For boss and miniboss strategies, see the pages for Deku Toad and Morpheel.
There are several ways to enter Lakebed Temple early.
If you've obtained the Master Sword early, it's possible to skip past the windy underwater portion of the first room by save warping.
From the end of the bridge, pull out the Gale Boomerang and target the collumn towards the left side of the door and do a long jump attack. From here, climb onto the fallen boulder, and target near the torches on either side of the door and use another long jump attack to reach the next plaform.
By using the Boomerang it is possible to throw a bomb against the pillar on the ceiling making it drop down. This leads the way to the Water bomb chest up there.
Right before the bomb hits the pillar, jump attack to get on the platform and save time.
You can also get up the ledge without knocking down the stalactite first.
Stand on the edge right next to the door leading to the main room and aim at the corner of the platform in front of you. Jump as soon as the boomerang goes out of bounds.
This is not faster than knocking down the stalactite from below and should only be used if you run out of bombs.
Here's a slightly slower way that uses targets instead.
One time consuming task that occurs in the Lakebed Temple is emptying your bomb bag of normal bombs so to obtain water bombs from chests. Instead of throw the bombs into a body of water, head over to one of the waterfalls in the stalactite room. By standing under the water while trying to pull out bombs, the bomb's fuse is put out immediately allowing for incredibly quick disposal.
From the entrance to the swiveling staircase room, head over to the top of the staircase and pull out the boomerang. Target once just right of the chandelier on the ceiling and twice above the overhang on the right. Long Jump onto the staircase's banister, and then to the ledge. This is a lot faster than have to move the staircase multiple times.
It is possible, using long jumps, to get the clawshot much earlier than was intended without ever having to go to the second floor of the dungeon and change the water level. Go to the hanging platforms room and run to the ledge of the top platform. Pull out the boomerang and target above the doorway on the left. Use a double long jump to jump to the hanging platform, and then to the door.
Please note that there is a faster way to enter Deku Toad than this LJA which uses Early Deku Toad
After doing the above trick, you can get over the railing in order to get to the Deku Toad faster. Jump attack on top of the chest and pull out the boomerang. Target slightly to the right of the pillar. Now simply use a long jump to get onto the railing and blow up the rock. If you have gotten the Ball & Chain early, use one more jumpslash to get past the previously mentioned pillar, and you can use the ball & chain to break the rock if you don't have water bombs!
Video showing how to use the ball & chain to break the rock.
It is possible to get the Heart Piece outside the Deku Toad before getting the clawshot and still being able to get out which saves 14s in 100% over getting it after. First stand where shown in the video, and then line up the cross-hair just to the right of the pot (pot cannot be broken), then go up and target above the platform, then target the floor nearby the pillar with the gate and heart piece. Now LJA to to pillar with the pot once the boomerang reachs the first target, then LJA again over to the nearby floor when the boomerang reaches the second target.
Now target the pot with the boomerang to grab it and place it on the pressure plate, go into the gate and kill the lizalfos with a Jump-Attack into Spin Attack. Open the HP and then hold L and roll forward once, then shield bash once, throw the boomerang to lift the pot off the pressure plate and start closing the gate, then shield bash while the gate is closing to get clipped OoB. You can use the Iron Boots to void out faster.
If you get trapped in the area with the heart piece it is possible to escape without death or savewarping. First sidehop up onto the back of the open chest, then look towards the torch on the wall and Jump Attack, if the angle was correct you will clip up onto the torch. From here you can do two targets to perform an OoB LJA to escape over the gate.
This most common method of clipping past the boss key door can be done in three steps:
The exact actions taken in steps 1 and 3 will depend on the staircase's orientation, which will depend on the category and route being run. The video below covers steps 1 and 3 for all four staircase orientations, and the tutorial video below that goes into detail on step 2, which is the same for any staircase orientation.
Note that without the Zora Armor, it is necessary to enter the load zone wearing the iron boots or to equip them immediately after gaining control after the load zone in order to make it to the Morpheel intro cutscene without drowning. Failing that, the next best backup is to use the iron boots to sink into the water just long enough to make the air meter appear, then surface and wait for the air meter to disappear before putting on the boots and sinking to the bottom.
Top of stairs | Getting onto railing | After spin attack |
South | Roll to the corner of the landing on the stairs. Target the boomerang above the chandelier above the column at the bottom of the stairs, then LJA as soon as possible after throwing the boomerang. | Backflip three times. During the third backflip, release target and hold up-right. |
North | Jump down to the railing using the black line to the left of the pull switch as a cue. Use the iron boots to fall faster and/or correct for a jump that would put Link in the water without using the boots. | Backflip three times. After or during the third backflip, put on the iron boots. Backhop once with the iron boots, then keep holding target and hold right on the control stick. |
West | Jump attack, then target the boomerang above the chandelier and LJA once the boomerang reaches the chandelier. Target walk right a little bit, then sidehop right twice and walk to the clipping spot. | Backflip three times. During the third backflip, release target and hold up-right. |
East | Jump attack and autospin, then target the boomerang above the chandelier and LJA once the boomerang reaches the chandelier. Target walk left a little bit, then sidehop left twice and walk to the clipping spot. | Backflip three times. During the third backflip, release target and hold up-left. |
The section beginning at 2:47 about slashing to clip into the railing and setting up the spin attack (step 2 as described above) is relevant for all staircase orientations.
