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The Legend of Zelda: Ocarina of Time/Alternate Scene Setups

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This is a sub-page of The Legend of Zelda: Ocarina of Time.

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Investigate cutscene environments to document differences.

Contents

Introduction

Because Ocarina of Time's script and settings changed so frequently and drastically during development, cutscene director Takumi Kawagoe struggled with the question of how to keep his cutscenes up-to-date. Had the game used prerecorded FMVs, like Final Fantasy VII, a cutscene would need to be remade from scratch to reflect the current state of the game (such as the look of the characters and the design of the area) each time something that appeared in the scene was altered. Fortunately, Kawagoe was able to come up with a clever solution; the system used by the retail game.

The cutscenes in Ocarina of Time are not pre-rendered, which means that, rather than displaying a pre-recorded movie, the camera moves around in-game models on a predetermined path in real-time.

Some information is set in stone at the time of the cutscene’s creation, such as the path of the camera, which actors and objects are loaded, which exits lead where, environmental settings such as the skybox, and the timing of the events and actions that take place in the scene. Other information, such as which outfit and accessories Link has equipped, and the current terrain, are not.

The data that is not predetermined is generated in real-time. Thanks to Kawagoe's system, even when the developers changed the appearance of an area following a scene's creation, there wasn't any need to rerecord it. In addition, Link’s equipment in cutscenes always reflects what the player currently has equipped.

(Source: Kawagoe's Cutscene System - Iwata Asks: Finding the Right Location for the Opening Sequence)

Explaining the Alternate Scene Setups

Because of the information preserved by the cutscene system, each cutscene environment acts as a time capsule that reflects some aspects of how the maps in which they take place appeared during the point in development that the cutscenes were created.

In the past, before gamers had access to the Debug ROM, some of these alternate setups could be explored using a series of GameShark codes. The process of adventuring through the cutscene environments, with their seemingly random exits, eerie out-of-place objects and NPCs, and frequent crashes, was dubbed the "Beta Quest".

Now that more is known about "how" and "why" behind the alternate scene setups, they can be explored and documented in a more systematic way.

This sub-page attempts to catalogue the differences between the data preserved by the cutscenes and the data as it normally appears in the retail game.

Accessing the Alternate Scene Setups

Alternate scene setups can be explored using the following steps:

  1. Open the Debug ROM and go to Map Select.
  2. Go to the scene's Map Select number (Map Select #).
  3. Set the stage to the scene's Stage number (Stage #).
  4. Enter the map. The cutscene will start to play.
  5. Use D-Right to cancel the cutscene and walk around in the cutscene environment.

Because not all actors and objects are present in the cutscene headers are loaded in-game, it may not be possible to view every object or actor listed below. Additionally, some actions may cause the game to crash, such as trying to leave the map via an exit with invalid or nonexistent exit data. Tread carefully!

Inside Jabu-Jabu's Belly

Setup 04 - Finding Zora's Sapphire

Map # Map Name Map Select # Stage #
002 Inside Jabu-Jabu's Belly 70 00

This is the cutscene environment in which Link finds Zora's Sapphire.

Environment Settings

xxx

Layout Differences

  • The slimy things that are in the dungeon have corrupted textures in this version and look somewhat funky.
  • In the next area where you would normally raise the water level using the switch, there is no switch and no water at first but if you decide to return to this room at some point, there's invisible water in the middle which extends all the way to the ceiling.
  • In the main room with the elevator, there's a duplicate water surface at the very top. Since the water never goes that high normally, you may have needed to raise the water level at some point. There are also two Octoroks at the bottom (normally there's only one there), and the room where the Business Scrub can normally be found is empty.
  • In the room before the boss room, there are two electric sponges submerged in the terrain. Also, there is no switch and the door to the boss room is moved way behind, preventing you from going up to it. This old pre-boss room can still be seen in the Debug ROM, it was probably changed because the developers didn't want to use the same puzzle twice in one dungeon.
  • The rooms at the back of 1F are completely different. For one, there are no enemies present where the path forks, aside from the tentacles. All five rooms here are different from the final game:
    • The leftmost door has a switch in front of it, but the door's already open and the switch has no obvious effect. If you go inside, you'll see the tentacle dying on its own. A chest will then appear with the Compass inside (final version has the Dungeon Map here). Also, even though the tentacle has died, none of the slimy things in the dungeon are gone.
    • The middle-left room (blocked by a tentacle) just has a large chest with Deku Nuts inside. (This is where the Compass would be in the final version, protected by lots of Shaboms.)
    • The middle room (blocked by a tentacle) again has a tentacle which dies on its own, as well as several Baris. Kill all enemies to make a treasure chest appear which contains the Boomerang. In the final version, the Boomerang is in the rightmost room instead. How you would have defeated the tentacle without the Boomerang in the first place remains a mystery.
    • The middle-right room (blocked by a tentacle) has, yet again, a tentacle dying on its own. The treasure chest is already present...and contains a Piece of Heart, an item which doesn't appear anywhere within Jabu-Jabu's Belly in the final version!
    • The rightmost room again has a switch which does nothing as the door is already open. The room is full of Stingers. Kill them and a treasure chest will appear, containing the Dungeon Map. (In the final version, the Boomerang is here instead.)
Hmmm...
To do:
Organize into rooms.
Room xx
OoT AltSceneSetup-JabuJabu.png

In Room xx, where you pick up Princess Ruto, there is a misaligned door standing in the middle of the room. Trying to go through the door loads Room 15 (the duplicate version of Barinade's Lair) instead of Room 13, leaving Link in the darkness. This suggests that the area underwent a redesign.

In addition, the water level is lower than usual, and there are Stingers instead of Baris.

Room 15
Ootdebug unused jabu room.png

Room 15 is an incomplete duplicate of Barinade's Lair. In the retail game, the boss rooms are contained in different maps than their respective dungeons. This may indicate that the boss rooms were once part of their dungeons as well.

Using the Debug ROM's camera function reveals the room's geometry far above.

Checking the map indicates that the room takes up the entirety of the outer region of the lower floor.

Unloaded Actors

xxx

Unloaded Objects

  • The rightmost room of 1F has two Baris that are not loaded because they are outside the room, suggesting that the room was redesigned.

Exit Differences

Does not contain any difference.

Spirit Temple

Unreferenced Setup 01 (Unused)

Map # Map Name Map Select # Stage #
006 Spirit Temple 81 N/A

This is an unreferenced cutscene setup that cannot be accessed via Map Select. It appears to be an alternate version of Farore's portion of the Deku Tree's creation story cutscene.

In order to view the cutscene, the data for Unreferenced Setup 01, found at 0x02AF4860, was copied to the offset 0x2077950 (Kokiri Forest). It differs from Kokiri Forest's Setup 04 in a few ways. For example, the fog in the Spirit Temple version of the scene fades much more quickly, and the cutscene finishes a little faster.

These differences can be seen in the video on the right, which compares Unreferenced Setup 01 (left side) with Kokiri Forest Setup 04 (right side).

In addition, despite appearing in a scene file, Unreferenced Setup 01 references a list of actors to load for the setup. This is unusual, because, normally, actor lists are only referred to in room files.

Environment Settings

xxx

Layout Differences

Many of the actors are located outside of the bounds of the map, indicating that the layout of the area was changed for the retail game. For example, on the third floor, in the adult side of the temple, the doors are west of where they are located in the final game. This suggests that the rooms were shifted east later on.

No doors are locked or otherwise barred. Perhaps Nintendo had not fully planned out how the player would complete the dungeon at this stage, or had simply not implemented barriers to make testing quicker.

There is also an extra door on the first floor of the adult side of the temple, with the transitional actor set up to load room 12. In the retail game, the first floor of the Spirit Temple is almost symmetrical. However, there is a circle of rooms on the child side of the temple that all link to each other, creating a loop. A similar configuration of rooms is present on the adult side of the temple, except that the room at the top of its loop is only linked on one side.

At the time this cutscene was created, the first floor of the temple was perfectly symmetrical. (This is also evidence by the fact that there is a blank Spirit Temple minimap in the game's files that corresponds to the missing room at the top of the loop.) The extra door existed to close the adult side's loop.

OoT spirit 0.png

Unloaded Actors

xxx

Unloaded Objects

Most of the actors loaded by the room files will fail to spawn, as the room headers lack references to an object list.

Hmmm...
To do:
Are there any that successfully spawn?

Exit Differences

The map has only two spawn points, instead of the usual four. Both spawn Link a short distance above the floor, in relatively the same spot. This indicates that the level of the ground was once different.

In addition, only three of the four exits are properly defined. The main exit to the Desert Colossus is the only one that is still the same as in normal gameplay.

Setup 00 Unreferenced Setup 01 / 02
No. Exit From Exit To No. Exit From Exit To
01E1 Desert Colossus Spirit Temple 01E1 Desert Colossus Spirit Temple
008D Spirit Temple Boss Spirit Temple 01E1 Desert Colossus Spirit Temple
01E5 Desert Colossus Spirit Temple, Gauntlets Entrance 0082 Spirit Temple Desert Colossus
01E9 Desert Colossus Spirit Temple, Mirror Shield Entrance

Unreferenced Setup 02 (Unused)

Map # Map Name Map Select # Stage #
006 Spirit Temple 81 N/A

Unused Cutscene B ✘

This is the cutscene environment in which xxx.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Setup 00 Unreferenced Setup 01 / 02
No. Exit From Exit To No. Exit From Exit To
01E1 Desert Colossus Spirit Temple 01E1 Desert Colossus Spirit Temple
008D Spirit Temple Boss Spirit Temple 01E1 Desert Colossus Spirit Temple
01E5 Desert Colossus Spirit Temple, Gauntlets Entrance 0082 Spirit Temple Desert Colossus
01E9 Desert Colossus Spirit Temple, Mirror Shield Entrance

Ice Cavern

Setup 04 - Learning the Serenade of Water

Map # Map Name Map Select # Stage #
009 Ice Cavern 86 00

This is the cutscene environment in which Link learns the Serenade of Water.

Environment Settings

xxx

Layout Differences

Many of the rooms in this setup are only half-textured. This is due to a lack of object transition maps. By adding them to the setup, it is possible to fully explore the dungeon.

All the doors in the dungeon are the same type of wooden doors of the type that appear in the Forest Temple.

This version of the cavern contains no enemies, only Blue Fire and Red Ice.

OoTRedPlatform.png

In the room with the Iron Boots, there is a large chunk of red ice that can be melted with Blue Fire. In the Master Quest, the ice covers the chest containing the Iron Boots.

Hmmm...
To do:
Do the doors in this room lead to different areas than usual...?

Unloaded Actors

OoT-unusedchest-IC.png

In ice helix room contains an actor for a chest with Bombchus inside.

Unloaded Objects

xxx

Exit Differences

Does not contain any difference.

Iron Knuckle's Lair

Setup 04 - Koume & Kotake Order the Iron Knuckle to Fight

Map # Map Name Map Select # Stage #
023 Iron Knuckle's Lair 83 00

Different The End cutscene?

This is the cutscene environment in which Koume and Kotake order the Iron Knuckle to fight.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Does not contain any difference.

Setup 05 - The Iron Knuckle Is Defeated

Map # Map Name Map Select # Stage #
023 Iron Knuckle's Lair 83 01

This is the cutscene environment in which the Iron Knuckle is defeated.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Does not contain any difference.

Setup 06 - Nabooru Is Transformed

Map # Map Name Map Select # Stage #
023 Iron Knuckle's Lair 83 02

This is the cutscene environment in which Nabooru is transformed into an Iron Knuckle by Koume and Kotake during the title demo.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Setup 00 Setup 06
No. Exit From Exit To No. Exit From Exit To
02F5 Spirit Temple Boss Room Entrance 03F0 Spirit Temple Desert Colossus, Silver Gauntlets Chest

Link's House

Setup 04 - Awoken by Navi

Map # Map Name Map Select # Stage #
052 Link's House 44 00

This is the cutscene environment in which Navi wakes Link from his nightmare.

Environment Settings

xxx

Layout Differences

This version of Link's House lacks the green target spot where the player can check their high scores, as well as the breakable pot near his bed.

Unloaded Actors

None.

Unloaded Objects

Number Filename ID
000E object_box Treasure Chest
0029 object_o_anime Animation File
0034 object_oE_anime Kokiri Animations
004B object_oE3 Early Saria

Exit Differences

None.

Setup 05 - Opening

Map # Map Name Map Select # Stage #
052 Link's House 44 01

This is the cutscene environment in which the Deku Tree introduces himself during the opening sequence.

Environment Settings

xxx

Layout Differences

This version of Link's House lacks the green target spot where the player can check their high scores, as well as the breakable pot near his bed.

Unloaded Actors

xxx

Unloaded Objects

Number Filename ID
000E object_box Treasure Chest
0029 object_o_anime Animation File
0034 object_oE_anime Kokiri Animations
004B object_oE3 Early Saria

Exit Differences

None.

Great Fairy's Fountain (Upgrades)

Setup 04 - Receiving the Spin Attack

Map # Map Name Map Select # Stage #
059 Great Fairy's Fountain (Upgrades) 27 00

This is the cutscene environment in which Link receives the Spin Attack from the Great Fairy.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

xxx

Setup 05 - Receiving the Enhanced Magic Meter

Map # Map Name Map Select # Stage #
059 Great Fairy's Fountain (Upgrades) 27 01

This is the cutscene environment in which Link receives the enhanced Magic Meter from the Great Fairy.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

xxx

Setup 06 - Receiving Enhanced Defensive Power

Map # Map Name Map Select # Stage #
059 Great Fairy's Fountain (Upgrades) 27 02

This is the cutscene environment in which Link receives enhanced defensive power from the Great Fairy.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

xxx

Great Fairy's Fountain (Spells)

Setup 04 - Receiving Farore's Wind

Map # Map Name Map Select # Stage #
061 Great Fairy's Fountain (Spells) 29 00

This is the cutscene environment in which Link receives Farore's Wind from the Great Fairy.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

xxx

Setup 05 - Receiving Din's Fire

Map # Map Name Map Select # Stage #
061 Great Fairy's Fountain (Spells) 29 01

This is the cutscene environment in which Link receives Din's Fire from the Great Fairy.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

xxx

Setup 06 - Receiving Nayru's Love

Map # Map Name Map Select # Stage #
061 Great Fairy's Fountain (Spells) 29 02

This is the cutscene environment in which Link receives Nayru's Love from the Great Fairy.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

xxx

Royal Family's Tomb

Setup 04

xxx

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Does not contain any difference.

Setup 05

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Does not contain any difference.

Shooting Gallery

Setup 05 - (Unused)

Map # Map Name Map Select # Stage #
066 Shooting Gallery 22 01

Cutscene - xxx ✘

This is the cutscene environment in which xxx.

