A Link Between Worlds

Tricks/Glitches/Timesavers topic

Started by ZFG · 24 Nov 2013 · 854 replies

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Re: Tricks/Glitches/Timesavers topic

#151

Hi, I don't have this game, but I was watching Zander run it and he accidentally did something similar to Collection Delay in OoT. When you pick up a key with a hookshot and mash A after he grabs it, Link will do a grabbing animation instead of holding the key over his head, delaying the CS. If you pick up a bomb during this time it can delay it even further, probably until you throw the bomb since Link's hands are busy. This would make sense since in OoT you can delay collection by holding a bomb over your head. Might be worth looking into, here's a link:

www.twitch.tv/zandergothsrl/b/484994986?t=369m30s

EDIT: also, forgive me if this is known.

EDIT: another example from the same run:
www.twitch.tv/zandergothsrl/c/3344546?t=118m50s


I tried collection delay with bombs myself, and just like I suspected in the IRC, if you're holding a bomb, the key seem to just land on you, as you can't pick up keys when holding a bomb.
However, you can clearly see that he is delaying the collection with his grab animation in the 2nd example.

And here's a small timesaver in HoG
http://youtu.be/Puo-sPs_JOo
Basically you just hit the switch with your sword instead of using a spin attack (may be slower? idk)
but the main thing in the video is the fact that it's possible to pegasus slide over to the stairs so that you don't have to re-enter the room.

Edit:
Another small timesaver in HoG
http://www.youtube.com/watch?v=oPjRPAhmQYM
I don't really know why this happens, so I can't get it to work every time. But basically sometimes you can fly past the floor switch so that you don't have to use the 2 fans in the upper left section of the room.
I guess this'd save 1-3 seconds, mostly useful in IL runs. But if someone can get it to work every time, I don't see a reason not to do it.

Edit2:
I looked into the collection delay a bit more.
So, like I said earlier, if you hold a bomb, it doesn't delay the pickup, the key simply land behind you instead.
I used this in Hera to move the key in 3F to 2F. It required me to do the bomb pick strat twice.
Then I jumped down to 2F. The key will fade away like all other objects from 3F, and re-appear at 3F again.
However, I tried it a second time landing directly on the key in 2F. That way it doesn't have any time to despawn before I pick it up.
https://dl.dropboxusercontent.com/u/6440063/albw/key_on_wrong_floor.jpg
This really doesn't do anything interesting at all. It's not like it dupes the key or anything.
Just figured that I'd post my result here in case anyone else had similar ideas.

Last edited 05 Dec 2013, 15:06 by CloudMax.

Re: Tricks/Glitches/Timesavers topic

#152


Edit:
Another small timesaver in HoG
http://www.youtube.com/watch?v=oPjRPAhmQYM
I don't really know why this happens, so I can't get it to work every time. But basically sometimes you can fly past the floor switch so that you don't have to use the 2 fans in the upper left section of the room.
I guess this'd save 1-3 seconds, mostly useful in IL runs. But if someone can get it to work every time, I don't see a reason not to do it.


I tried to fiddle around with this a bit while practicing some other stuff, and the only thing I came up with this was that it seems to only work (Or work more often) when you hold down/diagonally down-right. Other directions might work too though.

I feel like there's some amount of control you have while on the wind, just not enough to be meaningful in normal gameplay. So it might be simply related to your position and the direction you're holding.

Re: Tricks/Glitches/Timesavers topic

#153

I tried to fiddle around with this a bit while practicing some other stuff, and the only thing I came up with this was that it seems to only work (Or work more often) when you hold down/diagonally down-right. Other directions might work too though.

I feel like there's some amount of control you have while on the wind, just not enough to be meaningful in normal gameplay. So it might be simply related to your position and the direction you're holding.


That's what I initially thought, but then I tried walk up on the switch from multiple directions, vertically, horizontally, diagonally, etc., and it seemed completely random to me. :/

Re: Tricks/Glitches/Timesavers topic

#154

I assume that it is common knowledge by now that you can get pushed up onto any surface with the use of a living armos/gargoyle as long as the Tornado Rod reaches up? (which is why I hate the fact that there isn't one in Skull Woods...)

I don't know if this is common knowledge as well, but it can be done with gargoyle statues as well. It's more complicated though as the need a very specific distance from a wall, and the ledge you need to climb, and you need something to damage boost yourself in there... I've only managed to make it work in Lorule castle. On 3F you can move one gargoyle as far in the bottom right corner as it will go, then move the other one left of it, with one square in between. If you then stand in that square and use the fire rod you'll damage yourself into a corner. if you then use the tornado rod you'll land on the ledge and you can drop down to merge with the wall on floor 2F and get to the fairy fountain... The normal way of getting there is way faster though, and I haven't found anywhere else to set up gargoyles like this and have it work.

