the cutting room mirror

Alternate Scene Setups

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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.

Introduction#

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

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

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

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

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

Explaining the Alternate Scene Setups#

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

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

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

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

Accessing the Alternate Scene Setups#

Alternate scene setups can be explored using the following steps:

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

Because not all actors and objects 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 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)#

Watch on YouTube

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#

Watch on YouTube

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 in order 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 evidenced 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.

This version of the Spirit Temple is very messy: no puzzles work correctly, there are no chests or items, and several objects are out of the map or in the wrong places. It’s not possible to be sure if the rooms were much different from the final version. This unused setup shows various mixed setups from different generations, and there's no way to be certain how the older versions of this temple looked.

Scene#

Interestingly, the scene header loads actors. There are 15 actors in total, loaded for all rooms.

Actor

X

Y

Z

Rot X

Rot Y

Rot Z

Variable

Observation

0000

0005

FFBA

02EC

0000

8000

0000

0FFF

Spawn Point

0000

FFF6

FFBA

02F9

0000

8000

0000

0FFF

Spawn Point

012A

062C

032D

0075

0000

C000

0000

FF00

Dungeon Switch

0150

FC68

01B8

FCB8

0000

0000

0000

FF10

Sun Switch

0150

FB13

0409

FD3A

4000

0000

0000

FF10

Sun Switch

00FF

035C

0032

FC36

0000

8000

0000

FFC3

Push Block

00FF

FE98

032D

FE52

0000

4000

0000

FFC3

Push Block

006B

01B6

0325

00CF

0000

0000

0000

FFFF

Flying Tiles

006B

0256

0325

00CF

0000

0000

0000

FFFF

Flying Tiles

006B

02F6

0325

00CF

0000

0000

0000

FFFF

Flying Tiles

006B

0206

0325

007F

0000

0000

0000

FFFF

Flying Tiles

006B

02A6

0325

007F

0000

0000

0000

FFFF

Flying Tiles

006B

0206

0325

011F

0000

0000

0000

FFFF

Flying Tiles

006B

02A6

0325

011F

0000

0000

0000

FFFF

Flying Tiles

0008

02FC

0032

FE2F

0000

1555

0000

03F0

Flames

0008

FD03

0032

FE2F

0000

EAAB

0000

03F0

Flames

00F9

FB44

0715

FB46

0000

0000

0000

0000

Giant Rolling Boulder

Room #1#

OoT-Unused_Setup-R1.pngOoT-Unused_Setup-R1_1.pngOoT-Unused_Setup-R1_editor.png
There are two spawn points at the entrance to the temple. For some reason, these points are positioned very high above the ground, perhaps suggesting that an earlier version of this temple had fewer stairs.

Additionally, in the Adult Link area, there is a flame actor in the exact same position but inverted compared to the one in the Child Link area.

Room #2#

OoT-Unused_Setup-R2.pngOoT-Unused_Setup-R2_editor.pngOoT-Unused_Setup-R2_2_editor.png
This is the first room that Child Link enters by crawling through a hole.

It has two more flames on the wall of the hole used to crawl through and get to the statue room. In addition, in the final version, there is a collision remnant near the door on the right that we will explore later.

There is also a pushable block that will fall as soon as you enter the room. For some reason, this block spawns very close to the room with the sun switch blocks. Perhaps this block was mistakenly placed in room 2 and perhaps the room with the blocks was a little lower than in this setup.

Room #3#

OoT-Unused_Setup-R3.pngOoT-Unused_Setup-R3_2.pngOoT-Unused_Setup-R3_3.pngOoT-Unused_Setup-R3_editor.png
This room has a Hookshot target that is close to the room where the mirror puzzle occurs to activate the elevator that will take you to the statue's head. Interestingly, if we invert the coordinates of this actor, he will appear exactly above the room from Zelda's Lullaby song. It is possible that exactly the same room would be in this empty space.

Room #4#

OoT-Unused_Setup-R4.png
The floating switch seems to indicate that this room was edited and would've had floor to support the switch.

Room #5#

OoT-Unused_Setup-R5.pngOoT-Unused_Setup-R5_2.pngOoT-Unused_Setup-R5_editor.pngOoT-Unused_Setup-R5_2_editor.png
This room already has the boulder puzzle where you need to blow up the wall to let sunlight in. For some reason, there are two rolling boulders that are on top and fall into this room and look very misaligned with the room.

Room #6#

OoT-Unused_Setup-R6.pngOoT-Unused_Setup-R6_2.png
The main room of the statue, apparently the elevator structure and the statue's face are in the proper places as in the final version. The novelty here are the Hookshoot pillars that are added on each side of the stairs; however, there is another Hookshoot pillar much higher up, outside the map, so it is not possible to know if it is just there because it was forgotten or if the map had some difference.

Room #7#

OoT-Unused_Setup-R7.png
This is the room that connects to the first room in the temple. You push the blocks until you reach an elevator. The snake mirror that's used in the mirror room is placed outside the map boundaries. It's possible that the mirror room itself was located further down.