Environment Settings

This setup plays the music for the indoor house theme rather than the traditional music used for the Shooting Gallery. A video demonstrating this can be seen here.

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

Number Filename ID
00B6 object_gi_melody Music Note

Exit Differences

Number Exit From Exit To
03BC Market (Child - Day) Bombchu Bowling Alley

Setup 06 - (Unused)

Map # Map Name Map Select # Stage #
066 Shooting Gallery 22 02

Cutscene - xxx ✘

This is the cutscene environment in which xxx.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Number Exit From Exit To
03BC Market (Child - Day) Bombchu Bowling Alley

Temple of Time

Setup 04 - Returning From the Chamber of the Sages

Map # Map Name Map Select # Stage #
067 Temple of Time 20 00

This is the cutscene environment in which Link returns from the Chamber of the Sages for the first time.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Does not contain any difference.

Setup 05 - Farewell to Navi

Map # Map Name Map Select # Stage #
067 Temple of Time 20 01

This is the cutscene environment in which Link bids farewell to Navi at the end of the game.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Does not contain any difference.

Setup 06 - Learning the Prelude of Light

Map # Map Name Map Select # Stage #
067 Temple of Time 20 02

This is the cutscene environment in which Link learns the Prelude of Light.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Does not contain any difference.

Setup 07 - Opening the Door of Time

Map # Map Name Map Select # Stage #
067 Temple of Time 20 03

This is the cutscene environment in which Link opens the Door of Time.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Does not contain any difference.

Setup 08 - Visions of the Kokiri's Emerald (Unused)

Map # Map Name Map Select # Stage #
067 Temple of Time 20 04

This is an unused cutscene environment in which the camera focuses on the Kokiri Emerald on the altar in the Temple of Time, before cutting to the entrance of the Sacred Forest Meadow.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Does not contain any difference.

Setup 09 - Visions of the Goron's Ruby (Unused)

Map # Map Name Map Select # Stage #
067 Temple of Time 20 05

This is an unused cutscene environment in which the camera focuses on the Goron's Ruby on the altar in the Temple of Time, before cutting to the entrance of Death Mountain Crater.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Does not contain any difference.

Setup 10 - Visions of Zora's Sapphire (Unused)

Map # Map Name Map Select # Stage #
067 Temple of Time 20 06

This is an unused cutscene environment in which the camera focuses on the Zora's Sapphire on the altar in the Temple of Time, before cutting to the entrance of Lake Hylia.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Does not contain any difference.

Setup 11 - Learning the Song of Time

Map # Map Name Map Select # Stage #
067 Temple of Time 20 07

This is the cutscene environment in which Link learns the Song of Time.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Does not contain any difference.

Setup 12 - Sheik Tells of the Triforce

Map # Map Name Map Select # Stage #
067 Temple of Time 20 08

This is the cutscene environment in which Sheik tells Link of the Triforce.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Does not contain any difference.

Setup 13 - Sheik's Identity Revealed

Map # Map Name Map Select # Stage #
067 Temple of Time 20 09

This is the cutscene environment in which Sheik reveals herself to be Princess Zelda.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Does not contain any difference.

Setup 14 - Receiving the Light Arrows

Map # Map Name Map Select # Stage #
067 Temple of Time 20 0A

This is the cutscene environment in which Link receives the Light Arrows.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Does not contain any difference.

Chamber of the Sages

Setup 04 - Awakening in the Sacred Realm

Map # Map Name Map Select # Stage #
068 Chamber of the Sages 21 00

This is the cutscene environment in which Link awakens in the Sacred Realm for the first time.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Does not contain any difference.

Setup 05 - All the Sages Have Been Awakened

Map # Map Name Map Select # Stage #
068 Chamber of the Sages 21 01

This is the cutscene environment in which all the Sages have been awakened.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

Actor Filename ID Object Variable ID
00D2 ovl_En_Ru2 Adult Ruto 00CA 0000 ???

Unloaded Objects

xxx

Exit Differences

Does not contain any difference.

Setup 06 - Opening the Door to the Sacred Realm

Map # Map Name Map Select # Stage #
068 Chamber of the Sages 21 02

This is the cutscene environment in which Link opens the door to the Sacred Realm.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Does not contain any difference.

Castle Hedge Maze (Day)

Unreferenced Setup 01 (Unused)

Map # Map Name Map Select # Stage #
069 Castle Hedge Maze (Day) 23 N/A

This is an unreferenced setup that cannot be accessed via Map Select. It appears to be an unused version of Hyrule Castle Courtyard.

If one checks Link's location on the world map while in the scene, it suggests he is in Hyrule Field.

Hmmm...
To do:
Is this a night version of the map? Does it belong under this heading?

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Does not contain any difference.

Cutscene Map

Setup 04 - The Goddesses Descend

Map # Map Name Map Select # Stage #
071 Cutscene Map 115 00

This is the cutscene environment in which the goddesses descend, during the Great Deku Tree's creation story.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Has no exits.

Setup 05 - Ganondorf Rides Through the Flames

Map # Map Name Map Select # Stage #
071 Cutscene Map 115 01

This is the cutscene environment in which Ganondorf rides through the flames.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Has no exits.

Setup 06 - The Triforce Is Formed

Map # Map Name Map Select # Stage #
071 Cutscene Map 115 02

This is the cutscene environment in which the Triforce is formed, during the Great Deku Tree's creation story.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Has no exits.

Setup 07 - Ganondorf Infiltrates the Sacred Realm

Map # Map Name Map Select # Stage #
071 Cutscene Map 115 03

This is the cutscene environment in which Ganondorf infiltrates the Sacred Realm.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Has no exits.

Setup 08 - Sheik Tells of the Triforce

Map # Map Name Map Select # Stage #
071 Cutscene Map 115 04

This is the cutscene environment in which Sheik tells Link about the Triforce.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Has no exits.

Setup 09 - The Deku Tree Sprout Reveals Link's Heritage

Map # Map Name Map Select # Stage #
071 Cutscene Map 115 05

This is the cutscene environment in which the Deku Tree Sprout reveals Link's true heritage.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Has no exits.

Setup 10 - Ganondorf Rides Through the Flames (Unused)

Map # Map Name Map Select # Stage #
071 Cutscene Map 115 06

Cutscene - ✘? Unused? Goes to title screen...

This is the cutscene environment in which xxx.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Has no exits.

Setup 11 - Child Zelda Tells of the Triforce & The Temple of Time

Map # Map Name Map Select # Stage #
071 Cutscene Map 115 07

This is the cutscene environment in which Child Zelda tells Link about the Triforce and the Temple of Time.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Has no exits.

Setup 12 - A Thwarted Ganondorf Curses His Opposers

Map # Map Name Map Select # Stage #
071 Cutscene Map 115 08

This is the cutscene environment in which Ganondorf curses Link and the Sages after being sealed in the Sacred Realm at the end of the game.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Has no exits.

Unreferenced Setup 01 (Unused)

Map # Map Name Map Select # Stage #
071 Cutscene Map 115 N/A

This is an unreferenced setup that cannot be accessed via Map Select. It appears, from the location and number of the setup, to be an unused child (day) version of the cutscene map.

Hmmm...
To do:
Flare Dancer?

Environment Settings

Unlike the cutscene setups, Link is set to spawn in a way that makes him both visible and controllable.

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Has no exits.

Unreferenced Setup 02 (Unused)

Map # Map Name Map Select # Stage #
071 Cutscene Map 115 N/A

This is an unreferenced setup that cannot be accessed via Map Select. It appears, from the location and number of the setup, to be an unused child (night) version of the cutscene map.

Hmmm...
To do:
Flare Dancer?

Environment Settings

Unlike the cutscene setups, Link is set to spawn in a way that makes him both visible and controllable.

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Has no exits.

Unreferenced Setup 03 (Unused)

Map # Map Name Map Select # Stage #
071 Cutscene Map 115 N/A

This is an unreferenced setup that cannot be accessed via Map Select. It appears, from the location and number of the setup, to be an unused adult (day) version of the cutscene map.

Hmmm...
To do:
Flare Dancer?

Environment Settings

Unlike the cutscene setups, Link is set to spawn in a way that makes him both visible and controllable.

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Has no exits.

Unreferenced Setup 04 (Unused)

Map # Map Name Map Select # Stage #
071 Cutscene Map 115 N/A

This is an unreferenced setup that cannot be accessed via Map Select. It appears, from the location and number of the setup, to be an unused adult (night) version of the cutscene map.

Hmmm...
To do:
Flare Dancer?

Environment Settings

Unlike the cutscene setups, Link is set to spawn in a way that makes him both visible and controllable.

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Has no exits.

Castle Courtyard

Setup 04 - The End

Map # Map Name Map Select # Stage #
074 Castle Courtyard 31 00

This is the cutscene environment in which Link approaches Zelda in her courtyard during the ending credits.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Does not contain any difference.

Setup 05 - Meeting Impa 1

Map # Map Name Map Select # Stage #
074 Castle Courtyard 31 01

This is the cutscene environment in which Link meets Impa and learns Zelda's Lullaby before being escorted out of the castle.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

Actor Filename ID Object Variable ID
00B3 ovl_En_Heishi2 Hyrule Castle - Hylian Soldier 0097 FF06 Princess Zelda's Guard
00B3 ovl_En_Heishi2 Hyrule Castle - Hylian Soldier 0097 FF06 Princess Zelda's Guard

Unloaded Objects

xxx

Exit Differences

Does not contain any difference.

Setup 06 - Meeting Impa 2 (Unused)

Map # Map Name Map Select # Stage #
074 Castle Courtyard 31 02

This is an unused cutscene environment in which Impa introduces herself, then escorts Link out of the castle without teaching him Zelda's Lullaby.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

Actor Filename ID Object Variable ID
00B3 ovl_En_Heishi2 Hyrule Castle - Hylian Soldier 0097 FF06 Princess Zelda's Guard
00B3 ovl_En_Heishi2 Hyrule Castle - Hylian Soldier 0097 FF06 Princess Zelda's Guard

Unloaded Objects

xxx

Exit Differences

Does not contain any difference.

Ganon's Tower Collapse Cutscene/Battle Arena

Setup 04 - The Tower Collapses

Map # Map Name Map Select # Stage #
079 Ganon's Tower Collapse Cutscene/Battle Arena 89 00

This is the cutscene environment in which Ganon's Tower collapses.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Number Exit From Exit To
053C Inside Ganon's Castle Water Medallion Minidungeon

Hyrule Field

Setup 04 - Link's Nightmare

OoT-HyruleFieldcutscene1.png
Map # Map Name Map Select # Stage #
081 Spot 00 - Hyrule Field 1 00

This is the cutscene environment from the beginning of the game in which Child Link has a nightmare of events to come.

Environment Settings

xxx

Layout Differences

The room is empty and exists only objects at the entrance of the Castle.

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

There is data that alternative exits maybe evidence of the period in which the scene was created. The exit to Zora's River leads to Zora's Domain and the path to Hyrule Market but you will go directly to Hyrule Market. Lost Woods may not have been created, instead you are taken to Kokiri Forest, near Link's house. And Lon Lon Ranch may not exist.

Setup 00 Setup 04
No. Exit From Exit To No. Exit From Exit To
0033 Market Entrance (Day) Market (Child - Day) 00B1 Market (Child - Day) Market Entrance (Day)
00DB Kakariko Village Hyrule Field 00DB Kakariko Village Hyrule Field
00EA Zora's River - Land Entrance Hyrule Field - Land Exit 010E Zora's Fountain ???
04DE Lost Woods - Bridge Entrance Hyrule Field 00EE Kokiri Forest ???
0102 Lake Hylia Hyrule Field 0102 Lake Hylia Hyrule Field
0117 Gerudo Valley Hyrule Field 0117 Gerudo Valley Hyrule Field
0157 Lon Lon Ranch Hyrule Field
0276 Market Entrance (Day) Hyrule Field
0102 Lake Hylia Hyrule Field
036D Fairy's Fountain Hyrule Field
003F Grotto - xxx Hyrule Field
02AE Lon Lon Ranch Hyrule Field
02E2 Lon Lon Ranch Hyrule Field
02E6 Lon Lon Ranch Hyrule Field
01D9 Zora's River - Water Entrance Hyrule Field - Water Exit

Setup 05 - Zelda & Impa Flee Hyrule Castle

Map # Map Name Map Select # Stage #
081 Spot 00 - Hyrule Field 1 01

This is the cutscene environment in which Zelda and Impa flee from Hyrule Castle, and Link encounters Ganondorf for the first time.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Setup 00 Setup 05
No. Exit From Exit To No. Exit From Exit To
0033 Market Entrance (Day) Market (Child - Day) 00B1 Market (Child - Day) Market Entrance (Day)
00DB Kakariko Village Hyrule Field 00DB Kakariko Village Hyrule Field
00EA Zora's River - Land Entrance Hyrule Field - Land Exit 010E Zora's Fountain ???
04DE Lost Woods - Bridge Entrance Hyrule Field 00EE Kokiri Forest ???
0102 Lake Hylia Hyrule Field 0102 Lake Hylia Hyrule Field
0117 Gerudo Valley Hyrule Field 0117 Gerudo Valley Hyrule Field
0157 Lon Lon Ranch Hyrule Field
0276 Market Entrance (Day) Hyrule Field
0102 Lake Hylia Hyrule Field
036D Fairy's Fountain Hyrule Field
003F Grotto - xxx Hyrule Field
02AE Lon Lon Ranch Hyrule Field
02E2 Lon Lon Ranch Hyrule Field
02E6 Lon Lon Ranch Hyrule Field
01D9 Zora's River - Water Entrance Hyrule Field - Water Exit

Setup 06 - Zelda Reminisces About Her Flight From Hyrule Castle

Map # Map Name Map Select # Stage #
081 Spot 00 - Hyrule Field 1 02

Cutscene - ✔

This is the cutscene environment in which, after revealing herself, Adult Zelda reminisces to Link about her flight from Hyrule Castle.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Setup 00 Setup 06
No. Exit From Exit To No. Exit From Exit To
0033 Market Entrance (Day) Market (Child - Day) 00B1 Market (Child - Day) Market Entrance (Day)
00DB Kakariko Village Hyrule Field 00DB Kakariko Village Hyrule Field
00EA Zora's River - Land Entrance Hyrule Field - Land Exit 010E Zora's Fountain ???
04DE Lost Woods - Bridge Entrance Hyrule Field 00EE Kokiri Forest ???
0102 Lake Hylia Hyrule Field 0102 Lake Hylia Hyrule Field
0117 Gerudo Valley Hyrule Field 0117 Gerudo Valley Hyrule Field
0157 Lon Lon Ranch Hyrule Field
0276 Market Entrance (Day) Hyrule Field
0102 Lake Hylia Hyrule Field
036D Fairy's Fountain Hyrule Field
003F Grotto - xxx Hyrule Field
02AE Lon Lon Ranch Hyrule Field
02E2 Lon Lon Ranch Hyrule Field
02E6 Lon Lon Ranch Hyrule Field
01D9 Zora's River - Water Entrance Hyrule Field - Water Exit

