with a spin cancel
    • Continue holding B after the slash for Link to start charging, then release before he actually spin attacks
  8. 2x ESS left (inputs always relative to the current camera)
  9. Wait down the timer as long as you want, but before it ticks to 00:01
    • Ideally about half a second before it ticks to 00:01
    • Each time you pause the timer advances 1 frame, so it is faster to wait as long as possible before starting to pause buffer, but it gives you less leniency in buffering the trick
  10. Start holding Hookshot (no target) and start to hold Down while pulling Hookshot
  11. Pause on one of the three frames shown in the video
  12. Perform the adjustment and Hookshot input
    • 1st frame: hold Down + tap hook
    • 2nd frame: tap hook (neutral control stick)
    • 3rd frame: hold Up + tap hook
  13. Pause on the first frame the Hookshot chain is visible (3f from previous step)
  14. Pause without advancing frames until hearts are gone
  15. Unpause and do mid-air movement shown in video (different movement if 3rd frame in step 11)
Play: YouTube video

1st Floor


Jump to boss door

It's possible to jump from the lower left platform to the boss door platform because of [remote wall interaction]. For the jump to work, Link needs to be in the corner, right up against the wall that the boss door is on. See video for details; jump shown at 2:17.

Play: YouTube video

Weirdshot to boss key

Getting the boss key early is trivial with a weirdshot. Savewarp to leave, or use the method below to hit the switch using Hammer + Giant's Knife.

Play: YouTube video

Boss Key Hammer switch with Giant's Knife

Play: YouTube video

Clip through Hammer Blocks

It is possible in the first room to clip through the hammer blocks off to the right. This can be done with several methods that are explained on the clipping page. Almost all of the time, this is done with a jumpslash clip. This is banned in Glitchless.

With a Jumpslash

Discovered by Jbop

You can simply jumpslash clip through the blocks with the correct angle and position. An easy setup is shown in the video below.

Play: YouTube video

With an explosive

Get into the left corner of the door and blocks and align the B button with some of the chains on the door (see video for exact position). Pivot 180 degrees and drop a bomb (some kind of chu set up would work as well). Pivot back and push forward until the bomb hits you and you are boosted forward. On this frame hold up-left on the joystick to clip through the blocks.

First Gold Skulltula without Song of Time

The block is not actually blocking the door, so it is possible, in the left side of the main room, to get up to the ledge without using the Song of Time to move the block. You can perform an angled jump and hold toward the ledge in mid-air to grab the ledge. Alternatively, you can hover up the platform, or you can do a megaflip from the platform that boosts upward into the air.

Play: YouTube video

⁠Demonstration with c-up for angle ⁠Setup from lower door


Upper Floors


Green room skip

Discovered by Kazooie and Librari

This trick allows you to skip from the "green room", with the pushable block and crystal switch, directly to the switch that opens the Goron gate in the same room. This bypasses going up to the boulder maze, getting 2 keys, and ascending to the upper portion of the maze before going back down to the Goron.

There are several methods. The most common one, shown first, uses damage from a bomb. There are also methods that use bombchus and methods that avoid taking damage (using roll invincibility), for routes that are on low health.

with Bomb damage

This strat relies on jumping from a specific part of the floor with the torch slug (very lenient, shown in image below video). Once you grab the ledge, face directly upward (usually an ESS turn) and pull a bomb. Get into the corner and release everything before the bomb explodes. Hold left after the bomb explodes to move towards the inbounds area. You can also hold target while holding left.

If you fail the strat, you can get the angle again without jumping back to the ledge. See the ⁠backup video linked here.

If you miss the target room, you can attempt to steer yourself to some out of bounds collision and jump into the void to get back to the green room. See ⁠this video for a reference.

