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Habreno

Twilight Princess Tidbits

Jan 21st, 2016
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  1. Note: All of these are given for the Wii version. Gamecube will have to flip East/West and Left/Right in most cases.
  2.  
  3.  
  4. Individual Room Strategies:
  5.  
  6. Overworld:
  7.  
  8. Ordon Village, Cat Warp:
  9. Around to back side of house, fish from behind house (right of the dock) angled towards the dock.
  10. Catch first fish (cat should warm up to you), swim across to angle directly across the stream.
  11. Climb up on corner closest to waterwheel, turn around and fish. Cat should notice you, fish should come from upper-right area of screen.
  12. Cat should be behind you when you pull the fish out and take it to Sera's Shop.
  13. Faster by a few seconds if done decently fast; depends on the fish cooperating for the most part. The cat is very likely to notice you, but it isn't completely guaranteed.
  14.  
  15.  
  16. Dungeons:
  17.  
  18. Forest Temple: Deku Like Room, for PoH chest:
  19. Throw the Bombling into the wall, then immediately roll into the wall such that you jump off the upper ledge with very little speed.
  20. Too much speed you grab the far ledge.
  21. Too little speed you turn around and grab the near ledge.
  22. Bombling will land in Deku Like, starting CS.
  23. Since Link falls where Deku Like is, but Deku Like is busy (bombling), Link is not eaten but falls into room.
  24.  
  25. Goron Mines: Outdoor Drawbridge Room, from Rotating Platform Room to Room before Boss Room:
  26. Snipe four archers to your left, snipe archer to your right, snipe Beamos. Move to your left a bit, snipe archer to your immediate right.
  27. If you miss the Beamos, shoot it when you get closer.
  28. Roll to and pull Beamos, around and climb ramp. Snipe archer to your left, snipe barrel between archers in front of you.
  29. Pick up arrow drop from pot, around to switch, Iron Boots to activate switch.
  30. Skip CS, board Magnet Crane, Drawbridge Skip via Jumpslash off Magnet crane, through door.
  31.  
  32. Lakebed Temple: Double Cog Room, from Boss Key Grove to Central Room:
  33. From entrance, quick clawshot far target on left, drop immediately, land on stalagmite. Move to forward edge of stalagmite.
  34. You can still make the quick cycle if you take the second target on the first wheel, but you'll have to drop and jumpslash to have the time to move into position.
  35. Clawshot target on next wheel (anticipate max range), drop and jumpslash immediately to land on the stalagmite.
  36. TAS-like precision would have to wait a few frames (otherwise you'd be too far forward and miss the stalagmite)
  37. Clawshot vines, climb and through door.
  38. This skips half a rotation of the wheels, as otherwise you'll have to wait to get around to the stalagmite on the other side.
  39. You may be interrupted by keese on the second stalagmite but by then you're out of the difficult part.
  40.  
  41. Arbiter's Grounds: Spike Maze Room:
  42. Left, up two, right two, up to pull chain.
  43. Pull chain as wolf, jump attack at angle over spikes. You'll either get hit by spikes and pushed over or clear the spikes completely.
  44. Wolf through second half of room as normal.
  45.  
  46. Temple of Time: Scales Room, from Traps Room to Boss Key Room:
  47. Dominion Rod main statue after CS, pull close to first scale, drop control.
  48. Board first statue, throw mini statue onto second scale. Dominion Rod main statue, bring main statue onto first scale as Link crosses onto second scale, drop control.
  49. Throw mini statue onto first scale, climb to platform. Clawshot up to top of bell, spinner to upper ledge, transform Wolf.
  50. Kill Poe, get Soul, enter boss key room.
  51.  
  52. Temple of Time: Scales Room, getting the main statue across:
  53. Board first scale, balance scales with mini statue. Cross to second scale while bringing main statue to first scale.
  54. Bring main statute across to second scale, drop control. Pull two statues off ledge, throw them down onto second scale.
