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	<id>http://alttp.mymm1.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=P-Train%217936</id>
	<title>ALttPR Wiki - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/wiki/Special:Contributions/P-Train!7936"/>
	<updated>2026-08-01T03:19:41Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Rail_Clipping&amp;diff=4578</id>
		<title>Rail Clipping</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Rail_Clipping&amp;diff=4578"/>
		<updated>2021-06-14T06:13:18Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: /* Uses and Examples */  I replaced the Escape from Hammer pegs explanation with a bootless example.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ALttP Glitch&lt;br /&gt;
|classification = Minor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rail Clipping is an exploit that allows the player to pass through rails and other similarly thin obstacles. These obstacles can sometimes have have strange collision properties that can let the player clip into them and this page is a collection of some useful examples.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
Passing though Rails can be done by entering the half-tile rail in the exact center of its larger full-tile. Entering this space typically can be done in several different ways:&lt;br /&gt;
&lt;br /&gt;
*Being boosted by a bomb&lt;br /&gt;
*Using Boots to bonk off a wall&lt;br /&gt;
*Grabbing onto an object with the Hookshot&lt;br /&gt;
*Releasing a spin while gaining speed on ice.&lt;br /&gt;
*[[Hover|Hovering]] into the center&lt;br /&gt;
&lt;br /&gt;
==Uses and Examples==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item || style=&amp;quot;width: 20em;&amp;quot;| Uses || colspan=&amp;quot;2&amp;quot;| Examples&lt;br /&gt;
|-&lt;br /&gt;
! Hammerjump || A [[Bomb Jump]] is used to clip through the rail to avoid using a small key to access the Big Chest and Dark Maze ||[[File:Railclip-hammerjump.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! Digging Game Shortcut || Use the Hookshot to grab onto the dark rock and clip though the rail to exit the Digging Game area quickly from the back shortcut ||[[File:Railclip-digging.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! Escape from Hammerpegs || Clear the bushes and move to the bottom left corner. Facing left, hold a sword out and move one frame to the right.  Buffer down left and use the hookshot ||[[File:Bootless_Smith_Rail_Clip.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! Turtle Rock Big Chest || Use either a bonk or a bomb jump to get through the rail to access the rest of the dungeon without the Hookshot or Cane of Somaria. Useful in Entrance Randomizer.  ||[[File:Railclip-TR bomb.gif]]||[[File:Railclip-TR bonk.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! Ice Palace Lonely Firebar Stairclip || Charge a spin and gain enough momentium to enter the stairs at an angle to clip though and transition downstairs. ||[[File:Railclip-IPfirebar.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! Backwards Moldorm2 || Use a bomb jump to get back up the ledge after jumping into the Moldorm 2 fight. Only useful in an emergency that a chest might have been forgotten.  ||[[File:Railclip-moldorm2.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
(need links to hammerjump tutorial and IPBJ tutorial)&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Bootless_Smith_Rail_Clip.gif&amp;diff=4577</id>
		<title>File:Bootless Smith Rail Clip.gif</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Bootless_Smith_Rail_Clip.gif&amp;diff=4577"/>
		<updated>2021-06-14T06:09:56Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Rail_Clipping&amp;diff=4576</id>
		<title>Rail Clipping</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Rail_Clipping&amp;diff=4576"/>
		<updated>2021-06-14T03:17:03Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: Added &amp;quot;Escape from Hammerpegs&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ALttP Glitch&lt;br /&gt;
|classification = Minor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rail Clipping is an exploit that allows the player to pass through rails and other similarly thin obstacles. These obstacles can sometimes have have strange collision properties that can let the player clip into them and this page is a collection of some useful examples.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
Passing though Rails can be done by entering the half-tile rail in the exact center of its larger full-tile. Entering this space typically can be done in several different ways:&lt;br /&gt;
&lt;br /&gt;
*Being boosted by a bomb&lt;br /&gt;
*Using Boots to bonk off a wall&lt;br /&gt;
*Grabbing onto an object with the Hookshot&lt;br /&gt;
*Releasing a spin while gaining speed on ice.&lt;br /&gt;
*[[Hover|Hovering]] into the center&lt;br /&gt;
&lt;br /&gt;
==Uses and Examples==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item || style=&amp;quot;width: 20em;&amp;quot;| Uses || colspan=&amp;quot;2&amp;quot;| Examples&lt;br /&gt;
|-&lt;br /&gt;
! Hammerjump || A [[Bomb Jump]] is used to clip through the rail to avoid using a small key to access the Big Chest and Dark Maze ||[[File:Railclip-hammerjump.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! Digging Game Shortcut || Use the Hookshot to grab onto the dark rock and clip though the rail to exit the Digging Game area quickly from the back shortcut ||[[File:Railclip-digging.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! Escape from Hammerpegs || Clear the bushes and move to the bottom left corner.  Buffer 1 frame of movement to the right, and dash turn to the left.  Buffer 1 frame of movement down left, and use the hookshot ||[[File:Smith_Rail_Clip.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! Turtle Rock Big Chest || Use either a bonk or a bomb jump to get through the rail to access the rest of the dungeon without the Hookshot or Cane of Somaria. Useful in Entrance Randomizer.  ||[[File:Railclip-TR bomb.gif]]||[[File:Railclip-TR bonk.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! Ice Palace Lonely Firebar Stairclip || Charge a spin and gain enough momentium to enter the stairs at an angle to clip though and transition downstairs. ||[[File:Railclip-IPfirebar.gif]]&lt;br /&gt;
|-&lt;br /&gt;
! Backwards Moldorm2 || Use a bomb jump to get back up the ledge after jumping into the Moldorm 2 fight. Only useful in an emergency that a chest might have been forgotten.  ||[[File:Railclip-moldorm2.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
(need links to hammerjump tutorial and IPBJ tutorial)&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Smith_Rail_Clip.gif&amp;diff=4575</id>
		<title>File:Smith Rail Clip.gif</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Smith_Rail_Clip.gif&amp;diff=4575"/>
		<updated>2021-06-14T03:15:55Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Armos_Shake_Storage&amp;diff=4142</id>
		<title>Armos Shake Storage</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Armos_Shake_Storage&amp;diff=4142"/>
		<updated>2021-03-19T01:33:47Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: Fixed a capitalization error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ALttP Glitch&lt;br /&gt;
|classification = Minor&lt;br /&gt;
}}&lt;br /&gt;
=Armos Shake Storage=&lt;br /&gt;
&lt;br /&gt;
Armos Shake Storage is a glitch that can allow one to access the Lumberjack dropdown without the [[Pegasus Boots]].&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
If the final Armos is defeated while the screen is shaking from the stomp, a nonzero screen offset is preserved. With this nonzero screen offset, you can just walk by the lumberjack tree and the sprite covering the hole will be knocked down.&lt;br /&gt;
&lt;br /&gt;
==Storing the Shake==&lt;br /&gt;
To perform Armos Shake Storage, the following criteria must be met:&lt;br /&gt;
# Aga 1 must be defeated.&lt;br /&gt;
# You must be able to Save and Quit to the Pyramid from an Armos fight (Or the castle in [[Inverted State|Inverted Mode]]).&lt;br /&gt;
# If you cannot Save and Quit to the Pyramid, you must be able to defeat armos as the boss of a pendant dungeon (Picking up a crystal will break the glitch)&lt;br /&gt;
&lt;br /&gt;
To arm this glitch, simply defeat the last Armos while the screen is shaking to store the offset. After storing the offset, either collect the pendant or Save and Quit to the Overworld.  With the offset stored, walk by the lumberjack tree and the sprite covering the hole will be knocked down allowing you to access the Lumberjack dropdown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Losing the Offset==&lt;br /&gt;
Any of the following actions will zero the offset and break the glitch.&lt;br /&gt;
* Mirroring to the start of a dungeon will break the glitch.&lt;br /&gt;
* Entering/Exiting or transitioning within the Underworld at anytime as this breaks the glitch.&lt;br /&gt;
* Using the [[Flute]] will also break the glitch. (Note: For this reason, you can only use this in Inverted if you are able to Save and Quit to the castle.  There is no (minor glitch) way to descend from Death Mountain and maintain the offset.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Additional Resources==&lt;br /&gt;
Trinexx's video: [https://www.youtube.com/watch?v=R7FvMsEWeZk Bootsless Lumberjack from Ice Armos and S&amp;amp;Q to Pyramid]&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Armos_Shake_Storage&amp;diff=4141</id>
