This is a sub-page of The Legend of Zelda: Ocarina of Time.
Miscellaneous Collision Oddities
Hyrule Field#
Gerudo Valley Entrance#
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Lon Lon Ranch#
Silo#
The silo building was a late addition to the ranch, evidenced by the lack of an exit to it in various cutscene setups. Its interior and exteriors don't quite match, with the interior having windows that aren't visible from outside. These may be represented by two brighter spots on the preview of the silo visible from Hyrule Field as it appeared in prerelease footage from 1998.
(Source: Xiartic)
Temple of Time Exterior#
The collision data includes several parts pointing to earlier versions of the background render. Most notable are the dirt paths leading to both sides and the trees in front of the Temple of Time.
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Forest Temple#
Room 01 - Entrance (1F)#
Forgotten Doorway Collision#
A section of the collision above the doorway to the Skulltula hallway is set to a wood surface. Using the Moon Jump code to hit it with the sword generates a wooden collision effect.
Treetop Collision Oddity#
There is a rectangular collision barrier atop the tree trunk where the treasure chest appears. It does not correlate to anything used in the final game.
Ice Cavern#
An interesting feature of this map is that it has several areas flagged to remove fall damage, explicitly in some places that have snow textures, perhaps to represent fluffy snow and the ability to reduce fall damage. However, there is nowhere on the map where Link can jump from a great height to take fall damage, making the feature completely useless.
Shadow Temple#
Bongo Bongo's Lair#
A lava flag collision is activated outside the map, which would be an early version of the Shadow Temple boss room entrance, although it's difficult to say if this was part of the mechanics for reaching the boss.
Thieves' Hideout#
Room 00 - Wooden Beam Room#
There are two instances where collision for the logs here is positioned outside of the room itself. This, along with the fact that this place contains a Gerudo guard that fails to spawn because it is placed outside the map boundaries, suggests that these aspects may be remnants from an older layout that underwent a redesign.
Spirit Temple#
Room 1#
There is a small piece of leftover collision right behind the wall to the left inside the passage that leads to room 2. The polygon type attributed to this piece is regularly used for the ground or walls.
Inside Ganon's Castle#
Room 0E - Fire Trial (Lava Room)#

This geometric shape, in which the collision with the wall is formed, is exactly the same geometry as the hidden entrance to the Deku Scrubs room with fairies (below the main room where the energy barrier is located.). The entrance is perfect for actor 01B6 of variable 0002. This indicates that there was a secret room in this room where the player had to use the Lens of Truth.
Out-of-Place Hookshot Collision
Shooting Gallery#
The top of the gate that leads from behind the counter to the target range can be targeted with the Hookshot. As this location is considered a building interior, it is not possible for Link to use items outside of the target practice game.
Goron City#
For some strange reason, they forgot the hookshot effect on the floor where the statue in Darunia's room is located, so it's possible to shoot with a hookshot and get pulled in.
Inside Jabu-Jabu's Belly#
Rooms 08 to 0C - Various (1F) & Room 02 - Pit Room (1F)#
The walls of the tentacle rooms, Dungeon Map room, and Boomerang room in Jabu-Jabu's Belly should be viable Hookshot targets. However, because the collision type used by Jabu-Jabu's walls contains an additional effect that cancels out this property, they are not.
In addition, were Adult Link capable of accessing the dungeon, and were it not for the effect mentioned above, he would be able to avoid the vortexes in the pit room where one first meets Ruto by aiming his Hookshot at the back wall.
Barinade's Lair#
The walls of Barinade's Lair suffer the same fate as the rooms described above.
Kakariko Graveyard#
Room 01 - Main Graveyard Area#
While it makes sense for the wooden fence to be targetable, the reason that the Hookshot can grab onto one polygon that makes up the stone contraption outside of Dampé's Shack is more unclear.
Fire Temple#
Volvagia's Lair#
The borders of Volvagia's island can be used as a Hookshot target, which may be a side effect of the fact that one can climb them.
Water Temple#
Room 0D - Dark Link Mini-Boss Room (3F)#
The bottom edge of each door to Dark Link's arena can be targeted with the Hookshot.
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Room 13 - Square Tektite Room (3F)#
This room once held two Hookshot targets. Now, only the collision remains.
Room 14 - Multilevel Corridor#
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This unused Hookshot target is to the left of a used one. The used target is part of a timed puzzle that requires the Longshot to get past a gate.
Facing another target in the same room above.
Shadow Temple#
Room 09 - Cavernous Room (B3)#
Despite not differing in appearance from the other gargoyle perches in this area, one of the wooden posts here can be used as a Hookshot target.
Spirit Temple#
Room 05 - Goddess Statue Room (2F)#
In an brave effort to subvert society's concept of programming as the domain of sexually-frustrated nerds packed into cubicles, an unnamed but heroic martyr cast his very professional reputation on the line to... ensure the goddess statue's nipples were Hookshot-able?
Gerudo's Training Ground#
Room 02 - Flame Wall Maze#
In this room, Link must avoid the proximity-activated flame walls and collect Silver Rupees in order to progress. In the top corner of the room is a wall out of which large stone boulders roll. It can be targeted with the Hookshot.
Ganon's Castle Exterior#
The side of the pillar next to the entrance to Ganon's Castle can be hookshotted. Because the castle wall itself lacks collision in this area, this allows players to walk through the seemingly solid stone and fall into the lava below when they reach the end of the ground collision.
Ganon's Tower#
Ganondorf's Lair#
Link can use the ceiling and stained glass windows of Ganondorf's tower room to Tarzan his way across the arena. The climbable walls of the central pillar are also target fodder, as is Ganondorf himself, when he has collapsed to the pillar's surface after finding himself on the business end of a strike from his own ball of lightning.
Inaccessible Epona Collision
There are several areas in Hyrule where Epona's object is loaded, although it's not possible to enter these areas with her in the final version of Ocarina of Time, like Ganon's Castle exterior, the Market, and Zora's River.
These areas still utilize collision polygons, colored in red, where Epona cannot walk further: on the staircase to the Temple of Time from the Market, the giant hole and the entrance to Ganon's Castle bridge, and the first fence of Zora's River.
Other locations with Epona-related collision make...much less sense.
Back Alley House (Man in Green)#
For some reason, the developers coated the entire collision mesh of this house so that Epona could never get close, which is quite strange.
Shooting Gallery#
A small polygon prevents Epona from entering.
Zelda's Courtyard#
There are mysterious Epona blocking flags in the water. Most likely, the developers were thinking that this area would also be accessible with Adult Link and Epona.
Sacred Forest Meadow#
It seems that Epona doesn't like walking in places with tall grass.
Zora's River#
In Zora's River, it's understandable that Epona might make a brief appearance during development. But it seems they forgot a remnant of a Block Epona on the fence.
Inside Jabu-Jabu's Belly#
A piece of collision polygon is present near the room before the boss.
Market (Ruins)#
The ruins of Hyrule Market contain a blocked path for Epona to the Temple of Time, remnants of when it was possible to ride Epona around the castle grounds.
Thieves' Hideout#
There are some Epona blocking collisions that don't make sense, they're all on the doors where the carpenters are trapped.
Ganon's Castle Exterior#
Apparently, it was already possible for Link to enter Ganon's Castle with Epona, but they forgot to remove this detail.

