The Legend of Zelda: Ocarina of Time/Unused scene setups

In some scene setups, objects are arranged differently from the final game due to being created earlier in development. Some setups may also be wholly unused. These unused scene setups can be accessed through the Master Quest Debug ROM's Map Select (select the desired scene and press D-Pad Right to cancel the cutscene), cheat codes, or glitches. In the early days of Ocarina of Time research, before Map Select was known, some of these scenes could be accessed in the retail game using a GameShark code dubbed "Beta Quest"; eventually, the term was found to be a misnomer.

Most of these scene setups still exist in the 3DS version, and can be accessed via the use of a warping glitch.

Hyrule Field (01), Cutscene 06
In the normal game, this is the cutscene that plays when you escape with Epona from Lon-Lon Ranch. One notable thing about this Hyrule Field is that it uses a different greenery setup than the normal version. Some of the bushes are very oddly placed, like underwater or even hovering on top of the water surface.

Note that cutscene 04, normally played after you learn the Song of Time, uses the exact same scene setup.

Kakariko Village (02), Cutscene 03
In the normal game, this is the cutscene of Death Mountain erupting after you beat Volvagia. However, the objects hidden from the cutscene are arranged quite differently. It has the townspeople from the Town Market all there, yet also has the guard at the gate and the Cuccos. There's also a grass field next to the guard which does not appear normally.

Notably, in front of Impa's House is a tall blue lady. She does normally appear in the market as a kid (near the Bombchu Bowling Alley), but is never seen in Kakariko Village normally. The developers probably intended to have her in Kakariko Village, but changed their mind for some reason (maybe so it looks like there were actual casualties when the townspeople fled from Ganondorf's minions).

Graveyard (03), Cutscene 00
In the normal game, this is the cutscene that occurs after you play Zelda's Lullaby on the Triforce mark. However, the area here is slightly different:


 * There is only one Poe. In the final game, there are either none (as a kid) or three (as an adult).
 * A gravestone right at the wall to the left of Dampe's gravestone, where the Magic Bean spot would be. It's unknown why it's there, as it seems to serve no purpose.
 * The last change is the Piece of Heart, which is in a treasure chest here whereas it's contained inside a wooden box in the final version. The chest is very hard to see and latch onto with the Longshot, which is likely why they changed it to the box.

The entrance to the Shadow Temple also has some minor changes: there are less torches than usual, and even using Din's Fire doesn't open the temple gateway.

Note that this room is not accessible because En_Holl, the object that makes a transition between two maps in one location, is disabled. In order to fully activate it, you'll have to edit the scene header in and also edit the Front R / C actor for.

Kokiri Forest (05), Cutscene 04
This is a cutscene setup that is never used in the final game. If you play it (using the Debug ROM or Cutscene Activator), it shows the Deku Tree, then various places in Kokiri Forest, then switches back to the Deku Tree and stays there. This suggests that another Deku Tree cutscene was planned.

When you exit the Deku Tree's Grove, a Piece of Heart appears over your head for some reason. There are no Kokiris present, but there are several signs in rather different positions. Some of the signs do not belong to the Kokiri Forest, like the Zora's Fountain sign or the sign of the carpet shop in the Haunted Wasteland. Near the exit to Hyrule Field is a sign saying "Forest Temple", which is never used in the normal game. There are also several Deku Shields scattered all across the level. You can pick them up, but they have no effect.

One rather subtle observation about this particular scene setup is that maps 0 (the Village area) and 1 (the Great Deku Tree area) are loaded at the same time.

Also in this scene is a Piece of Heart, placed on top of the Kokiri Shop, although it is disabled and requires modifying variable to replace  with  before it will be visible. The fact this Piece of Heart is here indicates that Nintendo Power #114, which points out the Piece of Heart during a look at Kokiri Forest on Page 17, used a slightly earlier version of the game.

Kokiri Forest (05), Cutscene 05
Another early Kokiri Forest scene setup. If you play the cutscene, it shows the nothingness and scrolls to the left for a while until it stops, somewhat similar to the final credit sequence. Sometime later, you gain control of Link. The setup is almost exactly the same as the previous scene's setup, except only Map 1 (the Great Deku Tree area) is loaded initially.

