Myria, the fence and the area to the left of the bridge are not connected. All that happens is the fence acts like a solid barrier that you can't go through.
In order to get onto this fence, you'd have to get ontop of the archway and drop down from there.
Myria, the fence and the area to the left of the bridge are not connected. All that happens is the fence acts like a solid barrier that you can't go through.
In order to get onto this fence, you'd have to get ontop of the archway and drop down from there.
I guess I'll go review the videos of the glitches involving that Hinox, since the way you describe it sounds like the glitch requires the bridge in order to do. Like, you can't kite a Hinox to the fence instead of to the bridge.
Go check the beginning of the last page, I thought the same thing. Was confused on when he said you couldn't It took a closer look and saw that there was a small path to the left of the bridge. If the fence would of been connected to the bridge instead of that path, then it would of been possible.
I discovered a way to make ToH faster in the new All Dungeons no OoB category. It uses Bombrod, so to anyone who was hoping they'd avoid using it here....sorry ;D
But thankfully I found out a way to make them easier compared to the regular any% one.
Anyways, on to the skips:
The first one is on 3F just like the normal bombrod. So enter 3F, hit the blue switch and get on top of the blue pillars. Grab the small key (Optional due to the skip further down). Now drop a bomb on top of the blue pillars you came from and land on the switch. Perform a bombrod.
It's actually easier to do than most bombrods thanks to the extra height the switch gives you so you won't be attempting it over and over. You also don't have to worry about specific placement as we're not trying to clip into a wall.
You can alternatively do it here to get inside the area with the moldorms to skip hitting the pillars down. It's a little more risky though
Doing a bombrod on the switch will, again, make it easier to do. Doing it on the switch to north will send you OoB so it's out of the question. Doing both of these are faster than taking the dumb auto-scrolling platforms. Even messing up the bombrods multiple times would still be faster than taking the platforms. The stalfos are also dormant when this room is clipped into. I'm not sure if it's faster to individually kill them or to activate them all at once (by going to the door).
This last one is something I would consider optional. It's definitely on par with the any% bombrod for difficulty. But It's a way to clip into the fairy room with normal bombs :o Doing it skips grabbing the small key and doing the little climb to get to the tile room. There is also a chest with 50 rupees inside the fairy room so that could be taken into consideration.
Yeah, I spotted these on Miiverse and we've had some discussion etc. on the irc channel about these.
I guess if you won't do the last one (Since it only saves a few seconds, and it is fairly tough), you might want to grab the key in 3F instead, since to get on top of the switch, you need to stand on the raised platforms anyways.
Also, I noticed you had some pictures on Hyrule Castle Gate clip or something. Mind giving an explanation for those? :P
The way I clipped inside the gate was by bomb boosting on the top ledges of the castle walls then standing on the gate itself. Then you walk forward until Link's body starts glitching and face where you came from. Then just simply swing your sword a bunch of times and you'll clip into the gate.
Sadly, the gate is actually a separate object from the castle walls itself meaning that you can't just walk OoB into the walls. You can see this because you can merge while clipped into the gate:
While messing around with this I did discover a really odd glitch with the fire rod o_o
If you walk to the part of the gate that glitches your body and start shooting your fire rod, the shots shoot INCREDIBLY fast for some reason. They travel across the entire map in seconds. This gate glitches the fire rod quite a bit actually >.> If you shoot your fire north then south, the entire world lights up as if the fire is everywhere:
It seems I may have proved my own loading zone theory wrong! ;D
Testing out Cucco Lag in Kakariko for the 1st time, I realized that I could figure out if the Stylish Woman's house has a loading zone or not before it's unlocked. After an annoying amount of time of trying to get frame perfect photos, I present to you....
YES! :D These are clearly loading zones and they are both present before and after the door is unlocked! So in theory, if we were ever able to clip into her house, we would be able to get to Lorule early.