Setup 07 - Title Screen Demo

Map # Map Name Map Select # Stage #
081 Spot 00 - Hyrule Field 1 03

This is the cutscene environment in which Link rides Epona through Hyrule Field during the title sequence.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Setup 00 Setup 07
No. Exit From Exit To No. Exit From Exit To
0033 Market Entrance (Day) Market (Child - Day) 0033 Market Entrance (Day) Market (Child - Day)
00DB Kakariko Village Hyrule Field 00DB Kakariko Village Hyrule Field
00EA Zora's River - Land Entrance Hyrule Field - Land Exit 00EA Zora's River - Land Entrance Hyrule Field - Land Exit
04DE Lost Woods - Bridge Entrance Hyrule Field 04DA Lost Woods Zora's River
0102 Lake Hylia Hyrule Field 0102 Lake Hylia Hyrule Field
0117 Gerudo Valley Hyrule Field 0117 Gerudo Valley Hyrule Field
0157 Lon Lon Ranch Hyrule Field 0157 Lon Lon Ranch Hyrule Field
0276 Market Entrance (Day) Hyrule Field 0276 Market Entrance (Day) Hyrule Field
0102 Lake Hylia Hyrule Field 0102 Lake Hylia Hyrule Field
036D Fairy's Fountain Hyrule Field 036D Fairy's Fountain Hyrule Field
003F Grotto - xxx Hyrule Field 003F Grotto - xxx Hyrule Field
02AE Lon Lon Ranch Hyrule Field 02AE Lon Lon Ranch Hyrule Field
02E2 Lon Lon Ranch Hyrule Field 02E2 Lon Lon Ranch Hyrule Field
02E6 Lon Lon Ranch Hyrule Field 02E6 Lon Lon Ranch Hyrule Field
01D9 Zora's River - Water Entrance Hyrule Field - Water Exit 01D9 Zora's River - Water Entrance Hyrule Field - Water Exit

Setup 08 - Returning to Hyrule Field Upon Learning the Song of Time

Map # Map Name Map Select # Stage #
081 Spot 00 - Hyrule Field 1 04

This is the cutscene environment in which the scene returns to Hyrule Field after Child Zelda teaches Link the Song of Time through a telepathic message.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

Actor Filename ID Object Variable ID
0108 ovl_Bg_Umajump Horse Jumping Fence 0100 FFFF ???
0108 ovl_Bg_Umajump Horse Jumping Fence 0100 FFFF ???

Unloaded Objects

Number Filename ID
001A object_horse Epona

Exit Differences

Setup 00 Setup 08
No. Exit From Exit To No. Exit From Exit To
0033 Market Entrance (Day) Market (Child - Day) 0033 Market Entrance (Day) Market (Child - Day)
00DB Kakariko Village Hyrule Field 00DB Kakariko Village Hyrule Field
00EA Zora's River - Land Entrance Hyrule Field - Land Exit 00EA Zora's River - Land Entrance Hyrule Field - Land Exit
04DE Lost Woods - Bridge Entrance Hyrule Field 04DA Lost Woods Zora's River
0102 Lake Hylia Hyrule Field 0102 Lake Hylia Hyrule Field
0117 Gerudo Valley Hyrule Field 0117 Gerudo Valley Hyrule Field
0157 Lon Lon Ranch Hyrule Field 0157 Lon Lon Ranch Hyrule Field
0276 Market Entrance (Day) Hyrule Field 0276 Market Entrance (Day) Hyrule Field
0102 Lake Hylia Hyrule Field 0102 Lake Hylia Hyrule Field
036D Fairy's Fountain Hyrule Field 036D Fairy's Fountain Hyrule Field
003F Grotto - xxx Hyrule Field 003F Grotto - xxx Hyrule Field
02AE Lon Lon Ranch Hyrule Field 02AE Lon Lon Ranch Hyrule Field
02E2 Lon Lon Ranch Hyrule Field 02E2 Lon Lon Ranch Hyrule Field
02E6 Lon Lon Ranch Hyrule Field 02E6 Lon Lon Ranch Hyrule Field
01D9 Zora's River - Water Entrance Hyrule Field - Water Exit 01D9 Zora's River - Water Entrance Hyrule Field - Water Exit

Setup 09 - Credits in Hyrule Field

Map # Map Name Map Select # Stage #
081 Spot 00 - Hyrule Field 1 05

This is the cutscene environment in which the credits play in Hyrule Field.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

Number Filename ID
002F object_spot00_objects Drawbridge
007C object_wood02 Trees & Shrubbery

Exit Differences

Setup 00 Setup 09
No. Exit From Exit To No. Exit From Exit To
0033 Market Entrance (Day) Market (Child - Day) 0033 Market Entrance (Day) Market (Child - Day)
00DB Kakariko Village Hyrule Field 00DB Kakariko Village Hyrule Field
00EA Zora's River - Land Entrance Hyrule Field - Land Exit 00EA Zora's River - Land Entrance Hyrule Field - Land Exit
04DE Lost Woods - Bridge Entrance Hyrule Field 04DA Lost Woods Zora's River
0102 Lake Hylia Hyrule Field 0102 Lake Hylia Hyrule Field
0117 Gerudo Valley Hyrule Field 0117 Gerudo Valley Hyrule Field
0157 Lon Lon Ranch Hyrule Field 0157 Lon Lon Ranch Hyrule Field
0276 Market Entrance (Day) Hyrule Field 0276 Market Entrance (Day) Hyrule Field
0102 Lake Hylia Hyrule Field 0102 Lake Hylia Hyrule Field
036D Fairy's Fountain Hyrule Field 036D Fairy's Fountain Hyrule Field
003F Grotto - xxx Hyrule Field 003F Grotto - xxx Hyrule Field
02AE Lon Lon Ranch Hyrule Field 02AE Lon Lon Ranch Hyrule Field
02E2 Lon Lon Ranch Hyrule Field 02E2 Lon Lon Ranch Hyrule Field
02E6 Lon Lon Ranch Hyrule Field 02E6 Lon Lon Ranch Hyrule Field
01D9 Zora's River - Water Entrance Hyrule Field - Water Exit 01D9 Zora's River - Water Entrance Hyrule Field - Water Exit

Setup 10 - Escaping Lon Lon Ranch

Map # Map Name Map Select # Stage #
081 Spot 00 - Hyrule Field 1 06

This is the cutscene environment in which Adult Link escapes Lon Lon Ranch on Epona.

Setup 08, in which the scene returns to Hyrule Field after having cut to Zelda's telepathic message from the Temple of Time, uses the same setup.

Environment Settings

xxx

Layout Differences

OoT-HyruleField04.png

This version of Hyrule Field uses a different greenery setup than that of the final game. Some of the bushes are oddly placed, appearing underwater or even above the water's surface.

Unloaded Actors

Actor Filename ID Object Variable ID
0108 ovl_Bg_Umajump Horse Jumping Fence 0100 FFFF ???
0108 ovl_Bg_Umajump Horse Jumping Fence 0100 FFFF ???

Unloaded Objects

There are three unloaded objects near the entrance to Gerudo Valley. Two horse jumping fences are present in the actor list, but they do not appear, as their object is missing. There is also a bush that is positioned off the map, which isn't loaded because it is outside the collision area.

In addition, there are two cuttable bushes embedded in the side of Lon Lon Ranch.

Exit Differences

Setup 00 Setup 10
No. Exit From Exit To No. Exit From Exit To
0033 Market Entrance (Day) Market (Child - Day) 0033 Market Entrance (Day) Market (Child - Day)
00DB Kakariko Village Hyrule Field 00DB Kakariko Village Hyrule Field
00EA Zora's River - Land Entrance Hyrule Field - Land Exit 00EA Zora's River - Land Entrance Hyrule Field - Land Exit
04DE Lost Woods - Bridge Entrance Hyrule Field 04DA Lost Woods Zora's River
0102 Lake Hylia Hyrule Field 0102 Lake Hylia Hyrule Field
0117 Gerudo Valley Hyrule Field 0117 Gerudo Valley Hyrule Field
0157 Lon Lon Ranch Hyrule Field 0157 Lon Lon Ranch Hyrule Field
0276 Market Entrance (Day) Hyrule Field 0276 Market Entrance (Day) Hyrule Field
0102 Lake Hylia Hyrule Field 0102 Lake Hylia Hyrule Field
036D Fairy's Fountain Hyrule Field 036D Fairy's Fountain Hyrule Field
003F Grotto - xxx Hyrule Field 003F Grotto - xxx Hyrule Field
02AE Lon Lon Ranch Hyrule Field 02AE Lon Lon Ranch Hyrule Field
02E2 Lon Lon Ranch Hyrule Field 02E2 Lon Lon Ranch Hyrule Field
02E6 Lon Lon Ranch Hyrule Field 02E6 Lon Lon Ranch Hyrule Field
01D9 Zora's River - Water Entrance Hyrule Field - Water Exit 01D9 Zora's River - Water Entrance Hyrule Field - Water Exit

Setup 11 - Farewell to Zelda

Map # Map Name Map Select # Stage #
081 Spot 00 - Hyrule Field 1 07

This is the cutscene environment in which Zelda bids farewell to Link in the skies above Hyrule Field, sending him back in time.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

There is data that alternative exits maybe evidence of the period in which the scene was created. The exit to Zora's River leads to Zora's Domain and the path to Hyrule Market but you will go directly to Hyrule Market. Lost Woods may not have been created, instead you are taken to Kokiri Forest, near Link's house. And Lon Lon Ranch may not exist.

Setup 00 Setup 11
No. Exit From Exit To No. Exit From Exit To
0033 Market Entrance (Day) Market (Child - Day) 00B1 Market (Child - Day) Market Entrance (Day)
00DB Kakariko Village Hyrule Field 00DB Kakariko Village Hyrule Field
00EA Zora's River - Land Entrance Hyrule Field - Land Exit 010E Zora's Fountain ???
04DE Lost Woods - Bridge Entrance Hyrule Field 00EE Kokiri Forest ???
0102 Lake Hylia Hyrule Field 0102 Lake Hylia Hyrule Field
0117 Gerudo Valley Hyrule Field 0117 Gerudo Valley Hyrule Field
0157 Lon Lon Ranch Hyrule Field
0276 Market Entrance (Day) Hyrule Field
0102 Lake Hylia Hyrule Field
036D Fairy's Fountain Hyrule Field
003F Grotto - xxx Hyrule Field
02AE Lon Lon Ranch Hyrule Field
02E2 Lon Lon Ranch Hyrule Field
02E6 Lon Lon Ranch Hyrule Field
01D9 Zora's River - Water Entrance Hyrule Field - Water Exit

Setup 12 - Escorted to Hyrule Field by Impa

Map # Map Name Map Select # Stage #
081 Spot 00 - Hyrule Field 1 08

This is the cutscene environment in which Impa escorts Link to Hyrule Field, after teaching him Zelda's Lullaby.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

Number Filename ID
00DE object_gi_ocarina Ocarina of Time

Exit Differences

Setup 00 Setup 12
No. Exit From Exit To No. Exit From Exit To
0033 Market Entrance (Day) Market (Child - Day) 0033 Market Entrance (Day) Market (Child - Day)
00DB Kakariko Village Hyrule Field 00DB Kakariko Village Hyrule Field
00EA Zora's River - Land Entrance Hyrule Field - Land Exit 00EA Zora's River - Land Entrance Hyrule Field - Land Exit
04DE Lost Woods - Bridge Entrance Hyrule Field 04DA Lost Woods Zora's River
0102 Lake Hylia Hyrule Field 0102 Lake Hylia Hyrule Field
0117 Gerudo Valley Hyrule Field 0117 Gerudo Valley Hyrule Field
0157 Lon Lon Ranch Hyrule Field 0157 Lon Lon Ranch Hyrule Field
0276 Market Entrance (Day) Hyrule Field 0276 Market Entrance (Day) Hyrule Field
0102 Lake Hylia Hyrule Field 0102 Lake Hylia Hyrule Field
036D Fairy's Fountain Hyrule Field 036D Fairy's Fountain Hyrule Field
003F Grotto - xxx Hyrule Field 003F Grotto - xxx Hyrule Field
02AE Lon Lon Ranch Hyrule Field 02AE Lon Lon Ranch Hyrule Field
02E2 Lon Lon Ranch Hyrule Field 02E2 Lon Lon Ranch Hyrule Field
02E6 Lon Lon Ranch Hyrule Field 02E6 Lon Lon Ranch Hyrule Field
01D9 Zora's River - Water Entrance Hyrule Field - Water Exit 01D9 Zora's River - Water Entrance Hyrule Field - Water Exit

Unreferenced Setup 01 (Unused)

Map # Map Name Map Select # Stage #
081 Spot 00 - Hyrule Field 1 N/A

UR ✘

This is the cutscene environment in which xxx.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

Actor Filename ID Object Variable ID
0108 ovl_Bg_Umajump Horse Jumping Fence 0100 FFFF ???
0108 ovl_Bg_Umajump Horse Jumping Fence 0100 FFFF ???