Sacred Forest Meadow (06), Cutscene 00
In the normal game, this is the cutscene where you learn the Minuet of Forest. There's only one thing of interest here, and that is the sky: it uses the clouds that are normally used only in the ending scene where you talk with Zelda in the sky. The clouds even fly through the ground if you look far enough.

Sacred Forest Meadow (06), Cutscene 01
In the normal game, this is the cutscene where you learn Saria's Song...although it is played twice, possibly because the Saria actor initializes the cutscene in the final game. Saria's position is also slightly wrong and she doesn't do any other animations during the whole cutscene. The first time it plays, you get a strange transition. Aside from this, this setup is identical to the previous one.

Zora's Fountain (09), Cutscene 01


This is a very weird cutscene setup which is not used at all in the game. For one, Jabu-Jabu is moved way back. This never occurs in the final version, but might have been the original position of Jabu-Jabu until they decided to move him right to the front. Secondly, he is surrounded by Tektites and Octoroks, which normally only appear when you're Adult Link (by which time Jabu-Jabu is gone), and never appear in these positions.

And then there's the so-called "Ocarina Pedestal". This grey pedestal has an image of an Ocarina on it that doesn't look like the Fairy Ocarina or the Ocarina of Time; it uses an early design from a time in game development when you inserted the three Spiritual Stones into the Ocarina. This Ocarina design can also be seen in pre-release screenshots.

zLULaIjJyX0 Note that this scene is extremely unstable in the final game. It will not work at all on the cartridge and instead outright crash without using certain GameShark codes. The emulator and Virtual Console versions will crash if you step on the Ocarina Pedestal, or go anywhere near the Zora's Domain or Fairy Fountain entrances. The "Specific Things Lean" code does improve the situation somewhat, but the scene still is liable to crash. The patched Debug ROM fixes the area fully.

For some reason, this scene loads the Jabu-Jabu model (En_JJ) at least six times at once, causing instability due to the now-enormous amount of polygons. Using an editor to remove at least one of these models will allow the scene to stabilize.

This scene can be reached without cheats by using a glitch known as Farore's Wind Wrong Warp. In order to get it to work, Farore's Wind must be cast after exiting the carpenter's tent in Gerudo Valley.



There is also a player spawn between two mountains in Zora's Fountain. It appears in scenes 01 and 02. At some point, it seems it was possible to get there. Though the map was cut off on the right side, it appears that it was a special place.

Zora's Fountain (09), Cutscene 02
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This is another cutscene setup which isn't featured in the game in any form. It zooms up from the Ice Cavern entrance to the area with Jabu-Jabu (with the same object setup as in the above scene), stays there, and then skips to the ending scene. This suggests that Zora's Fountain was originally intended to show up somewhere in the ending, which it doesn't in the final game. Once again, Jabu-Jabu is loaded six times for reasons unknown.

As with the above cutscene setup, using an editor to remove at least one of the Jabu-Jabu models will allow the scene to stabilize, although Bg_Spot08_Iceblock (which is disabled here by default) must be enabled as well.

Gerudo Valley (10), Cutscene 00 and 01
This scene is part of a series of scenes telling the story of the goddesses and creation of Hyrule. Not much to be shown beyond a large void. Something very interesting is in the river. There waypoints ("Black Line")for the stream that is very different from what is used for the setting of normal play. The Waypoint defines the flow of water, but the scene 00 and 01 it occurs irregularly. Probably there was a redesign of the river. In normal play the Waypoint is set to a series of waterfalls. In scene 00 and 01 Waypoint is a straight line with a small decline down.

Gerudo Valley (10), Cutscene 02
The first scene appears in the ending credits. It shows an empty Gerudo Valley without its famous bridge, and Kaepora Gaebora flying overhead. The object configurations are interesting. They seem to have been based on a primitive model of the Child Link version of the map. The fence that prevents link from crossing the river is there, but it is disabled. Another curious point: There is a bean spot on a cliff, where there is normally a grotto.

