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Fire Temple

See Volvagia for the boss fight in Fire Temple.


1/16 health for no heat timer

In rooms where a heat timer pops up if Link isn't wearing the Goron Tunic, the amount of time on the timer corresponds to Link's health when the room loads, with 1 second on the timer for each 8th of a heart. However, the game keeps track of Link's health in 16ths (see glitched health for more information), so if Link has exactly 1/16 of a heart, the heat timer will fail to pop up at all. This is useful for speedruns that skip the Goron Tunic but still need to spend time in heat timer rooms, such as Volvagia's.

Getting Link down to 1/16h can be tricky because the HUD only displays hearts in quarters. When Link is on fire, he takes 1/16h of damage every 8 frames until he's extinguished, which happens on its own after 1.25h have been dealt (on top of the initial hit). The 10 frame cycle of the hearts pulsing on the HUD can be used to time using the sword or running to extinguish the flames during the 8 frame window where Link has 1/16h but isn't yet dead, as shown in the video below. Note that flames aren't extinguished by walking slowly or crouching with shield.

There is also a longer tutorial with visual aids linked here.


──── Darunia / Lava Leap ────


The unloaded fire maze room is 2600 units above the boss door room, and the two are connected by a huge vertical shaft. Intended to be traversed downward by knocking down this huge pillar with the megaton hammer at the end of the dungeon, this shaft has a room transition trigger around 80% of the way up which, when touched, toggles which of the two rooms, upper or lower, is loaded. Touching that transition trigger while being launched upward from the boss door room makes it possible to enter the fire maze room while it’s loaded, meaning its doors are usable, allowing progress to the final couple of rooms before the megaton hammer, minutes faster than normal dungeon traversal would allow.

The zombie jump that accomplishes this is an extension of the hookshot jump. When a hookshot jump is activated with death, Link dies before he leaves the ground, and the player has no control during the jump. This is insufficient for reaching the room transition trigger, but with ledge cancel active, Link's death is delayed by one frame. Dying on the same frame Link leaves the ground allows the player to retain control until Link hits the ground again ([zombie walking]), so combining a hookshot jump (using the heat timer to die) with ledge cancel makes it possible to move Link just far enough to hit the room transition trigger as he ascends the dungeon while dead, then land up in the fire maze room to be revived by a fairy.

This video discusses the history and discovery of the trick. Different strategies for preparing and executing this trick are shown below.

Darunia Cutscene Skip

Discovered by MTA and Pedalpowerluigi

The Darunia Cutscene is activated when the camera faces Darunia's direction in that room. Timestop can be used to lock the camera in a way that the camera faces the opposite direction by holding target as you open the door. If done correctly, you can navigate to the small key without watching the cutscene. If your camera moves in a way that it loads Darunia, the cutscene will start immediately. It is possible to climb a ledge and hold target as the cutscene starts to skip the majority of the cutscene, as you regain control after a few text boxes. This can be useful if you want the bomb/fairy pots on the right side of the room (see second video).

It's especially fast to set this cutscene skip up with bomb timestop because you can run through the entrance room while waiting on the bomb. However, this can make it difficult to deal with the fire keese, and it may not always be ideal to take damage here if the heat timer is relevant.

Clearing the cutscene

As seen in the videos above, avoiding triggering the cutscene with timestop leaves Darunia in place, and re-entering the room normally still triggers the cutscene. For the cutscene to be cleared, the Darunia actor needs to successfully delete itself, which happens just after the sound of the boss door closing as long as Darunia is loaded. When watching the cutscene normally, this always happens, but if the cutscene is playing while you have control of Link after climbing a ledge during the cutscene as described above, then you need to keep Darunia loaded by keeping the camera facing roughly towards the boss door until it makes the closing sound.

In the video below, the cutscene is avoided with timestop, then triggered while Link is grabbing the hookshot target. Link then climbs the hookshot target during the cutscene, which causes it to give control back after a few seconds. Bottling a fairy brings up text boxes that clear the rest of the cutscene text, advancing it immediately to the ending animation of Darunia sliding through the door. The door is then kept on screen until the sound effect, at which point the cutscene is cleared, and re-entering the room doesn't trigger it.