I also found a way to almost clip into a wall in the thieves dungeon (forgot its name) if you set up the gargoyles in the 2nd room with one square in between, and the thief girl on that square, you can bomb damage yourself into the thief girl. Normally if this happens you'll pop out on her left or right side after the invisibility frames are over, but because you can't you can kinda clip behind her. if you then rapidly sword slash and move up you can almost clip into the wall, I even got damaged by the arrow in the wall that's on the other side... I don't know if this will be useful in any way. but maybe with the thief girl there's a way to clip into a wall somewhere else in the dungeon. Even then I don't know if that will serve any purpose, I'm just throwing the stuff I found out there.

Re: Tricks/Glitches/Timesavers topic

#155

That's what I initially thought, but then I tried walk up on the switch from multiple directions, vertically, horizontally, diagonally, etc., and it seemed completely random to me. :/

I dunno. If it really depends on where the wind picks you up at, it'd be hard to be at the same spot every time. Which, of course, makes it relatively unreliable.



So, one thing that came up while I was roaming around was with the turtles you need to save to get to Turtle Rock.
The one that's stuck in the wall, I was able to swim to the place he appears at, which looked pretty weird, being half-merged with the turtle, but after the turtle left, Link fell through the water.

Now, that's another thing that's going to be 'never-useful', but it was interesting nonetheless.

Re: Tricks/Glitches/Timesavers topic

#157
Not much of a glitch, but the 5 rupee chest on the left room of Hyrule Castle 1F refills if you reset. I'm guessing they forgot to put its "opened" flag in the save file for some reason. Maybe because it's such a useless, seldom-seen chest. BUT, if there are any other chests like this, and they have big money in them and are near a save point, it could mean a farmable source of cash.

Re: Tricks/Glitches/Timesavers topic

#158

Not much of a glitch, but the 5 rupee chest on the left room of Hyrule Castle 1F refills if you reset. I'm guessing they forgot to put its "opened" flag in the save file for some reason. Maybe because it's such a useless, seldom-seen chest. BUT, if there are any other chests like this, and they have big money in them and are near a save point, it could mean a farmable source of cash.


Yeah, I saw this in that gamefaqs thread that people mentions in the IRC on occassions. I'd assume that they just overlooked it.

This is not really related to that chest, and I'm sure many of you, if not all of you, have already noticed that for some reason, they decided not to save many flags used for various switches and such in dungeons. In House of Gales for example. The switch in the entrance room, and the switch in the 1F main room that activate the fan that allows you to access the fan to 2F is only saved temporarily.
They seem to stay active, until you save and reload the file that is.
I found this specific example kind of odd, considering the switch in the bottom left room of 1F stay activated, so that you can just go in there and use the Tornado Rod in your next session. The question I keep asking myself is, why keep that one activated so that you don't have to go thru the entire room, and not the switch right right outside it, which would let you skip having to re-enter the other room every play session?
I don't really understand this decision?
There are a number of other locations that I can't think off from the top of my head where I've questioned why they decide to save some dungeon flags, and not others, especially when they do decide to save the ones which are less convenient.
I can't imagine that this is something they overlooked, they must've decided to simply not save some of the flags.

Re: Tricks/Glitches/Timesavers topic

#159
That's pretty weird about the dungeon flags. The only ones I have an answer for are ones in the first room, like the hookshot thing at the start of Swamp Palace. Those are always reset so you can't enter the dungeon without the dungeon item. As for the rest, who knows.

Re: Tricks/Glitches/Timesavers topic

#160
I checked every chest in the game and the only respawning one is the 5 rupee chest in Hyrule Castle. The 5 rupee chest on Ice Ruins B1 vanishes for no reason after you get it and leave, though. The chest on northwest B4 also vanishes until you hit the switch again, but it's still empty. Which dungeon switches stay hit or get reset seems really random.

Re: Tricks/Glitches/Timesavers topic

#161
Cloud, it's because you're not a game designer. In every dungeon that requires a specific item, the first room has a puzzle that can only be solved with that item. That puzzle resets when re-entering the dungeon to prevent the player from becoming trapped in the boss room without the item needed to defeat the boss.

Re: Tricks/Glitches/Timesavers topic

#162

Cloud, it's because you're not a game designer. In every dungeon that requires a specific item, the first room has a puzzle that can only be solved with that item. That puzzle resets when re-entering the dungeon to prevent the player from becoming trapped in the boss room without the item needed to defeat the boss.


