Wrong Warp
Discovered by ZFG, improved by petrie911, MrGrunz
Glitch Description
In the Zelda 64 Engine the physical locations of the game world are broken down into scenes (usually large locations like an entire dungeon, minus boss room), which are further broken down into maps (the individual rooms of the dungeon). Most scenes contain a number of invisible exit points that link up to other scenes; These exit points are part of the scene itself, and will always be "on".
Now, some scenes hold a collection of similar but disjointed maps rather than one continuous location in order to pack things up neater. With the help of hovering tricks, it is possible to enter one map, hover into a second map, and and leave through the second map's exit point.
The collision mesh of the second map will be the only thing loaded, so you have to navigate blindly to the exit point. This is easily accomplished with some practice and a map.
There are three kinds of scenes that allow Wrong Warp.
Grotto Scene
Enter a grotto and bomb hover to the ceiling. In certain grottos, there will be no physical ceiling around the area with the light going up and you can easily hover out of the room. If you're not sure if a grotto has an open or closed top, aim the hookshot or shoot the bow at the area where the light shines up. If its open there will be no red dot/arrow wont hit a wall. When you're out of the room its simply a matter of getting in bounds of another grotto. Here is a map of the grottos
There are 2 main uses for grotto warping, the first being warping to the Lens of Truth cave from a generic pit, the other is warping to the Deku Palace from the Ocean/Canyon Gossip Stone grotto or Akindo pit
Fairy Fountain Scene
Wrong Warping via the fairy fountains is currently the most useful method of wrong warp, as it allows to literally warp to and from Clock Town and the four corners of Termina. Go to one of the 5 fairy fountains near their respective dungeons/North Clock town. None of the fairy fountains have closed tops so just hover over the top, but only to the right or left. Theres nothing behind the fountains. The fairy fountain map goes Ikana - Great Bay - Snowhead - Woodfall - Clock Town (Going left gets you to the subsequent dungeons fountain, there is nothing to the right of Clock Town or left of Ikana). Fairy fountain wrong warp can be done in as little as 8 explosives using the zora long jump to a pillar and 2 megaflips, as shown in the video below.
Get on Pillar without Explosives
Discovered by CF23
It is also possible to save an explosive by using a properly angled Zora Jump to grab one of the pillars. Get on one of the ledges adjacent from the pillar you want to get on top of. Get as close as you can to the corner away from the pillar and put on the Zora mask. Now use a few zora slashes so it looks like you're floating. Turn around and align the top of the clock with the right (or left depending on the pillar) side of the pillar and jump. Hold up-left (or up-right) to grab the pillar.
Other Scenes
While it's possible to wrong warp in other scenes, it completely useless as most other maps are very close to each other on the real map. For example, The Zora Hall rooms are all stored in the same scene, but these rooms can be reached quicker through normal means. Romani Ranch's rooms are the same way as well.
Page by mzxrules