Unloaded Objects

xxx

Exit Differences

Setup 00 Unreferenced Setup
No. Exit From Exit To No. Exit From Exit To
0033 Market Entrance (Day) Market (Child - Day) 0033 Market Entrance (Day) Market (Child - Day)
00DB Kakariko Village Hyrule Field 00DB Kakariko Village Hyrule Field
00EA Zora's River - Land Entrance Hyrule Field - Land Exit 00EA Zora's River - Land Entrance Hyrule Field - Land Exit
04DE Lost Woods - Bridge Entrance Hyrule Field 04DA Lost Woods Zora's River
0102 Lake Hylia Hyrule Field 0102 Lake Hylia Hyrule Field
0117 Gerudo Valley Hyrule Field 0117 Gerudo Valley Hyrule Field
0157 Lon Lon Ranch Hyrule Field 0157 Lon Lon Ranch Hyrule Field
0276 Market Entrance (Day) Hyrule Field 0276 Market Entrance (Day) Hyrule Field
0102 Lake Hylia Hyrule Field 0102 Lake Hylia Hyrule Field
036D Fairy's Fountain Hyrule Field 036D Fairy's Fountain Hyrule Field
003F Grotto - xxx Hyrule Field 003F Grotto - xxx Hyrule Field
02AE Lon Lon Ranch Hyrule Field 02AE Lon Lon Ranch Hyrule Field
02E2 Lon Lon Ranch Hyrule Field 02E2 Lon Lon Ranch Hyrule Field
02E6 Lon Lon Ranch Hyrule Field 02E6 Lon Lon Ranch Hyrule Field
01D9 Zora's River - Water Entrance Hyrule Field - Water Exit 01D9 Zora's River - Water Entrance Hyrule Field - Water Exit

Kakariko Village

Setup 04 - Bongo Bongo Escapes the Well

Map # Map Name Map Select # Stage #
082 Spot 01 - Kakariko Village 2 00

This is the cutscene environment in which Bongo Bongo escapes from the Bottom of the Well.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

Actor Filename ID Object Variable ID
00B3 ovl_En_Heishi2 Kakariko Village - Hylian Soldier 0097 FF05 The road is closed beyond this point! Can't you read the sign over there?
016E ovl_En_Hy 0001 FF06 ???
016E ovl_En_Hy 0001 FF07 ???
016E ovl_En_Hy 0001 FF08 ???
0100 ovl_Bg_Gate_Shutter Gate to Death Mountain 0181 FFFF Gate to Death Mountain

Unloaded Objects

xxx

Exit Differences

Setup 00 Setup 04
No. Exit From Exit To No. Exit From Exit To
017D Hyrule Field Kakariko Village 017D Hyrule Field Kakariko Village
013D Death Mountain Trail Kakariko Village 013D Death Mountain Trail Kakariko Village
00E4 Kakariko Graveyard Kakariko Village 00E4 Kakariko Graveyard Kakariko Village
00B7 Bazaar Kakariko Village 02B2 Shadow Temple Outside Boss Door
0098 Bottom of the Well Kakariko Village 0398 Puppy Woman's House Back Alley
039C Impa's House Kakariko Village 02FD Kakariko Village House Boss's House Kakariko Village
02FD Kakariko Village House Boss's House Kakariko Village 0453 Windmill "?" Kakariko Village
0072 Granny's Potion Shop Kakariko Village 043B Back Alley Guy's House Back Alley
0453 Windmill "?" Kakariko Village 0388 Market Potion Shop Market
0384 Kakariko Potion Shop Kakariko Village
003B Shooting Gallery Kakariko Village
0550 House of Skulltula Kakariko Village
03EC Kakariko Potion Shop Back Door Kakariko Village
05C8 Impa's House Roof entrance Kakariko Village

Setup 05 - Learning the Nocturne of Shadow

Map # Map Name Map Select # Stage #
082 Spot 01 - Kakariko Village 2 01

This is the cutscene environment in which Link learns the Nocturne of Shadow.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

Actor Filename ID Object Variable ID
016E ovl_En_Hy 0001 FF06 ???
016E ovl_En_Hy 0001 FF07 ???
016E ovl_En_Hy 0001 FF08 ???
0100 ovl_Bg_Gate_Shutter Gate to Death Mountain 0181 FFFF Gate to Death Mountain

Unloaded Objects

xxx

Exit Differences

Setup 00 Setup 05
No. Exit From Exit To No. Exit From Exit To
017D Hyrule Field Kakariko Village 017D Hyrule Field Kakariko Village
013D Death Mountain Trail Kakariko Village 013D Death Mountain Trail Kakariko Village
00E4 Kakariko Graveyard Kakariko Village 00E4 Kakariko Graveyard Kakariko Village
00B7 Bazaar Kakariko Village 02B2 Shadow Temple Outside Boss Door
0098 Bottom of the Well Kakariko Village 0398 Puppy Woman's House Back Alley
039C Impa's House Kakariko Village 02FD Kakariko Village House Boss's House Kakariko Village
02FD Kakariko Village House Boss's House Kakariko Village 0453 Windmill "?" Kakariko Village
0072 Granny's Potion Shop Kakariko Village 043B Back Alley Guy's House Back Alley
0453 Windmill "?" Kakariko Village 0388 Market Potion Shop Market
0384 Kakariko Potion Shop Kakariko Village
003B Shooting Gallery Kakariko Village
0550 House of Skulltula Kakariko Village
03EC Kakariko Potion Shop Back Door Kakariko Village
05C8 Impa's House Roof entrance Kakariko Village

Setup 06 - The Well is Drained

Map # Map Name Map Select # Stage #
082 Spot 01 - Kakariko Village 2 02

This is the cutscene environment in which the well is drained by Link playing the Song of Storms.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

Actor Filename ID Object Variable ID
0100 ovl_Bg_Gate_Shutter Gate to Death Mountain 0181 FFFF Gate to Death Mountain
00E5 ovl_Bg_Spot16_Doughnut Death Mountain Cloud Ring 017A FFFF Death Mountain Cloud Ring

Unloaded Objects

xxx

Exit Differences

Setup 00 Setup 06
No. Exit From Exit To No. Exit From Exit To
017D Hyrule Field Kakariko Village 017D Hyrule Field Kakariko Village
013D Death Mountain Trail Kakariko Village 013D Death Mountain Trail Kakariko Village
00E4 Kakariko Graveyard Kakariko Village 00E4 Kakariko Graveyard Kakariko Village
00B7 Bazaar Kakariko Village 02B2 Shadow Temple Outside Boss Door
0098 Bottom of the Well Kakariko Village 0398 Puppy Woman's House Back Alley
039C Impa's House Kakariko Village 02FD Kakariko Village House Boss's House Kakariko Village
02FD Kakariko Village House Boss's House Kakariko Village 0453 Windmill "?" Kakariko Village
0072 Granny's Potion Shop Kakariko Village 043B Back Alley Guy's House Back Alley
0453 Windmill "?" Kakariko Village 0388 Market Potion Shop Market
0384 Kakariko Potion Shop Kakariko Village
003B Shooting Gallery Kakariko Village
0550 House of Skulltula Kakariko Village
03EC Kakariko Potion Shop Back Door Kakariko Village
05C8 Impa's House Roof entrance Kakariko Village

Setup 07 - Death Mountain Erupts

OoT AltSceneSetup-KakarikoVillage.png
Map # Map Name Map Select # Stage #
082 Spot 01 - Kakariko Village 2 03

This is the cutscene environment in which Death Mountain erupts upon Link's defeat of Volvagia.

Environment Settings

xxx

Layout Differences

A circle of grass is positioned next to the guard at the main gate, which doesn't appear normally.

The gate guard and the Cuccos from Child Link's setup are also present in this map, despite the fact that the cutscene takes place during the Adult Era.

A lady in blue stands in front of Impa's House. She appears in the Market as Child Link, but is normally not present in Kakariko.

Hmmm...
To do:
Double check.

Unloaded Actors

Actor Filename ID Object Variable ID
0100 ovl_Bg_Gate_Shutter Gate to Death Mountain 0181 FFFF Gate to Death Mountain

Unloaded Objects

Number Filename ID
00C5 object_os_anime Animation File
0105 object_aob Mamamu Yan
0107 object_ahg Hylian Man in Green

Exit Differences

Setup 00 Setup 07
No. Exit From Exit To No. Exit From ExitT o
017D Hyrule Field Kakariko Village 017D Hyrule Field Kakariko Village
013D Death Mountain Trail Kakariko Village 013D Death Mountain Trail Kakariko Village
00E4 Kakariko Graveyard Kakariko Village 00E4 Kakariko Graveyard Kakariko Village
00B7 Bazaar Kakariko Village 05CC Bottom of the Well ?????
0098 Bottom of the Well Kakariko Village 0398 Puppy Woman's House Back Alley
039C Impa's House Kakariko Village 02FD Kakariko Village House Boss's House Kakariko Village
02FD Kakariko Village House Boss's House Kakariko Village 0453 Windmill "?" Kakariko Village
0072 Granny's Potion Shop Kakariko Village 043B Back Alley Guy's House Back Alley
0453 Windmill "?" Kakariko Village 0388 Market Potion Shop Market
0384 Kakariko Potion Shop Kakariko Village
003B Shooting Gallery Kakariko Village
0550 House of Skulltula Kakariko Village
03EC Kakariko Potion Shop Back Door Kakariko Village
05C8 Impa's House Roof entrance Kakariko Village

Setup 08 - Credits in Kakariko Village

Map # Map Name Map Select # Stage #
082 Spot 01 - Kakariko Village 2 04

This is the cutscene environment in which the credits play in Kakariko Village.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

Number Filename ID
0097 object_sd Hylian Soldier
00C5 object_os_anime Animation File
0105 object_aob Mamamu Yan
0107 object_ahg Hylian Man in Green
0108 object_cne Thin Hylian Woman
010D object_bba Old Hylian Woman
010C object_bji Old Hylian Man
0013 object_niw Cucco
00EC object_ani Kakariko Village Rooftop Man

Exit Differences

Setup 00 Setup 08
No. Exit From Exit To No. Exit From Exit To
017D Hyrule Field Kakariko Village 017D Hyrule Field Kakariko Village
013D Death Mountain Trail Kakariko Village 013D Death Mountain Trail Kakariko Village
00E4 Kakariko Graveyard Kakariko Village 00E4 Kakariko Graveyard Kakariko Village
00B7 Bazaar Kakariko Village 02B2 Shadow Temple Outside Boss Door
0098 Bottom of the Well Kakariko Village 0398 Puppy Woman's House Back Alley
039C Impa's House Kakariko Village 02FD Kakariko Village House Boss's House Kakariko Village
02FD Kakariko Village House Boss's House Kakariko Village 0453 Windmill "?" Kakariko Village
0072 Granny's Potion Shop Kakariko Village 043B Back Alley Guy's House Back Alley
0453 Windmill "?" Kakariko Village 0388 Market Potion Shop Market
0384 Kakariko Potion Shop Kakariko Village
003B Shooting Gallery Kakariko Village
0550 House of Skulltula Kakariko Village
03EC Kakariko Potion Shop Back Door Kakariko Village
05C8 Impa's House Roof entrance Kakariko Village

Graveyard

Setup 04 - Learning the Sun's Song

Map # Map Name Map Select # Stage #
065 Royal Family's Tomb 26 00

This is the cutscene environment in which Link learns the Sun's Song.

Hmmm...
To do:
Double check.

Environment Settings

xxx

Layout Differences

Room 00
OoT-Graveyard-sot.png

The entrance to the Shadow Temple is not accessible in this setup without some hacking. This is because ovl_En_Holl, an actor that allows Link to transition between two rooms via a tunnel, isn't activated. In order to fully activate it, one must edit the scene header at 0x02006C10, as well as the Front R / C actor for 01FF.

Hmmm...
To do:
What does this mean...?

The entrance to the Shadow Temple has less torches than usual, and even using Din's Fire doesn't open the temple gateway.

Room 01
OoT AltSceneSetup-Graveyard.png

This version of the map contains only one Poe. In the retail game, there are either none (as Child Link), or three (as Adult Link).

There is a gravestone at the wall to the left of Dampé's Grave, where one would normally find the Magic Bean spot.

The Piece of Heart that is normally concealed within a wooden box is instead contained in a Treasure Chest. The chest is very hard to see and can only be latched onto with the Longshot, which may be why the developers decided on the box.

Unloaded Actors

xxx

Unloaded Objects

Number Filename ID Used
0061 object_mjin Blank Triforce Warp Pad
0063 object_mjin_dark Shadow Warp Pad
0090 object_efc_flash
0009 object_poh Poe/Disintigrating Body/Poe Soul
0089 object_tk Dampé/Shovel/Dampé's Ghost/Lantern
00A2 object_haka Gravestone & Dirt Patch
0013 object_niw Cucco
011E object_mamenoki Bean Planting Spot/Bean Sprout/Song of Storms Sprout/Flying Plant
000E object_box Treasure Chest/Boss Key Chest/Light When Opening Chest

Exit Differences

xxx

Setup 05

Map # Map Name Map Select # Stage #
065 Royal Family's Tomb 26 01

Cutscene - After Cutting to the Graveyard, the Scene Returns to the Tomb ✔ Double-Check

This is the cutscene environment in which xxx.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

Number Filename ID Used
0061 object_mjin Blank Triforce Warp Pad
0063 object_mjin_dark Shadow Warp Pad
0090 object_efc_flash
0009 object_poh Poe
0089 object_tk Dampé
00A2 object_haka Gravestone & Dirt Patch
0013 object_niw Cucco
011E object_mamenoki Bean Planting Spot
000E object_box Treasure Chest
00F9 object_spot01_objects Windmill Blades

Exit Differences

xxx

Kokiri Forest

Setup 04 - Farore Creates Life

Map # Map Name Map Select # Stage #
085 Spot 04 - Kokiri Forest 5 00

This is the cutscene environment in which Farore creates life.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Setup 00 Setup 04
00EE Kokiri Forest ???? 00EE Kokiri Forest ????
0000 Deku Tree Kokiri Forest 0000 Deku Tree Kokiri Forest
05E0 Lost Woods / Hyrule Exit Kokiri Forest 0185 Hyrule Field Lost Woods
0272 Link's House Kokiri Forest 00BB Link's House Bed Entrance ????
00C1 Kokiri Shop Kokiri Forest 00C1 Kokiri Shop Kokiri Forest
00C9 Know-it-all Brothers Kokiri Forest 00FC Sacred Forest Meadow Lost Woods
011E Lost Woods Kokiri Forest
00EE Kokiri Forest ????
009C House of Twins Kokiri Forest
0433 Mido's House Kokiri Forest
0437 Saria's House Kokiri Forest

Setup 05 - The Deku Tree Tells of Ganondorf's Curse

Map # Map Name Map Select # Stage #
085 Spot 04 - Kokiri Forest 5 01

This is the cutscene environment in which the Great Deku Tree tells Link of the curse placed upon him by Ganondorf.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

Room 1 - ???
Number Filename ID
0077 object_bird Brown Bird
007C object_wood02 Trees & Shrubbery

Exit Differences

Setup 00 Setup 05
00EE Kokiri Forest ???? 00EE Kokiri Forest ????
0000 Deku Tree Kokiri Forest 0000 Deku Tree Kokiri Forest
05E0 Lost Woods / Hyrule Exit Kokiri Forest 0185 Hyrule Field Lost Woods
0272 Link's House Kokiri Forest 0272 Link's House Kokiri Forest
00C1 Kokiri Shop Kokiri Forest 00C1 Kokiri Shop Kokiri Forest
00C9 Know-it-all Brothers Kokiri Forest 00C9 Know-it-all Brothers Kokiri Forest
011E Lost Woods Kokiri Forest 011E Lost Woods Kokiri Forest
00EE Kokiri Forest ???? 009C House of Twins Kokiri Forest
009C House of Twins Kokiri Forest
0433 Mido's House Kokiri Forest
0437 Saria's House Kokiri Forest