Room #8#

OoT-Unused_Setup-R8.pngOoT-Unused_Setup-R8_2.png
It's the staircase room that connects the statue room with the block room, it has a fire actor in the middle of this corridor, and for some reason we also have a snake mirror below the mirror puzzle room and it's at the same height as the actor in the previous room #7.

Room #9#

OoT-Unused_Setup-R9.pngOoT-Unused_Setup-R9_2.pngOoT-Unused_Setup-R9_editor.png
It's the room with the block and sun switch puzzles, nothing special here, except for one Sun Switch that is next to the door and facing the opposite way. Outside the room's boundaries, there is also another Sun Switch with its face down, perhaps indicating that this room has been moved.

Room #10#

OoT-Unused_Setup-R10.png
An empty corridor.

Room #11#

OoT-Unused_Setup-R11.pngOoT-Unused_Setup-R11_2.png
The sub-boss' room in the Child Link area, and it's empty. Apparently everything is the same as the final version's configuration, except for the gate. This gate that leads to the outside is a little further inside the room than in the final version.

Room #12#

These are the corridors for the two exits of the temple.

Room #13#

OoT-Unused_Setup-R13.png
There is a second gate in the room next to where Zelda's Lullaby is played, and the main gate is a little away from the collision. This room was certainly larger and different from the final version, and apparently it is empty in this setup.

Room #14#

OoT-Unused_Setup-R14.png
This is the room where the rolling boulders block you, and it's empty. The only difference is that the door takes you to another room that is further away from the collision, and Link can go through it.

Room #15#

OoT-Unused_Setup-R15.pngOoT-Unused_Setup-R15_editor.png
This room where Link plays Zelda's Lullaby is empty but contains scene actors that apparently fit here, a large Silver Gauntlet block fits in this room, furthermore next to this block there is an extra gate that does not exist in the final version; this gate takes Link to room 13.

Room #16#

OoT-Unused_Setup-R16.png
There's something wrong with the setup in this room: The snake mirror is misaligned, and we also have a floating sun switch. There's no way to tell if the room was different here.

Room #17#

OoT-Unused_Setup-R17.png
An empty corridor leading to the Anubis puzzle room.

Room #18#

OoT-Unused_Setup-R18.pngOoT-Unused_Setup-R18_editor.png
This Anubis room you reach as Adult Link would've been a bit smaller and might not have had chasms. The door is placed forward from the doorway, indicating this room was redesigned.

Room #19#

OoT-Unused_Setup-R19.pngOoT-Unused_Setup-R19_2.pngOoT-Unused_Setup-R19_5.pngOoT-Unused_Setup-R19_3.pngOoT-Unused_Setup-R19_editor.png
This room, based on the unused setup, should be a little different from the final version. It is a little dragged, and the gates do not fit in the collision correctly. This room looks empty, but for some reason the scene header has an actor for a switch near the gate of the Anubis room. In the final version, there is a switch for Armos to use, although it is not possible to understand what they wanted to do with this setup.

Room #20#

OoT-Unused_Setup-R20.png
The corridor leading to the mid-boss area is empty and the gates are misaligned.

Room #21#

OoT-Unused_Setup-R21.pngOoT-Unused_Setup-R21_2.pngOoT-Unused_Setup-R21_3.pngOoT-Unused_Setup-R21_editor.png
The battle room against the Iron Knuckle from the exit to the Mirror Shield. Clearly, this room was dragged and apparently the actors are out of position, but the room was exactly the same as in the final version.

Room #22#

OoT-Unused_Setup-R22.png
An empty room, except for the simple fact that the room's gate was displaced.

Room #23#

OoT-Unused_Setup-R23.png
Simple empty room.

Room #24#

OoT-Unused_Setup-R24.pngOoT-Unused_Setup-R24_editor.png
Climbable wall room with spikes. In this version the whole wall moves, while in the final version the middle of the wall is immobile. In this room below the floor, there are five flying tile actors generated by the scene header, but the format in which these actors are distributed is incompatible with the room.

Room #25#

OoT-Unused_Setup-R25.png
The corridor with a Triforce on the floor, but it's completely empty.

Room #26#

OoT-Unused_Setup-R26.png
Statue elevator room, but it's completely empty.

Room #27#

OoT-Unused_Setup-R27.pngOoT-Unused_Setup-R27_2.pngOoT-Unused_Setup-R27_3.pngOoT-Unused_Setup-R27_editor.png
The snake mirror room. All the elements to activate the puzzle here seem ready, but there are no actors to activate the elevator. For some reason, there is a boulder outside the map, and it's misaligned.

A snake mirror from room 7 and 8 appears slightly below room 27, perhaps indicating that this room was raised slightly during development.

In room 5 there are two boulders that spawn near room 27, and an extra boulder as shown in the scene header. This indicates that there was another large room in the past which has since been removed, although this current setup does not feature a gate to reach this area.

