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Wrong Warp — From the Deku Tree to Ganon's Castle

The Legend of Zelda: Ocarina of Time · Nintendo 64 · Wrong Warp · Saves: Almost the entire game — the adult timeline, its dungeons and most required items

A setup in Gohma's boss room, using a bottle and precise timing, that confuses the game's location loading so the blue warp out of the Deku Tree sends child Link to the end of the game at Ganon's Castle.

Every time Link moves to a new area, Ocarina of Time decides what to load by looking up a table of possible destinations, chosen by combinations of location, time of day, Link's age and cutscene state. The wrong warp exploits that system. The technique is performed at the end of the first dungeon, inside the Great Deku Tree. Runners defeat the boss, Gohma, in a specific spot so that the blue warp it leaves behind appears as close as possible to the room's door, then use a bottle and careful timing so that the game briefly treats Link as being in two places at once — taking the warp and going through the door. In resolving the conflict, the game loads the wrong destination and sends Link into the final areas of Ganon's Castle. The effect on the Any% speedrun is enormous. The wrong warp skips the adult half of the game, the Master Sword, the medallions, magic and almost every item and song the game normally requires, reducing the category to a short run from the start of the game through the Deku Tree to the final escape and fight. This particular form of the trick, which leads to the castle's doors to Ganon, is known among runners as "Ganondoor".

Key Facts:
  • Performed in Gohma's boss room at the end of the Deku Tree, the first dungeon
  • Uses a bottle and precise timing so the game treats Link as entering two places at once
  • Gohma is killed in a specific spot so the blue warp appears close to the door
  • Exploits the table the game uses to choose locations by age, time of day and cutscene state
  • Skips the entire adult timeline; the variant used in Any% is known as "Ganondoor"

Why One Room Can Skip a Whole Game

Most sequence breaks skip a dungeon or an item. The wrong warp works at a different level: instead of finding a gap in the world, it confuses the code that decides which world to load next. Because the game's destinations are looked up from a table rather than wired to each door, a single malformed transition can send Link almost anywhere — in this case, to the last place he is meant to reach.

Sources & further reading