Setup 06 - Receiving the Kokiri Emerald

Map # Map Name Map Select # Stage #
085 Spot 04 - Kokiri Forest 5 02

This is the cutscene environment in which Link receives the Kokiri Emerald from the Great Deku Tree.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Setup 00 Setup 06
00EE Kokiri Forest ???? 00EE Kokiri Forest ????
0000 Deku Tree Kokiri Forest 0000 Deku Tree Kokiri Forest
05E0 Lost Woods / Hyrule Exit Kokiri Forest 0185 Hyrule Field Lost Woods
0272 Link's House Kokiri Forest 0272 Link's House Kokiri Forest
00C1 Kokiri Shop Kokiri Forest 00C1 Kokiri Shop Kokiri Forest
00C9 Know-it-all Brothers Kokiri Forest 00C9 Know-it-all Brothers Kokiri Forest
011E Lost Woods Kokiri Forest 011E Lost Woods Kokiri Forest
00EE Kokiri Forest ???? 009C House of Twins Kokiri Forest
009C House of Twins Kokiri Forest
0433 Mido's House Kokiri Forest
0437 Saria's House Kokiri Forest

Setup 07 - The Deku Tree Speaks With Navi

Map # Map Name Map Select # Stage #
085 Spot 04 - Kokiri Forest 5 03

This is the cutscene environment in which the Great Deku Tree orders Navi to go to Link at the beginning of the game.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

Room 0 - ???
Actor Filename ID Object Variable ID
0126 ovl_Obj_Bean 011E 1F09 Magic Bean Spot
00EE ovl_Item_Shield Collectable Deku Shield 0015 0000 Collectable Deku Shield

Unloaded Objects

Room 0 - ???
Number Filename ID
00BC object_sa Saria
00C5 object_os_anime Animation File
Room 1 - ???
Number Filename ID
0061 object_mjin Blank Triforce Warp Pad
0068 object_mjin_oka Ocarina Pad

Exit Differences

Setup 00 Setup 07
00EE Kokiri Forest ???? 00EE Kokiri Forest ????
0000 Deku Tree Kokiri Forest 0000 Deku Tree Kokiri Forest
05E0 Lost Woods / Hyrule Exit Kokiri Forest 0185 Hyrule Field Lost Woods
0272 Link's House Kokiri Forest 0272 Link's House Kokiri Forest
00C1 Kokiri Shop Kokiri Forest 00C1 Kokiri Shop Kokiri Forest
00C9 Know-it-all Brothers Kokiri Forest 00C9 Know-it-all Brothers Kokiri Forest
011E Lost Woods Kokiri Forest 011E Lost Woods Kokiri Forest
00EE Kokiri Forest ???? 009C House of Twins Kokiri Forest
009C House of Twins Kokiri Forest 0433 Mido's House Kokiri Forest
0433 Mido's House Kokiri Forest 0437 Saria's House Kokiri Forest
0437 Saria's House Kokiri Forest

Setup 08 - Panning Through Kokiri Forest (Unused)

Map # Map Name Map Select # Stage #
085 Spot 04 - Kokiri Forest 5 04

This is an unused cutscene environment in which the camera begins at the Deku Tree, then switches to various spots around the village, before returning to the Deku Tree's meadow.

Environment Settings

xxx

Layout Differences

In normal gameplay, the Deku Tree's meadow and the Kokiri Forest village area aren't loaded at the same time. There is an actor in the pathway between the village to the meadow named ovl_En_Holl that, when passed by, unloads one room and loads the next; the curve in the path ensures that the areas are not visible to the player as they blink in and out of existence. However, in this setup, both areas are loaded at the same time.

Upon exiting the Deku Tree's meadow via the path, a Piece of Heart will appear over Link's head.

There are no Kokiri present.

OoT AltSceneSetup-KokiriForest.png

Several signs are placed in unusual positions. Some of these signs display text that is not related to Kokiri Forest, including a sign for Zora's Fountain and one for the Carpet Merchant's Shop in the Haunted Wasteland. Near the exit to Hyrule Field is a sign that reads "Forest Temple", which is never used in normal gameplay.

OoT AltSceneSetup-KokiriForest-ovlItemShield.png

There are also a handful of Deku Shields scattered around. Their actor, ovl_Item_Shield, is not used elsewhere in the game. You can pick the shields up, but they have no effect.

Unloaded Actors

Room 01 - ???
Actor Filename ID Object Variable ID
0146 ovl_En_Sa Saria 00BC 0000 ???
016D ovl_En_Md Mido 00FB 0000 ???
0163 ovl_En_Ko Kokiri 0001 D300 Rock Pulling Kokiri Boy

There is an unloaded Piece of Heart that has been disabled by changing its variable from 0006 to FF06. When restored, it appears on top of the Kokiri Shop.

This Piece of Heart is mentioned in the Ocarina of Time guide contained in issue #114 of Nintendo Power, on page 17. This indicates that the writers used a pre-release version of the game to compile their walkthrough.

Link can be seen collecting this heart piece in prerelease video footage.

Guidebook Screenshot Restored Actor
OoT-prerelease HeartPiece KokiriForest.png OoTunusedHPscene04KF.png

Unloaded Objects

Room 0 - ????
Number Filename ID
00AD object_gi_jewel Kokiri Emerald
0061 object_mjin Blank Triforce Warp Pad
0068 object_mjin_oka Ocarina Pad
00BC object_sa Saria
00FC object_km1 Strawberry-Haired Kokiri Boy
00FD object_kw1 Strawberry-Haired Kokiri Girl
00FB object_md Mido
00C5 object_os_anime Animation File
Room 1 - ????
Number Filename ID
002A object_spot04_objects Deku Tree's Jaw
00AD object_gi_jewel Kokiri Emerald
0061 object_mjin Blank Triforce Warp Pad
0068 object_mjin_oka Ocarina Pad

Exit Differences

Setup 00 Setup 08
00EE Kokiri Forest ???? 00EE Kokiri Forest ????
0000 Deku Tree Kokiri Forest 0000 Deku Tree Kokiri Forest
05E0 Lost Woods / Hyrule Exit Kokiri Forest 0185 Hyrule Field Lost Woods
0272 Link's House Kokiri Forest 0272 Link's House Kokiri Forest
00C1 Kokiri Shop Kokiri Forest 00C1 Kokiri Shop Kokiri Forest
00C9 Know-it-all Brothers Kokiri Forest 00C9 Know-it-all Brothers Kokiri Forest
011E Lost Woods Kokiri Forest 011E Lost Woods Kokiri Forest
00EE Kokiri Forest ???? 009C House of Twins Kokiri Forest
009C House of Twins Kokiri Forest 0433 Mido's House Kokiri Forest
0433 Mido's House Kokiri Forest 0437 Saria's House Kokiri Forest
0437 Saria's House Kokiri Forest

Setup 09 - Panning Through Kokiri Forest 2

Map # Map Name Map Select # Stage #
085 Spot 04 - Kokiri Forest 5 05

This is an unused cutscene environment very similar to Setup 08, however, only Room 01 (the Deku Tree's Meadow), is initially loaded. Once the cutscene ends, Link is left in the unloaded village portion of the map. If Link goes to the corridor leading to the Deku Tree, the village area will load, and replaying the cutscene will now allow it to be viewed properly: The camera begins looking at the Forest Training Center, then does a sideways pan through Kokiri Forest towards the Deku Tree, stopping at the House of Twins.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

Room 01 - ???
Actor Filename ID Object Variable ID
0146 ovl_En_Sa Saria 00BC 0000 ???
016D ovl_En_Md Mido 00FB 0000 ???
0163 ovl_En_Ko Kokiri 0001 D300 Rock Pulling Kokiri Boy

Unloaded Objects

xxx

Environment

This is the cutscene environment in which xxx.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

Room 0 - ????
Number Filename ID
00AD object_gi_jewel Kokiri Emerald
0061 object_mjin Blank Triforce Warp Pad
0068 object_mjin_oka Ocarina Pad
00BC object_sa Saria
00FC object_km1 Strawberry-Haired Kokiri Boy
00FD object_kw1 Strawberry-Haired Kokiri Girl
00FB object_md Mido
00C5 object_os_anime Animation File
Room 1 - ????
Number Filename ID
002A object_spot04_objects Deku Tree's Jaw
00AD object_gi_jewel Kokiri Emerald
0061 object_mjin Blank Triforce Warp Pad
0068 object_mjin_oka Ocarina Pad

Exit Differences

Setup 00 Setup 09
00EE Kokiri Forest ???? 00EE Kokiri Forest ????
0000 Deku Tree Kokiri Forest 0000 Deku Tree Kokiri Forest
05E0 Lost Woods / Hyrule Exit Kokiri Forest 0185 Hyrule Field Lost Woods
0272 Link's House Kokiri Forest 0272 Link's House Kokiri Forest
00C1 Kokiri Shop Kokiri Forest 00C1 Kokiri Shop Kokiri Forest
00C9 Know-it-all Brothers Kokiri Forest 00C9 Know-it-all Brothers Kokiri Forest
011E Lost Woods Kokiri Forest 011E Lost Woods Kokiri Forest
00EE Kokiri Forest ???? 009C House of Twins Kokiri Forest
009C House of Twins Kokiri Forest 0433 Mido's House Kokiri Forest
0433 Mido's House Kokiri Forest 0437 Saria's House Kokiri Forest
0437 Saria's House Kokiri Forest

Setup 10 - Credits in the Deku Tree's Meadow

Map # Map Name Map Select # Stage #
085 Spot 04 - Kokiri Forest 5 06

This is the cutscene environment in which the credits play in the Great Deku Tree's meadow.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

Number Filename ID
002A object_spot04_objects Deku Tree's Jaw

Exit Differences

Setup 00 Setup 10
00EE Kokiri Forest ???? 00EE Kokiri Forest ????
0000 Deku Tree Kokiri Forest 0000 Deku Tree Kokiri Forest
05E0 Lost Woods / Hyrule Exit Kokiri Forest 04DE Lost Woods Hyrule Field
0272 Link's House Kokiri Forest 0272 Link's House Kokiri Forest
00C1 Kokiri Shop Kokiri Forest 00C1 Kokiri Shop Kokiri Forest
00C9 Know-it-all Brothers Kokiri Forest 00C9 Know-it-all Brothers Kokiri Forest
011E Lost Woods Kokiri Forest 011E Lost Woods Kokiri Forest
00EE Kokiri Forest ???? 009C House of Twins Kokiri Forest
009C House of Twins Kokiri Forest 0433 Mido's House Kokiri Forest
0433 Mido's House Kokiri Forest 0437 Saria's House Kokiri Forest
0437 Saria's House Kokiri Forest

Setup 11 - Credits in Kokiri Forest

Map # Map Name Map Select # Stage #
085 Spot 04 - Kokiri Forest 5 07

This is the cutscene environment in which the credits play in Kokiri Forest.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

Room 0 - ???
Number Filename ID
002A object_spot04_objects Deku Tree's Jaw
007C object_wood02 Trees & Shrubbery
Room 1 - ???
Number Filename ID
002A object_spot04_objects Deku Tree's Jaw
007C object_wood02 Trees & Shrubbery
012F object_kanban Square Sign

Exit Differences

Setup 00 Setup 11
00EE Kokiri Forest ???? 00EE Kokiri Forest ????
0000 Deku Tree Kokiri Forest 0000 Deku Tree Kokiri Forest
05E0 Lost Woods / Hyrule Exit Kokiri Forest 04DE Lost Woods Hyrule Field
0272 Link's House Kokiri Forest 0272 Link's House Kokiri Forest
00C1 Kokiri Shop Kokiri Forest 00C1 Kokiri Shop Kokiri Forest
00C9 Know-it-all Brothers Kokiri Forest 00C9 Know-it-all Brothers Kokiri Forest
011E Lost Woods Kokiri Forest 011E Lost Woods Kokiri Forest
00EE Kokiri Forest ???? 009C House of Twins Kokiri Forest
009C House of Twins Kokiri Forest 0433 Mido's House Kokiri Forest
0433 Mido's House Kokiri Forest 0437 Saria's House Kokiri Forest
0437 Saria's House Kokiri Forest

Setup 12 - Meeting the Deku Tree Sprout

Map # Map Name Map Select # Stage #
085 Spot 04 - Kokiri Forest 5 08

This is the cutscene environment in which Link meets the Deku Tree Sprout.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

Room 0 - ???=

Number Filename ID
002A object_spot04_objects Deku Tree's Jaw
00C5 object_os_anime
00FC object_km1 Strawberry-Haired Kokiri Boy
00FD object_kw1 Strawberry-Haired Kokiri Girl
012F object_kanban Square Sign

Room 1 - ???=

Number Filename ID
012F object_kanban Square Sign

Exit Differences

Setup 00 Setup 12
00EE Kokiri Forest ???? 00EE Kokiri Forest ????
0000 Deku Tree Kokiri Forest 0000 Deku Tree Kokiri Forest
05E0 Lost Woods / Hyrule Exit Kokiri Forest 04DE Lost Woods Hyrule Field
0272 Link's House Kokiri Forest 0272 Link's House Kokiri Forest
00C1 Kokiri Shop Kokiri Forest 00C1 Kokiri Shop Kokiri Forest
00C9 Know-it-all Brothers Kokiri Forest 00C9 Know-it-all Brothers Kokiri Forest
011E Lost Woods Kokiri Forest 011E Lost Woods Kokiri Forest
00EE Kokiri Forest ???? 009C House of Twins Kokiri Forest
009C House of Twins Kokiri Forest 0433 Mido's House Kokiri Forest
0433 Mido's House Kokiri Forest 0437 Saria's House Kokiri Forest
0437 Saria's House Kokiri Forest

Setup 13 - The Deku Tree Sprout Reveals Link's Identity

Map # Map Name Map Select # Stage #
085 Spot 04 - Kokiri Forest 5 09

This is the cutscene environment in which the Deku Tree Sprout reveals Link's Hylian heritage.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Setup 00 Setup 13
00EE Kokiri Forest ???? 00EE Kokiri Forest ????
0000 Deku Tree Kokiri Forest 0000 Deku Tree Kokiri Forest
05E0 Lost Woods / Hyrule Exit Kokiri Forest 04DE Lost Woods Hyrule Field
0272 Link's House Kokiri Forest 0272 Link's House Kokiri Forest
00C1 Kokiri Shop Kokiri Forest 00C1 Kokiri Shop Kokiri Forest
00C9 Know-it-all Brothers Kokiri Forest 00C9 Know-it-all Brothers Kokiri Forest
011E Lost Woods Kokiri Forest 011E Lost Woods Kokiri Forest
00EE Kokiri Forest ???? 009C House of Twins Kokiri Forest
009C House of Twins Kokiri Forest 0433 Mido's House Kokiri Forest
0433 Mido's House Kokiri Forest 0437 Saria's House Kokiri Forest
0437 Saria's House Kokiri Forest

Sacred Forest Meadow

Setup 04 - Learning the Minuet of Forest

Map # Map Name Map Select # Stage #
086 Spot 05 - Sacred Forest Meadow 6 00

This is the cutscene environment in which Link learns the Minuet of Forest from Sheik.