Room #28#

OoT-Unused_Setup-R28.png
The Anubis Puzzle Room, but its completely empty. One of the doors is misaligned.

Room #29#

The boss' room, which is exactly the same as the final version.

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

No.

Exit From

01E1

Desert Colossus

008D

Spirit Temple Boss

01E5

Desert Colossus

01E9

Desert Colossus

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

No.

Exit From

01E1

Desert Colossus

008D

Spirit Temple Boss

01E5

Desert Colossus

01E9

Desert Colossus

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#

Watch on YouTube

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 wooden type that appears in the Forest Temple.

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

OoTRedPlatform.png

In the room with the Iron Boots, there is a large chunk of red ice that can be melted with Blue Fire. This red ice was possibly removed to prevent backtracking since the path that leads to this room has red ice that requires melting, and if the player didn't carry Blue Fire in more than one bottle, going back would've been necessary.

Unloaded Actors#

The 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

No.

Exit From

02F5

Spirit Temple

Setup 04 - Awoken by Navi#

Map #

Map Name

Map Select #

Stage #

052

Link's House

44

00

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

Environment Settings#

xxx

Layout Differences#

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

Unloaded Actors#

None.

Unloaded Objects#

Number

Filename

ID

000E

object_box

Treasure Chest

0029

object_o_anime

Animation File

0034

object_oE_anime

Kokiri Animations

004B

object_oE3

Early Saria

Exit Differences#

None.

Setup 05 - Opening#

Map #

Map Name

Map Select #

Stage #

052

Link's House

44

01

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

Environment Settings#

xxx

Layout Differences#

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

Unloaded Actors#

xxx

Unloaded Objects#

Number

Filename

ID

000E

object_box

Treasure Chest

0029

object_o_anime

Animation File

0034

object_oE_anime

Kokiri Animations

004B

object_oE3

Early Saria

Exit Differences#

None.

Great Fairy's Fountain (Upgrades)#

Setup 04 - Receiving the Spin Attack#

Map #

Map Name

Map Select #

Stage #

059

Great Fairy's Fountain (Upgrades)

27

00

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

Environment Settings#

xxx

Layout Differences#

xxx

Unloaded Actors#

xxx

Unloaded Objects#

xxx

Exit Differences#

xxx

Setup 05 - Receiving the Enhanced Magic Meter#

Map #

Map Name

Map Select #

Stage #

059

Great Fairy's Fountain (Upgrades)

27

01

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

Environment Settings#

xxx

Layout Differences#

xxx

Unloaded Actors#

xxx

Unloaded Objects#

xxx

Exit Differences#

xxx

Setup 06 - Receiving Enhanced Defensive Power#

Map #

Map Name

Map Select #

Stage #

059

Great Fairy's Fountain (Upgrades)

27

02

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

Environment Settings#

xxx

Layout Differences#

xxx

Unloaded Actors#

xxx

Unloaded Objects#

xxx

Exit Differences#

xxx

Great Fairy's Fountain (Spells)#

Setup 04 - Receiving Farore's Wind#

Map #

Map Name

Map Select #

Stage #

061

Great Fairy's Fountain (Spells)

29

00

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

Environment Settings#

xxx

Layout Differences#

xxx

Unloaded Actors#

xxx

Unloaded Objects#

xxx

Exit Differences#

xxx

Setup 05 - Receiving Din's Fire#

Map #

Map Name

Map Select #

Stage #

061

Great Fairy's Fountain (Spells)

29

01

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

Environment Settings#

xxx

Layout Differences#

xxx

Unloaded Actors#

xxx

Unloaded Objects#

xxx

Exit Differences#

xxx

Setup 06 - Receiving Nayru's Love#

Map #

Map Name

Map Select #

Stage #

061

Great Fairy's Fountain (Spells)

29

02

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

Environment Settings#

xxx

Layout Differences#

xxx

Unloaded Actors#

xxx

Unloaded Objects#

xxx

Exit Differences#

xxx

Royal Family's Tomb#

Setup 04#

xxx

Environment Settings#

xxx

Layout Differences#

xxx

Unloaded Actors#

xxx

Unloaded Objects#

xxx

Exit Differences#

Does not contain any difference.

Setup 05#

Environment Settings#

xxx

Layout Differences#

xxx

Unloaded Actors#

xxx

Unloaded Objects#

xxx

Exit Differences#

Does not contain any difference.

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.

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 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 Sages for the first time.

Environment Settings#

xxx

Layout Differences#

xxx

Unloaded Actors#

xxx

Unloaded Objects#

xxx

Exit Differences#

Does not contain any difference.

Setup 05 - Farewell to Navi#

Map #

Map Name

Map Select #

Stage #

067

Temple of Time

20

01

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

Environment Settings#

xxx

Layout Differences#

xxx

Unloaded Actors#

xxx

Unloaded Objects#

xxx

Exit Differences#

Does not contain any difference.

