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Bugs:Zelda's Adventure

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This page details bugs of Zelda's Adventure.

Shrine Room Skips

Both the Shrine of Air and Shrine of Fire have at least one known skip that allow Zelda to enter rooms (or even the Shrine itself) earlier than usual. All of these are caused by the offending room's wall collision not being thick enough to stop Zelda's sprite from hitting the transition load zones.

Position Collision
ZeldasAdventure ShrineofAir EarlyClip.png ZeldasAdventure ShrineofAir EarlyClipCollision.png

The Shrine of Air's overworld entrance has an eastern transition that allows Zelda to enter the Shrine without having to touch the purple condor (and, therefore, having to beat the first two Shrines). A tiny hole in the collision allows her to reach this zone, but only if she enters the map from the north; entering from the west or south prevents Zelda from wedging herself into the hole. The reason for this directional discrepancy is unknown.


(Source: Douggernaught on Twitter)

ZeldasAdventure ShrineofFire WallClip1.png ZeldasAdventure ShrineofFire WallClip2.png

Two rooms in the Shrine of Fire - the second blacksmith room and the Warbane arena - can be skipped by wedging Zelda in the area's northeastern corner, near her life meter's third and fourth hearts, respectively. The blacksmith skip isn't particularly useful as the northern entrance isn't blocked off by anything.

Shrine of Air Wall Entrapment

ZeldasAdventure ShrineofAir WallClip.png

Zelda can also get trapped in the walls of the Shrine of Air's first Volta room, though it doesn't skip areas like the other clips. At the crystal bridge area, move as far north as possible in the eastern entrance, then head through the opening. Zelda can free herself by going to the room's southeastern corner and heading south, which puts her at the northern entrance of the fallen crystals room.

Inescapable Shrine of Destiny Room

The lone exit in the Shrine of Destiny's Celestial Sign room is incorrectly set to the north side instead of the west side, which the physical exit leads to. As a result, Zelda can't leave the room normally, and has to either pick up the Sign of Destiny, warp out with the Harp, or quit the game.