Ledge cancel setup

Ledge cancel isn't too tough to time setupless, but it can also be done with this setup. Climb, dry roll, shield drop a bomb, backflip twice, hold up + shield + target.

Fire Temple zombie jump

Step 1: Entrance room prep

If you don't have the hover boots, begin by getting ISG off the nearby fire keese. Killing or at least shielding the keese afterwards can be helpful, but it's still possible for the other keese to be a nuisance. Next, get ledge cancel with a bomb and the platform by the stairs. You can tell you got ledge cancel successfully by how the camera acts when Link moves around, but it's easy to be certain you got it if you press target and the camera fails to center behind Link. Last, if you're doing a setup that uses [Return A] to traverse the boss door room in first person, use another bomb for that.

Step 2: Getting to the hookshot target

  • If you have hover boots, run/roll to the big platform, then (backwalk + backflip) or (roll + sidehop jumpslash) to the hookshot target platform
  • If you don't have hover boots, sidehop hover to the small platform, backflip or sidehop to the big platform, and then hookshot to the target; make sure to hold away from the hookshot target when Link reaches it to prevent him from grabbing it and losing ledge cancel

These options are both trickier than they sound if you have ledge cancel without using Return A to make the camera follow Link normally, or if you're moving in first person. With ledge cancel, all inputs remain relative to the initial camera angle when you entered the room, then switch to be relative to the camera angle when Link reaches the hookshot target. The camera can shift erratically, but trying to move the same way and target at the same points every time make the camera more consistent.

Step 3: Zombie jump


──── Floor 1 ────


Weirdshot to boss key

Getting the boss key early is trivial with a weirdshot. Savewarp to leave, or use the method below to hit the switch using Hammer + Giant's Knife.

Hit switch with Giant's Knife

Clip through Hammer Blocks

It is possible in the first room to clip through the hammer blocks off to the right. This can be done with several methods that are explained on the clipping page. Almost all of the time, this is done with a jumpslash clip. This is banned in Glitchless.

With a Jumpslash

Discovered by Jbop

You can simply jumpslash clip through the blocks with the correct angle and position. An easy setup is shown in the video below.

With an explosive

Get into the left corner of the door and blocks and align the B button with some of the chains on the door (see video for exact position). Pivot 180 degrees and drop a bomb (some kind of chu set up would work as well). Pivot back and push forward until the bomb hits you and you are boosted forward. On this frame hold up-left on the joystick to clip through the blocks.

First Gold Skulltula without Song of Time

The block is not actually blocking the door, so it is possible, in the left side of the main room, to get up to the ledge without using the Song of Time to move the block. You can perform an angled jump and hold toward the ledge in mid-air to grab the ledge. Alternatively, you can hover up the platform, or you can do a megaflip from the platform that boosts upward into the air.

Jump to boss door

It's possible to jump from the lower left platform to the boss door platform because of [remote wall interaction]. For the jump to work, Link needs to be in the corner, right up against the wall that the boss door is on. See video for details; jump shown at 2:17.


──── Upper Floors ────


Green room skip

Discovered by Kazooie and Librari

This trick allows you to skip from the "green room", with the pushable block and crystal switch, directly to the switch that opens the Goron gate in the same room. This bypasses going up to the boulder maze, getting 2 keys, and ascending to the upper portion of the maze before going back down to the Goron.

There are several methods. The most common one, shown first, uses damage from a bomb. There are also methods that use bombchus and methods that avoid taking damage (using roll invincibility), for routes that are on low health.

with Bomb damage

This strat relies on jumping from a specific part of the floor with the torch slug (very lenient, shown in image below video). Once you grab the ledge, face directly upward (usually an ESS turn) and pull a bomb. Get into the corner and release everything before the bomb explodes. Hold left after the bomb explodes to move towards the inbounds area. You can also hold target while holding left.

If you fail the strat, you can get the angle again without jumping back to the ledge. See the backup video linked here.