Setup 06 - Learning the Prelude of Light#

Map #

Map Name

Map Select #

Stage #

067

Temple of Time

20

02

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

Environment Settings#

xxx

Layout Differences#

xxx

Unloaded Actors#

xxx

Unloaded Objects#

xxx

Exit Differences#

Does not contain any difference.

Setup 07 - Opening the Door of Time#

Map #

Map Name

Map Select #

Stage #

067

Temple of Time

20

03

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

Environment Settings#

xxx

Layout Differences#

xxx

Unloaded Actors#

xxx

Unloaded Objects#

xxx

Exit Differences#

Does not contain any difference.

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

Map #

Map Name

Map Select #

Stage #

067

Temple of Time

20

04

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

Environment Settings#

xxx

Layout Differences#

xxx

Unloaded Actors#

xxx

Unloaded Objects#

xxx

Exit Differences#

Does not contain any difference.

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

Map #

Map Name

Map Select #

Stage #

067

Temple of Time

20

05

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

Environment Settings#

xxx

Layout Differences#

xxx

Unloaded Actors#

xxx

Unloaded Objects#

xxx

Exit Differences#

Does not contain any difference.

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

Map #

Map Name

Map Select #

Stage #

067

Temple of Time

20

06

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

Environment Settings#

xxx

Layout Differences#

xxx

Unloaded Actors#

xxx

Unloaded Objects#

xxx

Exit Differences#

Does not contain any difference.

Setup 11 - Learning the Song of Time#

Map #

Map Name

Map Select #

Stage #

067

Temple of Time

20

07

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

Environment Settings#

xxx

Layout Differences#

xxx

Unloaded Actors#

xxx

Unloaded Objects#

xxx

Exit Differences#

Does not contain any difference.

Setup 12 - Sheik Tells of the Triforce#

Map #

Map Name

Map Select #

Stage #

067

Temple of Time

20

08

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

Environment Settings#

xxx

Layout Differences#

xxx

Unloaded Actors#

xxx

Unloaded Objects#

xxx

Exit Differences#

Does not contain any difference.

Setup 13 - Sheik's Identity Revealed#

Map #

Map Name

Map Select #

Stage #

067

Temple of Time

20

09

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

Environment Settings#

xxx

Layout Differences#

xxx

Unloaded Actors#

xxx

Unloaded Objects#

xxx

Exit Differences#

Does not contain any difference.

Setup 14 - Receiving the Light Arrows#

Map #

Map Name

Map Select #

Stage #

067

Temple of Time

20

0A

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

Environment Settings#

xxx

Layout Differences#

xxx

Unloaded Actors#

xxx

Unloaded Objects#

xxx

Exit Differences#

Does not contain any difference.

Chamber of the Sages#

Setup 04 - Awakening in the Sacred Realm#

Map #

Map Name

Map Select #

Stage #

068

Chamber of the Sages

21

00

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

Environment Settings#

xxx

Layout Differences#

xxx

Unloaded Actors#

xxx

Unloaded Objects#

xxx

Exit Differences#

Does not contain any difference.

Setup 05 - All the Sages Have Been Awakened#

Map #

Map Name

Map Select #

Stage #

068

Chamber of the Sages

21

01

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

Environment Settings#

xxx

Layout Differences#

xxx

Unloaded Actors#

Actor

Filename

ID

Object

Variable

ID

00D2

ovl_En_Ru2

Adult Ruto

00CA

0000

???

Unloaded Objects#

xxx

Exit Differences#

Does not contain any difference.

Setup 06 - Opening the Door to the Sacred Realm#

Map #

Map Name

Map Select #

Stage #

068

Chamber of the Sages

21

02

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

Environment Settings#

xxx

Layout Differences#

xxx

Unloaded Actors#

xxx

Unloaded Objects#

xxx

Exit Differences#

Does not contain any difference.

Castle Hedge Maze (Day)#

Unreferenced Setup 01 (Unused)#

Watch on YouTube

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.

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#

A beta question is how many rumors this setup inspired. It's a veritable odyssey or early Internet hearsay and gossip.

Map #

Map Name

Map Select #

Stage #

081

Spot 00 - Hyrule Field

1

00

This is the cutscene environment from the beginning of the game, where Child Link has a nightmare portending events to come.

Environment Settings#

xxx

Layout Differences#

Hyrule Field is devoid of objects, except at the entrance to Hyrule Castle.

Unloaded Actors#

xxx

Unloaded Objects#

xxx

Exit Differences#

There are potential, fossilized leftovers from when this scene was created. The exit to Zora's River leads to Zora's Domain, and the entrance to Hyrule Castle town leads directly into Hyrule Market. Instead of the Lost Woods, you are taken to Kokiri Forest, near Link's house. Lon Lon Ranch, as a separate area, may not have existed at this point in development.

Setup 00

No.

