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Detailed Explanation of New Hookshot Glitch [MM3D]

Aug 25th, 2016
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  1. The Hookshot in Majora's Mask 3D gains weird properties once it's used while first person glitch is active. By holding L-target while in first person glitch, you can use the Hookshot without deactivating the glitch (going into first person or getting hurt/knockback deactivates first person glitch). The Hookshot gains the new property of being able to constantly extend from its original position. Meaning you can fire the Hookshot at a wall and then fire it again and it will use the last position of the Hookshot e.g. hitting the wall and add another Hookshot chain distance to that; meaning it goes through the wall!
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  3. You can also fire it towards a very far target and keep firing until the Hookshot has extended far enough that it actually hits the target (some applications are firing at chests through a wall, essentially replacing Weirdshot from the original Majora's Mask, and climbing Stone Tower by just using the Hookshot to hit the target at the top).
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  5. That's not all however, there is a difference between the type of things you Hookshot; objects and actors. Objects are stuff that are loaded in with the collision data and textures of the area (crates, chests, Hookshot targets, trees in Ikana, etc.); actors are an addition to the area (torches, enemies, etc.). While using the extended Hookshot you can only hit objects, however canceling the glitch allows you to Hookshot actors and still retain the extended Hookshot properties.
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  7. By releasing L at the same time you Hookshot something, you will have cancelled the glitch but still have your last extended Hookshot position saved; meaning even though you Hookshot an actor, you get sent to the last position the extended Hookshot hit. This allows you to do Boss Key skips by extending your Hookshot past a torch or Beamos to the boss door and then firing the Hookshot at said actor, which sends you through the boss door and into the boss loading zone. It is important to note that the actor you are shooting at has to still be in range of the actual Hookshot length and not have anything in between, such as a wall or block, or the Hookshot won't hit the actor.
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  9. You can also store the position of the last object you used the Hookshot on. Once you Hookshot an object with the extended Hookshot, that position is stored. Firing the Hookshot at an actor afterwards (while still holding L) makes the Hookshot send you to that stored position; this will result in Link being sent directly to that place no matter how far it is and independent of Link's facing direction (you can get some funny results with Link flying backwards or sideways). You can also bypass collision and enter loading zones with this method of storing your last Hookshot object position.
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