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SRM Setups
The general process for performing SRM in a speedrun is:
- Manipulate the heap (usually involves breaking pots/bushes, pulling bombs, etc.)
- Obtain the stale reference (usually by supersliding with a pot or bush)
- Use the stale reference to affect the desired memory (grotto warp location, chest contents, etc.)
Because any given heap manip only leads to one actor being usable for obtaining the stale reference, steps 1 and 2 are combined in the setups shown in the first section below ("Heap Manips"). However, any given stale reference can lead to one of many objectives in step 3, so setups for specific warps etc. are documented separately in the second section below ("SRM").
For all setups documented below, many small details are important. Such trivial things as breaking an extra pot, pulling a bomb in the wrong room, and using the camera incorrectly will almost always cause setups to fail and sometimes cause the game to crash, so try to follow all setups as closely as possible. It is very helpful to use kz and display the following watches while learning:
Helpful resources for learning to do SRM
─── Heap Manips ───
Observatory 0b with ISoT
This setup yields a stale reference affecting the silver rupee chest behind the bombable wall in the Bombers' hideout, which is useful for this chest SRM. The transition from the observatory to the hideout is observatory room 1, transition room 0, transition room 1, and finally hideout room 0.
Heap manip:
- Enter via the observatory door
- Break the pot nearest the wall and do not pick up the magic drop
- Break the other two pots and pick up the blue rupees
- Charge spin attack and release after or into transition room 0
- Go to hideout room 0
- Return to observatory room 1 and break only the two pots that previously contained blue rupees
- Return to hideout room 0 and play ISoT
- Return to observatory room 1
Stale reference:
- Inverted cam (camera towards wall, Link facing right)
- Break pot nearest hideout if desired (not necessary)
- Drop bomb near center of paper on ground
- Superslide off the pot nearest the scarecrow all the way to hideout room 0 (stand near the pot and begin pressing A to roll + pick up after the bomb starts its fast flashes)
- Release target during the superslide prior to the room transition
- Bring pot back to observatory room 1
- Bring pot back to hideout room 0
If you make a mistake and need to restart, exit and re-enter through the observatory door.
(up to 1:02 in video)
Deku Palace (no monkey, no alcove rupee)
This setup yields a stale reference whose x-position controls the scene Link is sent to when he is caught by the nearest Deku guard. The Deku Palace central hallway is room 0 and the east wing is room 1.
Heap manip:
- For this manip to work, 1) the lone green rupee in the alcove in the second half of the east wing must have been picked up and 2) the Deku Princess must have been returned to the Deku King to remove the monkey; these steps are not shown in the video below
- Spawn in room 0 (shown here entering from the Deku King's chamber)
- Drop 2 bombs
- Enter room 1 before the bombs explode to despawn them
- Return to room 0
- Return to room 1
Stale reference:
- (It is fine to use as many bombs as you need for the following steps as long as you stay in room 1; the heap manip is already done)
- Get ISG and hover onto the wooden platform (a bomb boost also works but is slower)
- Backflip onto the doorframe
- Recoil flip onto the upper platform (shield at some point to get rid of ISG before recoil flipping; recoil flip must be on one of last possible bomb frames)
- Break the closer pot and pick up the magic drop (if you fail to pick up the magic drop, wait for it to despawn on its own before continuing)
- Get in the position on the flower shown in the video (can be done setupless, but can be set up with a full backflip from the wall, shield turn up-left, sidehop, and then minor adjustment)
- Face the direction shown in the video (can c-up and aim the center of the clock at the dark vertical line)
- Pull and shield drop a bomb right after the deku scrub shoots its nut or right after the nut lands and explodes (this is to prevent a later deku nut from spawning at a bad time and messing up the SRM)
- Move down-right a little, around a step back from the corner between the bomb and the pot
- Superslide off the pot to room 0 (around when the bomb begins its fast flashes, sidehop right and mash A for a roll + pick up; release target very soon after the bomb explodes or else the camera will follow Link and you won't get a stale reference)
- Release shield as soon as the outer wall with the green line has disappeared from the left side of the screen (shown pause buffered in video; this is a small frame window where releasing too early will not reach the room transition, but releasing too late will make Link grab the ledge in room 0)
- Return to room 1
If you make a mistake and need to restart, get caught and thrown out by a Deku guard or enter the Deku King's chamber and then return. FFerraz's tutorial (at 1:01:06) is a good video reference for this heap manip/stale reference.
(up to 0:30 in video)
Ikana Graveyard (daytime, pre-STT)
This setup yields a stale reference whose x-position controls the scene Link is sent to when he enters the bombable grotto. The area with Captain Keeta is room 1 and the area with the headstones is room 0. It can be helpful to look at the brightly colored fenceposts at the path between the two rooms to judge where the transitions will occur.
Heap manip:
- For this manip to work, 1) it must be daytime and 2) Stone Tower Temple must not have been beaten yet in this cycle
- Spawn in room 1 from Dampe's door, voiding, or dying (see backups below)
- Drop 1 bomb
- Enter room 0 before the bomb explodes to despawn it
- Drop 2 bombs and turn the camera back towards room 1
- Charge spin attack and release into or after entering room 1; this must be done before the 2 bombs explode
- Break all rocks but the one shown and pick up all drops from the rocks; this can be done quickly with two bombs and the crouch stab setup demonstrated in the video, but it can also be done by picking up each rock individually if low on bombs
Stale reference:
- Target the fence where shown and turn left
- Stand on the opposite side of the grotto from the rock so that the bomb won't break the rock
- Superslide off the rock to room 0 (around the bomb's HESS frames, shield drop and full roll forwards and mash A for a roll + pick up)
- Release target while Link is sliding along the fence (around 1s window)
- Release shield once Link is in room 0
- Return to room 1
If you make a mistake and need to restart, the fastest option is to void out (2b). Another option is to enter the grotto (1b) and die to a baba, which is slower, but the grotto grass can give bomb drops which may be necessary for retrying. The heap manip will not work if you enter the area by exiting the grotto normally.