		<title>Armos Shake Storage</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Armos_Shake_Storage&amp;diff=4141"/>
		<updated>2021-03-18T19:59:58Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ALttP Glitch&lt;br /&gt;
|classification = Minor&lt;br /&gt;
}}&lt;br /&gt;
=Armos Shake Storage=&lt;br /&gt;
&lt;br /&gt;
Armos Shake Storage is a glitch that can allow one to access the Lumberjack dropdown without the [[Pegasus Boots]].&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
If the final Armos is defeated while the screen is shaking from the stomp, a nonzero screen offset is preserved. With this nonzero screen offset, you can just walk by the lumberjack tree and the sprite covering the hole will be knocked down.&lt;br /&gt;
&lt;br /&gt;
==Storing the Shake==&lt;br /&gt;
To perform Armos Shake Storage, the following criteria must be met:&lt;br /&gt;
# Aga 1 Must be defeated.&lt;br /&gt;
# You must be able to Save and Quit to the Pyramid from an Armos fight (Or the castle in [[Inverted State|Inverted Mode]]).&lt;br /&gt;
# If you cannot Save and Quit to the Pyramid, you must be able to defeat armos as the boss of a pendant dungeon (Picking up a crystal will break the glitch)&lt;br /&gt;
&lt;br /&gt;
To arm this glitch, simply defeat the last Armos while the screen is shaking to store the offset. After storing the offset, either collect the pendant or Save and Quit to the Overworld.  With the offset stored, walk by the lumberjack tree and the sprite covering the hole will be knocked down allowing you to access the Lumberjack dropdown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Losing the Offset==&lt;br /&gt;
Any of the following actions will zero the offset and break the glitch.&lt;br /&gt;
* Mirroring to the start of a dungeon will break the glitch.&lt;br /&gt;
* Entering/Exiting or transitioning within the Underworld at anytime as this breaks the glitch.&lt;br /&gt;
* Using the [[Flute]] will also break the glitch. (Note: For this reason, you can only use this in Inverted if you are able to Save and Quit to the castle.  There is no (minor glitch) way to descend from Death Mountain and maintain the offset.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Additional Resources==&lt;br /&gt;
Trinexx's video: [https://www.youtube.com/watch?v=R7FvMsEWeZk Bootsless Lumberjack from Ice Armos and S&amp;amp;Q to Pyramid]&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Armos_Shake_Storage&amp;diff=4140</id>
		<title>Armos Shake Storage</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Armos_Shake_Storage&amp;diff=4140"/>
		<updated>2021-03-18T06:29:03Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: Creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ALttP Glitch&lt;br /&gt;
|classification = Minor&lt;br /&gt;
}}&lt;br /&gt;
=Armos Shake Storage=&lt;br /&gt;
&lt;br /&gt;
Armos Shake Storage is a glitch that can allow one to access the Lumberjack dropdown without the [[Pegasus Boots]].&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
If the final Armos is defeated while the screen is shaking from the stomp, a nonzero screen offset is preserved. With this nonzero screen offset, you can just walk by the lumberjack tree and the sprite covering the hole will be knocked down.&lt;br /&gt;
&lt;br /&gt;
==Storing the Shake==&lt;br /&gt;
To perform Armos Shake Storage, the following criteria must be met:&lt;br /&gt;
# You must be able to Save and Quit to the Pyramid from an Armos fight (Or the castle in [[Inverted State|Inverted Mode]]).&lt;br /&gt;
# If you cannot Save and Quit to the Pyramid, you must be able to defeat armos as the boss of a pendant dungeon (Picking up a crystal will break the glitch)&lt;br /&gt;
&lt;br /&gt;
To arm this glitch, simply defeat the last Armos while the screen is shaking to store the offset. After storing the offset, either collect the pendant or Save and Quit to the Overworld.  With the offset stored, walk by the lumberjack tree and the sprite covering the hole will be knocked down allowing you to access the Lumberjack dropdown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Losing the Offset==&lt;br /&gt;
Any of the following actions will zero the offset and break the glitch.&lt;br /&gt;
* Mirroring to the start of a dungeon will break the glitch.&lt;br /&gt;
* Entering/Exiting or transitioning within the Underworld at anytime as this breaks the glitch.&lt;br /&gt;
* Using the [[Flute]] will also break the glitch. (Note: For this reason, you can only use this in Inverted if you are able to Save and Quit to the castle.  There is no (minor glitch) way to descend from Death Mountain and maintain the offset.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Additional Resources==&lt;br /&gt;
Trinexx's video: [https://www.youtube.com/watch?v=R7FvMsEWeZk Bootsless Lumberjack from Ice Armos and S&amp;amp;Q to Pyramid]&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Rulesets/ALTTPR/Racing&amp;diff=4139</id>
		<title>Rulesets/ALTTPR/Racing</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Rulesets/ALTTPR/Racing&amp;diff=4139"/>
		<updated>2021-03-18T06:00:17Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: Adding Armos Shake Storage to table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== ALTTPR Racing Ruleset ==&lt;br /&gt;
The following table is a list of techniques that are allowed in ALTTP Randomizer races. &lt;br /&gt;
&lt;br /&gt;
A &amp;quot;'''✓'''&amp;quot; in each column indicates that a technique is allowed for that rule set.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ '''ALTTPR Racing Ruleset'''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 25em;&amp;quot;| || Competitive || OWG&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || MG &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || No Logic &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Dark Room Navigation|x|x|x|x|footnote='''&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;'''}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Silverless Ganon|x|x|x|x|footnote='''&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;'''}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Torch Glitch|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Houlihan Room|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Item Dash|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Super Speed|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Bomb Dash|x|x|x|x|linktext=Bomb Dash / Chest Dash}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Invisible Purple Chest|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Medallion Cancel|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|LSD Blind|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Block clip|x|x|x|x|linktext=Block Clipping}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Mirror Block Erase|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Sanc And Quit|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Magic Cape Cheapskate|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Fire Rod double|x|x|x|x|linktext=Fire Rod Doubling}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Bonk Prize Pre-Grab|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Heart dupe|x|x|x|x|linktext=Heart Dupe}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Prize On The Eyes|x|x|x|x|}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Somaria Magic Refill|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Capedash Underflow|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Spooky Action|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Bomb Duping|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Bomb Jumps|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Rail Clipping|x|x|x|x|linktext=Interior Rail Clipping}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Water Walk|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Fake Flippers|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Fake Powder|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Barrier Revival|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Super Bunny|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Surfing Bunny|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Wriggling Bunny|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Overworld Bunny Revival|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Dungeon Bunny Revival|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|0HP Dungeon Revival|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Unbunny Beam|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Bunny Pocket|x|x|x|x|linktext=Bunny Pocket}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Potion Camera Unlock|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Armos Shake Storage|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Herapot|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Mimic Clipping|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Moldorm Bounce|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Extended Auto Stairs|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Lamp Controlled Somaria Bounce|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Diver Down|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Door State Extension|x|x|x|x|linktext=Door State Extension (Icebreaker)}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Hover|x|x|x|x|linktext=Hovering}}&lt;br /&gt;
