For boss and miniboss strategies, see the pages for Death Sword and Stallord.
With good aiming and movement it is faster to enter the dungeon as human. Therefore just climb up the stairs. When you enter the dungeon, clawshot up to the pathway on the left after skipping the cutscene and follow the pathway to the chain. An autoroll is required at the end, and they are fast to use throughout.
See notes on displacement clip setups. Poe Gate Clip is over a minute faster than Poe Gate Skip done well and is far easier. It requires blue rupee text to be available, so retrying the trick after getting blue rupee text requires saving and reloading.
Playlist of setups/videos made around the time of the trick's discovery here
This method is faster than the wolf clip method if entering the area as human as shown here.
Jump into the sand and autoroll to the right around the pillar. Unfortunately, as there's no known way to climb out of the sand pit as human, transforming to wolf and B attacking out of the sand is required to climb out.
This method is faster than the autoroll method if already in wolf form.
Head to the left (GCN) in the large room after the Four Poe room. Turn into a wolf, and get by the pillar. Face the acute angle between it and the wall, and press B repeatedly (GCN) to clip through the pillar, and climb up to the Boss Key. This also allows for you to get to the Death Sword battle quicker if you proceed through the door and spinner track room.
With a well timed B attack from the solid platform right before Link would jump down into the sand, it is possible to instantly clip past the pillar. If you're having trouble getting through the pillar, it can help to chain two B attacks, as the animation for the second part of a combo is different from the first.
This movement saves 10 seconds and requires a brakeslide. After getting the boss key early and entering the door, sidehop off of the railing and roll over the other railing at the bottom. To get the sidehop, hold L and up to begin walking on the railing before switching to holding left and pressing A. Either brakeslide or drop and jump to the next door. Enter the door on the furthest left side, roll, sidehop, jump attack. Roll jump onto the railing and autoroll upleft, then do a brakeslide in the sand to get to land. If you fail this brakeslide, transform wolf quickly and B attack to land; if you transform too late, Link will drown immediately.
This path is around 4s slower than the ideal path.
A step clip with a skull can be used to clip out of bounds and clawshot to Death Sword without killing the three stalfos and opening the gate. Aiming in first person is not required, but with this method, the control stick input and B press don't need to be timed relative to each other, as the B press both exits first person and draws the sword to accomplish the clip.
Notes:
The exact bounds depend on Link's exact position, but the green lines shown here are a safe estimate of the range in which the circled point of the skull can be for the step clip to work.

This method is no faster or slower than the first person method, but it is generally not preferred because it doesn't allow for fine tuning Link's angle in first person while sinking and has an added timing component.
Comparison to killing stalfos with bombs
After entering the room, make your way across the sand with the human movement, or as wolf. Transform if wolf, and jump off the edge. Pull a bomb in the air, and B drop it in the darker ground texture. B drop another bomb for the next stalfos, then go near the first bomb to get the stalfos to stop in place. Roll towards the gate.
First go to the far stalfos to wake him up then go back to the middle of the room on the edge of the quick-sand. Wait a little bit then start walking backwards with the B&C by holding L to kill the 2 behind you, finally throw the B&C to kill the last stalfos and start making your way to the gate
With good movement, the blade trap cycle at the end will line up to allow exiting the room with no delay, whether the bomb chest is needed or not. These two videos show different methods of approaching the final spinner rails, but they are essentially equivalent. Note that during the spinner jumps at the final rail section, it saves 5f to hold forward during the jumps.
Some alternative movement options
After targeting poe 1 with senses on, a short cutscene will play. Moving underneath the poe shortly before targeting it can shorten the cutscene by a few frames; a neutral B attack is a good option.
After killing poe 1, a cutscene plays wherein its flame flies to its designated torch. If the poe dies far enough away, the flame will stop moving for a second or two during the cutscene before resuming its path, but if the poe dies close to the torch, then the flame reaches the torch before it gets to the pause. Including the movement to the dirt patch afterwards, this saves about 2 seconds done well. To do this, lure the poe towards the stairs between cycles. Note that luring the poe too far from its starting position will cause it to fly back home.
Note that this trick was discovered and named well before Poe Gate Skip existed. It is still useful even after killing Poe 1.
By walking into the back of the pillar in a specific way and while Link is at a specific height in the sand, it is possible to pop up on top of it and roll jump off onto the platform, skipping the 1st Poe in Arbiter's. It is recommended to have over 1 heart when attempting Poe 1 Skip, as having 1 heart or less makes the frame window for rolling off the pillar smaller.
This video goes over the standard method of doing Poe 1 Skip setupless as well as backups.
For this method, LJA towards the pillar (for this method, use 1 target to make sure the rang comes back in time), then hold forward and item buffer until Link's left leg moves forward. Pull out boomerang and line up your hearts with the pillar in the top left, then cancel and hold forward + mash A.