This is not the case for House of Gales though. Hitting the switch requires no items. The item is needed to use the fans, which are activated by the switch.
I do however understand the idea. I didn't consider the fact that they did this in all dungeon entrances. In that case, it makes perfect sense.
It still doesn't make sense that they'd not store things such as the switch flag in the HoG Main Room that activates the fan in the bottom left of the room. After getting past the entrance room, you don't need any items to get back to that switch, so there's no reason related to requiring a specific item at that point, forcing you to re-hit the switch to make sure that you have the proper items with you.

And I still think I recall other similar cases in the game where various switches have to be re-activated, I can't think of any from the top of my head though, so I may just be making things up in my head without realising it. However, there is no explanation for saving the flag in the southwest room of 1F in HoG, and not the main room in 1F. I just don't see it.

Edit:
Saw the thing about the small chest in Ice Ruins. That's one of the switch flags I were thinking off. You have to activate it again, and it respawn an empty chest.

Last edited 07 Dec 2013, 10:31 by CloudMax.

Re: Tricks/Glitches/Timesavers topic

#164
Weird glitch, but since they still have a limit of how often they can use the weapon, this glitch is very unhelpful.
I wonder how he got it though.

Re: Tricks/Glitches/Timesavers topic

#165

Weird glitch, but since they still have a limit of how often they can use the weapon, this glitch is very unhelpful.
I wonder how he got it though.


Even if useless, It'd be totally sweet to record all glitch videos on a file with that glitch. Less UI blocking the view.
Sure, pointless in the speedrunning perspective (unless the glitch actually is achieved in a way that makes it faster. Imagine skipping the dialog introducing the energy bar, etc.), but a cool glitch nonetheless.

Re: Tricks/Glitches/Timesavers topic

#166

I mentioned in the irc the other that someone didn't have their stamina energy bar on Zelda Universe. They posted back with proof

http://bruceaking.com/Z.JPG

The hearts are moved over to make room for the gauge. It's there, it's just invisible for some reason.

Re: Tricks/Glitches/Timesavers topic

#167
I just messed around a bit

How to skip the Energy Bar:
Go to the eastern palace location and trigger the cutscene with the bow pillars.
Return to Ravio, pick the wrong option. (anything except bow)
Get at least 10 rupees.
Get gameover.

Ravio will ask you if you want to lend the bow *AGAIN*, even though you never had it. My guess is that no matter which option you pick in the dialog earlier, the game sets the flag that lets you lend the bow after a game over.

So pay 10 rupees, get the bow, leave. You won't get a tutorial for the energy bar or anything. You can return to Ravio and he'll ask you which symbol you saw again. pick bow, and you'll get the bow again, on top of the one you already have. you can't have 2.

You'll still have limited energy. You just won't see it.

Picture: https://dl.dropboxusercontent.com/u/6440063/albw/skip_energy_bar.jpg

Edit:
By doing this, you'll skip the Energy Bar explanation.
You will also not have to do the conversation outside of eastern palace, you can walk right in. the sage isn't there.

Edit2:
Interesting side-effect after beating Eastern Palace:
https://dl.dropboxusercontent.com/u/6440063/albw/when_one_isnt_enough.jpg

Edit3:
By telling Ravio that you saw the Bow symbol after beating the eastern palace, Osfala will appear at the entrance so that you can go back and do the dialog after beating the dungeon.
It is possible to do this until Ravio opens up shop in your house. After having the dialog with Osfala, the first Sahasrahla will disappear from Kakariko Village.

Last edited 08 Dec 2013, 13:34 by CloudMax.

Re: Tricks/Glitches/Timesavers topic

#168
Cloudmax also found a thing where if you soft reset (R+L+Start) during a room transition inside a building/dungeon, the game crashes. It's hilariously easy to do and 100% consistent.

Re: Tricks/Glitches/Timesavers topic

#169
I timed the energy bar glitch, it turns out to be 10 seconds slower than going through the cutscenes normally. Also if you get the stamina scroll with that glitch active, the energy bar will reappear but you will get a visual glitch were the hearts and energy bar will overlap on screen.

I also discovered an interesting glitch using the pegasus boots. If you start to charge up a dash at same time you fall of a ledge (this only works with ledges you can run off, it doesnt work with ledges that you jump off) you can charge up a dash in midair. I tried to test whether you could dash in midair but couldnt find any ledge that was high enough. I tried it in the cave to rosso's ore mine but my charging got cut off in midair. If you transition between floors it also cancels the charge. I'm wondering whether anyone can think of any extremely tall ledges to try this of off.

Re: Tricks/Glitches/Timesavers topic

#170
Small time saver in Desert Palace. After the room where you have to push 3 statues on switches to open a door, when you go through that door you end up back in the first room of the Palace, and Link stands directly on a switch, which pushes the right wall back to reveal an hidden staircase. The thing is we never actually use that staircase, so the switch is useless and the animation wastes time.