Exit From

0033

Market Entrance (Day)

00DB

Kakariko Village

00EA

Zora's River - Land Entrance

04DE

Lost Woods - Bridge Entrance

0102

Lake Hylia

0117

Gerudo Valley

0157

Lon Lon Ranch

0276

Market Entrance (Day)

0102

Lake Hylia

036D

Fairy's Fountain

003F

Grotto - xxx

02AE

Lon Lon Ranch

02E2

Lon Lon Ranch

02E6

Lon Lon Ranch

01D9

Zora's River - Water Entrance

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

No.

Exit From

0033

Market Entrance (Day)

00DB

Kakariko Village

00EA

Zora's River - Land Entrance

04DE

Lost Woods - Bridge Entrance

0102

Lake Hylia

0117

Gerudo Valley

0157

Lon Lon Ranch

0276

Market Entrance (Day)

0102

Lake Hylia

036D

Fairy's Fountain

003F

Grotto - xxx

02AE

Lon Lon Ranch

02E2

Lon Lon Ranch

02E6

Lon Lon Ranch

01D9

Zora's River - Water Entrance

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

No.

Exit From

0033

Market Entrance (Day)

00DB

Kakariko Village

00EA

Zora's River - Land Entrance

04DE

Lost Woods - Bridge Entrance

0102

Lake Hylia

0117

Gerudo Valley

0157

Lon Lon Ranch

0276

Market Entrance (Day)

0102

Lake Hylia

036D

Fairy's Fountain

003F

Grotto - xxx

02AE

Lon Lon Ranch

02E2

Lon Lon Ranch

02E6

Lon Lon Ranch

01D9

Zora's River - Water Entrance

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

No.

Exit From

0033

Market Entrance (Day)

00DB

Kakariko Village

00EA

Zora's River - Land Entrance

04DE

Lost Woods - Bridge Entrance

0102

Lake Hylia

0117

Gerudo Valley

0157

Lon Lon Ranch

0276

Market Entrance (Day)

0102

Lake Hylia

036D

Fairy's Fountain

003F

Grotto - xxx

02AE

Lon Lon Ranch

02E2

Lon Lon Ranch

02E6

Lon Lon Ranch

01D9

Zora's River - Water Entrance

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

No.

Exit From

0033

Market Entrance (Day)

00DB

Kakariko Village

00EA

Zora's River - Land Entrance

04DE

Lost Woods - Bridge Entrance

0102

Lake Hylia

0117

Gerudo Valley

0157

Lon Lon Ranch

0276

Market Entrance (Day)

0102

Lake Hylia

036D

Fairy's Fountain

003F

Grotto - xxx

02AE

Lon Lon Ranch

02E2

Lon Lon Ranch

02E6

Lon Lon Ranch

01D9

Zora's River - Water Entrance

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

No.

Exit From

0033

Market Entrance (Day)

00DB

Kakariko Village

00EA

Zora's River - Land Entrance

04DE

Lost Woods - Bridge Entrance

0102

Lake Hylia

0117

Gerudo Valley

0157

Lon Lon Ranch

0276

Market Entrance (Day)

0102

Lake Hylia

036D

Fairy's Fountain

003F

Grotto - xxx

02AE

Lon Lon Ranch

02E2

Lon Lon Ranch

02E6

Lon Lon Ranch

01D9

Zora's River - Water Entrance

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

No.

Exit From

0033

Market Entrance (Day)

00DB

Kakariko Village

00EA

Zora's River - Land Entrance

04DE

Lost Woods - Bridge Entrance

0102

Lake Hylia

0117

Gerudo Valley

0157

Lon Lon Ranch

0276

Market Entrance (Day)

0102

Lake Hylia

036D

Fairy's Fountain

003F

Grotto - xxx

02AE

Lon Lon Ranch

02E2

Lon Lon Ranch

02E6

Lon Lon Ranch

01D9

Zora's River - Water Entrance

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 are potential, fossilized leftovers from when this scene was created. The exit to Zora's River leads to Zora's Domain, and the entrance to Hyrule Castle town leads directly into Hyrule Market. Instead of the Lost Woods, you are taken to Kokiri Forest, near Link's house. Lon Lon Ranch, as a separate area, may not have existed at this point in development.

Setup 00

No.

Exit From

0033

Market Entrance (Day)

00DB

Kakariko Village

00EA

Zora's River - Land Entrance

04DE

Lost Woods - Bridge Entrance

0102

Lake Hylia

0117

Gerudo Valley

0157

Lon Lon Ranch

0276

Market Entrance (Day)

0102

Lake Hylia

036D

Fairy's Fountain

003F

Grotto - xxx

02AE

Lon Lon Ranch

02E2

Lon Lon Ranch

02E6

Lon Lon Ranch

01D9

Zora's River - Water Entrance

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

No.