There is a fast strat for the second poe where you enter the room as a wolf and deal with the bubbles during the fight. To do this jump attack the poe as soon as you can target it, this will make the poe attack sooner. Start a B-charge quicker after to get the first hit before the bubbles can make their way over. After this quickspin the bubbles while waiting for the poe to become vulnerable, when it is just use a B attack to knock it down and then finish it while the bubbles are still jumping around.
After returning from Poe 2, you are able to manipulate the rat in the room below to interrupt the switch pushing animation by attacking the player. This lets the player run towards the exit while the door is opening. This trick is precise, and also may be impossible to hit if the rat falls down at certain spots.
After Poe 1 Skip you can enter the Poe 3 room backwards. To be able to kill off the redead and stalkins quickly, you can use Midna Charge in the way shown in the video below. However, this is not perfectly consistent, as the direction each stalkin walks after Link enters the room is RNG. It is also possible to make killing the redead safer/easier by first targeting it, attacking with A, and biting it one time then launching off of it, making it so that only one hit via Midna charge is needed to kill it.
Using a bomb in the boomerang to kill the stalfos is faster than using the ball & chain. However, it's not much faster, and it can be better to use ball & chain if bombs aren't already equipped and/or bombs need to be conserved.
After the poe's first attack, the actions listed below will manipulate the poe to skip its slow spinning phase and immediately start spinning quickly to begin another attack. There is no known way to manipulate the number of times it spins quickly in either cycle.
UP = Get out of sand, L-target poe + jump attack
LEFT = L-target poe + sidehop right
DOWN = Neutral B attack
RIGHT = L-target poe + forward B attack ASAP
Stand on the edge of the ground shown in the video. Count 4 poes then Jump Attack the front poe when its in the left half of the door. If poe's keep spinning, reposition, count 3 poes, Jump Attack again, repeat as needed. If the poe's stop and it doesn't hit the front, check the back poe, Jump Attack it. If its not the back poe, wait half a second and spin attack for the two side poes
Taking advantage of Link's invincibility during his forward B-attack, the poe's attack can be avoided entirely, allowing for an easier spin attack or B-attack right after, mitigating the risk of getting hit and having to wait through another cycle.
See notes on displacement clip setups. Poe Gate Clip is over a minute faster than Poe Gate Skip done well and is far easier. It requires blue rupee text to be available, so retrying the trick after getting blue rupee text requires saving and reloading. The method that GCN uses is possible on Wii, but isn't recommended due to requiring manual aiming because of c-up cancels not being possible on Wii.
Playlist of setups/videos made around the time of the trick's discovery here
After the ledge is grabbed during poe 1 skip, Wii routes navigate to the block to begin pushing it. While it's easier to transform to wolf to cross the sand and then transform back to human after, it's faster to stay human the whole time utilizing a brakeslide across the sand. This is true regardless if chandelier 2 skip is performed afterwards.
Releasing the control stick to neutral shortly after Link begins pulling a chain will cause him to finish the animation early and not move backwards. This makes it possible to pull chains without pushing the blocks.
It's possible to get to the single stalfos room without raising the chandelier using the boomerang and a bomb.
Older method with only a bomb + jump attack
It is possible to make it over the sand hole with a roll stab and then quickly turning wolf on the other side and doing a B-attack before you get stuck.
In the room before Death Sword with the three stalfos, it's possible to skip killing them using a 3pcc. Go near the far stalfos and break the pot next to the wall. Align with the small square on the ground, and pull the clawshot facing towards the wall. Aim at the middle of the screen, vertically aligned with the left corner of the triangle splotch on the wall. Flick upwards, and release B once the reticle is almost at the top of the screen. This optimally saves about 13 seconds over killing the stalfos with bombs. The video below demonstrates visual cues and approach.
Comparison of 3pcc vs. step clip vs. bomb strat
Pull sword on last possible frame. The free time you have to move is equal to the animation of Link when he finishes pulling the chain.
Using various rupee sources obtainable quickly throughout the run, skipping the 20R chest in AG is both possible and faster (by about 5s). The clips shown in the video demonstrate the necessary movement and backups.
Align and LJA towards pillar as the video does. Hold Up-right after landing, then Item Buffer until Link is standing on top of the pillar (the higher the better). Close the Item Wheel, then Hold Forward and Roll immediately
It is possible with really precise movement to skip getting the 1st Poe in Arbiters and therefore complete the first half of the dungeon backwards. After the backflip the fourth Poe Soul gets collected first.
To do this you enter the leftsided room after the Poe Cutscene and backflip of the pillar in the sand in a really precise angle.
