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This category beats the game as fast as possible, without restriction. The current fastest route performs a credits warp using LightNode SRM in Kokiri Forest.


This is a relatively easy, popular route for new runners (see Getting Started), and takes around 5 minutes to complete. It may look like a lot, but most of this route is describing specific rupees and small details; as the run is less than 5 minutes long you will easily learn and remember all the basic steps.

There is a video tutorial in the Appendix, and it is also helpful to watch a run on the leaderboard for clarity (be sure to filter by Platform to ensure they use the same route as your platform).

As usual, if you are new to Ocarina of Time, reading the following pages first is highly recommended to help you learn the game:

Important notes on versions:

  • This route is possible on most platforms, but must be done on the Japanese version, because of the filenames required (English routes differ a lot, and are not very popular).
  • Each platform requires a different filename (or set of filenames) for the credits warp to occur. See Appendix § Filenames for the list.
  • If you are on the Nintendo Switch, Switch 2, or GameCube disc versions, you will need to do slightly different heap manipulations; see Appendix § Nintendo Switch versions and Appendix § GameCube versions.
  • For Nintendo 64 versions 1.0 and 1.1, the ending of the run uses a different loading zone (indicated in route).

Rupee counts are notated as [r] where relevant. See Common Terms and Abbreviations.


Start with correct filename(s), see Appendix § Filenames.

Sword

  • Backflip off Link's balcony
  • Collect green rupees in grass before ramp [2r]
  • Backwalk up ramp to crawlspace
  • In boulder maze, collect green rupees in grass [4r]
  • Sidehop left for alcove blue rupee [9r]
  • Open sword chest
  • Equip sword

Rupees

Rupee count notation here will assume the optimal RNG rupees. You can reduce the (somewhat rare, ~14% chance) RNG requirement by getting 5 fewer rupees from the grass patches, so simply subtract 5 rupees from the rupee counts listed here. Depending heavily on specific RNG, the optimal rupee route usually saves around 5 seconds.

For the standard heap setup (required for the Lightnode SRM to work), we need to collect all permanent rupees in the main Kokiri Forest area.

  • Collect alcove blue rupee near crawlspace [14r]
  • Slash single grass next to the blue rupee, for a 50% rupee chance [14/15r]
  • Go back through the crawlspace to Kokiri village
  • Turn around, backflip, sidehop left, backflip for air rupees [21/22r]
  • Slash grass patches here until 28 rupees [28r]
    • Alternatively, go to 23 rupees as mentioned previously and get the second stepping stones rupee later (noted later)
    • Each patch can drop 1 green rupee or 3 green rupees (or no rupees)
  • Slash behind the sign in the corner of the fences for blue rupee [33r]
  • Bridge clip for blue rupee [38r]
  • Blue rupee behind Mido's house [43r]
  • Two grass green rupees heading towards the Shop [45r]
  • Stepping stones (blue rupee) to the shop [50r]
  • Enter Kokiri Shop
    • Alternatively, if you didn't get 28 rupees during grass patches earlier (i.e. you have less than 50 now):
      • Go to the right instead of into the shop, towards House of Twins
      • Jump over green stepping stone islands for another blue rupee, then enter shop
  • Collect the blue rupee behind the shopkeeper to the right [55r]
  • Buy a Deku Shield, then buy 5 Deku Nuts [0r]
  • Equip shield and Deku Nuts then leave the shop

Return A / Walking While Talking

  • Sidehop onto the green stepping stone on the way to Mido
    • This is required for the heap setup, you must touch the top of this platform on the way to and from Mido
    • This clears the WonderItem actor that gives the blue rupee on the stepping stones
  • Talk to Mido to move him, go down hallway to load Deku Babas
  • [Return A] off Deku Baba
  • Movement with Return A back to the sword crawlspace
    • It is important that you do not go into the water or fall off any ledge while doing this movement, as it will cancel the Return A state.
    • It is a good idea to use a video for reference particularly here, as with the rest of the run.
  • Walking While Talking from the crawlspace
  • Target the sign and press C-up to clear all the sign's textboxes
    • In this state, you must hold the target button even if you use Switch targeting
  • Move to the fence with Link perpendicular to the sign![Kokiri SRM WWT fence backflip cue](/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsiZGF0YSI6MzkyLCJwdXIiOiJibG9iX2lkIn19--c047119e59761187b2a278edd885040b7a323fc3/Screenshot%202026-07-27%2016-28-48.png)
  • Pause buffer a backflip (and stop holding target) over the fence next to the sign
    • This must be pause buffered, otherwise the game will softlock.
  • Sidehop left down the ramp
  • Sideroll after a left sidehop to change Link's angle
  • Position near the Mido house rocks (image)
  • Diagonal slash (hold right for the slash), immediately pick up the rock to start SRM![Kokiri SRM rock slash cue](/rails/active_storage/blobs/redirect/eyJfcmFpbHMiOnsiZGF0YSI6MzkzLCJwdXIiOiJibG9iX2lkIn19--bdd22ac3849fd120d940e80d3381e4a7da25f9b9/OoT%20Kokiri%20SRM%20rock%20slash%20cue.png)

Stale Reference Manipulation (SRM)

This section requires some specific movement while being unable to see Link. The most common way people do this is by counting beats of the Kokiri Forest music, either using the music itself or a metronome set to 145 bpm which mimics the beat of the music (this is quite common especially if you don't have a good enough feel for rhythm). You can use any metronome tool available online and set it to 145 bpm (if there is an option, set it to count "quarter notes"), then count the number of "ticks" it makes for the movement below. Practice this section a lot, it is somewhat tricky to figure out at first.