I also had to test Thieves' painting house so that it could be put to rest, and the results...
Although a little harder to tell, completed and uncompleted Thieves' both have loading zones! ;D You can see the black boxes covering up the texture! The Moblin thing I mentioned before still doesn't make sense, but hey, a lot of stuff in this game doesn't.
My dreams of Thieves' being skippable is coming true!
To get inside of the Cucoo Lady's house is kind of impossible unless if we discover any of the following.
1. We find a way to lag the game so hard that it's enough to clip through weak cracks or anything in general. 2. We somehow use Cucoos to push us through things. Maybe we just need many more Cucoos and a ton of luck for them to all be in the perfect X/Y/Z coord. 3. We find some other way to walk through walls using the rental items, or just the controls. 4. We find some weird warp glitch that let's us warp to any screen (OOT had this after all)
I think Cuccos are the most likely way into the Fat Lady's house, if there is one. If you throw a Cucco straight south at the north wall, or straight northeast at the small southwest corner wall, you'll notice that Link suddenly teleports out of the way. What's going on here is that the Cucco just landed on top of Link, and the game just had to place him somewhere.
The usual thing the game does is take the slight deviation from head-on to determine whether you end up on the left or right of the Cucco; Link goes the opposite direction. Ties seem to make Link go counter-clockwise: exactly head-on southward against a north wall results in Link teleporting eastward out of the way of the Cucco.
The key to why we can clip into Sahasrahla's house is because there is a collision corner right there. When you throw the Cucco against the north wall of the "jail", it'll land on Link with him in that corner. You do the glitch actually facing slightly west, resulting in the game attempting to shove him east. But there's a wall there, and Link goes right through that wall.
What we need to happen to use the same glitch at the Fat Lady's house I believe is the following:
1. Something to block Link from moving south that can be placed, moved or kited into the 1-block-wide gap on the west side of the lady's house between the house and the hedges. 2. Either: 2a. A way to get a Cucco to land on top of Link's head with both facing south right up against the colliding object in (1). 2b. The object in (1) is large/tall enough that throwing a Cucco southward against it will go nowhere and just come back onto Link's head.
As far as the loading zones go, we did see the loading zone there with cucco lag when I started doing stuff there. However, there's a few issues there. The graphic might not be the loading zone, but just something that marks where it should be (And possibly just a graphic to show 'light' inside or something). It also leaves the question of 'what happened to the Moblins'
edit: welp no, I misinterpreted what you were saying.
Looking at it again, you're probably right. But is it just me, or is the loading zone at a slightly different spot? Might be because they expect you to first enter with Thief Girl...
When houses disappear in cucco lag, I wonder if they lose their collision?
The only way I can picture getting the game to lag out like crazy would be to keep stacking cucco lag with background storage.
I was stacking up the lag to the point were the music started crackling and this was without BS. But I kept running into a glitch where eventually Cucco's would no longer attack you no matter how much you hit them. It's really easy to cancel cucco lag though which is annoying.
@road: I noticed that too. it might be it shifts because Thief Girl is the one who enters it first, therefore she needs to disappear into the house quicker? Idk, just a guess.
I think the technique known as "Portal Clipping" generalizes to a lot more than it's being used for now. Right now, Portal Clipping is only used for skipping the Desert Palace and for skipping the Metal Gear Link area outside the Dark Palace, but I think it is possible that it could be used to break into Osfala's painting's house. I was getting clipping effects but didn't quite make it when I tried portal clipping into the building using a Moblin.
So, this is something I talked about on IRC some days back, but I figure I might as well try to sum the thing here, because it was just bizarre.
I was heading to Rosso's Ore Mine area from ToH, screwed around trying to find some OoB action using the Deadrock there, which didn't lead to all that much, but I did manage to clip myself under the ground, leading obviously to voiding out, as well as invisible walls (Which is the cause for said void-clips, as far as I care). After that, I got myself on the rope/railing of the bridge and performed that variant of Rosso Ore Skip (I guess it has the advantage of not needing a dash). Now, once down, I planned to screw around with the Deadrocks there, and that's when the game got... weird.