Note that this is very hard to do but can save around 1 minute for Any%.
There are good visual cues for Poe 1 Skip by SVA, but they are still dependent on position, angle and control stick direction.

There is a semi-consistent setup by Dragonbane. The first cues and the LJA are completely consistent, but the final cue is really hard to pull off while being in Quicksand. With this setup Poe 1 Skip still saves around 40 seconds.
The Moldorms in the Poe 1 skip room can attack you from the quicksand and therefore disturb your Poe 1 skip attempts. To prevent that, you can simply kill them. By using a bomb its easy to kill or at least distract them without wasting too much time.
In the chandelier room with with the spikes, get to the other side of the room and pull the large metal box once. Walk up the stairs, and get on the ledge to your right. Pull out the boomerang, and target above the left side of the doorway. Now use a Long Jump to get onto the chandelier.
It is also possible to skip the chandelier from the right side. The target is not precise at all, just make sure you are standing on the edge of the step.
If done quickly this is the faster method.
In the second chandelier room, make your way down to the chain you would normally have to pull to raise the chandelier. Pull out the Gale Boomerang, and target above the left side of the door. Now just use a Long Jump to get across the gap. If you stand closer to the chandelier no moldorms should be able to hit you.
From when you first enter the room, transform human and jump attack onto the railing at the right end next to the wall. Next LJA onto the chandelier by targeting at the back of the black square. You should slide into the chandelier where you can simply roll to the door. This has been timed to be one second slower but the advantage is moldorms can't get you
With the ball & chain there is a fast strategy that can be used to quickly kill the Redeads by the 3rd poe. It involes using the boomerang to stun the redead which will delay the scream that stuns you, it is also handy that if you are stunned by a Redead when the boomerang hits the Redead on the way back you will be able to move again.
1) Roll up to the first redead
2) Quick throw the boomerang towards the first redead - This will allow you to move once it comes back to you
3) Throw the ball & chain at the redeads
After the poes start spinning, transform and drink the Jelly, then transform Wolf and use Midna charge to kill the poe.
It is possible in the room before the Boss Key (after in 100%) to target the ceiling so that the boomerang is above the spinner railing allowing you to LJA over onto the platform OoB and get to the heart piece faster. After the boss key L-Roll to stay centered and open the door, then L-roll twice more for a consistent position. Finally target where shown in the video and LJA as soon as possible.
Begin waking the back stalfos. Place a bomb on the stone once the stalfos is nearly awake, then backflip (target before the stalfos is fully awake and targetable), release target and draw sword, and then shield bash the stalfos three times into a position between the bomb and the upper ledge. Time a helm splitter to boost up onto the ledge.
Rollstab towards the back wall to break one or two skulls on the ground to avoid accidentally trying to pick them up. With Link roughly facing the wall, begin holding target; targeting a stalfos makes the trick difficult or impossible, so continue holding target across attempts. Sidehop onto the small block and use backslice moon boots to reach the upper ledge. With good A press timing, it is possible to begin the sideroll from the initial sidehop as shown in the first example in the video below.
If you do target one of the stalfos, you can either kill the stalfos and go through the room normally or spin attack them until they fall down and are no longer targetable, then retry the moon boots.
The first spinner socket can be skipped with a jumpstrike moon boots LJA.
It saves 1 frame if done perfect to get on the ledge and use the spinner from there.
Poe gate skip was brainstormed and tested by many people over the years. The concept for the first working method was developed primarily by spicyjuice04, InAMuffinCup, CW15, qwerty, ChrisIsAwesome, Taka, bdamja, and bewildebeest.
This trick skips defeating all four poes by bypassing the gate with an ending blow moon boots from an out of bounds seam. There are four steps:
To do this, get the bubble up against the gate near the east corner, stand Link in the west corner, and clawshot the rightmost side of the bubble. (This also works with all directions reversed, i.e. with Link in the east corner and the bubble in the west.) This partially clips it into the gate, so it can be helpful to turn towards the gate and toss the boomerang to knock it fully past the gate, though because its facing angle doesn't change after being stunned, its first hop will usually bring it to the other side of the gate anyway. It may be helpful in the final part of poe gate skip to have clipped both bubbles past the gate here so that there are more opportunities for a bubble to land in a good position, but only one bubble is required.
The easiest way to get a bubble into position is to lure it towards the east corner while it is still flying, then clawshot it while it's facing roughly towards the gate. After it is stunned by the clawshot (or boomerang), the bubble stays facing the same direction it was before, so having it face the gate means that it will at least start off hopping into the gate and staying in a good position. Its hopping direction can change randomly and may veer away from the gate; if this happens, wait for it to begin facing the gate again and then clawshot it again. This may involve waiting for it to grow wings again.