Play: YouTube video

Fire Temple Green Room Jump cue

with Bombchu damage

  1. Jump to crystal switch ledge
  2. Get ISG (off the torch slug behind you)
  3. Stand in corner
  4. Target block
  5. 2ess left
  6. Pull chu and place it with A
  7. Start holding left while placing the chu
Play: YouTube video

with Bomb (no damage)

  1. Climb ledge near switch, flush with block (initial strat shown in video)
    • If you climb more left, just sidehop right into the block
  2. Dry roll
  3. Sidehop left
  4. Crouch stab straight forward (to hit switch)
  5. After cutscene, place bomb down
  6. Get in corner, target the wall for angle (0x8000)
  7. Hold forward (no target) into the wall, then roll on a working frame (9 frames to roll)
    • first working frame: first blue bomb frame after 4th fast red (bomb frame #63)
    • last working frame: 4th frame of explosion
  8. Continue holding up (or better, up-left) to land inbounds at the switch
Play: YouTube video

with Bombchu (no damage)

Enu setup (faster)
Play: YouTube video
scurty setup
Play: YouTube video

Green room block jump

In glitchless, you can still skip pushing the block through the green room by jumping to it with a bomb push or slightly angled jump. The tutorial below demonstrates this, with a non-initial backup ⁠linked here (although, the position for climbing the ledge is not precise and can be eyeballed).

with Bomb push

Play: YouTube video

with Jump

Play: YouTube video

Scarecrow Skip

Hover Boots hovers

Play: YouTube video

Sideflip hovers (no Hover Boots)

11 hovers to elevator

The start of the video demonstrates this with Child Link, but there is a small variation that works as Adult Link.

  • As Adult, angle should be 0x9088-0x9344 (overlapping but a bit more to the right than Child angle)
  • As Adult doing ESS turns for the setup: align camera 0x8000 (facing skulltula), ess left one circle (helicopter spin) to 0x9238
Play: YouTube video
14-15 hovers to Scarecrow platform

The video shows the hover as Child Link but the same strat works as Adult Link.

Play: YouTube video

"Pixel shot" with Longshot

No X-axis aim
Setup by dotzo
  1. Climb up end of long thin platform
  2. Dry roll
  3. Turn 90 degrees right
  4. Dry roll (grabbing the ledge)
  5. Hold target while climbing to face away from the platform
  6. Horizontal slash charged spin attack and interrupt with shield or by holding ESS
  7. 3ess right (facing angle 0x9e1b)
  8. Hookshot extension without changing left/right aim
  9. Aim straight up until red dot barely disappears
  10. Tap hook to shoot the target
Play: YouTube video
Alternate setup
  1. Climb up edge of starting platform
  2. Backflip onto the thin platform
  3. Turn 180
  4. Dry roll
  5. Horizontal slash with shield interrupt x2
  6. Turn right
  7. Untargeted neutral combo with shield interrupt at the end
  8. Hookshot extension
  9. Aim just above where the red dot disappears; can use the lines on the bottom of the platform for visual cues
Play: YouTube video

Get to upper level of boulder maze

hover boots ground jump

setup by juwk

This works whether the chest is open or closed.

  1. Target the side wall in the corner
  2. Turn right
  3. Sidehop left and sideroll (release target)
  4. Instant shield drop a bomb
  5. Crouch stab
  6. Begin holding target, then press A once Link is standing up fully to store a ground jump and get pushed onto the chest
  7. Put on hover boots
  8. Hold forward, roll, time a backflip to activate the ground jump, and keep holding down to climb
Play: YouTube video

Damageless fall from Hammer chest

If you need to jump down to the Song of Time block room, but you don't have more than 1 heart to survive the fall, you can do this strat with a hammer jumpslash to avoid taking damage.

Play: YouTube video

Skip through Fire Maze Room

It is possible in the large fire maze room to get through the fire walls, which skips needing to use a key to go through the middle room. There are several ways to do this:

Superslide / HESS

If you superslide or HESS roughly perpendicular to the fire walls, you have enough speed to get through them. When going from the pit to the big flame wall to bypass it with damage invincibility, HESSing is around 2-3 seconds faster than supersliding, mostly because a bomb can be pulled during the HESS but not during a superslide. It's also more feasible to HESS off of a bomb thrown from the pit before climbing out than it is to superslide off of one, and a 2-bomb superslide uses one more bomb than a HESS does.

The only upsides to supersliding are that some may find it easier and that after failing a HESS or superslide once, it's easier to avoid the rolling boulders retrying with a superslide than with a HESS.

