
1998 · Nintendo Entertainment Analysis & Development · action-adventure · Nintendo
26 sources · 45 facts · verified 4mo ago · how this was made
Why this one is in the canon, and how to start it well.
Every named code, glitch, and easter egg above traces back to one of these sources. SharkVault editorial AI is grounded in human-curated facts files; nothing on this page is invented.
The cheat-device scene exploded around it. GameShark codes for infinite health, magic, rupees, and all items let players skip the trading sequences (Biggoron’s Sword without the Prescription, anyone?) or enter dungeons out of order. Speedrunners and glitch hunters turned the Kokiri Forest exit into a laboratory: wrong-warping with Farore’s Wind, clipping through the Door of Time with a precisely angled jumpslash, using the infinite-sword-glitch to sequence-break the adult timeline. By 1999, the rumor mill was in overdrive — whispers of a hidden Triforce, a secret Sky Temple, Sheik as a selectable character — and while most were hoaxes, the hunt became part of OoT’s legacy. This was the game that taught a generation that 3D worlds could hide secrets in every corner, and that a well-placed Action Replay code could turn exploration into excavation.
Talk to everyone in Kokiri Forest before leaving. Saria gives you the Fairy Ocarina; the Know-It-All Brothers teach Z-targeting and shield mechanics. Skip the tutorial signs if you’ve played a 3D game before, but grab the free 5 rupees from the chest behind your house.
Buy the Deku Shield from the Kokiri Shop (40 rupees). Cut grass and smash pots in every house—Kokiri Forest has exactly enough rupees lying around to afford it. The shield is mandatory for the Deku Tree; wooden shields burn, so keep your distance from Fire Keera torches.
Master Z-targeting immediately. Hold Z to lock onto enemies and NPCs; this is the entire combat system. Deku Scrubs require shield deflection (hold R while Z-targeted, wait for the nut to bounce back). The game expects you to Z-target every enemy in the Deku Tree.
Light every torch you see with Deku Sticks. Unlit rooms often hide alcoves or chests. Sticks break after one swing in combat but last indefinitely as torches—carry the flame from one brazier to the next rather than wasting multiple sticks.
Map items to the C-buttons from the start. Pause-menu item swapping kills momentum; keep your shield, slingshot, and a Deku Stick mapped at all times. The game never explains C-button strategy—you build your own loadout.
Play Zelda’s Lullaby everywhere. Once Impa teaches you the song (after Hyrule Castle), play it in front of Gossip Stones, Triforce symbols, and suspicious walls. The game hides a third of its secrets behind Lullaby triggers that are never explained.
Keep the Weird Egg and every bottle. The Weird Egg (from Malon) starts a trading sequence; bottles are permanent inventory expansions. The Kakariko Village cucco-wrangling sidequest awards a bottle—do this before entering Dodongo’s Cavern.
Prioritize Skulltulas in child dungeons. The 100 Gold Skulltula reward chain gives the Giant’s Wallet at 30 tokens, which you’ll want before adult-Link money sinks (Great Fairy upgrades, Bombchu Bowling). Child Link can access roughly half the overworld tokens with just the boomerang and basic items; sweep Hyrule Field, Kakariko, and the first three dungeons before pulling the Master Sword.
Learn the Hyrulian Loach’s spawn conditions early. The fishing pond’s prize catch only appears under specific circumstances (adult Link, particular weather/time windows, bait positioning). The reward—a heart piece as child, the Golden Scale as adult—is minor, but the Loach teaches you the pond’s finicky collision detection, which matters for the Sinking Lure sidequest later.
Navi’s color-coding reveals vulnerability windows. Green targeting means standard sword damage; yellow indicates a puzzle element or environmental weakness (Deku Nuts, Hookshot, arrows). Enemies that flash yellow mid-combo often have a stun-extension window—two-handed jump slashes during that window deal critical damage and prevent retaliation.