|-&lt;br /&gt;
! Overworld OoB Clips (Boots Clips, Bomb Clips, etc)  ||  || ✓ || ✓|| ✓&lt;br /&gt;
|-&lt;br /&gt;
! Mirror Jumps, Mirror Wraps, Mirror Clips ||  || ✓ || ✓|| ✓&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Overworld YBA||x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Active Ancilla Manipulation|||x|x}}&lt;br /&gt;
|-&lt;br /&gt;
! Underworld Out-Of-Bounds Clips (Boots Clips, Bomb Clips, etc)  ||  ||  || ✓|| ✓&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Ganonpot||||x}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Underworld Door Glitches (YBA, Mirror Door, Somaria Door Glitches, Wrong Warp, Deathhole, Quadrant Glitch) ||  ||  || || ✓&lt;br /&gt;
|-&lt;br /&gt;
! Level 2 Ancilla Misslotting (Hookpush, Hookclip)  ||  ||  || || ✓&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Tree Warp||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Underworld Fake Flute||||}}&lt;br /&gt;
|-&lt;br /&gt;
! Level 3 Ancilla Misslotting (ACE)  ||  ||  || || &lt;br /&gt;
{{ALttPR Racing Ruleset Line|Exploration Glitch||||}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
If there are any techniques missing from this list or you think that additional clarifications are needed please contact a member of the ALTTPR Racing Council.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Glitched Mode Rulesets are pending review from the glitch racing communities and additional techniques and rules classification may be added needed.''&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: This technique can be forced by using certain settings in No Glitches logic.''&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Rulesets/ALTTPR/Racing&amp;diff=4017</id>
		<title>Rulesets/ALTTPR/Racing</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Rulesets/ALTTPR/Racing&amp;diff=4017"/>
		<updated>2020-12-23T17:30:54Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: Added Capedash Underflow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== ALTTPR Racing Ruleset ==&lt;br /&gt;
The following table is a list of techniques that are allowed in ALTTP Randomizer races. &lt;br /&gt;
&lt;br /&gt;
A &amp;quot;'''✓'''&amp;quot; in each column indicates that a technique is allowed for that rule set.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ '''ALTTPR Racing Ruleset'''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 25em;&amp;quot;| || Competitive || OWG&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || MG &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || No Logic &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Dark Room Navigation|x|x|x|x|footnote='''&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;'''}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Silverless Ganon|x|x|x|x|footnote='''&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;'''}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Torch Glitch|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Houlihan Room|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Item Dash|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Super Speed|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Bomb Dash|x|x|x|x|linktext=Bomb Dash / Chest Dash}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Invisible Purple Chest|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Medallion Cancel|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|LSD Blind|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Block clip|x|x|x|x|linktext=Block Clipping}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Mirror Block Erase|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Sanc And Quit|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Magic Cape Cheapskate|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Fire Rod double|x|x|x|x|linktext=Fire Rod Doubling}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Bonk Prize Pre-Grab|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Heart dupe|x|x|x|x|linktext=Heart Dupe}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Prize On The Eyes|x|x|x|x|}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Somaria Magic Refill|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Capedash Underflow|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Spooky Action|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Bomb Duping|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Bomb Jumps|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Rail Clipping|x|x|x|x|linktext=Interior Rail Clipping}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Water Walk|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Fake Flippers|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Fake Powder|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Barrier Revival|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Super Bunny|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Surfing Bunny|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Wriggling Bunny|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Overworld Bunny Revival|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Dungeon Bunny Revival|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|0HP Dungeon Revival|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Unbunny Beam|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Bunny Pocket|x|x|x|x|linktext=Bunny Pocket}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Potion Camera Unlock|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Herapot|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Mimic Clipping|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Moldorm Bounce|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Extended Auto Stairs|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Lamp Controlled Somaria Bounce|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Diver Down|x|x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Door State Extension|x|x|x|x|linktext=Door State Extension (Icebreaker)}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Hover|x|x|x|x|linktext=Hovering}}&lt;br /&gt;
|-&lt;br /&gt;
! Overworld OoB Clips (Boots Clips, Bomb Clips, etc)  ||  || ✓ || ✓|| ✓&lt;br /&gt;
|-&lt;br /&gt;
! Mirror Jumps, Mirror Wraps, Mirror Clips ||  || ✓ || ✓|| ✓&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Overworld YBA||x|x|x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Active Ancilla Manipulation|||x|x}}&lt;br /&gt;
|-&lt;br /&gt;
! Underworld Out-Of-Bounds Clips (Boots Clips, Bomb Clips, etc)  ||  ||  || ✓|| ✓&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Ganonpot||||x}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Underworld Door Glitches (YBA, Mirror Door, Somaria Door Glitches, Wrong Warp, Deathhole, Quadrant Glitch) ||  ||  || || ✓&lt;br /&gt;
|-&lt;br /&gt;
! Level 2 Ancilla Misslotting (Hookpush, Hookclip)  ||  ||  || || ✓&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Tree Warp||||x}}&lt;br /&gt;
{{ALttPR Racing Ruleset Line|Underworld Fake Flute||||}}&lt;br /&gt;
|-&lt;br /&gt;
! Level 3 Ancilla Misslotting (ACE)  ||  ||  || || &lt;br /&gt;
{{ALttPR Racing Ruleset Line|Exploration Glitch||||}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
If there are any techniques missing from this list or you think that additional clarifications are needed please contact a member of the ALTTPR Racing Council.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Glitched Mode Rulesets are pending review from the glitch racing communities and additional techniques and rules classification may be added needed.''&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: This technique can be forced by using certain settings in No Glitches logic.''&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Template:ALttP_Glitches&amp;diff=2646</id>
		<title>Template:ALttP Glitches</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Template:ALttP_Glitches&amp;diff=2646"/>
		<updated>2020-03-16T14:58:21Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
  |name = ALttP Glitches&lt;br /&gt;
  |title = [[The Legend of Zelda: A Link to the Past|A Link to the Past]] Glitches&lt;br /&gt;
  |state = {{{state|autocollapse}}}&lt;br /&gt;
  |bodyclass = hlist&lt;br /&gt;
&lt;br /&gt;
  |list1 = &lt;br /&gt;
* [[No Glitches]]&lt;br /&gt;
* [[Minor Glitch]]es&lt;br /&gt;
* [[Overworld Glitch]]es&lt;br /&gt;
* [[Major Glitch]]es&lt;br /&gt;
* [[ALTTPR Racing Ruleset]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Template:ALttP_Glitches&amp;diff=2645</id>
		<title>Template:ALttP Glitches</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Template:ALttP_Glitches&amp;diff=2645"/>
		<updated>2020-03-16T14:57:50Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: Added racing rulesets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
  |name = ALttP Glitches&lt;br /&gt;
  |title = [[The Legend of Zelda: A Link to the Past|A Link to the Past]] Glitches&lt;br /&gt;
  |state = {{{state|autocollapse}}}&lt;br /&gt;
  |bodyclass = hlist&lt;br /&gt;
&lt;br /&gt;
  |list1 = &lt;br /&gt;
* [[No Glitches]]&lt;br /&gt;
* [[Minor Glitch]]es&lt;br /&gt;
* [[Overworld Glitch]]es&lt;br /&gt;
* [[Major Glitch]]es&lt;br /&gt;
* [[ALTTPR_Racing_Ruleset]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Active_Ancilla_Manipulation&amp;diff=2614</id>