Lost Woods (11), Cutscene 00


In the normal game, this is the cutscene where you obtain the Fairy Ocarina. There are only a couple of differences here:
 * The Magic Bean spot is not at the top, but near the bridge at the bottom.
 * The Business Scrub at the back is there, albeit submerged into the ground. Maybe the slope at the end wasn't originally there, but added later and the Scrub was simply not moved?
 * Instead of the Deku Stick upgrade normally sold here, the Business Scrub sells a Piece of Heart for 10 rupees, similar to the Business Scrub in Lake Hylia in the final game.

Desert Colossus (12), Cutscene 00


In the normal game, this is the cutscene where you learn the Requiem of Spirit. There are two actors buried in the ground: one is the Spirit Temple warp pad, while the other is part of a group of objects that contains the small rock circles found around Hyrule.

These would suggest that the level design was flatter at one point in development.

Gerudo's Fortress (13), Child
Normally, you're not supposed to be able to enter Gerudo's Fortress as a child. From Hyrule Field, the metal fence prevents you from progressing any further, but if one has gotten to the Desert Colossus the normal way (getting the Gerudo Membership Card) and return as a kid, it's possible to cross the Haunted Wasteland backwards and end up at the Gerudo Fortress. On the other hand, there's a trick that includes using the Cucco in the Gerudo Valley to get over the metal gate, in which case the Membership Card isn't needed.

There are no Gerudos outside the Fortress, except for one in front of the gate. However, there are actually two surprises here: for one, the chest at the top of the fortress is still there, and opens to reveal the Odd Mushroom, which is an adult trade item (unsurprisingly, the timer does not start). The second surprise can be found on top of the cell – there's actually an extra Piece of Heart here, which is useless as all the other heart pieces already allow you to obtain 20 hearts.

Interestingly, while you cannot normally get caught by one of the guards in Gerudo Valley as a child, they throw you into the river in the event you do (unless you have the card). Also, if you break the two boxes that are supporting a third box, that box will be floating.

Gerudo's Fortress (13), Cutscene 01
In the normal game, this is the cutscene used during the ending cinematic, although it only shows the lower map of Gerudo's Fortress. If you go to the archery range map, you'll see one of the brown horses from Lon-Lon Ranch there, which never appears during the ending as that area isn't even loaded during the ending cinematic.

Death Mountain (16), Cutscene 02
An unused scene plays, where the camera looks down the canyon to the Kakariko background image. Shortly after that, it shows the path where one of the Goron usually rolls down. A drop sound and the surprised grunt Link gives from the cutscene where you get the Goron's Ruby is heard, but nothing else.

If you wait for about 45 seconds, you will gain control of Link and see the Ruby stuck in the ground in front of him. As you move further away from the area, the sound the Ruby makes will increase in pitch.

Death Mountain Crater (17), Cutscene 00
In the normal game, this is the cutscene where you learn the Bolero of Fire. One strange thing about this setup is that the warp pad is on a small platform away from the main area. The other strange thing is the seemingly useless Megaton Hammer blocks which just stand there and have no real purpose.

Goron City (18), Cutscene 00
In the normal game, this is the cutscene where Darunia dances to Saria's Song. However, if you run out to the main area of Goron City, you'll notice that it looks different from the final version.


 * The Gorons are all located in different places. Some are very close to the fence and end up inside it when they stand up, so maybe there was no fence originally.
 * There's a Magic Bean spot on the lowermost floor, which does not normally appear in Goron City. No idea what it's there for, as there are no places in Goron City that you can't reach normally. Maybe the middle platform had no supports originally?
 * The treasure area on the topmost floor contains large chests with bombs in them (in the final version, they contain rupees). Also, the large assortment of boulders is missing.
 * The lava room is different. There are no Song of Time blocks, and instead of a hole leading to a business scrub grotto, there's another treasure chest with bombs here. Since the Hookshot platform is only on one side, you cannot return without being hurt.
 * The lighting is much darker than in the final game.

There are two objects types that are missing because their objects were not added or maybe removed to create the cutscene. The only ones left are the Bombable boulder and Bombable wall.

The missing objects are at the entrance to the Lost Woods, on the way to the room full of rocks. A room full of rocks, clogged with stones. Stones in the Medigoron's room and Bombable wall of the room Medigoron's in different position.