  55. Throw four mini statues onto first scale, climb off second scale, bring main statue to bell.
  56.  
  57.  
  58. Various Observations:
  59.  
  60. Gor Coron (Sumo to enter Goron Mines) favors Grab attacks.
  61.  
  62.  
  63. Mailman Triggers:
  64. Notes:
  65. These skips are for Wii 1.0, as Wii 1.0 mailman triggers are different compared to all other versions (other Wii versions and all GC versions)
  66. GC may be able to use some of these via Gale Boomerang Long Jump attacks, but trigger sizes were increased.
  67. Some of these are "unused" in runs, but still important to know. They are marked with an *. These triggers are also less likely to have been thoroughly tested.
  68. Jump Attacks are required for most of these skips. Jump attacks can be done as Human or as Wolf, while dashing. If a trigger is not evaded, it must be jump attacked over.
  69.  
  70. Hyrule Field South: Near Kakariko Gorge: First Mailman:
  71. Multiple triggers, not evadable.
  72. Hyrule Field South to Kakariko Gorge, from Golden Bug #2
  73. Hug North wall, slightly before point where wall turns right, face South and jump attack over first trigger. Stay close to wall (DO NOT HUG IT) for 3 to 4 rolls, jump attack over second trigger. Clear to Twilight.
  74. If you hug the wall, you'll actually hit one of the mailman triggers.
  75. *Hyrule Field South to Kakariko Gorge, from PoH in tree
  76. Triggers are more spread out here. Rolling towards the Twilight, there's a patch of grass slightly before the small ledge to your right curves out to the right. Jump attack around here over first trigger. Roll to similar point as above and jump attack second trigger.
  77. Hyrule Field South to Kakariko Gorge, from Faron Woods
  78. Untested (would be considered in Any%)
  79. Kakariko Gorge to Hyrule Field South
  80. Untested, as you are on Epona and thus the trigger is not skippable. You hit this trigger if you skip the trigger the first time, when entering the Twilight; spur accordingly.
  81.  
  82. Hyrule Field South: Near Kakariko Gorge: After First Mailman:
  83. Multiple triggers, evadable. Hug South wall.
  84. Kakriko Gorge to Hyrule Field South, going for Poe
  85. Hug South wall until it starts to turn left. Turn left and dash straight towards Poe; triggers will be to your left and you will be around them.
  86. *Hyrule Field South to Kakariko Gorge, from Faron Woods
  87. Hug South wall.
  88.  
  89. Hyrule Field South: Near Lanayru Gate
  90. Multiple triggers, evadable. Hug North wall.
  91. Hyrule Field South to Lanayru Province, from Poe
  92. Dash towards grass ring to the North, aiming slightly right of it. When you get to it, slowly curve until you start hugging the wall; hug the wall through the gate and around the triggers.
  93. *Hyrule Field South to Lanayru Province, from Faron Woods
  94. Untested
  95. *Lanayru Province to Hyrule Field South
  96. Hug North wall exiting the gate.
  97.  
  98. Kakariko Gorge:
  99. One trigger, evadable. Exists on the Kakariko Village side of the bridge.
  100. Thinking this trigger is a box based on testing, but its size and position have not been deterministically identified.
  101. Hug the fence (either side) to go around the trigger. It is possible to evade this trigger while on Epona.
  102.  
  103. Hyrule Field West:
  104. Six (!!) triggers in this area.
  105. All triggers in this area are deactivated during Springwater Run.
  106. Near Entrance to Kakariko Village.
  107. *Exiting Kakariko Village, trigger across the ground prior to the rocks leading to the PoH chest.
  108. Shortly after the stone bridge starts. This trigger DOES extend up onto the rocks to your left.
  109. On Wii 1.0, this trigger is NOT deactivated by climbing the vines to the PoH chest.
  110. *Towards Kakariko Village, prior to rock bridge
  111. Untested (arc around the area). Of important note, not deactivated when you enter Hyrule Field West from Kakariko Village.