		<title>Active Ancilla Manipulation</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Active_Ancilla_Manipulation&amp;diff=2614"/>
		<updated>2020-03-14T15:51:52Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: Adding note that RCB is currently banned&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ALttP Glitch&lt;br /&gt;
|classification = Unclassified&lt;br /&gt;
}}&lt;br /&gt;
=Active Ancilla Manipulation=&lt;br /&gt;
 THIS PAGE IS A MAJOR WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
Active Ancilla Manipulation is a category of glitches that uses two ancillae that are active on screen that share memory address for some calculations causing strange effects that include Lamp Controlled Somaria Bounce and Remote Control Boomerang.&lt;br /&gt;
&lt;br /&gt;
Note: These glitches do NOT involve Misslotting&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
===Lamp Controlled Somaria Bounce===&lt;br /&gt;
&lt;br /&gt;
1. Set a Somaria block down.&lt;br /&gt;
&lt;br /&gt;
2. Detonate the Somaria block and place another while the four projectiles from the previous block are still on screen.&lt;br /&gt;
&lt;br /&gt;
3. Menu to the lamp.&lt;br /&gt;
&lt;br /&gt;
4. Pick up and throw the somaria block to the right.&lt;br /&gt;
&lt;br /&gt;
5. Face up and spam the lamp while the Somaria block is in air.  The Somaria block should have an unnaturally high bounce.&lt;br /&gt;
&lt;br /&gt;
===Remote Control Boomerang (Currently BANNED)===&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Lamp Controlled Somaria Bounce || Remote Control Boomerang (Boom+Bomb)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Lamp Controlled Somaria Bounce - TR Crystaroller.gif]] || [[File:RCB - SP Pool 2 (Bomb+Blue Boom).gif]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Door_State_Extension&amp;diff=2613</id>
		<title>Door State Extension</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Door_State_Extension&amp;diff=2613"/>
		<updated>2020-03-14T15:48:18Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: Added temporary tutorial gifs for IP and MM Door State Extensions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ALttP Glitch&lt;br /&gt;
|classification = Unclassified&lt;br /&gt;
}}&lt;br /&gt;
=Door State Extension=&lt;br /&gt;
&lt;br /&gt;
Door State Extension is a glitch that allows the player to pass through some obstacles by extending the distance the game presumes Link is still within a doorway.&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
===Somaria===&lt;br /&gt;
[[File:Icebreaker.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Boots===&lt;br /&gt;
[[File:Boots Door State Extension.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fairy Catch===&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Door State Extension - IceBreaker || Door State Extension - Mire Hub North&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Door State Extension - IceBreaker.gif]] || [[File:Door State Extension - Mire Hub North.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=bfq3f7mBV4Y Coy's How To: Icebreaker (IP Clip)]&lt;br /&gt;
*[https://starlightlttp.blogspot.com/2020/03/starlightpaths-guide-to-icebreaker-clip.html StarlightPath's Guide To: Icebreaker Clip]&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Icebreaker.gif&amp;diff=2612</id>
		<title>File:Icebreaker.gif</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Icebreaker.gif&amp;diff=2612"/>
		<updated>2020-03-14T15:45:59Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Boots_Door_State_Extension.gif&amp;diff=2611</id>
		<title>File:Boots Door State Extension.gif</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Boots_Door_State_Extension.gif&amp;diff=2611"/>
		<updated>2020-03-14T15:31:33Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: P-Train!7936 uploaded a new version of File:Boots Door State Extension.gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Boots_Door_State_Extension.gif&amp;diff=2610</id>
		<title>File:Boots Door State Extension.gif</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Boots_Door_State_Extension.gif&amp;diff=2610"/>
		<updated>2020-03-14T15:29:20Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: P-Train!7936 uploaded a new version of File:Boots Door State Extension.gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Door_State_Extension&amp;diff=2609</id>
		<title>Door State Extension</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Door_State_Extension&amp;diff=2609"/>
		<updated>2020-03-14T15:25:35Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ALttP Glitch&lt;br /&gt;
|classification = Unclassified&lt;br /&gt;
}}&lt;br /&gt;
=Door State Extension=&lt;br /&gt;
&lt;br /&gt;
Door State Extension is a glitch that allows the player to pass through some obstacles by extending the distance the game presumes Link is still within a doorway.&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
*Somaria:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Boots:&lt;br /&gt;
[[File:Boots Door State Extension.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Fairy Catch:&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Door State Extension - IceBreaker || Door State Extension - Mire Hub North&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Door State Extension - IceBreaker.gif]] || [[File:Door State Extension - Mire Hub North.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==External Guides and Tutorials==&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/watch?v=bfq3f7mBV4Y Coy's How To: Icebreaker (IP Clip)]&lt;br /&gt;
*[https://starlightlttp.blogspot.com/2020/03/starlightpaths-guide-to-icebreaker-clip.html StarlightPath's Guide To: Icebreaker Clip]&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Boots_Door_State_Extension.gif&amp;diff=2608</id>
		<title>File:Boots Door State Extension.gif</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Boots_Door_State_Extension.gif&amp;diff=2608"/>
		<updated>2020-03-14T15:24:07Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: P-Train!7936 uploaded a new version of File:Boots Door State Extension.gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Boots_Door_State_Extension.gif&amp;diff=2607</id>
		<title>File:Boots Door State Extension.gif</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Boots_Door_State_Extension.gif&amp;diff=2607"/>
		<updated>2020-03-14T15:19:33Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: P-Train!7936 uploaded a new version of File:Boots Door State Extension.gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Boots_Door_State_Extension.gif&amp;diff=2606</id>
		<title>File:Boots Door State Extension.gif</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Boots_Door_State_Extension.gif&amp;diff=2606"/>
		<updated>2020-03-14T15:17:19Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Active_Ancilla_Manipulation&amp;diff=2605</id>
		<title>Active Ancilla Manipulation</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Active_Ancilla_Manipulation&amp;diff=2605"/>
		<updated>2020-03-14T14:57:56Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: /* Lamp Controlled Somaria Bounce */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ALttP Glitch&lt;br /&gt;
|classification = Unclassified&lt;br /&gt;
}}&lt;br /&gt;
=Active Ancilla Manipulation=&lt;br /&gt;
 THIS PAGE IS A MAJOR WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
Active Ancilla Manipulation is a category of glitches that uses two ancillae that are active on screen that share memory address for some calculations causing strange effects that include Lamp Controlled Somaria Bounce and Remote Control Boomerang.&lt;br /&gt;
&lt;br /&gt;
Note: These glitches do NOT involve Misslotting&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
===Lamp Controlled Somaria Bounce===&lt;br /&gt;
&lt;br /&gt;
1. Set a Somaria block down.&lt;br /&gt;
&lt;br /&gt;
2. Detonate the Somaria block and place another while the four projectiles from the previous block are still on screen.&lt;br /&gt;
&lt;br /&gt;
3. Menu to the lamp.&lt;br /&gt;
&lt;br /&gt;
4. Pick up and throw the somaria block to the right.&lt;br /&gt;
&lt;br /&gt;
5. Face up and spam the lamp while the Somaria block is in air.  The Somaria block should have an unnaturally high bounce.&lt;br /&gt;
&lt;br /&gt;
===Remote Control Boomerang===&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Lamp Controlled Somaria Bounce || Remote Control Boomerang (Boom+Bomb)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Lamp Controlled Somaria Bounce - TR Crystaroller.gif]] || [[File:RCB - SP Pool 2 (Bomb+Blue Boom).gif]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Water_Walk&amp;diff=2242</id>
		<title>Water Walk</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Water_Walk&amp;diff=2242"/>
		<updated>2020-01-02T20:32:49Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: /* Performing a Dash Turn Near a Hole */ Updated a typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ALttP Glitch&lt;br /&gt;
|classification = Minor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Water Walk=&lt;br /&gt;
'''Water Walk''' is a minor glitch that allows Link to walk on water as if it were dry land.&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
There are two ways to trigger a water walk:&lt;br /&gt;
* Store a nonzero pit variable ($5B) and then jump southwards onto a body of water.&lt;br /&gt;