  • Start holding Right after picking up the rock.
  • For 1 beat, switch to holding Down so you aren't going towards the water, then back to holding Right.
  • After Link goes off-screen, continue holding Right for 9 beats
  • Upright until you see the HUD (buttons at the top) flash
  • Up for 1 beat
  • Upright until HUD flashes again
  • Right for 3 beats
  • Upright for 11 beats
  • Upleft until the camera returns to Link

You should now see Link, with a normal camera, and he should be holding an invisible "item" above his head, instead of the rock. At this point the rest of the trick involves setting up a specific angle to execute the [Lightnode SRM] with the filename. The angle depends on what version you're playing on: the fastest works for Wii VC, Wii U VC, and Nintendo 64 1.2. You will want to use the [Practice ROM] and set up a memory hexadecimal watch for Link's facing angle (as well as the camera angle, probably) so that you can check your angle while practicing. Having the wrong angle for this trick will most likely crash the game when you cross the loading zone.

  • Cross back to the other side of the load trigger in the hallway to unload the Deku Babas
  • Use a setup to get the correct angle, which can be found in Appendix § Angle Setups:
    • Wii VC/ Wii U / N64 1.2 / Switch / Switch 2: 0xACA0
    • N64 1.1: 0xA7B0
    • N64 1.0: 0xA5F0
    • GameCube disc: 0xB5BF
  • Drop the item using R to shield, then enter the correct loading zone:
    • Wii VC / Wii U / N64 1.2 / Switch / Switch 2 / GameCube: simply roll back over the load trigger towards the Babas / the Deku Tree (if using N64 filename 3a, WALK, do NOT roll)
    • N64 1.1 or 1.0: enter the House of Twins (the closest house to you in Kokiri, across from the shop)

──── Appendix ────


Filenames

Before the run, you must set up the filename or filenames according to which version you are playing on. To convert the hexadecimal strings into filename characters, use the OoT/MM filename previewer by Lemon, to make sure you are on the right pages for each character. Be sure to read the notes on that site.

If only one filename is listed, that is the filename you must perform the run on, and no other filenames matter.

Wii VC

  • Filename: 803743BF C011AC86 → ラんぐUVくBヲ

Wii U VC

  • Filename: 8011AC81 800346C7 → ラくBリラ3ざc

Nintendo 64

1.2 Cartridge (Rev B) - fastest N64 version

Complete the run using File 1, but set all filenames to these values:

  • Filename 1: A8001494 803AB504 → ぺ0さゲラぅK4
  • Filename 2: 10000513 A9B6472B → き05こポLじめ
  • Filename 3a (if not rolling through final loading zone): 03E40008 ABBDB659 → 3ー08ASLぽ
  • Filename 3b (if rolling through final loading zone): 03E40008 ABBDB671 → 3ー08ASLネ

1.1 Cartridge (Rev A)

Complete the run using File 1, but set all filenames to these values:

  • Filename 1: A8001494 801E2208 - ぺ0さゲラなの8
  • Filename 2: 10000513 34D8D8D8 - き05ころttt
  • Filename 3: 03EA0008 A3B8C85B - 3.08ベNdイ

1.0 Cartridge

Complete the run using File 1, but set all filenames to these values:

  • Filename 1: A8001494 801E2048 - ぺ0さゲラぅBボ
  • Filename 2: 10000513 34D8D8D8 - き05ころttt
  • Filename 3: 03EA0008 A3B8C85B - 3.08ベNdイ

Nintendo Switch & Switch 2

  • Filename: 8011AC81 800346C7 - ラくBリラ3ざc

GameCube versions

Vanilla on MQ disc

WIP

Collector's Edition disc

WIP

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Angle Setups

Most versions (0xACA0)

Nintendo 64 1.0 (0xA5F0)

Nintendo 64 1.1 (0xA7B0)

GameCube versions

WIP

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Common Issues

Loading Baba hallway more than once

If you load the Deku Baba hallway more than once, the trick will not work. If you fail Return A, you need to keep the Deku Babas loaded and not cross the loading zone in the middle of the hallway again. If you do cross this loading zone again, you can re-enter the Kokiri Shop and try again.

Nintendo Switch heap setup

WIP

GameCube heap setup

WIP

Video Tutorial

A mostly up-to-date tutorial by KeganCG is here, covering the main heap setup (not for Switch/Switch 2/GameCube).

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