Environment Settings

OoT AltSceneSetup-SacredForest-sky.png

This version of the Sacred Forest uses the same skybox that appears in the ending cutscene in which Link talks with Zelda in the sky of Hyrule Field. If one looks far enough, one can see the clouds flying through the ground.

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

Number Filename ID
0068 object_mjin_oka Ocarina Pad
0039 object_dekubaba Deku Baba
004A object_dekunuts Mad Scrub
0018 object_peehat Peahat
00B6 object_gi_melody Music Note
0090 object_efc_flash

Exit Differences

Setup 00 Setup 04
01A9 Lost Woods Sacred Forest Meadow 0286 Kokiri Forest Lost Woods
0169 Forest Temple Sacred Forest Meadow 0169 Forest Temple Sacred Forest Meadow

Setup 05 - Learning Saria's Song

Map # Map Name Map Select # Stage #
086 Spot 05 - Sacred Forest Meadow 6 01

This is the cutscene environment in which Saria teaches Link her very own song.

The scene plays twice. This may be because the cutscene is initiated by Saria's actor during normal gameplay. The first time the cutscene plays, a strange transition occurs.

Environment Settings

xxx

Layout Differences

Saria is positioned slightly incorrectly. She only performs one animation during the cutscene.

Unloaded Actors

xxx

Unloaded Objects

Number Filename ID
0068 object_mjin_oka Ocarina Pad
0039 object_dekubaba Deku Baba
004A object_dekunuts Mad Scrub
0018 object_peehat Peahat
00B6 object_gi_melody Music Note
0090 object_efc_flash

Exit Differences

Setup 00 Setup 05
01A9 Lost Woods Sacred Forest Meadow 0286 Kokiri Forest Lost Woods
0169 Forest Temple Sacred Forest Meadow 0169 Forest Temple Sacred Forest Meadow

Lake Hylia

Setup 04 - Sheik Commends Link on Finishing the Water Temple

Map # Map Name Map Select # Stage #
087 Spot 06 - Lake Hylia 7 00

This is the cutscene environment in which Sheik congratulates Link on having finished the Water Temple.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Setup 00 Setup 04
0189 Hyrule Field Water Temple 0189 Hyrule Field Lake Hylia
01A5 Gerudo Valley Gerudo Valley 01A5 Gerudo Valley Gerudo Valley
0010 Water Temple Water Temple 0010 Water Temple Water Temple
027A Hyrule Field Water Temple 027A Hyrule Field Water Temple
0043 Lakeside Laboratory Water Temple 039C Impa's House Kakariko Village
045F Fishing Pond Water Temple
0328 Zora's Domain Water Temple

Setup 05 - Credits in Lake Hylia

Map # Map Name Map Select # Stage #
087 Spot 06 - Lake Hylia 7 01

This is the cutscene environment in which the credits play in Lake Hylia.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Setup 00 Setup 05
0189 Hyrule Field Water Temple 0189 Hyrule Field Lake Hylia
01A5 Gerudo Valley Gerudo Valley 01A5 Gerudo Valley Gerudo Valley
0010 Water Temple Water Temple 0010 Water Temple Water Temple
027A Hyrule Field Water Temple 027A Hyrule Field Water Temple
0043 Lakeside Laboratory Water Temple 039C Impa's House Kakariko Village
045F Fishing Pond Water Temple
0328 Zora's Domain Water Temple

Zora's Domain

Setup 04 - Credits in Zora's Domain

Map # Map Name Map Select # Stage #
088 Spot 07 - Zora's Domain 8 00

This is the cutscene environment in which the credits play in Zora's Domain.

Environment Settings

xxx

Layout Differences

There are two torches that are positioned in the water. One of the torch positions can be seen in a pre-release photo with a torch that contains earlier textures.

Torch Layout from Pre-release Shot Stage 00
OOTzoraDomain AlternateTorch Prerelease.png
OOTzoraDomain AlternateTorch Scene00.PNG

Unloaded Actors

xxx

Unloaded Objects

Room 1 - ???
Number Filename ID
00A4 object_syokudai Torch
012F object_kanban Square Sign

Exit Differences

Setup 00 Setup 05
019D Zora River Zora's Domain 019D Zora River Zora's Domain
0225 Zora's Domain Zora's Domain 0225 Zora's Domain Zora's Domain
0380 Zora Shop Zora's Domain 0380 Zora Shop Zora's Domain
0560 Lake Hylia Zora's Domain

Zora's Fountain

Setup 04 - Receiving Zora's Sapphire

Map # Map Name Map Select # Stage #
089 Spot 08 - Zora's Fountain 9 00

This is the cutscene environment in which Link receives Zora's Sapphire from Ruto.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

Actor Filename ID Object Variable ID
01A8 ovl_Bg_Spot08_Bakudankabe Bombable Fairy Fountain Wall - Zora's Fountain 0074 00FF Bombable Fairy Fountain Wall - Zora's Fountain

Unloaded Objects

Number Filename ID
0012 object_bubble Shabom
0016 object_tite Tektite
0061 object_mjin Blank Triforce Warp Pad
0068 object_mjin_oka Ocarina Pad
0007 object_okuta Octorok
0090 object_efc_flash

Exit Differences

Setup 00 Setup 04
0199 Zora River Zora's Fountain 0199 Zora River Zora's Fountain
0028 Inside Jabu Jabu's Belly Zora's Fountain 0028 Inside Jabu Jabu's Belly Zora's Fountain
01A1 Zora's Domain Zora's Fountain 01A1 Zora's Domain Zora's Fountain
0088 Ice Cavern Zora's Fountain 0088 Ice Cavern Zora's Fountain
0371 Great Fairy's Fountain Zora's Fountain

Setup 05 - Jabu-Jabu Inhales (Unused)

Map # Map Name Map Select # Stage #
089 Spot 08 - Zora's Fountain 9 01

This is an unused cutscene environment in which Link and Jabu-Jabu stare each other down. Jabu-Jabu then opens his mouth to inhale Link, but nothing happens, as he is too far from the platform to have any effect on our hapless hero.

In addition to using Map Select, Setup 05 can also be reached by using a glitch known as "Farore's Wind Wrong Warp". To reach the cutscene environment, Farore's Wind must be cast after exiting the Carpenter's Tent in Gerudo Valley.

Generally, the scene will crash when accessed, due to Jabu-Jabu's actor being loaded twice. If it is loaded successfully, which may be possible on some emulators and on the Virtual Console version of the game, it will crash if Link steps on the Ocarina pedestal, approaches the entrances to Zora's Domain or the Great Fairy's Fountain, or looks in certain directions. Using a GameShark code called "Specific Things Lean" (80025614 0001 for US 1.0) will make the scene less likely to crash, but does not fix the problem entirely. The patched Debug ROM fixes the area fully.

Hmmm...
To do:
Double check that the Specific Things Lean code works as advertised.

Environment Settings

xxx

Layout Differences

OoTOcarinaPedestal.png

In this setup, Jabu-Jabu is further back than normal. He is surrounded by Tektites and Octoroks, which normally only appear when you're Adult Link (by which time Jabu-Jabu is gone), and never appear in these positions.

OoTOcarinaTexture.png

There is a grey pedestal that has an image of an Ocarina on it positioned on the center of the platform. This Ocarina image doesn't look exactly like the Fairy Ocarina nor the Ocarina of Time; it uses an early design from a time in game development when the three Spiritual Stones were inserted into the Ocarina. This pedestal is present in several cutscene setups; however, it is only loaded and visible during gameplay in setup 05 and 06 of Zora's Fountain.

A contemporary fan account of playing the 1998 CBS Toy Test demo suggests that these pedestals were once used as song trigger, forcing Link to take out his Ocarina and displaying a musical staff when stepped on.

As mentioned above, two instances of Jabu-Jabu are loaded in the setup, causing it to crash frequently due to the large amount of polygons. Using an editor or GameShark code to remove or replace one of these models will cause the crashes to cease.

(Source: Toy Test Playthrough Account - ZHQ.com)
(Source: Reason for Crash - Cendamos)

Unloaded Actors

xxx

Unloaded Objects

Number Filename ID
0012 object_bubble Shabom

Exit Differences

OoT unusedplayerspawn01zoradomain.png

There is an unused player spawn in the gap between the two mountains behind Jabu-Jabu. If one examines a map of Hyrule, one can see a path leading off from this area to the right. When early overworld minimaps found from the leaks for Zora's River and Fountain are analyzed. One could notice the shortcut to Lost Woods from Zora's River was missing and the mountain gap for Zora's Fountain was marked in its minimap. This heavily suggests that the Lost Woods shortcut would've been moved from Zora's Fountain to Zora's River later in development.

Early Overworld Minimap Final Overworld Minimap
OoT-River-OLD-Minimap.png
OoT-Minimap-Zora's River.png
Early Overworld Minimap Final Overworld Minimap
OoT-ZoraFountain-OLD-Minimap.png
OoT-Minimap-Zora's Fountain.png
OoT-Zora's Fountain Mountain Gap.png
Setup 00 Setup 05
0199 Zora River Zora's Fountain 0199 Zora River Zora's Fountain
0028 Inside Jabu Jabu's Belly Zora's Fountain 0028 Inside Jabu Jabu's Belly Zora's Fountain
01A1 Zora's Domain Zora's Fountain 01A1 Zora's Domain Zora's Fountain
0088 Ice Cavern Zora's Fountain 0088 Ice Cavern Zora's Fountain
0371 Great Fairy's Fountain Zora's Fountain

Setup 06 - Credits in Zora's Fountain (Unused)

Map # Map Name Map Select # Stage #
089 Spot 08 - Zora's Fountain 9 02

This is an unused cutscene environment in which the camera pans to Jabu-Jabu from the mouth of the Ice Cavern, and a portion of the credits is displayed. It seems that Zora's Fountain was originally intended to appear during the ending sequence, though it doesn't in the retail game.

Like Setup 05, this scene will generally crash when accessed, due to Jabu-Jabu's actor being loaded twice. If it is loaded successfully, which may be possible on some emulators and on the Virtual Console version of the game, it will crash if Link steps on the Ocarina pedestal, approaches the entrances to Zora's Domain or the Great Fairy's Fountain, or looks in certain directions. Using a GameShark code called "Specific Things Lean" (80025614 0001 for US 1.0) will make the scene less likely to crash, but does not fix the problem entirely. The patched Debug ROM fixes the area fully.

Environment Settings

xxx

Layout Differences

As mentioned above, two instances of Jabu-Jabu are loaded in the setup, causing it to crash frequently due to the large amount of polygons. To stop the crashes, one must use an editor or GameShark code to remove or replace one of these models, and also reenable the actor Bg_Spot08_Iceblock by adding its object, object_spot08_obj (0074), to the map.

Unloaded Actors

Actor Filename ID Object Variable ID
00D1 ovl_Bg_Spot08_Iceblock ??? 0074 0214 ???

Unloaded Objects

Number Filename ID
0012 object_bubble Shabom
0061 object_mjin Blank Triforce Warp Pad
0068 object_mjin_oka Ocarina Pad

Exit Differences

OoT unusedplayerspawn01zoradomain.png

As in the previous setup, there is an unused player spawn in the gap between the two mountains behind Jabu-Jabu. If one examines a map of Hyrule, one can see a path leading off from this area to the right. A promising theory is written about in the documentation of the previous setup.

Setup 00 Setup 06
0199 Zora River Zora's Fountain 0199 Zora River Zora's Fountain
0028 Inside Jabu Jabu's Belly Zora's Fountain 0028 Inside Jabu Jabu's Belly Zora's Fountain
01A1 Zora's Domain Zora's Fountain 01A1 Zora's Domain Zora's Fountain
0088 Ice Cavern Zora's Fountain 0088 Ice Cavern Zora's Fountain
0371 Great Fairy's Fountain Zora's Fountain

Gerudo Valley

Setup 04 - Din Creates the Earth

Map # Map Name Map Select # Stage #
090 Spot 09 - Gerudo Valley 10 00

This is the cutscene environment in which Din molds the earth during the Great Deku Tree's creation story.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Setup 00 Setup 04
018D Hyrule Field Gerudo Valley 018D Hyrule Field Gerudo Valley
0219 Lake Hylia Gerudo Valley 0219 Lake Hylia Gerudo Valley
0130 Haunted Wasteland Gerudo Fortress 0123 Desert Colossus Haunted Wasteland
0129 Gerudo Fortress Gerudo Valley 0129 Gerudo Fortress Gerudo Valley
03A0 Carpenter's Tent Gerudo Valley 030A Lake Hylia Fishing Pond

Waypoint Differences

Waypoints define the paths along which certain things in the game, such as NPCs and water currents, travel.

During normal gameplay, the waypoints that determine the direction of the river current in Gerudo Valley are set to the series of waterfalls that spills down the canyon. In Setup 05 and 06, the waypoints follow a straight line, with only a slight decline.

Normal Gameplay Setup 04 and 05
OoT-GV-WPnormal.png OoT-GV-WPscene00.png

Setup 05 - Lightning Crashes As Din Creates the Earth

Map # Map Name Map Select # Stage #
090 Spot 09 - Gerudo Valley 10 01

This is the cutscene environment in which a violent thunderstorm precedes Din molding the earth during the Great Deku Tree's creation story.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Setup 00 Setup 05
0219 Lake Hylia Gerudo Valley 0219 Lake Hylia Gerudo Valley
0130 Haunted Wasteland Gerudo Fortress 0123 Desert Colossus Haunted Wasteland
0129 Gerudo Fortress Gerudo Valley 0129 Gerudo Fortress Gerudo Valley
03A0 Carpenter's Tent Gerudo Valley

Waypoint Differences

Waypoints define the paths along which certain things in the game, such as NPCs and water currents, travel.

During normal gameplay, the waypoints that determine the direction of the river current in Gerudo Valley are set to the series of waterfalls that spills down the canyon. In Setup 05 and 06, the waypoints follow a straight line, with only a slight decline.