If you miss the target room, you can attempt to steer yourself to some out of bounds collision and jump into the void to get back to the green room. See this video for a reference.

Fire Temple Green Room Jump cue

with Bombchu damage

  1. Jump to crystal switch ledge
  2. Get ISG (off the torch slug behind you)
  3. Stand in corner
  4. Target block
  5. 2ess left
  6. Pull chu and place it with A
  7. Start holding left while placing the chu

with Bomb (no damage)

with Bombchu (no damage)

Green room block jump

In Glitchless, clipping is banned so the above strat is not allowed. You can still skip pushing the block through the green room, however, by jumping to it with a bomb push. The tutorial below demonstrates this, with a non-initial backup linked here (although, the position for climbing the ledge is not precise and can be eyeballed).

Skip through Fire Maze Room

It is possible in the large fire maze room to get through the fire walls, which skips needing to use a key to go through the middle room. There are several ways to do this:

Superslide / HESS

If you superslide or HESS roughly perpendicular to the fire walls, you have enough speed to get through them. When going from the pit to the big flame wall to bypass it with damage invincibility, HESSing is around 2-3 seconds faster than supersliding, mostly because a bomb can be pulled during the HESS but not during a superslide. It's also more feasible to HESS off of a bomb thrown from the pit before climbing out than it is to superslide off of one, and a 2-bomb superslide uses one more bomb than a HESS does.

The only upsides to supersliding are that some may find it easier and that after failing a HESS or superslide once, it's easier to avoid the rolling boulders retrying with a superslide than with a HESS.

HESS
Superslide

The angle for the superslide isn't precise, but climbing the wall for facing angle 0x4000 and then doing 2x ESS right to 0x31f0 is a reliable setup.

Original video

Roll or backwalk

This is the easiest method. Simply roll or backwalk along the wall. This can be eyeballed, but the video also shows cues for where to start moving to avoid getting knocked down. When going from the pit to the big flame wall to bypass it with damage invincibility, this method is around 5-6 seconds slower than HESSing.

Sidehop

A sidehop from a good position along the wall can get Link through the fire. Sidehops make it harder to avoid getting knocked down than using rolls or backwalks does, but it is still possible.

Original video

Flare Dancer miniboss

To defeat flare dancer, first jumpslash to store jumpslash damage on your power crouch stab. When the flare dancer jumps out of the center and starts spinning, hookshot it out and then crouch stab. Repeat this twice more (if using Master Sword) to finish the fight.

There are several important things to know about the fight:

  • As demonstrated in the video below, the direction flare dancer is facing when you hookshot it on one cycle determines the direction it'll pop out of the center on the next cycle - it will pop out in the opposite direction. On the first cycle, it always appears first on the right side.
  • If available, the hammer can be used in place of the hookshot to make flare dancer vulnerable.
  • Attacking flare dancer while standing right in front of it causes it to begin the next cycle earlier.
  • When flare dancer explodes at the end of the fight, the explosion deals 7/8 of a heart of damage, an unusual amount (see glitched health for more information). This is very important to know when damaging down in preparation for 1/16 health.
  • If you climb onto the middle platform just after the flare dancer explodes, Link can begin riding the elevator up during the cutscene of the door opening, saving time over starting the ride after the cutscene. However, climbing in the very corner of the platform can cause Link to get crushed when entering the shaft; this has also been seen away from the corner, but for unknown reasons. Climbing near the center of the platform's edge is also risky because Link can get pushed by the fire wall's collider and climb through the platform instead of onto it, making the elevator rise without him. The safest option is to climb between the middle of an edge of the platform and the corner.

Damageless fall from Hammer chest

If you need to jump down to the Song of Time block room, but you don't have more than 1 heart to survive the fall, you can do this strat with a hammer jumpslash to avoid taking damage.


──── Boss Key Skips ────


Boss key skip from Song of Time block

These all utilize a ledge clip.

with position from Hammer chest

Requires a good diagonal notch. If you target after the hammer text box and sidehop right instead of turning, targeting the chest, and sidehopping left as the video shows, then you stand a better chance of avoiding the fire keese if it's coming for you.