Exit From

0033

Market Entrance (Day)

00DB

Kakariko Village

00EA

Zora's River - Land Entrance

04DE

Lost Woods - Bridge Entrance

0102

Lake Hylia

0117

Gerudo Valley

0157

Lon Lon Ranch

0276

Market Entrance (Day)

0102

Lake Hylia

036D

Fairy's Fountain

003F

Grotto - xxx

02AE

Lon Lon Ranch

02E2

Lon Lon Ranch

02E6

Lon Lon Ranch

01D9

Zora's River - Water Entrance

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

No.

Exit From

0033

Market Entrance (Day)

00DB

Kakariko Village

00EA

Zora's River - Land Entrance

04DE

Lost Woods - Bridge Entrance

0102

Lake Hylia

0117

Gerudo Valley

0157

Lon Lon Ranch

0276

Market Entrance (Day)

0102

Lake Hylia

036D

Fairy's Fountain

003F

Grotto - xxx

02AE

Lon Lon Ranch

02E2

Lon Lon Ranch

02E6

Lon Lon Ranch

01D9

Zora's River - Water Entrance

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

No.

Exit From

017D

Hyrule Field

013D

Death Mountain Trail

00E4

Kakariko Graveyard

00B7

Bazaar

0098

Bottom of the Well

039C

Impa's House

02FD

Kakariko Village House Boss's House

0072

Granny's Potion Shop

0453

Windmill "?"

0384

Kakariko Potion Shop

003B

Shooting Gallery

0550

House of Skulltula

03EC

Kakariko Potion Shop Back Door

05C8

Impa's House Roof entrance

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#

Cuccos

Setup 05 & 07

Final

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

No.

Exit From

017D

Hyrule Field

013D

Death Mountain Trail

00E4

Kakariko Graveyard

00B7

Bazaar

0098

Bottom of the Well

039C

Impa's House

02FD

Kakariko Village House Boss's House

0072

Granny's Potion Shop

0453

Windmill "?"

0384

Kakariko Potion Shop

003B

Shooting Gallery

0550

House of Skulltula

03EC

Kakariko Potion Shop Back Door

05C8

Impa's House Roof entrance

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

No.

Exit From

017D

Hyrule Field

013D

Death Mountain Trail

00E4

Kakariko Graveyard

00B7

Bazaar

0098

Bottom of the Well

039C

Impa's House

02FD

Kakariko Village House Boss's House

0072

Granny's Potion Shop

0453

Windmill "?"

0384

Kakariko Potion Shop

003B

Shooting Gallery

0550

House of Skulltula

03EC

Kakariko Potion Shop Back Door

05C8

Impa's House Roof entrance

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.

Cuccos

Setups 05 & 07

Final

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

No.

Exit From

017D

Hyrule Field

013D

Death Mountain Trail

00E4

Kakariko Graveyard

00B7

Bazaar

0098

Bottom of the Well

039C

Impa's House

02FD

Kakariko Village House Boss's House

0072

Granny's Potion Shop

0453

Windmill "?"

0384

Kakariko Potion Shop

003B

Shooting Gallery

0550

House of Skulltula

03EC

Kakariko Potion Shop Back Door

05C8

Impa's House Roof entrance

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

No.

Exit From

017D

Hyrule Field

013D

Death Mountain Trail

00E4

Kakariko Graveyard

00B7

Bazaar

0098

Bottom of the Well

039C

Impa's House

02FD

Kakariko Village House Boss's House

0072

Granny's Potion Shop

0453

Windmill "?"

0384

Kakariko Potion Shop

003B

Shooting Gallery

0550

House of Skulltula

03EC

Kakariko Potion Shop Back Door

05C8

Impa's House Roof entrance

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 fewer torches, and 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

00EE

Kokiri Forest

0000

Deku Tree

05E0

Lost Woods / Hyrule Exit

0272

Link's House

00C1

Kokiri Shop

00C9

Know-it-all Brothers

011E

Lost Woods

00EE

Kokiri Forest

009C

House of Twins

0433

Mido's House

0437

Saria's House

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

00EE

Kokiri Forest

0000

Deku Tree

05E0

Lost Woods / Hyrule Exit

0272

Link's House

00C1

Kokiri Shop

00C9

Know-it-all Brothers

011E

Lost Woods

00EE

Kokiri Forest

009C

House of Twins

0433

Mido's House

0437

Saria's House

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

00EE

Kokiri Forest

0000

Deku Tree

05E0

Lost Woods / Hyrule Exit

0272

Link's House

00C1

Kokiri Shop

00C9

Know-it-all Brothers

011E

Lost Woods

00EE

Kokiri Forest

009C

House of Twins

0433

Mido's House

0437

Saria's House

Setup 07 - The Deku Tree Speaks With Navi#

Map #

Map Name

Map Select #

Stage #

085

Spot 04 - Kokiri Forest

5

03

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

Environment Settings#

xxx

Layout Differences#

xxx

Unloaded Actors#

Room 0 - ???