See these images for visual cues that help aim the clawshot at the correct part of the bubble to get it to clip when facing east and when facing west. The clawshot reticle's horizontal line that is closest to the poe door has its point that is towards the center of the clawshot reticle overlapping the dark line on the wall texture behind the bubble, with about half or a little bit more of the dark line covered by the reticle line. This cue works when the bubble is in the corner; when the bubble is still along the gate but closer to Link, clipping can still be possible, but the clawshot must be aimed farther from the gate to achieve the angle required.
It is also possible to get bubbles out of bounds during their bouncing after hitting Link's shield as shown in this demonstration, but this is very RNG-dependent and not useful outside of a TAS. This was discovered by CW15 and InAMuffinCup.
Step clipping into the lowest platform can be done with a skull (faster) or a big pot (slower).
This method is recommended over the others shown below.
The general idea is to get Link stuck in a corner near the seam, get him unstuck, move him onto the seam, then cross the sand as wolf.
There are a few ways to get Link stuck in the corner. A quick and consistent setup is embedded below. Simply walking into the corner can work just fine, but is a bit finicky.
The seam itself is extremely narrow, less than 0.01 units wide. Each of these steps is precise in its own way. To get perfect cardinal facing angles, these setups involve turning around.
A comprehensive tutorial on the trick that includes detailed data and different methods is embedded below. Two older tutorials are also available here and here.
To perform the fast method shown at the beginning of the video below:
Notes:
To finally skip the gate, get to the northernmost point on the seam, boomerang the bubble(s) behind the gate to stun it/them, and perform ending blow moon boots (EBMB) on the bubble to gain just enough height to clip in bounds behind the gate.
Note that it is possible to turn the camera out of bounds while the bubble is being targeted (if not targeted, the camera will remain in-bounds and any view of the bubble(s) will be obscured by the wall). Viewing the bubble directly like this is very helpful in keeping track of the bubble's position, facing angle, and what part of its hopping animation it's in.
There are several ways this can go wrong:
These images are overhead views of the area that the bubbles get stuck in behind the gate, and they show what the result of an EBMB will be for various bubble mDownPos (see definition above). Recall that when the bubble isn't moving, mDownPos is the same as the bubble's actual position. mDownPos is always snapped to the ground, so its y value doesn't change even during hops.

The trick is nearly identical on Wii, with a few differences listed below. Most notably, Wii can pull the item wheel and press A to ending blow on the same frame, which allows for more leniency during the EBMB.
On Wii NA 1.0, it's also possible to clip the bubbles through the gate using the boomerang. Clawshot the bubble(s) towards the gate (doesn't have to be into the corner), then equip boomerang, target a bubble (continue to hold Z), and repeatedly boomerang a bubble towards the gate. Try to be directly behind a bubble, such that you are facing north and a bubble is in between you and the gate for the best results. Be careful of your angle; throwing the boomerang too far to the side can cause the bubbles to fall into the void after clipping out, instead of landing in the enclosed area behind the gate.
This way of doing it is more manageable for clipping the bubbles in while they're both hopping next to the gate, as opposed to luring them up one by one. Both this method and the clawshot method are valid ways of clipping the bubbles in. The clawshot method is more consistent and skill based in theory, but the boomerang method is easier.
The setup shown previously for getting into the corner quickly doesn't work on Wii, but a different setup is embedded below.
Visual cues for lining up the seamwalk in first person differ in 16:9 (the default aspect ratio), but this part of the trick functions the same in principle. While not strictly required, it's recommended to avoid pointing at the screen at all when in first person during the seamwalk, as that can cause Link to slightly change his facing angle and clip out.
When in first person before throwing the boomerang, aiming the pointer too high or to the right before throwing it can cause Link to pop in bounds or fall into the void. Additionally, moving the pointer far away from the center after throwing the boomerang and before slashing can make Link fall out of bounds.
Unlike GCN, it's not possible to see exactly where the bubbles are at the same moment as doing the EBMB. However, when waiting for a bubble to jump into the corner, first person will let you see through the wall to identify where the bubbles are right before the EBMB. Wii can also directly target the bubbles with the boomerang. When doing so, it's recommended to target the bubble(s) multiple times to avoid the boomerang coming back too soon and making Link slash when drawing his sword.
For the EBMB itself, Wii has one additional working frame of pulling the item wheel. When A and minus are pressed at the same time, this is "frame 1" and yields the most height and speed. Getting a frame 1 EBMB should also make it impossible to fail the EBMB by falling into the void (but getting stuck in jail is still a concern). Pressing A and then minus one frame later is called "frame 2" and is the same as what GCN must go for intentionally. Frame 1 is preferable, but frame 2 works fine too, just with slightly less working bubble positions as shown previously.