HESS
Play: YouTube video
Superslide

The angle for the superslide isn't precise, but climbing the wall for facing angle 0x4000 and then doing 2x ESS right to 0x31f0 is a reliable setup.

Play: YouTube video

⁠Original video

Roll or backwalk

This is the easiest method. Simply roll or backwalk along the wall. This can be eyeballed, but the video also shows cues for where to start moving to avoid getting knocked down. When going from the pit to the big flame wall to bypass it with damage invincibility, this method is around 5-6 seconds slower than HESSing.

Play: YouTube video

Sidehop

A sidehop from a good position along the wall can get Link through the fire. Sidehops make it harder to avoid getting knocked down than using rolls or backwalks does, but it is still possible.

Play: YouTube video

⁠Original video

Chu crystal switch after Flare Dancer

Play: YouTube video

Boss Key Skips


Boss key skip from Song of Time block

These all utilize a ledge clip.

with position from Hammer chest

Requires a good diagonal notch. If you target after the hammer text box and sidehop right instead of turning, targeting the chest, and sidehopping left as the video shows, then you stand a better chance of avoiding the fire keese if it's coming for you.

Play: YouTube video

Non-initial setups

Note: if you are trying to back up the ledge clip because you failed the clip and grabbed the ledge normally, there are faster setups shown in the next section.

  1. Target the wall in the corner to the right of the SoT block
  2. Crouch stab twice
  3. Shielded horizontal slash
  4. Backflip
  5. Sidehop left four times
  6. Ledge clip upon landing; with this setup, the ledge clip only works with a pause buffer
  7. Continue holding target after ledge clip, release ledge and hold down to the loading zone
    • If you accidentally release target, you can hold up-right after releasing the ledge
Play: YouTube video

Alternatively:

  1. Target wall in the corner left of the SoT block
  2. 3 sidehops left
  3. Neutral roll and untarget for angle
  4. Sidehop left
  5. Neutral roll and ledge clip; with this setup, the ledge clip is possible unbuffered
  6. Continue holding target after ledge clip, release ledge and hold down to the loading zone
    • If you accidentally release target, you can hold up-right after releasing the ledge

Backup from ledge

Note the important untargeted ESS up input after the two dry rolls, if doing the trick unbuffered.

Play: YouTube video

Boss key skip from Hammer chest room

Discovered by Exodus

HESS clip

The fastest method uses a HESS with the correct angle.

  1. Target wall shown for angle 0x8000
  2. HESS with ESS right
  3. Get in corner without changing angle
  4. When in corner, release target
  5. After clipping, continue holding ESS right
  6. Jumpslash + hold up when all collision disappears off top of screen (lenient)

If you fail by jumpslashing too early, you may land in the unloaded fire maze room. From here, you can do the ledge clip boss key skip from the fire maze room.

Play: YouTube video

Hammer Recoil clip

A bit easier than the HESS but slower. This can also be done a bit faster with an initial setup from the Hammer chest, shown in ⁠this video.

  1. Target wall shown for angle 0x8000
  2. Backroll (backflip then neutral roll OR roll while ESS down) and untarget for angle
  3. 2ess left
  4. Backwalk into corner
  5. Hold right and swing hammer
  6. Equip hovers on frame shown (first frame Link holds Hammer over head after hitting wall)
  7. Hold target + right until hovers run out
  8. When Link starts falling, jumpslash with either hammer or sword and hold up
Play: YouTube video

Mostly obsolete methods

Superslide Clip
  1. Get into the corner at the end of the channel and align the top left of the handle of the sword icon with the edge of the wall.
  2. Do a superslide and immediately hold right on the control stick.
  3. As soon as you clip, let go of R and continue holding right.
  4. When the cage where the trapped goron would be is in the center of your screen (you have a lot of frames for this), jumpslash and hold forward on the control stick.
Play: YouTube video
Mega Sidehop Clip (Bombs)
  1. Get in the corner and align as shown.
  2. Do two rolls without pressing on the control stick and sidehop left.
  3. Shield drop a bomb and backflip
  4. Roll immediately before it explodes and sidehop right.
  5. Continue holding right then jumpslash and hold up when the room is in the center of your screen
Mega Sidehop Clip (Bombchus)
  1. Roll 3 times
  2. Sidehop to the left
  3. Roll
  4. Backflip and as you touch the ground let go of z, then hold it again.
  5. Pull out a chu and wait till the 9th flash
  6. Shield it and advance 5 frames
  7. Roll, hold right and press a on the frame link stands up from being hit
  8. Continue holding right while you're oob until the room is halfway up your screen. At this point, do a jumpslash.
Play: YouTube video

Boss key skip from fire maze

Ledge clip method

discovered by zfg

Ledge clip in the corner shown, then target, drop, jumpslash, and hold up to reach the load zone quickly.