* [[Fake Flippers|Fake flipper]] into the waterfall fairy cave and exit while possessing the moon pearl.&lt;br /&gt;
&lt;br /&gt;
==Arming the Pit Variable==&lt;br /&gt;
The following methods can be used to arm the pit variable to a nonzero value:&lt;br /&gt;
&lt;br /&gt;
===Dashing next to a pit and transitioning===&lt;br /&gt;
This is most easily done in the underworld using Ice Rod Cave or Mini-Moldorm Cave. While overlapping the edge of the pit, dash out of the door:&lt;br /&gt;
&lt;br /&gt;
[[File:Ice_Rod_Waterwalk.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dashing Next to a Pit and bonking===&lt;br /&gt;
In the Lost Woods:&lt;br /&gt;
&lt;br /&gt;
[[File:Lost_Woods_bonk.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fairy east of Sanctuary:&lt;br /&gt;
&lt;br /&gt;
[[File:Sanc_Fairy_Bonk.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skull Woods:&lt;br /&gt;
&lt;br /&gt;
[[File:Skull_Bonk.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Performing a Dash Turn Near a Hole===&lt;br /&gt;
Any place you can use a bonk to set up the waterwalk, you can also do a dash turn over a hole.  If your alignment is such that a bonk would arm the waterwalk, the dash turn should work as well.  Walk over the edge of the pit.  As you are walking, start a dash and turn away from the hole (do not dash).  Release the dash buffer and walk away from the hole to arm the waterwalk.  &lt;br /&gt;
&lt;br /&gt;
Arming a waterwalk in Skull Woods:&lt;br /&gt;
&lt;br /&gt;
[[File:Skull_Dash_Turn.gif]]&lt;br /&gt;
&lt;br /&gt;
===Fairy Revival===&lt;br /&gt;
By reviving Link with a fairy as he's falling into a pit, you can arm a waterwalk.  The example below would allow you to access the contents of waterfall cave without the boots or Moon Pearl:&lt;br /&gt;
&lt;br /&gt;
[[File:Fairy_Revival_Waterwalk.mp4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
===Quick Zora Domain Traversal===&lt;br /&gt;
Fake flipper with the [[Moon Pearl]], enter and exit the waterfall cave:&lt;br /&gt;
&lt;br /&gt;
[[File:Zora_Traversal.mp4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick Hobo Access===&lt;br /&gt;
After setting up the waterwalk by dashing out of Ice Rod Cave:&lt;br /&gt;
&lt;br /&gt;
[[File:Quick_Hobo.mp4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===East Dark World Access===&lt;br /&gt;
After Setting up the waterwalk in Skull Woods:&lt;br /&gt;
&lt;br /&gt;
[[File:East_DW_Access.mp4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Access Hylia Island Item===&lt;br /&gt;
After setting up the waterwalk in Skull Woods:&lt;br /&gt;
&lt;br /&gt;
[[File:Hylia_Island_Walk.mp4]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Dark World Shopping Mall&amp;quot; Access (Entrance specific)===&lt;br /&gt;
After setting up the waterwalk in Skull Woods:&lt;br /&gt;
&lt;br /&gt;
[[File:DW_Shopping_Mall.mp4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stacking Waterwalk and Fake Flipper==&lt;br /&gt;
As long as you succeed on the first try, you can keep a stored waterwalk through a fake flipper.  This has a couple of uses.&lt;br /&gt;
&lt;br /&gt;
===Waterwalk with flippers out of Ice Rod Cave===&lt;br /&gt;
While this isn't a double waterwalk, this is an example of using a stored waterwalk after swimming with the flips&lt;br /&gt;
&lt;br /&gt;
[[File:Walk_with_Flips.mp4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Access Zora Ledge Item Without Flippers===&lt;br /&gt;
Note: You CANNOT do this ''and'' check the chests in the Waterfall Fairy as moving left/right in the underworld disarms the stored waterwalk&lt;br /&gt;
&lt;br /&gt;
[[File:Zora_Ledge_Walk.mp4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Disarming the Waterwalk==&lt;br /&gt;
Any of the following actions reset the pit variable and disarm the waterwalk&lt;br /&gt;
* Walking near a pit&lt;br /&gt;
* Jumping into water and being splashed out&lt;br /&gt;
* Jumping southwards on the overworld&lt;br /&gt;
* Moving left or right in the underworld&lt;br /&gt;
* Travelling with the flute&lt;br /&gt;
* Using the mirror&lt;br /&gt;
* Saving and quitting&lt;br /&gt;
&lt;br /&gt;
==Disabling an Active Waterwalk==&lt;br /&gt;
The following actions break an activated water walk:&lt;br /&gt;
* Walking onto dry land&lt;br /&gt;
* Taking damage&lt;br /&gt;
* Bonking&lt;br /&gt;
* Obtaining an item&lt;br /&gt;
* Using the flute&lt;br /&gt;
* Using the mirror&lt;br /&gt;
* Walking on shallow water with the flippers&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Hover&amp;diff=1865</id>
		<title>Hover</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Hover&amp;diff=1865"/>
		<updated>2019-12-05T21:52:41Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: Added the EDM Fairy Revival Hover&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Hovering=&lt;br /&gt;
&lt;br /&gt;
Hovering is a technique that uses the [[Pegasus Boots]] to cross pits similar to bomb jumps.  Hovering is not limited in distance however.  One may hover as far as their endurance/skill can allow them to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to Perform==&lt;br /&gt;
Additional Information on how to perform a hover can be found on the ALTTP Speedrunning Wiki's [[alttp-wiki:Hovering|hovering page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
===Moldorm II Hover===&lt;br /&gt;
[[File:Moldorm_II_Hover.gif]]&lt;br /&gt;
&lt;br /&gt;
This is the most infamous use of hovering as it allows a Randomizer seed to be completed without the [[Hookshot]] as long as [[Swamp Palace]] is a pendant dungeon.&lt;br /&gt;
&lt;br /&gt;
===Hookshot Cave Hover===&lt;br /&gt;
[[File:Hookshot_Cave_Bonk_Setup.png|1000px|thumb|right|There is a three pixel window in which this bonk will work.  You can use Link's shadow for reference.  The bonk will work if the bottom of Link's shadow is perfectly lined up with the pot, one pixel above, or one pixel below the bottom of the pot.]] &lt;br /&gt;
&lt;br /&gt;
[[File:Hookshot_Cave.gif]]&lt;br /&gt;
&lt;br /&gt;
You can use hovering to get the items in Hookshot Cave without the [[Hookshot]].  The gif above demonstrates the ideal order to clear these chests.  Clear the bonkable chest first, then hover to the left after killing the blue bari. Use the chest to bonk to the left.  Use the pot on the north end of this platform to bonk to the right. Open the third chest (No hovering is required to go from the second to the third chest).  Lastly, hover to the right for the last chest.&lt;br /&gt;
&lt;br /&gt;
===Palace of Darkness Ledge Hover===&lt;br /&gt;
[[File:Palace of Darkness_Ledge_Hover.png|thumb|right|This hover is pixel-perfect on the x-axis. You must be precisely on this x-pixel before turning. You can use the row of light pixels above to gauge if you are on the correct x-coordinate.]] &lt;br /&gt;
&lt;br /&gt;
[[File:PoD_Ledge_Hover.gif]]&lt;br /&gt;
&lt;br /&gt;
You can hover to the Ledge Chest in [[Palace of Darkness]].  This sequence breaks the bow-locked side of PoD.  This accomplishes the same thing as [[Potion Camera Unlock]] and [[Mimic Clip]].  Due to the pixel-perfect x-coordinate that's required to execute this hover, this is one of the more difficult hovers in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;God Mire&amp;quot; Hover===&lt;br /&gt;
[[File:Mire_Bridge_Hover.gif]]&lt;br /&gt;
&lt;br /&gt;
If the Big Key is in the bridge chest of [[Misery Mire]], you can hover over to the bridge on the right to bypass having to backtrack in mire.  When the Mire Big Key is in this chest (which is typically checked first), it's referred to as &amp;quot;God Mire&amp;quot; because you can go straight to Vitreous without opening any other chests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mire Big Key Room Hover===&lt;br /&gt;
[[File:Bonta_Mire_Hover.gif]]&lt;br /&gt;
&lt;br /&gt;
If executed properly, this hover is a quicker path back to the [[Misery Mire]] lobby.  You must have your sword out to execute this glitch and you must be on a specific y-coordinate to properly clip into the rail. This is arguably one of the most difficult/skillful hovers one can perform.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trinexx Hover===&lt;br /&gt;
[[File:Trinexx_Hover.gif]]&lt;br /&gt;
&lt;br /&gt;
In [[Turtle Rock]], you can hover to Trinexx.  In most cases, this is done for vanity.  However, It's not uncommon for this hover to have uses in [[Inverted State|Inverted Mode]] or Entrance Shuffle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===East Death Mountain Fairy Revival Hover===&lt;br /&gt;
[[File:EDM_Bomb_Hover.gif]]&lt;br /&gt;
&lt;br /&gt;
On Death Mountain, it is possible to hover across the bridge. You must jump holding a bomb and kill link mid air.  When the fairy revives you, you MUST press the A button on the FIRST frame that link spawns.  If you are holding it before or press the button even one frame after, Link will fall in to the pit. If you press the A button on the correct frame, it's just a regular hover beyond that point. &lt;br /&gt;
&lt;br /&gt;
==Additional Resources==&lt;br /&gt;
P-Train's video: [https://www.youtube.com/watch?v=6tbdWUg5Skk On Hovering]&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:EDM_Bomb_Hover.gif&amp;diff=1864</id>
		<title>File:EDM Bomb Hover.gif</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:EDM_Bomb_Hover.gif&amp;diff=1864"/>
		<updated>2019-12-05T21:48:53Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: P-Train!7936 uploaded a new version of File:EDM Bomb Hover.gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:EDM_Bomb_Hover.gif&amp;diff=1863</id>