Lon Lon Ranch (19), Cutscene 02
In the normal game, this is the cutscene that is used during the credits. It appears to be similar to the final version, but the doors are the same ones used in the Forest Temple. Perhaps it was a temporary fill before they modeled the ranch doors?

Cutscenes 03 through 07, which are also used during the credits, have the same setup as well.

Jabu Jabu's Belly (70), Cutscene 00
In the normal game, this is the cutscene that occurs when Princess Ruto finds the Zora's Sapphire. However, the dungeon is very different and contains lots of surprises, some of which are listed here:


 * The slimy things that are in the dungeon have corrupted textures in this version and look somewhat funky.
 * In the room where you pick up Princess Ruto, there's a door which is out of place - it just stands there in the middle of the room, which suggests the dungeon itself underwent a redesign at some point. If you try to go through this door, you'll simply end up in the darkness as the door is set up to load room (which corresponds to the boss room dummy, see below) instead of the usual room . In the same room, the water level is lower than usual and instead of Baris there are Stingers here.
 * Entering the misaligned door will load this scene's dummy boss room, an incomplete replica of the actual boss room, which is part of a completely different scene as it is with every boss room in the game. Using the camera controls will allow you to find the room's geometry above. Checking your position on the map shows that the room takes up the entirety of the outer region of the lower floor.
 * In the next area where you would normally raise the water level using the switch, there is no switch and no water at first but if you decide to return to this room at some point, there's invisible water in the middle which extends all the way to the ceiling.
 * In the main room with the elevator, there's a duplicate water surface at the very top. Since the water never goes that high normally, you may have needed to raise the water level at some point. There are also two Octoroks at the bottom (normally there's only one there), and the room where the Business Scrub can normally be found is empty.
 * In the room before the boss room, there are two electric sponges submerged in the terrain. Also, there is no switch and the door to the boss room is moved way behind, preventing you from going up to it. This old pre-boss room can still be seen in the Debug ROM, it was probably changed because the developers didn't want to use the same puzzle twice in one dungeon.
 * The rooms at the back of 1F are completely different. For one, there are no enemies present where the path forks, aside from the tentacles. All five rooms here are different from the final game:
 * The leftmost door has a switch in front of it, but the door's already open and the switch has no obvious effect. If you go inside, you'll see the tentacle dying on its own. A chest will then appear with the Compass inside (final version has the Dungeon Map here). Also, even though the tentacle has died, none of the slimy things in the dungeon are gone.
 * The middle-left room (blocked by a tentacle) just has a large chest with Deku Nuts inside. (This is where the Compass would be in the final version, protected by lots of Shaboms.)
 * The middle room (blocked by a tentacle) again has a tentacle which dies on its own, as well as several Baris. Kill all enemies to make a treasure chest appear which contains the Boomerang. In the final version, the Boomerang is in the rightmost room instead. How you would have defeated the tentacle without the Boomerang in the first place remains a mystery.
 * The middle-right room (blocked by a tentacle) has, yet again, a tentacle dying on its own. The treasure chest is already present...and contains a Piece of Heart, an item which doesn't appear anywhere within Jabu-Jabu's Belly in the final version!
 * The rightmost room again has a switch which does nothing as the door is already open. The room is full of Stingers. Kill them and a treasure chest will appear, containing the Dungeon Map. (In the final version, the Boomerang is here instead.)
 * There are are two Baris not loaded because they are outside the room, suggesting that the room was redesigned.

Ice Cavern (86), Cutscene 00
In the normal game, this is the cutscene where you learn the Serenade of Water. However, in the room where the chest containing the Iron Boots is located, there is a very strange red ice platform. You can melt it with Blue Fire as usual, and its structure may suggest that it covered the Iron Boots chest originally (which, funnily enough, is the case in Master Quest).

Also, all the doors in the dungeon are the wooden doors, which were likely a temporary fill until the ice doors were designed. Going through the wooden door will take you to a half-textured puzzle room where you would push the blocks across the ice. The door at the bottom of the room goes to the main room of the dungeon, which is also half-textured.

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The other rooms of the dungeon are different; the main thing is that there are no enemies, only Blue Fire and red ice. The only object that can cause damage is the helix of ice that is also present in the final version. You can view other rooms through editing of object transition maps.