Normal Gameplay Setup 04 and 05
OoT-GV-WPnormal.png OoT-GV-WPscene00.png

Setup 06 - Credits in Gerudo Valley

Map # Map Name Map Select # Stage #
090 Spot 09 - Gerudo Valley 10 02

Cutscene - xxx ✔

This is the cutscene environment in which the credits play in Gerudo Valley.

Environment Settings

xxx

Layout Differences

OoT-GV-Ending.png

There is a Magic Bean spot on a section of cliff that is normally occupied by a grotto.

Unloaded Actors

xxx

Unloaded Objects

The fence that prevents Link from crossing the river is present, but not loaded.

Exit Differences

Setup 00 Setup 06
018D Hyrule Field Gerudo Valley 018D Hyrule Field Gerudo Valley
0219 Lake Hylia Gerudo Valley 0219 Lake Hylia Gerudo Valley
0130 Haunted Wasteland Gerudo Fortress 0130 Haunted Wasteland Gerudo Fortress
0129 Gerudo Fortress Gerudo Valley 0129 Gerudo Fortress Gerudo Valley
03A0 Carpenter's Tent Gerudo Valley 03A0 Carpenter's Tent Gerudo Valley

Lost Woods

Setup 04 - Saria Confronts Link

Map # Map Name Map Select # Stage #
091 Spot 10 - Lost Woods 11 00

This is the cutscene environment in which Saria confronts Link on the bridge as he leaves Kokiri Forest.

Environment Settings

xxx

Layout Differences

The Magic Bean spot is positioned near the bridge on the ground.

OoT AltSceneSetup-LostWoods.png

The Business Scrub, while loaded, is submerged in the ground. This indicates that the layout of the area was changed for the retail game. While the Scrub normally sells a Deku Stick upgrade, he instead offers Link a Piece of Heart for 10 Rupees, like the Business Scrub in Lake Hylia during normal gameplay.

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Does not contain any difference.

Desert Colossus

Setup 04 - Learning the Requiem of Spirit

Map # Map Name Map Select # Stage #
092 Spot 11 - Desert Colossus 12 00

This is the cutscene environment in which Link learns the Requiem of Spirit.

Environment Settings

xxx

Layout Differences

OoT-Warp pad-DoC.png

There are two actors buried in the ground, including the Spirit Temple's warp pad. This suggests that the level design was flatter at one point in development.

Unloaded Actors

Actor Filename ID Object Variable ID
019F ovl_Bg_Spot11_Bakudankabe Desert Colossus - Bombable Fairy Fountain Wall 016F 00FF ???
01C2 ovl_Bg_Spot11_Oasis Desert Colossus - Oasis Water 016F 0000 Desert Colossus - Oasis Water

Unloaded Objects

OoT-Hidden Actor DoC.png

The second actor buried in the ground is not loaded because it is outside the collision area. It is part of a group of objects that contains the small rock circles found around Hyrule.

Number Filename ID
0068 object_mjin_oka Ocarina Pad
00B6 object_gi_melody Music Note
0090 object_efc_flash

Exit Differences

Setup 00 Setup 04
0365 Haunted Wasteland Desert Colossus 0365 Haunted Wasteland Desert Colossus
0082 Spirit Temple Desert Colossus 0082 Spirit Temple Desert Colossus
03F0 Spirit Temple Silver Gauntlets Chest Desert Colossus
03F4 Spirit Temple Mirror Shield Chest Desert Colossus
0588 Great Fairy's Fountain Desert Colossus

Setup 05 - Nabooru Is Kidnapped

Map # Map Name Map Select # Stage #
092 Spot 11 - Desert Colossus 12 01

This is the cutscene environment in which Nabooru is kidnapped by Koume and Kotake.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

Actor Filename ID Object Variable ID
019F ovl_Bg_Spot11_Bakudankabe Desert Colossus - Bombable Fairy Fountain Wall 016F 00FF ???
019F ovl_Bg_Spot11_Bakudankabe Desert Colossus - Bombable Fairy Fountain Wall 016F 00FF ???
01C2 ovl_Bg_Spot11_Oasis Desert Colossus - Oasis Water 016F 0000 Desert Colossus - Oasis Water

Unloaded Objects

Number Filename ID
0061 object_mjin Blank Triforce Warp Pad
0066 object_mjin_soul Spirit Warp Pad

Exit Differences

Setup 00 Setup 04
0365 Haunted Wasteland Desert Colossus 0365 Haunted Wasteland Desert Colossus
0082 Spirit Temple Desert Colossus 0082 Spirit Temple Desert Colossus
03F0 Spirit Temple Silver Gauntlets Chest Desert Colossus
03F4 Spirit Temple Mirror Shield Chest Desert Colossus
0588 Great Fairy's Fountain Desert Colossus

Gerudo's Fortress

Setup 00 - Child (Day)

Map # Map Name Map Select # Stage #
093 Spot 12 - Gerudo's Fortress 13 おひる ジャラ (Age: 5)

This is the Child (Day) environment of Gerudo's Fortress. Child Link is normally prevented from entering the fortress by a fence across the Gerudo Valley bridge. However, it is possible to visit as Child Link via illegitimate means, such as using the valley's lone Cucco to get over the fence, or by warping to the Desert Colossus and then backtracking through the Haunted Wasteland.

The two guards patrolling behind the fence in Gerudo Valley will normally never be able to catch you. However, if you get behind the fence and confront them, they will throw you into the river unless you have the Gerudo's Card. There are also three boxes stacked together behind the fence; if the two lower boxes are broken, the third box will be left floating in the air.

Environment Settings

xxx

Layout Differences

There are no Gerudo outside the fortress, save for one in front of the gate.

There is a Piece of Heart on top of the jail. Collecting the other Heart Pieces in the game will allow you to obtain 20 hearts, making this one extraneous.

OoTChildGerudoFortress.png

The chest at the top of the fortress is present, but it contains the Odd Mushroom instead of a Piece of Heart. The timer that normally counts down when the player acquires this Adult Link trade item does not start.

Unloaded Actors

xxx

Unloaded Objects

There are no cuttable signs loaded, as their objects are missing from the object list. Loading them manually reveals that the sign for the Horseback Archery Range is in a different position.

Exit Differences

Does not contain any difference.

Setup 04 - Credits in Gerudo's Fortress

Map # Map Name Map Select # Stage #
093 Spot 12 - Gerudo's Fortress 13 00

Cutscene - Horseback Archery Introduction ✔ ???

This is the cutscene environment in which xxx.

Hmmm...
To do:
Double check!

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

Room 1 - ???
Actor Filename ID Object Variable ID
0141 ovl_En_Kanban Square Sign 012F 031A Horseback Archery Range / Skilled players are welcome! Current record: X Points

Unloaded Objects

xxx

Exit Differences

Setup 00 Setup 04
022D Gerudo Valley Gerudo Fortress 022D Gerudo Valley Gerudo Fortress
0486 Thieves' Hideout Gerudo Fortress 0486 Thieves' Hideout Gerudo Fortress
048A Thieves' Hideout Gerudo Fortress 048A Thieves' Hideout Gerudo Fortress
048E Thieves' Hideout Gerudo Fortress 048E Thieves' Hideout Gerudo Fortress
0492 Thieves' Hideout Gerudo Fortress 0492 Thieves' Hideout Gerudo Fortress
0496 Thieves' Hideout Gerudo Fortress 0496 Thieves' Hideout Gerudo Fortress
049A Thieves' Hideout Gerudo Fortress 049A Thieves' Hideout Gerudo Fortress
049E Thieves' Hideout Gerudo Fortress 049E Thieves' Hideout Gerudo Fortress
04A2 Thieves' Hideout Gerudo Fortress 04A2 Thieves' Hideout Gerudo Fortress
04A6 Thieves' Hideout Gerudo Fortress 04A6 Thieves' Hideout Gerudo Fortress
04AA Thieves' Hideout Gerudo Fortress 04AA Thieves' Hideout Gerudo Fortress
04AE Thieves' Hideout Gerudo Fortress 0235 Gerudo Fortress Thieves' Hideout
04B2 Thieves' Hideout Gerudo Fortress 0008 Gerudo Training Grounds Gerudo Fortress
0570 Thieves' Hideout Gerudo Fortress 04AE Thieves' Hideout Gerudo Fortress
0008 Gerudo Training Grounds Gerudo Fortress 04B2 Thieves' Hideout Gerudo Fortress
0130 Haunted Wasteland Gerudo Fortress 0130 Haunted Wasteland Gerudo Fortress

Setup 05 - Credits in Gerudo's Fortress

Map # Map Name Map Select # Stage #
093 Spot 12 - Gerudo's Fortress 13 01

This is the cutscene environment in which the credits play in Gerudo's Fortress. Only the lower part of Gerudo's Fortress is shown.

Environment Settings

xxx

Layout Differences

OoT AltSceneSetup-GerudoFortress.png

The Horseback Archery Range contains one of the brown horses that normally appear in Lon Lon Ranch.

Unloaded Actors

Room 0 - ???
Actor Filename ID Object Variable ID
0191 ovl_Bg_Spot12_Saku Gerudo's Fortress - Mesh Gate to Training Ground 0162 00FF ???

Unloaded Objects

xxx

Exit Differences

Setup 00 Setup 04
022D Gerudo Valley Gerudo Fortress 022D Gerudo Valley Gerudo Fortress
0486 Thieves' Hideout Gerudo Fortress 0486 Thieves' Hideout Gerudo Fortress
048A Thieves' Hideout Gerudo Fortress 048A Thieves' Hideout Gerudo Fortress
048E Thieves' Hideout Gerudo Fortress 048E Thieves' Hideout Gerudo Fortress
0492 Thieves' Hideout Gerudo Fortress 0492 Thieves' Hideout Gerudo Fortress
0496 Thieves' Hideout Gerudo Fortress 0496 Thieves' Hideout Gerudo Fortress
049A Thieves' Hideout Gerudo Fortress 049A Thieves' Hideout Gerudo Fortress
049E Thieves' Hideout Gerudo Fortress 049E Thieves' Hideout Gerudo Fortress
04A2 Thieves' Hideout Gerudo Fortress 04A2 Thieves' Hideout Gerudo Fortress
04A6 Thieves' Hideout Gerudo Fortress 04A6 Thieves' Hideout Gerudo Fortress
04AA Thieves' Hideout Gerudo Fortress 04AA Thieves' Hideout Gerudo Fortress
04AE Thieves' Hideout Gerudo Fortress 0235 Gerudo Fortress Thieves' Hideout
04B2 Thieves' Hideout Gerudo Fortress 0008 Gerudo Training Grounds Gerudo Fortress
0570 Thieves' Hideout Gerudo Fortress 04AE Thieves' Hideout Gerudo Fortress
0008 Gerudo Training Grounds Gerudo Fortress 04B2 Thieves' Hideout Gerudo Fortress
0130 Haunted Wasteland Gerudo Fortress 0130 Haunted Wasteland Gerudo Fortress

Setup 06 - Thrown in Jail

Map # Map Name Map Select # Stage #
093 Spot 12 - Gerudo's Fortress 13 02

This is the cutscene environment in which Link is jailed for trespassing by the Gerudo guards.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

Room 0 - ???
Actor Filename ID Object Variable ID
0191 ovl_Bg_Spot12_Saku Gerudo's Fortress - Mesh Gate to Training Ground 0162 00FF ???
Room 1 - ???
Actor Filename ID Object Variable ID
01A0 ovl_Obj_Kibako2 Wooden Crate 0170 FFFF ???
01A0 ovl_Obj_Kibako2 Wooden Crate 0170 FFFF ???
01A0 ovl_Obj_Kibako2 Wooden Crate 0170 FFFF ???
01A0 ovl_Obj_Kibako2 Wooden Crate 0170 FFFF ???
01A0 ovl_Obj_Kibako2 Wooden Crate 0170 FFFF ???
01A0 ovl_Obj_Kibako2 Wooden Crate 0170 FFFF ???

Unloaded Objects

xxx

Exit Differences

Does not contain any difference.

Hyrule Castle

Unreferenced Setup 01 (Unused)

Map # Map Name Map Select # Stage #
095 Spot 15 - Hyrule Castle 15 N/A

This is an unreferenced setup that cannot be accessed via Map Select. It appears to be an unused version of Hyrule Castle.

Its data is located at offset 0x021f9d20 in version 1.0.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

The player spawn at the entrance to Great Fairy's Fountain is different.

When Link is captured by the castle guards, he respawns facing away from the main gate, rather than towards it. There is also no animation of Link being thrown forward like in the used version.

Instead of taking Link to the Great Fairy's Fountain where he receives Din's Fire, the fountain exit leads to the Great Fairy's Fountain where Link receives a magic meter and the Spin Attack. The latter is normally located on Death Mountain.

Setup 00 Unreferenced Setup 01
025A Market - Child Day Hyrule Castle 025A Market - Child Day Hyrule Castle
007A Castle Courtyard Hyrule Castle 007A Castle Courtyard Hyrule Castle
0578 Great Fairy's Fountain Hyrule Castle 0315 Great Fairy's Fountain Death Mountain Trail

Death Mountain Trail

Setup 04

Map # Map Name Map Select # Stage #
096 Spot 16 - Death Mountain Trail 16 00

Cutscene - Nayru Gives Law to the World ✔

This is the cutscene environment in which xxx.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

Actor Filename ID Object Variable ID
00E5 ovl_Bg_Spot16_Doughnut Death Mountain Cloud Ring 017A FFFF Death Mountain Cloud Ring

Unloaded Objects

xxx

Exit Differences

Setup 00 Setup 04
0191 Kakariko Village Death Mountain Trail 0191 Kakariko Village Death Mountain Trail
014D Goron City Death Mountain Trail 014D Goron City Death Mountain Trail
0147 Death Mountain Crater Death Mountain Trail 0147 Death Mountain Crater Death Mountain Trail
0004 Dondogo's Cavern Death Mountain Trail 0004 Dondogo's Cavern Death Mountain Trail
0315 Great Fairy's Fountain Death Mountain Trail

Setup 05

Map # Map Name Map Select # Stage #
096 Spot 16 - Death Mountain Trail 16 01

Cutscene - Receiving Goron's Ruby ✔

This is the cutscene environment in which xxx.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

Actor Filename ID Object Variable ID
00CD ovl_Bg_Spot16_Bombstone Boulder Blocking Dodongo's Cavern 00C2 FFFF Boulder Blocking Dodongo's Cavern

Unloaded Objects

xxx

Exit Differences

Setup 00 Setup 05
0191 Kakariko Village Death Mountain Trail 0191 Kakariko Village Death Mountain Trail
014D Goron City Death Mountain Trail 014D Goron City Death Mountain Trail
0147 Death Mountain Crater Death Mountain Trail 0147 Death Mountain Crater Death Mountain Trail
0004 Dondogo's Cavern Death Mountain Trail 0004 Dondogo's Cavern Death Mountain Trail
0315 Great Fairy's Fountain Death Mountain Trail

Setup 06 - (Unused)

Map # Map Name Map Select # Stage #
096 Spot 16 - Death Mountain Trail 16 02

Cutscene - xxx ✘? ?