		<title>File:EDM Bomb Hover.gif</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:EDM_Bomb_Hover.gif&amp;diff=1863"/>
		<updated>2019-12-05T21:43:57Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Water_Walk&amp;diff=1699</id>
		<title>Water Walk</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Water_Walk&amp;diff=1699"/>
		<updated>2019-11-11T19:49:43Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: /* Access Hylia Island Item */  Fixed video, previous version had a duplicate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Water Walk=&lt;br /&gt;
'''Water Walk''' is a minor glitch that allows Link to walk on water as if it were dry land.&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
There are two ways to trigger a water walk:&lt;br /&gt;
* Store a nonzero pit variable ($5B) and then jump southwards onto a body of water.&lt;br /&gt;
* [[Fake Flippers|Fake flipper]] into the waterfall fairy cave and exit while possessing the moon pearl.&lt;br /&gt;
&lt;br /&gt;
==Arming the Pit Variable==&lt;br /&gt;
The following methods can be used to arm the pit variable to a nonzero value:&lt;br /&gt;
&lt;br /&gt;
===Dashing next to a pit and transitioning===&lt;br /&gt;
This is most easily done in the underworld using Ice Rod Cave or Mini-Moldorm Cave. While overlapping the edge of the pit, dash out of the door:&lt;br /&gt;
&lt;br /&gt;
[[File:Ice_Rod_Waterwalk.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dashing Next to a Pit and bonking===&lt;br /&gt;
In the Lost Woods:&lt;br /&gt;
&lt;br /&gt;
[[File:Lost_Woods_bonk.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fairy east of Sanctuary:&lt;br /&gt;
&lt;br /&gt;
[[File:Sanc_Fairy_Bonk.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skull Woods:&lt;br /&gt;
&lt;br /&gt;
[[File:Skull_Bonk.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Performing a Dash Turn Near a Hole===&lt;br /&gt;
Any place you can use a bonk to set up the waterwalk, you can also do a dash turn over a hole.  If you're alignment is such that a bonk would arm the waterwalk, the dash turn should work as well.  Walk over the edge of the pit.  As you are walking, start a dash and turn away from the hole (do not dash).  Release the dash buffer and walk away from the hole to arm the waterwalk.  &lt;br /&gt;
&lt;br /&gt;
Arming a waterwalk in Skull Woods:&lt;br /&gt;
&lt;br /&gt;
[[File:Skull_Dash_Turn.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fairy Revival===&lt;br /&gt;
By reviving Link with a fairy as he's falling into a pit, you can arm a waterwalk.  The example below would allow you to access the contents of waterfall cave without the boots or Moon Pearl:&lt;br /&gt;
&lt;br /&gt;
[[File:Fairy_Revival_Waterwalk.mp4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
===Quick Zora Domain Traversal===&lt;br /&gt;
Fake flipper with the [[Moon Pearl]], enter and exit the waterfall cave:&lt;br /&gt;
&lt;br /&gt;
[[File:Zora_Traversal.mp4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick Hobo Access===&lt;br /&gt;
After setting up the waterwalk by dashing out of Ice Rod Cave:&lt;br /&gt;
&lt;br /&gt;
[[File:Quick_Hobo.mp4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===East Dark World Access===&lt;br /&gt;
After Setting up the waterwalk in Skull Woods:&lt;br /&gt;
&lt;br /&gt;
[[File:East_DW_Access.mp4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Access Hylia Island Item===&lt;br /&gt;
After setting up the waterwalk in Skull Woods:&lt;br /&gt;
&lt;br /&gt;
[[File:Hylia_Island_Walk.mp4]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Dark World Shopping Mall&amp;quot; Access (Entrance specific)===&lt;br /&gt;
After setting up the waterwalk in Skull Woods:&lt;br /&gt;
&lt;br /&gt;
[[File:DW_Shopping_Mall.mp4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stacking Waterwalk and Fake Flipper==&lt;br /&gt;
As long as you succeed on the first try, you can keep a stored waterwalk through a fake flipper.  This has a couple of uses.&lt;br /&gt;
&lt;br /&gt;
===Waterwalk with flippers out of Ice Rod Cave===&lt;br /&gt;
While this isn't a double waterwalk, this is an example of using a stored waterwalk after swimming with the flips&lt;br /&gt;
&lt;br /&gt;
[[File:Walk_with_Flips.mp4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Access Zora Ledge Item Without Flippers===&lt;br /&gt;
Note: You CANNOT do this ''and'' check the chests in the Waterfall Fairy as moving left/right in the underworld disarms the stored waterwalk&lt;br /&gt;
&lt;br /&gt;
[[File:Zora_Ledge_Walk.mp4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Disarming the Waterwalk==&lt;br /&gt;
Any of the following actions reset the pit variable and disarm the waterwalk&lt;br /&gt;
* Walking near a pit&lt;br /&gt;
* Jumping into water and being splashed out&lt;br /&gt;
* Jumping southwards on the overworld&lt;br /&gt;
* Moving left or right in the underworld&lt;br /&gt;
* Travelling with the flute&lt;br /&gt;
* Using the mirror&lt;br /&gt;
* Saving and quitting&lt;br /&gt;
&lt;br /&gt;
==Disabling an Active Waterwalk==&lt;br /&gt;
The following actions break an activated water walk:&lt;br /&gt;
* Walking onto dry land&lt;br /&gt;
* Taking damage&lt;br /&gt;
* Bonking&lt;br /&gt;
* Obtaining an item&lt;br /&gt;
* Using the flute&lt;br /&gt;
* Using the mirror&lt;br /&gt;
* Walking on shallow water with the flippers&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Hylia_Island_Walk.mp4&amp;diff=1698</id>
		<title>File:Hylia Island Walk.mp4</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Hylia_Island_Walk.mp4&amp;diff=1698"/>
		<updated>2019-11-11T19:48:38Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Water_Walk&amp;diff=1697</id>
		<title>Water Walk</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Water_Walk&amp;diff=1697"/>
		<updated>2019-11-11T18:51:46Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: Added Fairy Revival Section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Water Walk=&lt;br /&gt;
'''Water Walk''' is a minor glitch that allows Link to walk on water as if it were dry land.&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
There are two ways to trigger a water walk:&lt;br /&gt;
* Store a nonzero pit variable ($5B) and then jump southwards onto a body of water.&lt;br /&gt;
* [[Fake Flippers|Fake flipper]] into the waterfall fairy cave and exit while possessing the moon pearl.&lt;br /&gt;
&lt;br /&gt;
==Arming the Pit Variable==&lt;br /&gt;
The following methods can be used to arm the pit variable to a nonzero value:&lt;br /&gt;
&lt;br /&gt;
===Dashing next to a pit and transitioning===&lt;br /&gt;
This is most easily done in the underworld using Ice Rod Cave or Mini-Moldorm Cave. While overlapping the edge of the pit, dash out of the door:&lt;br /&gt;
&lt;br /&gt;
[[File:Ice_Rod_Waterwalk.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dashing Next to a Pit and bonking===&lt;br /&gt;
In the Lost Woods:&lt;br /&gt;
&lt;br /&gt;
[[File:Lost_Woods_bonk.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fairy east of Sanctuary:&lt;br /&gt;
&lt;br /&gt;
[[File:Sanc_Fairy_Bonk.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skull Woods:&lt;br /&gt;
&lt;br /&gt;
[[File:Skull_Bonk.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Performing a Dash Turn Near a Hole===&lt;br /&gt;
Any place you can use a bonk to set up the waterwalk, you can also do a dash turn over a hole.  If you're alignment is such that a bonk would arm the waterwalk, the dash turn should work as well.  Walk over the edge of the pit.  As you are walking, start a dash and turn away from the hole (do not dash).  Release the dash buffer and walk away from the hole to arm the waterwalk.  &lt;br /&gt;
&lt;br /&gt;
Arming a waterwalk in Skull Woods:&lt;br /&gt;
&lt;br /&gt;
[[File:Skull_Dash_Turn.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fairy Revival===&lt;br /&gt;
By reviving Link with a fairy as he's falling into a pit, you can arm a waterwalk.  The example below would allow you to access the contents of waterfall cave without the boots or Moon Pearl:&lt;br /&gt;
&lt;br /&gt;
[[File:Fairy_Revival_Waterwalk.mp4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
===Quick Zora Domain Traversal===&lt;br /&gt;
Fake flipper with the [[Moon Pearl]], enter and exit the waterfall cave:&lt;br /&gt;
&lt;br /&gt;
[[File:Zora_Traversal.mp4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick Hobo Access===&lt;br /&gt;
After setting up the waterwalk by dashing out of Ice Rod Cave:&lt;br /&gt;
&lt;br /&gt;
[[File:Quick_Hobo.mp4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===East Dark World Access===&lt;br /&gt;
After Setting up the waterwalk in Skull Woods:&lt;br /&gt;
&lt;br /&gt;
[[File:East_DW_Access.mp4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Access Hylia Island Item===&lt;br /&gt;
After setting up the waterwalk in Skull Woods:&lt;br /&gt;
&lt;br /&gt;
[[File:East_DW_Access.mp4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Dark World Shopping Mall&amp;quot; Access (Entrance specific)===&lt;br /&gt;
After setting up the waterwalk in Skull Woods:&lt;br /&gt;
&lt;br /&gt;
[[File:DW_Shopping_Mall.mp4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stacking Waterwalk and Fake Flipper==&lt;br /&gt;
