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The Legend of Zelda: Twilight Princess
|The Legend of Zelda: Twilight Princess|
This game has unused animations.
This game has a notes page
This game has a prototype article
This game has a prerelease article
Fill in missing information, check the talk pages for info that hasn't been added yet.
Are you a bad-enough dude to save the Twilight Princess?
| Debug Content|
More like Cave of Bore-deals.
| Unused Link Animations|
Even Link needs some rest.
| Unused NPC Animations|
Rusl and the Terrible, Horrible, No Good, Very Bad Day.
| Unused Rooms|
Think outside the walls.
| Unused Exits|
Now you're thinking with portals!
| Unused Actors|
All the world's a stage, and yet these actors have found themselves out of a job.
| Unused Items|
99 bottles of Chu Jelly on the wall~
| Unused Models|
Goron bots, assemble!
| Unused Music|
Whether aquatic or digital, listening to streams is always relaxing.
| Unused Sound Effects|
I think you're lost, Mario.
| Unused Text|
You caught Ganon monologuing.
| Unused Textures|
| Unused Functions|
Fee-fi-fo-fum, I smell the blood of a pumpkin, son.
The initial North American Wii release of the game contains the most glitches. The following examples were fixed for the GameCube release, as well as later Wii versions.
If you go to the cannon room in the basement of the sanctuary in Kakariko when Shad is present, save your game and quit. You will be permanently trapped in the room upon reload, without the ability to warp out or leave. This is because saving and quitting causes Shad to warp to the top of the stairs, but the game still thinks he can see you, preventing you from warping the cannon out and continuing with the plot.
Cave of Ordeals Debug Routine
See the relevant section on the Debug Content page for further details.
Eternal Game Over Glitch
If you try to warp while underwater at the same moment that Link is about to drown, the game gets stuck on the Game Over screen. This bug was fixed in later versions by not allowing you to warp underwater.
In the early Wii releases of the game, Link's warp sequence could be interrupted by reading something or talking to someone and opening the map at the same time, which caused Link to perform the former action instead of warping. This process disabled most triggers in the map, such as those that determined loading zones and out-of-bounds areas, making various sequence breaks possible. One example was that it became possible to ascend Snowpeak without first obtaining the Reekfish Scent.
In later releases, the glitch was fixed, so disrupting the warp sequence no longer had the aforementioned side-effects.
Players of the original GameCube release were able to disrupt the warp sequence by pressing D-Right and Z at the same time. This caused Midna to pop up and interrupt the warp sequence after a warp was selected. This was later fixed in the Japanese GameCube release.
If you stand next to Yeto and hit a specific section of the nearby tree with the Ball and Chain, Yeto initiates a conversation with Link that triggers the snowboard race. The game then freezes right as the race begins.
The file /str/Rfinal/Release/COPYDATE contains a date and time for when the game was compiled.
|NA Wii||EU Wii||NA Wii Kiosk Demo||EU Wii Kiosk Demo||JP Wii|
|NA GC||EU GC||JP GC||NA Wii Rev 1||KR Wii|
Files contained in Sample.arc
/bck test.bck (Test model animation) /bmdr file1.bmd (Unknown model) file2.bmd (Early Epona's model) /dir file0.txt (Text file) file1.txt (Text file) file2.txt (Developer messages) /dir5 a (M_TetsuSaku00A) /dzb file2.dzb (M_TetsuSaku00A model collision) file.dzb (M_TetsuSaku00A model collision) /evt event_list.dat (Test file event)