This is an unused cutscene environment in which the camera pans down the valley to the distant sight of Kakariko Village, then shows the section of the trail down which a Goron normally rolls. The sound of something dropping is heard, and Link gives his surprised grunt from Setup 05, in which he receives the Goron's Ruby.

After waiting for around 45 seconds, the player will gain control of Link and see the Ruby stuck in the ground in front of him. Moving further away from the area causes the sound of the Ruby to increase in pitch.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

Actor Filename ID Object Variable ID
00CD ovl_Bg_Spot16_Bombstone Boulder Blocking Dodongo's Cavern 00C2 FFFF Boulder Blocking Dodongo's Cavern

Unloaded Objects

xxx

Exit Differences

Setup 00 Setup 06
0191 Kakariko Village Death Mountain Trail 0191 Kakariko Village Death Mountain Trail
014D Goron City Death Mountain Trail 014D Goron City Death Mountain Trail
0147 Death Mountain Crater Death Mountain Trail 0147 Death Mountain Crater Death Mountain Trail
0004 Dondogo's Cavern Death Mountain Trail 0004 Dondogo's Cavern Death Mountain Trail
0315 Great Fairy's Fountain Death Mountain Trail

Setup 07

Map # Map Name Map Select # Stage #
096 Spot 16 - Death Mountain Trail 16 03

Cutscene - Credits at Death Mountain Trail ✔

This is the cutscene environment in which xxx.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Setup 00 Setup 07
0191 Kakariko Village Death Mountain Trail 0191 Kakariko Village Death Mountain Trail
014D Goron City Death Mountain Trail 014D Goron City Death Mountain Trail
0147 Death Mountain Crater Death Mountain Trail 0147 Death Mountain Crater Death Mountain Trail
0004 Dondogo's Cavern Death Mountain Trail 0004 Dondogo's Cavern Death Mountain Trail
0315 Great Fairy's Fountain Death Mountain Trail

Setup 08

Map # Map Name Map Select # Stage #
096 Spot 16 - Death Mountain Trail 16 04

Cutscene - Sages Stand on Death Mountain During Ending ✔

This is the cutscene environment in which xxx.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

Actor Filename ID Object Variable ID
00E5 ovl_Bg_Spot16_Doughnut Death Mountain Cloud Ring 017A FFFF Death Mountain Cloud Ring

Unloaded Objects

xxx

Exit Differences

Setup 00 Setup 08
0191 Kakariko Village Death Mountain Trail 0191 Kakariko Village Death Mountain Trail
014D Goron City Death Mountain Trail 014D Goron City Death Mountain Trail
0147 Death Mountain Crater Death Mountain Trail 0147 Death Mountain Crater Death Mountain Trail
0004 Dondogo's Cavern Death Mountain Trail 0004 Dondogo's Cavern Death Mountain Trail
0315 Great Fairy's Fountain Death Mountain Trail

Unreferenced Setup 01 (Unused)

Map # Map Name Map Select # Stage #
096 Spot 16 - Death Mountain Trail 16 N/A

This is an unreferenced setup that cannot be accessed via Map Select. It appears to be an unused night version of Death Mountain Trail, perhaps from a period of development when, like Kakariko Village, the area had separate night and day setups, and time did not pass.

In order to explore the setup, use a hex editor to navigate to scene header 78a0, room header 07c0 in the ROM. Then, replace 0200 A075 with 0200 A078, and 0300 03F0 with 0300 07C0, and head to Death Mountain Trail as an adult.

Environment Settings

xxx

Layout Differences

There is no circle of smoke ringing Death Mountain.

A Bomb Flower is positioned in a spot that can be seen in pre-release images from November, 1997.

OoT-Bomb Flower IGN.jpg

Unloaded Actors

Actor Filename ID Object Variable ID
0026 ovl_En_Hata Flagpole 0076 FFFF ???
0026 ovl_En_Hata Flagpole 0076 FFFF ???
00CD ovl_Bg_Spot16_Bombstone Boulder Blocking Dodongo's Cavern 00C2 FFFF Boulder Blocking Dodongo's Cavern

Unloaded Objects

There are Armos present in the object list, but they are not loaded, as they have no corresponding actors.

Exit Differences

The player spawns are located in different places. For example, the location at which the player appears upon entering the map from Goron City seems to be located near the stone circle.

The Great Fairy's Fountain exit freezes, indicating that it was not present in the map at this time.

Setup 00 Unreferenced Setup 01
0191 Kakariko Village Death Mountain Trail 0191 Kakariko Village Death Mountain Trail
014D Goron City Death Mountain Trail 014D Goron City Death Mountain Trail
0147 Death Mountain Crater Death Mountain Trail 0147 Death Mountain Crater Death Mountain Trail
0004 Dondogo's Cavern Death Mountain Trail 0004 Dondogo's Cavern Death Mountain Trail
0315 Great Fairy's Fountain Death Mountain Trail

Death Mountain Crater

Setup 04 - Learning the Bolero of Fire

Map # Map Name Map Select # Stage #
097 Spot 17 - Death Mountain Crater 17 00

This is the cutscene environment in which Link learns the Bolero of Fire.

Environment Settings

xxx

Layout Differences

OoT AltSceneSetup-Crater.png

The warp pad is positioned on a small platform.

In addition, several Megaton Blocks sit idle.

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Setup 00 Setup 04
01BD Death Mountain Trail Death Mountain Crater 01BD Death Mountain Trail Death Mountain Crater
01C1 Goron City Death Mountain Crater 01C1 Goron City Death Mountain Crater
0165 Fire Temple Death Mountain Crater 0165 Fire Temple Death Mountain Crater
04BE Great Fairy's Fountain Death Mountain Crater 04BE Great Fairy's Fountain Death Mountain Crater
04F2 Great Fairy's Fountain Kakariko Village, Potion Shop?

Setup 05

Map # Map Name Map Select # Stage #
097 Spot 17 - Death Mountain Crater 17 01

Cutscene - Learning the Bolero of Fire in Opening Demo ✔ Not used anywhere else?

This is the cutscene environment in which xxx.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Setup 00 Setup 05
01BD Death Mountain Trail Death Mountain Crater 01BD Death Mountain Trail Death Mountain Crater
01C1 Goron City Death Mountain Crater 01C1 Goron City Death Mountain Crater
0165 Fire Temple Death Mountain Crater 0165 Fire Temple Death Mountain Crater
04BE Great Fairy's Fountain Death Mountain Crater 04BE Great Fairy's Fountain Death Mountain Crater
04F2 Great Fairy's Fountain Kakariko Village, Potion Shop?

Goron City

Setup 04 - Darunia Dances to Saria's Song

Map # Map Name Map Select # Stage #
098 Spot 18 - Goron City 18 00

This is the cutscene environment in which Darunia dances to Saria's Song.

Environment Settings

The lighting is much darker than it is during normal gameplay.

Layout Differences

The Gorons are positioned differently than usual throughout the area. Some are very close to the fence and clip through it when they stand, which may suggest that there was not originally a fence in this location.

The treasure room on the highest floor has large chests containing Bombs. In normal gameplay, they contain Rupees. The large assortment of boulders in the room is also missing.

The lava room has no time blocks. Instead of a grotto entrance leading to a Business Scrub's cave, there is another treasure chest with Bombs. Only one side of the lava has a Hookshot platform, so Link cannot return to the opposite side of the room without getting hurt.

OoT AltSceneSetup-GoronCity.png

There is a Magic Bean spot on the bottom floor. In the retail game, there are no places in Goron City unreachable by normal means, so its purpose is unclear. Perhaps the middle platform originally had no ropes upon which Link was able to walk.

Unloaded Actors

Room 0 - ???
Actor Filename ID Object Variable ID Quantity
0127 ovl_Obj_Bombiwa Bombable Boulder 0163 00FF ??? 87
Room 1 - ???
Actor Filename ID Object Variable ID
005E ovl_Obj_Syokudai Torch 00A4 2400 ???
005E ovl_Obj_Syokudai Torch 00A4 2400 ???
Room 2 - ???
Actor Filename ID Object Variable ID
0059 ovl_Bg_Breakwall ??? 0001 2002 ???
0059 ovl_Bg_Breakwall ??? 0001 2004 ???
0059 ovl_Bg_Breakwall ??? 0001 2005 ???
0059 ovl_Bg_Breakwall ??? 0001 2006 ???
0127 ovl_Obj_Bombiwa Bombable Boulder 0163 00FF ???
0127 ovl_Obj_Bombiwa Bombable Boulder 0163 00FF ???
Room 3 - ???
Actor Filename ID Object Variable ID Quantity
0127 ovl_Obj_Bombiwa Bombable Boulder 0163 0003 ??? 6
0059 ovl_Bg_Breakwall 0001 2002 ???
0059 ovl_Bg_Breakwall 0001 2004 ???

Unloaded Objects

Two types of actors are not loaded because their objects are missing from the object list.

The first is several bombable boulders that are missing from the entrance to the Lost Woods, the path to the boulder-filled room, the boulder-filled room itself, and the boulders in Medigoron's room.

The second is the bombable wall in Medigoron's room. When loaded, it is revealed to be in a different position than usual.

The only ones left are the bombable boulder and bombable wall.

Exit Differences

Setup 00 Setup 04
01B9 Death Mountain Trail Goron City 01B9 Death Mountain Trail Goron City
0246 Death Mountain Crater Goron City 0246 Death Mountain Crater Goron City
037C Goron Shop Goron City 037C Goron Shop Goron City
04D6 Lost Woods Goron City 04D2 Lost Woods *Unused

Setup 05

Map # Map Name Map Select # Stage #
098 Spot 18 - Goron City 18 01

Cutscene - Credits in Goron City ✔

This is the cutscene environment in which xxx.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Setup 00 Setup 05
01B9 Death Mountain Trail Goron City 01B9 Death Mountain Trail Goron City
0246 Death Mountain Crater Goron City 0246 Death Mountain Crater Goron City
037C Goron Shop Goron City 037C Goron Shop Goron City
04D6 Lost Woods Goron City 04D2 Lost Woods *Unused

Lon Lon Ranch

Setup 04

Map # Map Name Map Select # Stage #
099 Spot 20 - Lon Lon Ranch 19 00

Cutscene - Introduction to Ingo's Race ✔

This is the cutscene environment in which xxx.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Does not contain any difference.

Setup 05

Map # Map Name Map Select # Stage #
099 Spot 20 - Lon Lon Ranch 19 01

Cutscene - Learning Epona's Song ✔

This is the cutscene environment in which xxx.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Setup 00 Setup 06
01F9 Hyrule Field Lon Lon Ranch 01F9 Hyrule Field Lon Lon Ranch
028A Hyrule Field Southern Fence Jump Lon Lon Ranch 028A Hyrule Field Southern Fence Jump Lon Lon Ranch
028E Hyrule Field Western Fence Jump Lon Lon Ranch 028E Hyrule Field Western Fence Jump Lon Lon Ranch
0292 Hyrule Field Eastern Fence Jump Lon Lon Ranch 0292 Hyrule Field Eastern Fence Jump Lon Lon Ranch
004F Talon's House Lon Lon Ranch 004F Talon's House Lon Lon Ranch
02F9 Stables Lon Lon Ranch 02F9 Stables Lon Lon Ranch
05D0 Tower Lon Lon Ranch

Setup 06 - Credits in Lon Lon Ranch (Circle of Flames)

Map # Map Name Map Select # Stage #
099 Spot 20 - Lon Lon Ranch 19 02

This is the cutscene environment in which the Artwork Unit is credited as the Camera pans down to a circle of rainbow-coloured flames.

Environment Settings

xxx

Layout Differences

OoT-lonlonranchdoor.png

The doors to the ranch buildings are the same ones used in the Forest Temple.

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Do not have exits.

Setup 07

Map # Map Name Map Select # Stage #
099 Spot 20 - Lon Lon Ranch 19 03

Cutscene - Credits 2 - Support Unit ✔ Talon & Ingo

This is the cutscene environment in which xxx.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Do not have exits.

Setup 08

Map # Map Name Map Select # Stage #
099 Spot 20 - Lon Lon Ranch 19 04

Cutscene - Credits 3 - Script Support ✔ Hyrule Market Hagglers

This is the cutscene environment in which xxx.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Do not have exits.

Setup 09

Map # Map Name Map Select # Stage #
099 Spot 20 - Lon Lon Ranch 19 05

Cutscene - Credits 4 - French Text Writer ✔ Adult Malon Singing

This is the cutscene environment in which xxx.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Do not have exits.

Setup 10

Map # Map Name Map Select # Stage #
099 Spot 20 - Lon Lon Ranch 19 06

Cutscene - Credits 5 - Motion Editors ✔ Mido & King Zora Sitting

This is the cutscene environment in which xxx.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Do not have exits.

Setup 11

Map # Map Name Map Select # Stage #
099 Spot 20 - Lon Lon Ranch 19 07

Cutscene - Credits 6 - Technical Support ✔ Fishing Pond Owner & Shop NPCs

This is the cutscene environment in which xxx.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Do not have exits.

Ganon's Castle Exterior

Setup 04 - The Sages Construct the Rainbow Bridge

Map # Map Name Map Select # Stage #
100 Ganon's Castle Exterior 15 00

This is the cutscene environment in which the Sages construct the rainbow bridge that allows Link to cross over to Ganon's Castle.

Environment Settings

xxx

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

Number Filename ID
0061 object_mjin Blank Triforce Warp Pad
0068 object_mjin_oka Ocarina Pad
001A object_horse Epona
0090 object_efc_flash

Exit Differences

xxx

Unreferenced Setup 01 (Unused)

Map # Map Name Map Select # Stage #
100 Ganon's Castle Exterior 15 N/A

This is an unreferenced setup that cannot be accessed via Map Select. It appears to be an unused night version of Ganon's Castle (Exterior), perhaps from a period of development when, like the Market, the area had separate night and day setups, and time did not pass.

If one checks Link's location on the world map while in the scene, it suggests he is in Hyrule Field.

Environment Settings

The sky lacks clouds.

Layout Differences

xxx

Unloaded Actors

xxx

Unloaded Objects

xxx

Exit Differences

Some player spawns are coordinated differently.

Entering the castle will take Link to Ganon's Tower, rather than Inside Ganon's Castle.