The Legend of Zelda: Ocarina of Time/Alternate Scene Setups
This is a sub-page of The Legend of Zelda: Ocarina of Time.
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Investigate cutscene environments to document differences. |
Contents
- 1 Introduction
- 2 Inside Jabu-Jabu's Belly
- 3 Spirit Temple
- 4 Ice Cavern
- 5 Iron Knuckle's Lair
- 6 Link's House
- 7 Great Fairy's Fountain (Upgrades)
- 8 Great Fairy's Fountain (Spells)
- 9 Royal Family's Tomb
- 10 Shooting Gallery
- 11 Temple of Time
- 11.1 Setup 04 - Returning From the Chamber of the Sages
- 11.2 Setup 05 - Farewell to Navi
- 11.3 Setup 06 - Learning the Prelude of Light
- 11.4 Setup 07 - Opening the Door of Time
- 11.5 Setup 08 - Visions of the Kokiri's Emerald (Unused)
- 11.6 Setup 09 - Visions of the Goron's Ruby (Unused)
- 11.7 Setup 10 - Visions of Zora's Sapphire (Unused)
- 11.8 Setup 11 - Learning the Song of Time
- 11.9 Setup 12 - Sheik Tells of the Triforce
- 11.10 Setup 13 - Sheik's Identity Revealed
- 11.11 Setup 14 - Receiving the Light Arrows
- 12 Chamber of the Sages
- 13 Castle Hedge Maze (Day)
- 14 Cutscene Map
- 14.1 Setup 04 - The Goddesses Descend
- 14.2 Setup 05 - Ganondorf Rides Through the Flames
- 14.3 Setup 06 - The Triforce Is Formed
- 14.4 Setup 07 - Ganondorf Infiltrates the Sacred Realm
- 14.5 Setup 08 - Sheik Tells of the Triforce
- 14.6 Setup 09 - The Deku Tree Sprout Reveals Link's Heritage
- 14.7 Setup 10 - Ganondorf Rides Through the Flames (Unused)
- 14.8 Setup 11 - Child Zelda Tells of the Triforce & The Temple of Time
- 14.9 Setup 12 - A Thwarted Ganondorf Curses His Opposers
- 14.10 Unreferenced Setup 01 (Unused)
- 14.11 Unreferenced Setup 02 (Unused)
- 14.12 Unreferenced Setup 03 (Unused)
- 14.13 Unreferenced Setup 04 (Unused)
- 15 Castle Courtyard
- 16 Ganon's Tower Collapse Cutscene/Battle Arena
- 17 Hyrule Field
- 17.1 Setup 04 - Link's Nightmare
- 17.2 Setup 05 - Zelda & Impa Flee Hyrule Castle
- 17.3 Setup 06 - Zelda Reminisces About Her Flight From Hyrule Castle
- 17.4 Setup 07 - Title Screen Demo
- 17.5 Setup 08 - Returning to Hyrule Field Upon Learning the Song of Time
- 17.6 Setup 09 - Credits in Hyrule Field
- 17.7 Setup 10 - Escaping Lon Lon Ranch
- 17.8 Setup 11 - Farewell to Zelda
- 17.9 Setup 12 - Escorted to Hyrule Field by Impa
- 17.10 Unreferenced Setup 01 (Unused)
- 18 Kakariko Village
- 19 Graveyard
- 20 Kokiri Forest
- 20.1 Setup 04 - Farore Creates Life
- 20.2 Setup 05 - The Deku Tree Tells of Ganondorf's Curse
- 20.3 Setup 06 - Receiving the Kokiri Emerald
- 20.4 Setup 07 - The Deku Tree Speaks With Navi
- 20.5 Setup 08 - Panning Through Kokiri Forest (Unused)
- 20.6 Setup 09 - Panning Through Kokiri Forest 2
- 20.7 Setup 10 - Credits in the Deku Tree's Meadow
- 20.8 Setup 11 - Credits in Kokiri Forest
- 20.9 Setup 12 - Meeting the Deku Tree Sprout
- 20.10 Setup 13 - The Deku Tree Sprout Reveals Link's Identity
- 21 Sacred Forest Meadow
- 22 Lake Hylia
- 23 Zora's Domain
- 24 Zora's Fountain
- 25 Gerudo Valley
- 26 Lost Woods
- 27 Desert Colossus
- 28 Gerudo's Fortress
- 29 Hyrule Castle
- 30 Death Mountain Trail
- 31 Death Mountain Crater
- 32 Goron City
- 33 Lon Lon Ranch
- 34 Ganon's Castle Exterior
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.
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:
- Open the Debug ROM and go to Map Select.
- Go to the scene's Map Select number (Map Select #).
- Set the stage to the scene's Stage number (Stage #).
- Enter the map. The cutscene will start to play.
- 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.)
To do: Organize into rooms. |
Room xx
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
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.
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.
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.
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.
To do: Do the doors in this room lead to different areas than usual...? |
Unloaded Actors
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
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.
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.
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.
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.
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.
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.
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
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
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
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.
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.
To do: Double check. |
Environment Settings
xxx
Layout Differences
Room 00
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.
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
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 |
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.
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.
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 |
---|---|
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
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 |
---|---|
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.
To do: Double check that the Specific Things Lean code works as advertised. |
Environment Settings
xxx
Layout Differences
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.
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.
Unloaded Actors
xxx
Unloaded Objects
Number | Filename | ID |
---|---|---|
0012 | object_bubble | Shabom |
Exit Differences
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 |
---|---|
Early Overworld Minimap | Final Overworld Minimap |
---|---|
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
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 |
---|---|
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 |
---|---|
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
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.
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
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
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.
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.
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
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.
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
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.
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
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.