User:Tropylium/temporary

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This page lists all rooms of the LttP underworld that can be entered using an exploration glitch such as Mirror Jump, Save Jump, Pegasus Boots Levitation, or Multi-Direction Staircase Walk. The information is per the SNES version and has not been tested on GBA.

Contents

Main underworld

The main underworld is a 16×16 area. It contains:

  • All dungeons
  • All caves on Death Mountain
  • All caves which can be entered from a hole: Thieves' Hideout, Kakariko Well cave, the ½ Magic cave, the Hollow Tree cave, and the fairy cave west of Graveyard
  • The cave requiring Magic Cape
  • The castle courtyard secret passage
  • Elder's House and Brothers' House in Kakariko Village
  • Chris Houlihan's room

(A map of the entire underworld exists on the web; you may also ask me for a copy)

Walkable

Link will simply "pop" into these rooms, if these are the first rooms of the cellblock enter'd.

  • Desert Palace: 2nd flying floor tiles room (enter from south or east)
  • Skull Woods: Mothula's boss chamber
  • Ice Palace: mooving floor room (enter from south)
  • Misery Mire: torch-lighting rooms west of the mooving wall room (enter from north, west or south)

Cleanly jumpable

These areas can be jumped into thru the wall, and then explored as usual.

Dungeon Room Notes
Hyrule Castle Throne Room If off-phase, you may be able to pass thru the "ornamental shelf" with two swords. This in turn has the effect of changing the dungeon the game thinks you are on (see dungeon pairs)
All rooms on F1 Entrance hall, despite having two levels, cannot be used to arm/trigger Mirror Jump.
Note that the room with stairs to B1 is not located contiguously with the rest of F1 (rather, it's between Ganon and Sanctuary)
Most rooms on B1 The small room containing the map is not jumpable. Do not enter from the pit edge (the eastern and northeastern sides) if you are not capable of performing Pegasus Boots Levitation, as you will be stuck in infinite pitfall.
Sanctuary / Sewers F1 rooms preceding Sanctuary If off-phase, the levers opening the door to Sanctuary may not be present; if so, you may be able to simply walk thru the door regardless.
East Palace Most of floor 1, from the "bowling alley" northwards Haven't tested all of them tho.
Exceptions: Big Key room, dark rooms, reanimating skeletons room
Desert Palace none
Hera's Tower F2 (entrance hall) If off-phase, crystal switches will be absent, leaving you unable to fully explore the dungeon. If so, jump in from south right next to the entrance, exit and re-enter to explore normally.
Moldorm's platform
Agahnim's Tower F6 (last floor before Agahnim)
Dark Palace
Hall with bottomless pit Not actually jumpable, but descending the in-room stairs leading north has the same effect
Water Palace Shallow water rooms in B2 Sometimes Link gets stuck anyway before being able to jump here. Main area of dungeon can only be enter'd from here if the small rooms to the west have had their water drain'd
The Hookshot hall, the room south of it and the westmost B1 room look like potential cases, but for some reason aren't jumpable.
Skull Woods Section III entrance hall
Thieves' Town The four-room entrance maze
Ice Palace none
Misery Mire Main hall
Map room (east of main hall)
Hall south of ropebridges (with Big Key door)
Small room with mesh walkway (east of the previous)
Turtle Rock Western pipe room Most glitches freeze upon entering, but Staircase Walk has been reported work
Ganon's Tower F2 (entrance hall)
Moldorm's platform Also, the one opposite may be enter'd via the stairs
Caves etc. Castle courtyard secret passage Has 2 levels, but cannot be used to trigger Mirror Jump / Save Jump.
Spectacle Rock fairy room
Eastern LW Death Mountain top level entrance
Thieves' Hideout
½ Magic cave
Main room of the Kakariko Well cave
Fairy cave west of Graveyard IIRC, not sure

Problematic jumpable

These rooms generally are jumpable, but do not allow access to the rest of the dungeon/cave.

The following areas are simply dead ends:

  • The pit in the Desert Palace bridge room, in section II
  • The pit in the lower level of Pyramid of Power
  • The pit in the Turtle Rock entrance room

The long thin walkway rooms in Turtle Rock B3 seemingly act the same, but it is possible to escape by walking thru a wall when under a ledge.

While these rooms can be jumped into, Link will be invisible and unable to interact with any objects:

  • Sanctuary
    • If Link is off-phase, the altar hiding the door may be absent, allowing exit northwards
  • Dark Palace large jumpable room (under Big Key)
  • Dark Palace map room
    • However, Link may exit north
  • The Mountain Cave (ie. LW spawn point #3)
  • Eastern LW Death Mountain money caves

Rooms that will leave Link stuck

  • All mooving wall rooms (Desert Palace, Dark Palace, Misery Mire)
  • All deep/raisable water rooms in Water Palace
  • Turtle Rock first torch-lighting room
  • Most of the time: the pipe rooms in Turtle Rock

Secondary underworld

The secondary underworld is a 16×2½ area (ie. two full rows, one half row). Everything else is here (such as remaining houses, fairy caves, and "profitable story" caves).

It is possible to scroll horizontally between cellblocks 16 and 17, and cellblocks 32 and 33, but any other attempt to scroll beyond the bounds will crash the game. (Sometimes scrolling west from cellblock 40 causes this too, perhaps because it is a duplicate of cellblock 38.)

Cleanly accessible

  • Piece of Heart cave in NW Desert
    • However, upon exit Link will usually emerge in the top NW corner of Lost Woods, then for some reason warp to Dark World, then back again ad infinitum (escaping with the Flute is possible). Walking down sometimes enables scrolling to the Master Sword grove.

Problematic jumpable

  • Magic Cape crypt
  • Misery Mire crypt
  • long Profitable Story caves with tall torches (one by flute point #5, the other where the Ice Rod cave is in LW)
    • Link displays fine, exit will not work; may work if UWII is entered from Dark World?

Rooms that leave Link stuck

  • Watergate (cf. Water Palace!)
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