Drop down into the center of the key room, and head toward a patch of vines. Once you're standing next to them place a bomb behind you and vine clip through the wall. This can be done even if the water level has been raised by using Water Bombs and Iron Boots. Once you clip out of bounds, you must un-equip the Iron Boots by equipping an item over them.
Once out of bounds, equip the Iron Boots to sink below the floor, then swim toward the GCN left side of the pillar in center of the room. At the center, the game physics will start to behave erratically. If you pass underneath some open floor, the game will try to warp you back in-bounds. This is useful for getting high enough to reach the boss room trigger, and can even put Link back in-bounds inside the small room behind the boss door. Once you are high enough, head to the center and drop down.
If you don't have the Zora Armor, you will want to enter the loading zone wearing the Iron Boots or else equip them prior to resurfacing. If you don't, you will need to spawn the air meter and resurface before sinking. Not doing so will cause you to drown just before you reach the bottom.
On Wii, due to being able to clawshot an extended range of angles, it is possible to clip through vines using just the clawshot.
After getting the heart piece put on Iron Boots and follow the setup: Sidehop, Backhop x2, Sidehop Take off boots Backflip pull sword Roll down Backflip x4 into autospin Target walk upright
In No Save & Quit you have to clawshot over the wall and climb all the way up the bridge and LJA down, but it was found you could clip into the bridge a long while ago, here's the setup for it! Mash A to drop off the switch (a few frame window so if you mash fast its consistent) C-up to any angle between 16354 (furthest left) -> 16394 (furthest right) 4x Backflips -> Hold upleft Visual Cue's for the angles are in the video description! It saves roughly 10 seconds for No S+Q and 3-5s for ILs.
By using a pot or a bomb, it is possible to Midna Dive off the bridge and use this to clip OOB beneath the room. From here, you can swim up to the Morpheel Boss Room loading zone.
Get on the end of the bridge and use the Gale Boomerang to lure a Helmasaur towards the edge of the above platform. Once he is near enough to the edge for you to target him, do so, and pull out you sword. Back up a bit and do a long jump attack off of the Helmasaur. If he is too close to the edge, you will have to wait for him to turn around otherwise your jumpslash will bounce off of his armor and the recoil will prevent you from landing on the platform. From here, turn into a wolf and climb to the crest of the fallen boulder. Align yourself, and jump to grab the ledge of the next platform.
Using four or more pots in the gale boomerang, it's possible to jump and be pushed far enough by the pots to reach the hanging platform without an LJA. This allows for early Deku Toad on the Wii version without needing bombs.
Collect 4-5 pots with the gale as shown
Line them up on the ground, and throw the boomerang such that it picks them up while returning
As it picks up the pots, jump towards the platform and try to get pushed by the pots. Jumpslash late into the jump
Jumping out a little from the platform can help with being pushed, though the direction the gale is returning from is also important. Don't jumpslash too early, as if the boomerang catches up with you it'll stop and you won't be pushed anymore. Jumpslashing stalls you and allows the gale to catch up quicker.
The second jump is possible with anywhere from four to one pots (or rupees/hearts) weighing the platform down. There's no guarantee any pots will land on the platform however, so preserving one to grab after the first jump is safest. Spin attacking the chain for an extra swing, in conjunction with the tilt from a pot, is a very consistent method. It's also possible to swing the platform enough using just the boomerang.
The speed of the first small key room depends on getting to and returning from the key chest via a water jet cycle.
With good movement, it is possible to get the small key and return without ever waiting on the water jet. By crossing over to the chest at the very start of the cycle, there is enough time to jump back across it before it goes back down. This requires a roll angled just outside the notch. Two ways to make this cycle are shown below:
The first method shoots the first stalactite, jumps down, then shoots the second stalactite from below. To m
Original demonstration video by beest here
The second method shoots both stalactites before jumping down, which requires more precise aim
This method is more lenient on the Wii version than the Gamecube version, as on Wii you can target walk forwards while aiming the bow. Wii demonstration here
Skipping shooting down the first stalactite until after the small key makes the water jet cycle slightly easier to make, sacrificing ~2s. There are four ways to make this cycle, shown below. The first two are the above methods without the first stalactite, and the second two each substitute out one of the precise jumpslashes.
Without the difficult jump back within the same cycle, either when missing, waiting after small key or with intentionally safer movement to the key, jumping back at the start of the second water jet cycle is ~5 seconds slower than the fastest first cycle.