(up to 0:24 in video)
Additional reference video
Woods of Mystery (Day 2, monkey, no Kotake)
This setup yields a stale reference whose x-position controls the scene Link is sent to when he enters the grotto. The first four clearings in the path through the woods are rooms 1, 2, 5, and 8 in order of appearance.
Heap manip:
- For this manip to work, 1) it must be Day/Night 2, 2) the monkey must be in room 1 (i.e. Koume must not have been rescued), and 3) Kotake must not be in the woods (i.e. her cutscene was not activated or Link has received the bottle from her, causing her to disappear)
- Break only the nearest bush on the left in room 1
- Drop 1 bomb while still in room 1
- Enter room 2 before the bomb explodes to despawn it
- Drop 1 bomb while still in room 2
- Enter room 5 before the bomb explodes to despawn it
Stale reference:
- Hug the right side of the room so the snapper doesn't aggro
- Pull a bomb when near the wall
- Target the wall where shown and turn right
- Backwalk a few steps and shield drop the bomb
- Sidehop right
- Superslide off the bush to room 8 (for some SRM setups, the superslide may be done as Zora)
- Release target while Link is sliding along the wall (large window)
- Release shield once Link is in room 8
- Return to room 2
If you make a mistake and need to restart, the fastest option is context dependent:
- If the mistake is storing a grab on the bush without getting a superslide, wait for the snapper to hit Link before releasing R, then backflip to clear the ground jump
- If Kotake is in the woods, get talk to Koume and then Kotake to receive the bottle and make Kotake disappear, then reload the woods and try again
- If you are on low health, it may be best to enter the grotto and deathwarp to try again
- If deathwarping isn't feasible, soar back to Southern Swamp and return to the woods without spawning Kotake
(up to 0:17)
Additional reference video using a superslide off the snapper. Waiting out a cycle on the snapper's attack is slower than using a bomb as described above, but it is safer in that the snapper's attack can't break the bush while a badly placed bomb can. The timing for the roll is lenient.
─── SRM ───
Observatory Chest SRM
After this heap manip, this setup causes the contents of the hideout silver rupee chest to be determined by Link's collision angle, and the chest can be opened multiple times during timestop to obtain multiple items.
- In hideout room 0, target the wall on the side of the hall the observatory pots are on
- Backwalk until touching other wall and Link's hands open
- Pause buffer (recommended)
- Unpause and hold left (no target) for facing angle 113E
- Target
- Hold up while targeting
- Shield drop SR
(1:02 in video)
From here, the best camera angle for timestop depends on what items you want to get. This setup gives the camera angle 3DDF or 3DE0, either of which can be used for the items needed in 100% NPM.
- Climb out of the water near the bombable wall
- Drop a bomb to blow up the wall
- Target the bombable wall in the back corner (do not target before this - the final camera angle depends on these steps being done this way for some reason)
- Hold down (no target) until the frame Link's hands become fists (facing angle 3DD1)
- Bomb timestop for camera angle 3DDF/3DE0
Wrong Warp from Deku Palace to Dampe's Grave
After performing the heap manip above that is appropriate for the state of Deku Palace, this setup makes the nearest Deku guard send Link to Dampe's Grave when he gets thrown out. The Deku Palace central hallway is room 0 and the east wing is room 1.
- Target the south wall of the hallway between rooms 0 and 1 for facing angle 8000
- Move right away from the wall
- 2 ESS turns right for facing angle 71F0
- Throw SR while backwalking along wall behind pots
- Jump to Deku guard to get caught; often requires running into guard
If you fall down into room 1, you can still easily complete this setup using walls on the lower level that are parallel to the walls on the upper level used in steps 1 and 4.
(0:30 in video)
Wrong Warp from Ikana Graveyard to Epona's Song
After performing the heap manip above that is appropriate for the state of the graveyard, this setup makes the grotto wrong warp Link to Romani Ranch after the archery minigame, meaning that approaching Romani as human will give Epona's Song right away.
- Target the wall just to the right of Captain Keeta
- Back away from the wall a little
- 1 ESS turn left for facing angle 8708
- Target and tap up for facing angle 8703
- 7 ESS turns left for facing angle B83B
- Target walk into the Keeta's push collision in the corner
- Release the control stick for x-position -150.865
- Press A to drop the SR
In the video below, step 5 is shown as 8 ESS left + 1 ESS right to correct the extra turn.
(0:24 in video)
Additional reference video and another
Wrong Warp from Woods of Mystery to Goron Mask
After performing the heap manip above that is appropriate for the state of Woods of Mystery, this setup makes the grotto wrong warp Link to the end of the Goron Mask cutscene. The first four clearings in the path through the woods are rooms 1, 2, 5, and 8 in order of appearance.
- The superslide to get the stale reference should be done as human
- Return to room 2
- Target the big, dark face of the left side of the wall between the palm trees for facing angle 6A8E
- Tap left or ESS turn all the way left for facing angle AA8A (begin holding target)
- Position Link with his back against the near wall of the exit that is now in front of him for x-position 66
- Hold down and press A shortly afterward to throw the SR while still at x-position 66