  112. It's not that far out from where the stone bridge connects to the main path; it's a relatively small arc (compared to some of the others here)
  113. Near Entrance to Castle Town
  114. *Exiting Castle Town, on bridge.
  115. Untested. Appears to be on the first board in the bridge.
  116. Deactivated while the Goron is on the bridge, unknown (but unlikely) to exist prior to the bridge's creation.
  117. *Towards Castle Town, prior to bridge.
  118. Untested (arc around the area). Of important note, not deactivated when you enter Hyrule Field West from Castle Town.
  119. Inactive prior to entering Lanayru Twilight
  120. Near Kakariko Village Bypass (path connecting Kakariko Village and Hyrule Field West)
  121. *Entrance to Field from path connecting Kakariko Gorge and Hyrule Field West.
  122. Untested. Appears to be in the center of the bridge.
  123. *Towards Bypass
  124. Untested (arc around the area). Of important note, not deactivated when you enter Hyrule Field West from the Bypass
  125.  
  126. Bridge of Eldin:
  127. Two triggers:
  128. South End Trigger:
  129. From Center: One full pattern and two-thirds of the second full pattern after the crack.
  130. *From South end of bridge: Two full patterns prior to crack. Extrapolated based on other triggers in the area.
  131. North End Trigger:
  132. From Center: Three full patterns past crack.
  133. From North end of bridge: Three and one-third full pattern prior to crack.
  134. Note: Both triggers are inactive until AFTER the bridge piece is warped back.
  135.  
  136. Hyrule Field North:
  137. Multiple triggers. Area can be routed in a way to get around all triggers.
  138. Known Trigger: In line with Tree that has the Golden Bug on it.
  139. Other triggers in this area have not been deterministically identified.
  140.  
  141. Castle Town Field:
  142. One trigger, on bridge entering Castle Town:
  143. Entering Castle Town: Just before fourth pillar on bridge.
  144. *Exiting Castle Town: Just before fifth to last pillar on bridge.
  145.  
  146. *Great Bridge of Hylia:
  147. Two triggers on bridge:
  148. North Trigger (closer to Flight by Fowl):
  149. From North end of bridge: Just before second broken parapet.
  150. From Center: Far edge of second to last broken parapet. Parapet in question is second small broken parapet.
  151. South Trigger (closer to Tree Stump):
  152. From South end of bridge: Edge of second broken parapet.
  153. From Center: Edge of second to last broken parapet.
  154.  
  155.  
  156. Important Information:
  157.  
  158. If you speak with Telma instead of simply showing her Renaldo's Letter, but haven't triggered the cutscene inside Telma's Bar, you temporarily mess up part of the game's memory concerning Jovani's Bottle. I haven't yet figured out why this happens, but saving and resetting fixes it. Take the following route from Telma's Bar (handing in Renaldo's Letter) to Doctor (handing in Invoice):
  159. -- Hand in Renaldo's Letter {obtain Invoice, automatically equipped}
  160. -- Save and reset {Link is now outside Castle Town, on the East bridge}
  161. -- Roll through CT Center Square to Doctor
  162. -- Hand in Invoice, resume route.
  163. If you don't save and reset, what will happen is Jovani will have his CS where he regains some movement, then will ask you to obtain the remaining poes. The middle part of the event (where Jovani gives you the bottle) is skipped over, rendering the bottle Lost Forever (and your run is dead as a result). Even going back after obtaining all the poes will not get the Bottle, only the infinite rupees.
  164.  
  165.  
  166. Other Tidbits:
  167.  
  168. If you blow up the rocks blocking the path to the Lanayru Twilight, and Epona is not on that side of the Bridge of Eldin, Epona is warped to the edge of the broken bridge, such that you may ride Epona to the Lanayru Twilight.
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