Actor

Filename

ID

Object

Variable

ID

0126

ovl_Obj_Bean

011E

1F09

Magic Bean Spot

00EE

ovl_Item_Shield

Collectable Deku Shield

0015

0000

Collectable Deku Shield

Unloaded Objects#

Room 0 - ???

Number

Filename

ID

00BC

object_sa

Saria

00C5

object_os_anime

Animation File

Room 1 - ???

Number

Filename

ID

0061

object_mjin

Blank Triforce Warp Pad

0068

object_mjin_oka

Ocarina Pad

Exit Differences#

Setup 00

00EE

Kokiri Forest

0000

Deku Tree

05E0

Lost Woods / Hyrule Exit

0272

Link's House

00C1

Kokiri Shop

00C9

Know-it-all Brothers

011E

Lost Woods

00EE

Kokiri Forest

009C

House of Twins

0433

Mido's House

0437

Saria's House

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 published in Nintendo Power Issue 114, 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

00EE

Kokiri Forest

0000

Deku Tree

05E0

Lost Woods / Hyrule Exit

0272

Link's House

00C1

Kokiri Shop

00C9

Know-it-all Brothers

011E

Lost Woods

00EE

Kokiri Forest

009C

House of Twins

0433

Mido's House

0437

Saria's House

Setup 09 - Panning Through Kokiri Forest 2#

Map #

Map Name

Map Select #

Stage #

085

Spot 04 - Kokiri Forest

5

05

Watch on YouTube

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

00EE

Kokiri Forest

0000

Deku Tree

05E0

Lost Woods / Hyrule Exit

0272

Link's House

00C1

Kokiri Shop

00C9

Know-it-all Brothers

011E

Lost Woods

00EE

Kokiri Forest

009C

House of Twins

0433

Mido's House

0437

Saria's House

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

00EE

Kokiri Forest

0000

Deku Tree

05E0

Lost Woods / Hyrule Exit

0272

Link's House

00C1

Kokiri Shop

00C9

Know-it-all Brothers

011E

Lost Woods

00EE

Kokiri Forest

009C

House of Twins

0433

Mido's House

0437

Saria's House

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

00EE

Kokiri Forest

0000

Deku Tree

05E0

Lost Woods / Hyrule Exit

0272

Link's House

00C1

Kokiri Shop

00C9

Know-it-all Brothers

011E

Lost Woods

00EE

Kokiri Forest

009C

House of Twins

0433

Mido's House

0437

Saria's House

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

00EE

Kokiri Forest

0000

Deku Tree

05E0

Lost Woods / Hyrule Exit

0272

Link's House

00C1

Kokiri Shop

00C9

Know-it-all Brothers

011E

Lost Woods

00EE

Kokiri Forest

009C

House of Twins

0433

Mido's House

0437

Saria's House

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

00EE

Kokiri Forest

0000

Deku Tree

05E0

Lost Woods / Hyrule Exit

0272

Link's House

00C1

Kokiri Shop

00C9

Know-it-all Brothers

011E

Lost Woods

00EE

Kokiri Forest

009C

House of Twins

0433

Mido's House

0437

Saria's House

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

01A9

Lost Woods

0169

Forest Temple

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

01A9

Lost Woods

0169

Forest Temple

Lake Hylia#

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

0189

Hyrule Field

01A5

Gerudo Valley

0010

Water Temple

027A

Hyrule Field

0043

Lakeside Laboratory

045F

Fishing Pond

0328

Zora's Domain

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

0189

Hyrule Field

01A5

Gerudo Valley

0010

Water Temple

027A

Hyrule Field

0043

Lakeside Laboratory

045F

Fishing Pond

0328

Zora's Domain

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#

Two torches were moved out of the water to be closer to the staircase, and the sign for the diving mini-game was moved, and its type was changed to a directional sign that can't be cut. These layout changes were made late since even screenshots from early October show these differences.

Sep. '98

Oct. '98

OoT-King_Zora's_Throne_Room_(NP_Strategy_Guide).png

Regular Setup

Stage 00

OoT-King_Zora's_Throne_Room_Regular_Setup.png
OoT-King_Zora's_Throne_Room_Credits_Setup.png

Regular Setup

Stage 00

OoT-King_Zora's_Throne_Room_Regular_Setup_2.png
OoT-King_Zora's_Throne_Room_Credits_Setup_2.png

Unloaded Actors#

xxx

Unloaded Objects#

Room 1 - ???

Number

Filename

ID

00A4

object_syokudai

Torch

012F

object_kanban

Square Sign

Exit Differences#

Setup 00

019D

Zora River

0225

Zora's Domain

0380

Zora Shop

0560

Lake Hylia

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

0199

Zora River

0028

Inside Jabu Jabu's Belly

01A1

Zora's Domain

0088

Ice Cavern

0371

Great Fairy's Fountain

Setup 05 - Jabu-Jabu Inhales (Unused)#

Watch on YouTube

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 point in l 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 setups 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 triggers, forcing Link to take out his Ocarina and displaying a musical staff when stepped on.