The safest and easiest way to intentionally get this second cycle uses more careful aim to shoot down both stalactites, and substitutes the first precise jumpslash down with an easy jump or jumpslash to the lower section, then climbs up.
With a precise jumpslash it's possible to get past the water jet in the ground without shooting down the stalactite. This saves using a bomb, but is very risky as it can hit and knock Link down.
After shooting down the stalactite, jumping to the edge of the vines causes you to grab them slightly lower than if you were to grab them standing. If you jump to grab, you have to climb up seven times before you can climb sideways, but if you grab standing you only have to climb up six times to be able to climb sideways. Upwards climbing is slower than sideways climbing, meaning it's faster to grab the vines standing unless you get a seemingly rare two handed grab.
By hanging and dropping from the 2nd floor of the Single Cog room, you can reach Deku Toad without activating the water tower. This shows reaching the Deku Toad exit door; reaching the other door is possible in a very similar manner.
Aim near the dark crack in the ground to hang and drop from, and time the jumpslash after passing below the roof covering the platform. The best backup to failing and falling down below is to deathwarp back up with bombs or tektite hits.
With a slightly precise damage boost, you can get on to the railing allowing you to get to the Deku Toad faster. First kill the chus, then open the small key chest. C-Up and align as shown in the video. Back up slightly then sidehop twice to the top of the chest and place a bomb down. Pull out the sword, and on the 7th Red Flash do a Jumpslash.
Using the bomb boost shown above to get to Deku Toad early saves ~25s over the normal route
To get back to the centre room after Deku Toad, either clawshot across the vines or jumpslash down and roll through the tunnel. Rolling through the tunnel is slightly faster and easier, but clawshotting the vines can be used as a backup for missing the jumpslash and falling down.
Top left: Good jumpslash and rolls
Top right: Bad jumpslash and rolls
Bottom left: Very fast clawshot aim
Bottom right: Solid clawshot aim
Roll to the edge and clawshot the target, then drop. If needed, the chest has water bombs. Clawshot up to the vines then walk to the edge to be able to reach the next clawshot target. Drop with iron boots then clawshot the final target to get to the door. With fast aim you should be able to ignore the keese, but be careful as they can easily knock you into the void.
To quickly navigate the underwater maze room, sink down with the iron boots below the platform, then swim down through the wall and up to the first boulder. Pull a bomb and detonate it with an iron boots roll, ideally angled to hit Link into the wall. Swim down and left to the second boulder, again detonating it early with an iron boots roll. Remove boots and swim directly up, staying against the blue pillar to stay aligned and not get stuck under the floor.
If low on health, two steps and a backhop is perfect spacing for a clockwise [GCN] spin attack to blow up the bomb without taking any damage.
When clawshotting the target to open the hatch down to the Big Key, there's a two frame window to press A to drop during the hatch opening cutscene. This is very risky however, as dropping before the cutscene starts can cause Link to clip through.
[Video WIP]
Saves 1 - 2 seconds to sidehop from the ledge to the door instead of swimming.
[Video WIP]
In Lakebed 1 by turning the bridge at the bottom rather than doing the double lja it saves 5 seconds because you can do a much faster boss key skip in lakebed 2. In Lakebed 2 With a slightly different setup you can do the bridge clip while the bridge is turned a different way. Jump down onto the bridge with either a jump attack, or jump down and use iron boots, which is faster. Backflip, Charged spin and line up, Backflip x3 and put on boots Backhop once then targetwalk right to get into the boss room.
In 100% you LJA to Ooccoo after getting the 2nd Heart Piece. To do this don't move once you open the chest (or stand where you should be), then target above the overhang and LJA into the openning. If you target too far right you will hit the wall with your LJA and recoil all the way down into the water. It is possible to not target at all, just throw the boomerang at the spot and still instant LJA in time. NOTE: The video below target very far right, any further would have failed
An alternative method which is more risky and no faster is to stand on the edge of the chandelier and target at the two spots on the wall (not precise but could use vines as visual ques), once the boomerang goes out of bounds LJA (It isn't 100% consistent to go OoB hence why this method isn't recommend). It is possible to LJA so your jump attack breaks the pot, it is also recommended to do an auto spin in case you miss the pot
By doing 3 LJAs (GCN only) in the western gear room, you can reach the chest containing a heart piece without having to change the water level/activate the gear.
Here is a back-up method if you fail you can climb up and use this setup
Here is a faster backup method that only wastes 12 seconds.
Stand near the center of the pillar and hold Target. Wait for the 5th red flash to fade away then hold forward. Shortly after jumping off, press B to drop the bomb. It should explode and boost you to the platform
It is also possible to reach the alcove with a somewhat precise wolf dash.
After collecting the heart piece put on the Iron Boots and sidehop left once, backhop twice, then unequip the Iron Boots. Now Sidehop (It will be small) then backflip down, now hold down until you fall into the bridge. L-Target Roll twice then look left into the wall slightly and L-Roll to clip