Non-initial setups

Note: if you are trying to back up the ledge clip because you failed the clip and grabbed the ledge normally, there are faster setups shown in the next section.

  1. Target the wall in the corner to the right of the SoT block
  2. Crouch stab twice
  3. Shielded horizontal slash
  4. Backflip
  5. Sidehop left four times
  6. Ledge clip upon landing; with this setup, the ledge clip only works with a pause buffer
  7. Continue holding target after ledge clip, release ledge and hold down to the loading zone
    • If you accidentally release target, you can hold up-right after releasing the ledge

Alternatively:

  1. Target wall in the corner left of the SoT block
  2. 3 sidehops left
  3. Neutral roll and untarget for angle
  4. Sidehop left
  5. Neutral roll and ledge clip; with this setup, the ledge clip is possible unbuffered
  6. Continue holding target after ledge clip, release ledge and hold down to the loading zone
    • If you accidentally release target, you can hold up-right after releasing the ledge

Backup from ledge

Note the important untargeted ESS up input after the two dry rolls, if doing the trick unbuffered.

Boss key skip from Hammer chest room

Discovered by Exodus

HESS clip

The fastest method uses a HESS with the correct angle.

  1. Target wall shown for angle 0x8000
  2. HESS with ESS right
  3. Get in corner without changing angle
  4. When in corner, release target
  5. After clipping, continue holding ESS right
  6. Jumpslash + hold up when all collision disappears off top of screen (lenient)

If you fail by jumpslashing too early, you may land in the unloaded fire maze room. From here, you can do the ledge clip boss key skip from the fire maze room.

Hammer Recoil clip

A bit easier than the HESS but slower. This can also be done a bit faster with an initial setup from the Hammer chest, shown in this video.

  1. Target wall shown for angle 0x8000
  2. Backroll (backflip then neutral roll OR roll while ESS down) and untarget for angle
  3. 2ess left
  4. Backwalk into corner
  5. Hold right and swing hammer
  6. Equip hovers on frame shown (first frame Link holds Hammer over head after hitting wall)
  7. Hold target + right until hovers run out
  8. When Link starts falling, jumpslash with either hammer or sword and hold up

Mostly obsolete methods

Superslide Clip

  1. Get into the corner at the end of the channel and align the top left of the handle of the sword icon with the edge of the wall.
  2. Do a superslide and immediately hold right on the control stick.
  3. As soon as you clip, let go of R and continue holding right.
  4. When the cage where the trapped goron would be is in the center of your screen (you have a lot of frames for this), jumpslash and hold forward on the control stick.

Mega Sidehop Clip (Bombs)

  1. Get in the corner and align as shown.
  2. Do two rolls without pressing on the control stick and sidehop left.
  3. Shield drop a bomb and backflip
  4. Roll immediately before it explodes and sidehop right.
  5. Continue holding right then jumpslash and hold up when the room is in the center of your screen

Mega Sidehop Clip (Bombchus)

  1. Roll 3 times
  2. Sidehop to the left
  3. Roll
  4. Backflip and as you touch the ground let go of z, then hold it again.
  5. Pull out a chu and wait till the 9th flash
  6. Shield it and advance 5 frames
  7. Roll, hold right and press a on the frame link stands up from being hit
  8. Continue holding right while you're oob until the room is halfway up your screen. At this point, do a jumpslash.

Boss key skip from fire maze

Ledge clip method

discovered by zfg

Ledge clip in the corner shown, then target, drop, jumpslash, and hold up to reach the load zone quickly.

It can be done when the room is unloaded as well, for example as a backup for a Hammer room BK skip, as demonstrated here.

Hover method (obsolete)

Discovered by Acryte, MrGrunz

On the right side of the room, climb to the top of the ledge near the hookshot tower. Get ISG and carefully hover down the long passage using bombs and bombchus. Who you reach the room Darunia was in, hover backwards until you are above the boss door. Then backflip into the Boss Door loading zone.

Boss key skip from Darunia room


──── Wrong Warps ────


Watch out! This section is currently under construction!