As long as you succeed on the first try, you can keep a stored waterwalk through a fake flipper.  This has a couple of uses.&lt;br /&gt;
&lt;br /&gt;
===Waterwalk with flippers out of Ice Rod Cave===&lt;br /&gt;
While this isn't a double waterwalk, this is an example of using a stored waterwalk after swimming with the flips&lt;br /&gt;
&lt;br /&gt;
[[File:Walk_with_Flips.mp4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Access Zora Ledge Item Without Flippers===&lt;br /&gt;
Note: You CANNOT do this ''and'' check the chests in the Waterfall Fairy as moving left/right in the underworld disarms the stored waterwalk&lt;br /&gt;
&lt;br /&gt;
[[File:Zora_Ledge_Walk.mp4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Disarming the Waterwalk==&lt;br /&gt;
Any of the following actions reset the pit variable and disarm the waterwalk&lt;br /&gt;
* Walking near a pit&lt;br /&gt;
* Jumping into water and being splashed out&lt;br /&gt;
* Jumping southwards on the overworld&lt;br /&gt;
* Moving left or right in the underworld&lt;br /&gt;
* Travelling with the flute&lt;br /&gt;
* Using the mirror&lt;br /&gt;
* Saving and quitting&lt;br /&gt;
&lt;br /&gt;
==Disabling an Active Waterwalk==&lt;br /&gt;
The following actions break an activated water walk:&lt;br /&gt;
* Walking onto dry land&lt;br /&gt;
* Taking damage&lt;br /&gt;
* Bonking&lt;br /&gt;
* Obtaining an item&lt;br /&gt;
* Using the flute&lt;br /&gt;
* Using the mirror&lt;br /&gt;
* Walking on shallow water with the flippers&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Fairy_Revival_Waterwalk.mp4&amp;diff=1696</id>
		<title>File:Fairy Revival Waterwalk.mp4</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Fairy_Revival_Waterwalk.mp4&amp;diff=1696"/>
		<updated>2019-11-11T18:50:44Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: P-Train!7936 uploaded a new version of File:Fairy Revival Waterwalk.mp4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Fairy_Revival_Waterwalk.mp4&amp;diff=1695</id>
		<title>File:Fairy Revival Waterwalk.mp4</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Fairy_Revival_Waterwalk.mp4&amp;diff=1695"/>
		<updated>2019-11-11T18:49:41Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Water_Walk&amp;diff=1694</id>
		<title>Water Walk</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Water_Walk&amp;diff=1694"/>
		<updated>2019-11-11T18:31:27Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: Finished the document and added gifs/mp4s&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Water Walk=&lt;br /&gt;
'''Water Walk''' is a minor glitch that allows Link to walk on water as if it were dry land.&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
There are two ways to trigger a water walk:&lt;br /&gt;
* Store a nonzero pit variable ($5B) and then jump southwards onto a body of water.&lt;br /&gt;
* [[Fake Flippers|Fake flipper]] into the waterfall fairy cave and exit while possessing the moon pearl.&lt;br /&gt;
&lt;br /&gt;
==Arming the Pit Variable==&lt;br /&gt;
The following methods can be used to arm the pit variable to a nonzero value:&lt;br /&gt;
&lt;br /&gt;
===Dashing next to a pit and transitioning===&lt;br /&gt;
This is most easily done in the underworld using Ice Rod Cave or Mini-Moldorm Cave. While overlapping the edge of the pit, dash out of the door:&lt;br /&gt;
&lt;br /&gt;
[[File:Ice_Rod_Waterwalk.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dashing Next to a Pit and bonking===&lt;br /&gt;
In the Lost Woods:&lt;br /&gt;
&lt;br /&gt;
[[File:Lost_Woods_bonk.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fairy east of Sanctuary:&lt;br /&gt;
&lt;br /&gt;
[[File:Sanc_Fairy_Bonk.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skull Woods:&lt;br /&gt;
&lt;br /&gt;
[[File:Skull_Bonk.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Performing a Dash Turn Near a Hole===&lt;br /&gt;
Any place you can use a bonk to set up the waterwalk, you can also do a dash turn over a hole.  If you're alignment is such that a bonk would arm the waterwalk, the dash turn should work as well.  Walk over the edge of the pit.  As you are walking, start a dash and turn away from the hole (do not dash).  Release the dash buffer and walk away from the hole to arm the waterwalk.  &lt;br /&gt;
&lt;br /&gt;
Arming a waterwalk in Skull Woods:&lt;br /&gt;
&lt;br /&gt;
[[File:Skull_Dash_Turn.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
===Quick Zora Domain Traversal===&lt;br /&gt;
Fake flipper with the [[Moon Pearl]], enter and exit the waterfall cave:&lt;br /&gt;
&lt;br /&gt;
[[File:Zora_Traversal.mp4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick Hobo Access===&lt;br /&gt;
After setting up the waterwalk by dashing out of Ice Rod Cave:&lt;br /&gt;
&lt;br /&gt;
[[File:Quick_Hobo.mp4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===East Dark World Access===&lt;br /&gt;
After Setting up the waterwalk in Skull Woods:&lt;br /&gt;
&lt;br /&gt;
[[File:East_DW_Access.mp4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Access Hylia Island Item===&lt;br /&gt;
After setting up the waterwalk in Skull Woods:&lt;br /&gt;
&lt;br /&gt;
[[File:East_DW_Access.mp4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Dark World Shopping Mall&amp;quot; Access (Entrance specific)===&lt;br /&gt;
After setting up the waterwalk in Skull Woods:&lt;br /&gt;
&lt;br /&gt;
[[File:DW_Shopping_Mall.mp4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stacking Waterwalk and Fake Flipper==&lt;br /&gt;
As long as you succeed on the first try, you can keep a stored waterwalk through a fake flipper.  This has a couple of uses.&lt;br /&gt;
&lt;br /&gt;
===Waterwalk with flippers out of Ice Rod Cave===&lt;br /&gt;
While this isn't a double waterwalk, this is an example of using a stored waterwalk after swimming with the flips&lt;br /&gt;
&lt;br /&gt;
[[File:Walk_with_Flips.mp4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Access Zora Ledge Item Without Flippers===&lt;br /&gt;
Note: You CANNOT do this ''and'' check the chests in the Waterfall Fairy as moving left/right in the underworld disarms the stored waterwalk&lt;br /&gt;
&lt;br /&gt;
[[File:Zora_Ledge_Walk.mp4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Disarming the Waterwalk==&lt;br /&gt;
Any of the following actions reset the pit variable and disarm the waterwalk&lt;br /&gt;
* Walking near a pit&lt;br /&gt;
* Jumping into water and being splashed out&lt;br /&gt;
* Jumping southwards on the overworld&lt;br /&gt;
* Moving left or right in the underworld&lt;br /&gt;
* Travelling with the flute&lt;br /&gt;
* Using the mirror&lt;br /&gt;
* Saving and quitting&lt;br /&gt;
&lt;br /&gt;
==Disabling an Active Waterwalk==&lt;br /&gt;
The following actions break an activated water walk:&lt;br /&gt;
* Walking onto dry land&lt;br /&gt;
* Taking damage&lt;br /&gt;
* Bonking&lt;br /&gt;
* Obtaining an item&lt;br /&gt;
* Using the flute&lt;br /&gt;
* Using the mirror&lt;br /&gt;
* Walking on shallow water with the flippers&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Skull_Dash_Turn.gif&amp;diff=1693</id>
		<title>File:Skull Dash Turn.gif</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Skull_Dash_Turn.gif&amp;diff=1693"/>
		<updated>2019-11-11T18:29:19Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Zora_Ledge_Walk.mp4&amp;diff=1692</id>
		<title>File:Zora Ledge Walk.mp4</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Zora_Ledge_Walk.mp4&amp;diff=1692"/>
		<updated>2019-11-11T18:27:26Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Walk_with_Flips.mp4&amp;diff=1691</id>
		<title>File:Walk with Flips.mp4</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Walk_with_Flips.mp4&amp;diff=1691"/>
		<updated>2019-11-11T18:26:31Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:DW_Shopping_Mall.mp4&amp;diff=1690</id>
		<title>File:DW Shopping Mall.mp4</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:DW_Shopping_Mall.mp4&amp;diff=1690"/>
		<updated>2019-11-11T18:25:31Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:East_DW_Access.mp4&amp;diff=1689</id>
		<title>File:East DW Access.mp4</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:East_DW_Access.mp4&amp;diff=1689"/>
		<updated>2019-11-11T18:24:01Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Quick_Hobo.mp4&amp;diff=1688</id>
		<title>File:Quick Hobo.mp4</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Quick_Hobo.mp4&amp;diff=1688"/>
		<updated>2019-11-11T18:21:56Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Zora_Traversal.mp4&amp;diff=1687</id>
		<title>File:Zora Traversal.mp4</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Zora_Traversal.mp4&amp;diff=1687"/>
		<updated>2019-11-11T18:03:28Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Skull_Bonk.gif&amp;diff=1672</id>
		<title>File:Skull Bonk.gif</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Skull_Bonk.gif&amp;diff=1672"/>
		<updated>2019-11-11T17:31:02Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Sanc_Fairy_Bonk.gif&amp;diff=1671</id>
		<title>File:Sanc Fairy Bonk.gif</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Sanc_Fairy_Bonk.gif&amp;diff=1671"/>
		<updated>2019-11-11T17:24:26Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Lost_Woods_bonk.gif&amp;diff=1670</id>
		<title>File:Lost Woods bonk.gif</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Lost_Woods_bonk.gif&amp;diff=1670"/>
		<updated>2019-11-11T17:16:01Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Ice_Rod_Cave_Waterwalk.mp4&amp;diff=1669</id>