But, in the previous room, if you dash towards the bottom left after placing the last statue (I place the top one last), Link will go straight into the doorway, and when he comes out in the other room he won't be standing on the switch, meaning you can avoid pressing it and skip the useless animation. :)

EDIT: Also, another thing I forgot and that might not be known by everybody, when breaking a portion of the floor with a bomb, you can stand directly on the breakable part, be in range of the bomb explosion and still not take damage from it.

Last edited 08 Dec 2013, 21:21 by RheaultWnage.

Re: Tricks/Glitches/Timesavers topic

#171
Made a vod showing my setups for the first couple keys in ice ruins. The damage boost on the second is consistent 100% of the time, and if you hit the enemy a little more straight on than I did you slide right through the door.

edit: I guess I could link it, lol. http://www.twitch.tv/xcluck/c/3386078

Re: Tricks/Glitches/Timesavers topic

#172
That Hookshot trick is pretty neat, I think it's 1 cycle earlier than my own "early cycle" strat with the Fire Rod. :P I'm not sure about the penguins boost though. Ennemies are pretty brutal in Ice Ruins, and taking a 2 damage hit on purpose when you have 7-8 hearts might not be the best idea for everyone. If you can go with it though, then great! :)

EDIT: I actually gave the penguin damage boost a try, and it turns out it's pretty beast! :P You can light the torches slow and steady (sort of) because you know you WILL take a hit, but you decide which penguin hits you and it shoots you straight out of danger. After that, if you know the Ice Ruins well enough, it's pretty much smooth sailing until the miniboss room, before which you can heal with fairies if you're missing 2 hearts or more.

Last edited 13 Dec 2013, 07:15 by RheaultWnage.

Re: Tricks/Glitches/Timesavers topic

#173
EDIT: I actually gave the penguin damage boost a try, and it turns out it's pretty beast! :P You can light the torches slow and steady (sort of) because you know you WILL take a hit, but you decide which penguin hits you and it shoots you straight out of danger. After that, if you know the Ice Ruins well enough, it's pretty much smooth sailing until the miniboss room, before which you can heal with fairies if you're missing 2 hearts or more.
I think it's worth the 2 hearts because it's so much faster than trying to kill/avoid penguins. The only real concern to me is not having enough hearts for the mini boss, like you said, because the big peng doesn't get knocked back with a sword slash. I'm probably going to look for a good setup for him tonight, i think fire rod might be a thing.

Anyway, glad you liked it. I might make some more vids like this, i enjoy finding these little strats more than glitch hunting, so i'm redirecting my focus.

Re: Tricks/Glitches/Timesavers topic

#174
Merging is always a good idea when you're in trouble and cornered during that miniboss fight. I also kill the antifairy before starting the fight, that sucker is way too strong and annoying to be left alive. Plus, once I've gotten the Key in the chest west of that room, I can just dash straight across most of the two rooms to reach the next section, without having to watch out for the antifairy killing me.

Re: Tricks/Glitches/Timesavers topic

#177
Really small time saver in the Desert Palace. In the Titan's Mitt room, after filling it with sand, you can reach the platform with the floor switch using the Sand Rod a single time.

Original image

When you unmerge, Link will "jump" far enough to land on the platform. Also, if you tap up to face the north wall as soon as you've unmerged, you can prepare the next sand wall (north-south one) with the Sand Rod right away, before going to press the floor switch, which once again saves a bit of time compared to doing an east-west one.

There you go, Desert Palace is now 3 seconds shorter. :)

Re: Tricks/Glitches/Timesavers topic

#178
You can get to the Death mountain weather vane by crossing the bridge next to it from the left side. This is possible by using the skull enemy to push you slightly in the rope so you can hookshot to the other side. It is very easy to do and saves about 20 seconds when going to Ice Ruins.
The screenshot shows the position but it's even possible on the bottom, because you only have to get slightly pushed to the side by the skull and hookshot just auto-targets for some reason.
Original image

Re: Tricks/Glitches/Timesavers topic

#179
I'm wondering how to trigger the Desert Temple boss.
In my game, I went through the entire dungeon, got the boss activated, and purposely died.

I did the portal glitch and the boss is not activated. Does it only activate if you drop down, or does it only activate if you enter through the portal on the north side.

Re: Tricks/Glitches/Timesavers topic

#180

I'm wondering how to trigger the Desert Temple boss.
In my game, I went through the entire dungeon, got the boss activated, and purposely died.

I did the portal glitch and the boss is not activated. Does it only activate if you drop down, or does it only activate if you enter through the portal on the north side.


I'd imagine it's coming through the portal that is the flag for it, perhaps dropping down.