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

(Source: ZHQ.com (Toy Test playthrough account), Cendamos (reason for crash))

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. This was the old location for the Ice Cavern, as it shares the same exit ID as the Ice Cavern in the regular scene setups, which is 4. It's also visible on the early minimap.

Early Overworld Minimap

Final Overworld Minimap

OoT-Minimap-Zora's_Fountain.png

Setup 00

0199

Zora River

0028

Inside Jabu Jabu's Belly

01A1

Zora's Domain

0088

Ice Cavern

0371

Great Fairy's Fountain

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

Watch on YouTube

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. This was the old location for the Ice Cavern.

Setup 00

0199

Zora River

0028

Inside Jabu Jabu's Belly

01A1

Zora's Domain

0088

Ice Cavern

0371

Great Fairy'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

018D

Hyrule Field

0219

Lake Hylia

0130

Haunted Wasteland

0129

Gerudo Fortress

03A0

Carpenter's Tent

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 spill down the canyon. In Setups 04 and 05, 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

0219

Lake Hylia

0130

Haunted Wasteland

0129

Gerudo Fortress

03A0

Carpenter's Tent

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 Setups 04 and 05, the waypoints follow a straight line, with only a slight decline.

Normal Gameplay

Setups 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

018D

Hyrule Field

0219

Lake Hylia

0130

Haunted Wasteland

0129

Gerudo Fortress

03A0

Carpenter's Tent

Lost Woods#

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

0365

Haunted Wasteland

0082

Spirit Temple

03F0

Spirit Temple Silver Gauntlets Chest

03F4

Spirit Temple Mirror Shield Chest

0588

Great Fairy's Fountain

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

0365

Haunted Wasteland

0082

Spirit Temple

03F0

Spirit Temple Silver Gauntlets Chest

03F4

Spirit Temple Mirror Shield Chest

0588

Great Fairy's Fountain

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, something seen nowhere else in the game; 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

022D

Gerudo Valley

0486

Thieves' Hideout

048A

Thieves' Hideout

048E

Thieves' Hideout

0492

Thieves' Hideout

0496

Thieves' Hideout

049A

Thieves' Hideout

049E

Thieves' Hideout

04A2

Thieves' Hideout

04A6

Thieves' Hideout

04AA

Thieves' Hideout

04AE

Thieves' Hideout

04B2

Thieves' Hideout

0570

Thieves' Hideout

0008

Gerudo Training Grounds

0130

Haunted Wasteland

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

022D

Gerudo Valley

0486

Thieves' Hideout

048A

Thieves' Hideout

048E

Thieves' Hideout

0492

Thieves' Hideout

0496

Thieves' Hideout

049A

Thieves' Hideout

049E

Thieves' Hideout

04A2

Thieves' Hideout

04A6

Thieves' Hideout

04AA

Thieves' Hideout

04AE

Thieves' Hideout

04B2

Thieves' Hideout

0570

Thieves' Hideout

0008

Gerudo Training Grounds

0130

Haunted Wasteland

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#

Watch on YouTube

The player spawn at the entrance tothe 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

025A

Market - Child Day

007A

Castle Courtyard

0578

Great Fairy's Fountain

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

0191

Kakariko Village

014D

Goron City

0147

Death Mountain Crater

0004

Dondogo's Cavern

0315

Great Fairy's Fountain

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

0191

Kakariko Village

014D

Goron City

0147

Death Mountain Crater

0004

Dondogo's Cavern

0315

Great Fairy's Fountain

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

0191

Kakariko Village

014D

Goron City

0147

Death Mountain Crater

0004

Dondogo's Cavern

0315

Great Fairy's Fountain

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

0191

Kakariko Village

014D

Goron City

0147

Death Mountain Crater

0004

Dondogo's Cavern

0315

Great Fairy's Fountain

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

0191

Kakariko Village

014D

Goron City

0147

Death Mountain Crater

0004

Dondogo's Cavern

0315

Great Fairy's Fountain

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.

Watch on YouTube

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

0191

Kakariko Village

014D

Goron City

0147

Death Mountain Crater

0004

Dondogo's Cavern

0315

Great Fairy's Fountain

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

01BD

Death Mountain Trail

01C1

Goron City

0165

Fire Temple

04BE

Great Fairy's Fountain

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

01BD

Death Mountain Trail

01C1

Goron City

0165

Fire Temple

04BE

Great Fairy's Fountain

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 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

01B9

Death Mountain Trail

0246

Death Mountain Crater

037C

Goron Shop

04D6

Lost Woods

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

01B9

Death Mountain Trail

0246

Death Mountain Crater

037C

Goron Shop

04D6

Lost Woods

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

01F9

Hyrule Field

028A

Hyrule Field Southern Fence Jump

028E

Hyrule Field Western Fence Jump

0292

Hyrule Field Eastern Fence Jump

004F

Talon's House

02F9

Stables

05D0

Tower

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-colored 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)#

Watch on YouTube

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.