		<title>File:Ice Rod Cave Waterwalk.mp4</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Ice_Rod_Cave_Waterwalk.mp4&amp;diff=1669"/>
		<updated>2019-11-11T15:49:39Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Ice_Rod_Waterwalk.gif&amp;diff=1668</id>
		<title>File:Ice Rod Waterwalk.gif</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Ice_Rod_Waterwalk.gif&amp;diff=1668"/>
		<updated>2019-11-11T15:37:26Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Water_Walk&amp;diff=1636</id>
		<title>Water Walk</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Water_Walk&amp;diff=1636"/>
		<updated>2019-11-09T00:14:35Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: Creation - adding gifs later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Water Walk=&lt;br /&gt;
'''Water Walk''' is a minor glitch that allows Link to walk on water as if it were dry land.&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
There are two ways to trigger a water walk:&lt;br /&gt;
* Store a nonzero pit variable ($5B) and then jump southwards onto a body of water.&lt;br /&gt;
* [[Fake Flippers|Fake flipper]] into the waterfall fairy cave and exit while possessing the moon pearl.&lt;br /&gt;
&lt;br /&gt;
==Pit Variable==&lt;br /&gt;
===Arming===&lt;br /&gt;
The following methods can be used to arm the pit variable to a nonzero value:&lt;br /&gt;
&lt;br /&gt;
====Dashing next to a pit and transitioning====&lt;br /&gt;
This is most easily done in the underworld using Ice Rod Cave or Mini-Moldorm Cave. While overlapping the edge of the pit, dash out of the door:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dashing Next to a Pit and bonking====&lt;br /&gt;
In the Lost Woods:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fairy east of Sanctuary:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skull Woods:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Coming soon...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Disarming the Waterwalk==&lt;br /&gt;
Any of the following actions reset the pit variable and disarm the waterwalk&lt;br /&gt;
* Walking near a pit&lt;br /&gt;
* Jumping into water and being splashed out&lt;br /&gt;
* Jumping southwards on the overworld&lt;br /&gt;
* Moving left or right in the underworld&lt;br /&gt;
* Travelling with the flute&lt;br /&gt;
* Using the mirror&lt;br /&gt;
* Saving and quitting&lt;br /&gt;
&lt;br /&gt;
==Disabling an Active Waterwalk==&lt;br /&gt;
The following actions break an activated water walk:&lt;br /&gt;
* Walking onto dry land&lt;br /&gt;
* Taking damage&lt;br /&gt;
* Bonking&lt;br /&gt;
* Obtaining an item&lt;br /&gt;
* Using the flute&lt;br /&gt;
* Using the mirror&lt;br /&gt;
&lt;br /&gt;
===&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Super_Bunny&amp;diff=1620</id>
		<title>Super Bunny</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Super_Bunny&amp;diff=1620"/>
		<updated>2019-11-04T22:41:37Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: Added &amp;quot;Super Bunny Skills&amp;quot; section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Super Bunny=&lt;br /&gt;
Super Bunny is a glitch in which you gain partial use of Link's abilities (namely use of the sword and [[Pegasus Boots]]) in the [[Dark World]] without obtaining the [[Moon Pearl]]&lt;br /&gt;
&lt;br /&gt;
==Super Bunny Skills==&lt;br /&gt;
&lt;br /&gt;
Superbunny Link can do the following:&lt;br /&gt;
* Use a Sword&lt;br /&gt;
* Use the Pegasus Boots&lt;br /&gt;
* Open Chests&lt;br /&gt;
* Lift Objects&lt;br /&gt;
* Pull a lever (sometimes useful in [[Inverted State|Inverted]]/Entrance modes)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Setting Up Super Bunny==&lt;br /&gt;
&lt;br /&gt;
===Fall Through a Hole===&lt;br /&gt;
&lt;br /&gt;
If the player falls through a hole that has another floor below it, Link will be Super Bunny on the new floor. An example of this would be entering Skull Woods as bunny and falling into one of its entrances. Link will be super bunny inside the dungeon.&lt;br /&gt;
&lt;br /&gt;
Using Superbunny State to access chests in Superbunny Cave:&lt;br /&gt;
&lt;br /&gt;
[[File:Literal_Superbunny_Cave.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using Superbunny in Skull Woods and using Wallmaster to get link state:&lt;br /&gt;
&lt;br /&gt;
[[File:Super_Bunny_Skull_Woods.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Picking up an Item===&lt;br /&gt;
&lt;br /&gt;
Talking to any NPC who gives the player something (such as Stumpy or the Bottle Merchant) will give Link Super Bunny status. Additionally, picking up an item on the ground (Mushroom Spot, Inside Spectacle Rock) will give Link Super Bunny Status.  Essentially, Link achieves Super Bunny Status after the &amp;quot;item get&amp;quot; animation.&lt;br /&gt;
&lt;br /&gt;
===Mirror Transitions to Underworld===&lt;br /&gt;
&lt;br /&gt;
By mirroring on the same frame Bunny Link enters a house or cave, the player will become Super Bunny inside.&lt;br /&gt;
&lt;br /&gt;
Using Mirror Transition to get the items in Mire Shed:&lt;br /&gt;
&lt;br /&gt;
[[File:Mire_Mirror_Superbunny.gif]]&lt;br /&gt;
&lt;br /&gt;
===Damage Boosting transitions to Underworld===&lt;br /&gt;
&lt;br /&gt;
By taking damage on the same frame Bunny Link enters a house or cave, the player will become Super Bunny inside.&lt;br /&gt;
&lt;br /&gt;
Using a Damage Boost to get the items in mire shed:&lt;br /&gt;
&lt;br /&gt;
[[File:Mire_DBoost_Superbunny.gif]]&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=Super_Bunny&amp;diff=1619</id>
		<title>Super Bunny</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=Super_Bunny&amp;diff=1619"/>
		<updated>2019-11-04T22:24:19Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: Added gifs for usage examples&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Super Bunny=&lt;br /&gt;
Super Bunny is a glitch in which you gain partial use of Link's abilities (namely use of the sword and [[Pegasus Boots]]) in the [[Dark World]] without obtaining the [[Moon Pearl]]&lt;br /&gt;
&lt;br /&gt;
==Setting Up Super Bunny==&lt;br /&gt;
&lt;br /&gt;
===Fall Through a Hole===&lt;br /&gt;
&lt;br /&gt;
If the player falls through a hole that has another floor below it, Link will be Super Bunny on the new floor. An example of this would be entering Skull Woods as bunny and falling into one of its entrances. Link will be super bunny inside the dungeon.&lt;br /&gt;
&lt;br /&gt;
Using Superbunny State to access chests in Superbunny Cave:&lt;br /&gt;
&lt;br /&gt;
[[File:Literal_Superbunny_Cave.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using Superbunny in Skull Woods and using Wallmaster to get link state:&lt;br /&gt;
&lt;br /&gt;
[[File:Super_Bunny_Skull_Woods.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Picking up an Item===&lt;br /&gt;
&lt;br /&gt;
Talking to any NPC who gives the player something (such as Stumpy or the Bottle Merchant) will give Link Super Bunny status. Additionally, picking up an item on the ground (Mushroom Spot, Inside Spectacle Rock) will give Link Super Bunny Status.  Essentially, Link achieves Super Bunny Status after the &amp;quot;item get&amp;quot; animation.&lt;br /&gt;
&lt;br /&gt;
===Mirror Transitions to Underworld===&lt;br /&gt;
&lt;br /&gt;
By mirroring on the same frame Bunny Link enters a house or cave, the player will become Super Bunny inside.&lt;br /&gt;
&lt;br /&gt;
Using Mirror Transition to get the items in Mire Shed:&lt;br /&gt;
&lt;br /&gt;
[[File:Mire_Mirror_Superbunny.gif]]&lt;br /&gt;
&lt;br /&gt;
===Damage Boosting transitions to Underworld===&lt;br /&gt;
&lt;br /&gt;
By taking damage on the same frame Bunny Link enters a house or cave, the player will become Super Bunny inside.&lt;br /&gt;
&lt;br /&gt;
Using a Damage Boost to get the items in mire shed:&lt;br /&gt;
&lt;br /&gt;
[[File:Mire_DBoost_Superbunny.gif]]&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Mire_DBoost_Superbunny.gif&amp;diff=1618</id>
		<title>File:Mire DBoost Superbunny.gif</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Mire_DBoost_Superbunny.gif&amp;diff=1618"/>
		<updated>2019-11-04T21:07:27Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: A damage boost into the mire shed for superbunny state&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A damage boost into the mire shed for superbunny state&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Mire_Mirror_Superbunny.gif&amp;diff=1617</id>
		<title>File:Mire Mirror Superbunny.gif</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Mire_Mirror_Superbunny.gif&amp;diff=1617"/>
		<updated>2019-11-04T21:06:46Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Super_Bunny_Skull_Woods.gif&amp;diff=1616</id>
		<title>File:Super Bunny Skull Woods.gif</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Super_Bunny_Skull_Woods.gif&amp;diff=1616"/>
		<updated>2019-11-04T21:06:08Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
	<entry>
		<id>http://alttp.mymm1.com/w/index.php?title=File:Literal_Superbunny_Cave.gif&amp;diff=1615</id>
		<title>File:Literal Superbunny Cave.gif</title>
		<link rel="alternate" type="text/html" href="http://alttp.mymm1.com/w/index.php?title=File:Literal_Superbunny_Cave.gif&amp;diff=1615"/>
		<updated>2019-11-04T21:05:38Z</updated>

		<summary type="html">&lt;p&gt;P-Train!7936: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>P-Train!7936</name></author>
	</entry>
</feed>