Empty bottles are the game’s most versatile tool. Beyond potion storage, bottles catch fairies (auto-revive), store Poes (Big Poe sidequest), hold bugs (Skulltula bait), and—critically—let you carry blue fire from the Ice Cavern to unfreeze Red Ice barriers in Gerudo Training Grounds and Ganon’s Castle. Always carry at least one empty bottle into late-game dungeons.
The Sun’s Song is a panic button, not just a time-skip. Playing it in combat stuns ReDeads and Gibdos for the full song duration, letting you reposition or flee without burning Deku Nuts. It also freezes most overworld enemies momentarily—useful when swarmed by Peahats or Stalchildren at night.
Epona’s stamina recharges while not sprinting. Gallop in bursts across Hyrule Field rather than holding A continuously; the carrot meter refills in 2–3 seconds of normal canter. This matters for the Gerudo Archery minigame and Ingo’s race, both of which punish players who burn stamina early.
Bombchu Bowling’s Super Bomb prize requires a specific strategy. The center lane’s prize rotation is fixed but only cycles when you win that lane. If you need the Bomb Bag upgrade (prize #2 in rotation), you must win the center lane twice in a row—losing or playing side lanes resets nothing. The Bombchu physics are consistent; learn the center-lane timing in five attempts or fewer to avoid rupee drain.
The walls players actually hit, and the way through each.
Water Temple — Raising/Lowering Water Levels
The Dark Link mini-boss room sits at mid-level water, but players routinely miss the key under the floating platform in the central tower’s lowest water state. The block puzzle in the northwest requires you to push it from the top level (high water) so it drops through two floors when you drain the pool. If you’ve already lowered water without moving that block, you’ve locked yourself into tedious backtracking. The solution: return to the main tower, raise water to maximum, re-enter the northwest room from the third-floor doorway, push the block off the ledge, then drain. Hookshot the target above to confirm the block landed correctly. Nintendo acknowledged the confusion—the 3DS remake color-codes the water-level doors and adds Sheikah Stone hint movies cite.
Forest Temple — Twisted Hallway & Poe Sisters
The rotating-hallway room stumps players who don’t realize the solution is recursive—rotate the hall, climb the vines on the new wall, drop into the side alcove, then rotate again from that alcove’s switch to access the upper balcony. The fourth Poe Sister (Amy, blue cloak) spawns in the basement only after you’ve defeated the other three and rotated the main hall to its final alignment. If she won’t appear, return to the central staircase room and verify all torches are lit—unlit torches block progression flags in pre-Master Quest dungeon logic.
Gerudo Training Ground — Ice Arrow Room
The timed silver rupee gauntlet requires collecting all five rupees before the chest unlocks, but the final rupee sits on a high platform reachable only via Longshot from the spinning scythe column. Players with standard Hookshot can’t complete this room—you must obtain Longshot from the Water Temple first. The room’s design assumes post-Water-Temple inventory; attempting it earlier is a soft lock. Speedrunners use hover-boots and a bomb-boost to skip Longshot cite, but casual players should return after Longshot acquisition.
Shadow Temple — Invisible Platforms (Falling Spike Room)
The room after the spinning scythe corridor has invisible platforms over a pit. Equip Lens of Truth, but if magic runs dry mid-crossing, do not panic-roll—rolling off invisible platforms is the #1 death here. Walk diagonally toward the Hookshot target on the far wall; the platforms form a zigzag, not a straight line. Refill magic with green potions before entering (Kakariko Potion Shop sells them for 30 rupees).
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8111B9D6 05DC80114775 0001811E9440 0000811E9444 0000811E9448 00008111B819 0000D01C84B4 0000D01C84B5 00008011A672 00578011A5D7 00008111A66C 77778111A674 30FF8111A676 FFFF8011A650 000E8011A656 00148011A657 00008011A658 00008011A659 0000GameShark Labs · SharkVault Founding Membership
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