It can be done when the room is unloaded as well, for example as a backup for a Hammer room BK skip, as ⁠demonstrated here.

Play: YouTube video

Hover method (obsolete)

Discovered by Acryte, MrGrunz

On the right side of the room, climb to the top of the ledge near the hookshot tower. Get ISG and carefully hover down the long passage using bombs and bombchus. Who you reach the room Darunia was in, hover backwards until you are above the boss door. Then backflip into the Boss Door loading zone.

Boss key skip from Darunia room


Wrong Warps


The Fire Temple blue warp can be used to wrong warp to Forest Temple with a death or to Tower Collapse Interior using the boss door. ⁠This backup can be used if you need to wrong warp from the boss door, e.g. if you fail the wrong warp and are trying again.

Standard Ocarina Items setups

These setups are used for essentially every Fire Temple Wrong Warp to do Ocarina Items on the blue warp.

Bomb OI

Bomb OI is faster than backflip OI because it doesn't require dropping and catching a bottled item. However, because bomb OI involves a frame perfect input, backflip OI is easier, and it even ends up faster if you pause buffer more than 3 times for bomb OI.

In this setup the bomb does not hit Link, so you are safe even at low health.

  1. After Volvagia dies, tap or ESS up for facing angle 0x8000
  2. Backflip and pull a bomb
  3. ESS turn down for facing angle 0x0
  4. Begin backwalking on the second frame of the 7th red flash
  5. Bomb OI
Play: YouTube video

Bottle OI

See ⁠backups for fish troll and lost angle/position.

  1. ESS/shield turn down immediately after Volvagia death cutscene
  2. Drop and catch bottled item
    • If using bugs, you will need to either dry roll towards the bugs to catch them and dry roll back (risky) or sidehop away, wait for the bugs to return to where they were dropped, and sidehop back to catch them
  3. Backflip OI
Alternative for bugs

During Volvagia fight, you can get ISG then catch bugs then deliver the final blow. This keeps bottle in hand after the fight to avoid bug troll. If you do this, wait for for Volvagia's head to disappear before doing the backflip in step 3, otherwise the warp will not be fully spawned yet.

Fire to Forest Wrong Warp

Critical health setup

This setup works with 1 heart or less ("critical health"), because the camera is different while at critical health. After doing one of the standard OI setups:

  1. Once the camera settles, hold up and press B to cancel OI (continue holding up)
  2. Slash four times on the way to the edge of the platform
    • Link should begin moving between slashes and can get to full speed, but full speed isn't necessary
    • At the end of the arena, Link must jump with full speed
  3. Link will rise in the air and turn; once he begins to fall, release up + hold target until he dies
Play: YouTube video

Non-critical health setup

This setup works with more than 1 heart, because the camera is different while at critical health. After doing one of the standard OI setups:

  1. Once the camera settles, hold up and press B to cancel OI (continue holding up)
  2. Continue running forward
  3. Link will rise in the air and turn; once he begins to fall, release up + hold target until he dies
  4. Sidehop right twice (continue holding target until Link dies)
Play: YouTube video

1080 Wrong Warp (to Collapse)

Play: YouTube video

Timer expiration Wrong Warps

With a timer frozen at 1-2 seconds remaining, backflip OI using the standard setup with Kokiri Tunic when your health heat timer is just ticking to 1 second or to 2 seconds.

  • Backflipping at 1 second: mash B to cancel OI
  • Backflipping at 2 seconds: mash B to cancel OI and continue mashing B to clear the expiry text

Last updated October 6, 2026 by Blue