The Lynel was trying to walk to it's normal location, but on the hill, it sorta kept walking towards the wall, ignoring me and all. (Later on, I couldn't duplicate this despite my best efforts. It might be doable, but eh) Then I did some stuff with one of the Deadrocks, and headed down to the area with the wooden logs(?). One of the Deadrocks was spazzing out on the ledge. I experimented with that, leading to nothing notable, accidentally dropped it back in-bounds, went back in a bit, it was back at the same ledge.
Now, the most notable part here is, that using another Deadrock, turning them to stone and walking between them clipped me inside the ledge, as opposed to on top of it. It didn't lead to anything useful, but it might become relevant some day.
As a last note... I haven't been able to duplicate these weird, WEIRD enemy shenanigans. I can only think of it being because I did the different Rosso Ore skip, but even that feels like a stupid reason.
What building are you talking about? If you get inside, what will happen?
Osfala's painting's house. The building with the painting of Osfala. The thief woman takes you there after you beat Thieves' Hideout. Breaking in might lead to skipping the entire Thieves' Hideout dungeon.
Now, the most notable part here is, that using another Deadrock, turning them to stone and walking between them clipped me inside the ledge, as opposed to on top of it. It didn't lead to anything useful, but it might become relevant some day.
I wish we had an enemy like that in either of the two cities. Semi-portable colliding objects! For now, I'm just using the Ice Rod on Moblins to make them collidable and attempting to use their frozen bodies to make the game push me in a direction it'd rather not.
To clip, you actually have to be a bit more forward from where you were. Then face the ledge you came from and swing your sword. It's still useless, but cool
Has anyone found a way to consistantly time the tricks involving bombs (hera bombrod, turtle rock bk skip etc.) ? The best i've managed so far is in Tower of Hera, using a metronome at 148 bpm to time the bombrod (place bomb on 1st beep, tornado rod on 8th). Using it I almost always get the trick 1st try. But, turtle rock bk skip seems to precise for a trick like this to work. Anyways, if anyone could help me, I'd greatly appreciate it.
Most runners including myself count 4 bomb flashes for hera, and thats a pretty consistent method, and for turtle rock some use 5 bomb flashes, but for myself I still use the 5 but its almost muscle memory at this point, so just practice all the tricks for a while ( I practiced tricks for around 5-15 hours, depending on how I feel about it), and eventually you can get it pretty consistently.
I seen someone walk ontop of a tree in the Lost Woods already. If you got on that tree, dashed off, then good odds of getting inside that fence.
Yes; that's exactly where I'm going with it: 1. Ditch the Big Bomb near the fence somewhere. 2. Clip into the tree. 3. Tornado Rod from inside to get on top of the tree. 4. Dash or dash-slide from the tree to get onto the fence. 5. Walk along the fence and get Big Bomb. 6. Get from the fence to the ledge--dash-slide likely. 7. If the annoying Bomb Shop Guy still enforces the rule from the ledge, attempt to get the bomb crammed onto the edge of the screen and not following Link. 8. Walk left, and grab the Big Bomb on the right if needed. 9. Pray that I can kill everything without triggering the Bomb. Stupid Hinoxes. 10. ??? 11. Profit!
I'm presuming Flo used the big bomb to clip into a tree. What other information is there on this currently? Can you get into the octoroc mini game? Can you transition into thieves town? Very interesting.
Someone did manage to hop tree to tree. If a big bomb was used, then why was it not following in any way? Was it destroyed? Did he bomb boost up there, but used the big bomb for a higher launch?
Get into the baseball game area would only be useful if the bomb could go screen to screen without being directly connected to the player. If it does transition even when stuck....can the screen scroll north, even though it was never originally programmed to?