This method can be done at night when the cuccos aren't present, doesn't require a shield, and it works the same with sword or deku stick. Navi's C-up text must be available, which is often a problem if you either used Navi to escape the forest or Navi expired while you were collecting Cuccos. You can die in Kakariko to get her back.
This is the fastest method, but somewhat tricky on the timing if you're a beginner. The video below shows two easier ones first.
Additional method - jump and jumpslash without ledge grab
This is often useful if you don't have Navi text available, for whatever reason. Three methods are shown in the video below.
One method uses ISG (requires shield). Get ISG off a cucco (usually want to throw it first to make it bounce in place), then walk to the well (don't backwalk, it can anger the cucco early), align with it and shield drop + backflip into the well. The cutscene will start when you drop the cucco and you will dive through the water in the cutscene.
The other method uses Deku Nuts. Throw a Cucco down to the base of the stairs near the well, damage it with a Deku Nut, then quickly throw another and mash backflip into the well while the nut is being thrown, and you will cutscene dive. Mashing quickly is important, because if you get a low health Cucco spawn (they spawn with random HP between 5 and 8, and Nuts do 4), the Cucco will be angered quickly and you will only have 2 frames to backflip.
There is a third method which uses just a sword, shown in the video as well, but this is inconsistent and not recommended. Deal 4 slashes to the cucco beforehand, but note that the sword can hit the cucco twice or even three times per slash. Be sure to count closely. After this, throw the cucco so it is on the edge of the well. Climb to the opposite edge and jumpslash across the well to anger the cucco and fall through the water. If the cucco isn't angered, get it back on the edge of the well and try again.
For all variations of skull push, it's important to understand that the skulltula's height fluctuates cyclically as it bobs up and down beginning upon scene load, in other words when you enter into Bottom of the Well, and the height at which you kill it affects precisely when you need to backflip (or backwalk, depending on the setup) to get the clip, due to the fact the skulltula may take an additional frame to hit the ground and spawn its bump collider. Additionally, due to a quirk when pausing the game, the range of positions the skulltula cycles between may become offset from those of its normal cycle, as while paused the skulltula's y velocity continues to cycle despite its position being frozen, causing a desync when the game resumes. (This is a separately useable technique known as Skulltula Raising.) This means that if you enter the skulltula's range at a random point in time and/or pause the game for an inexact amount of time during the setup, then there's essentially a 50% chance that the timing for the final step in the setup will need to be adjusted by a frame. (More than 1 frame is possible, but unlikely during a normal attempt.) This is manageable using the visual cues covered thoroughly in Arthur's tutorial for pause buffered skull push (see below), but importantly it makes doing the trick unbuffered essentially a coin flip unless you control your movement precisely enough to always kill the skulltula at a consistent height. This is possible if you enter the skulltula's range within 8 frames of perfectly optimal gameplay coming from the load zone and then begin the trick on the skulltula's first spin cycle, as shown in the unbuffered setup.
The A press for the sideroll into the skulltula's range in step 3 must be done during frames 210-218 of the global frame counter to make the initial high cycle (see explanation above), where the skulltula takes 9f to land after it's been killed. 219-220 can also work if you back up further before siderolling. See this video for additional information on the initial high cycle.
See Arthur's tutorial in the buffered section below for information on what to do after clipping.
All three of the position setups below work with the visual cues shown in Arthur's tutorial for the part of the trick after the position setup.
🠋 Faster position setup from crawlspace (click to expand)
1. Target west wall in south corner just past crawlspace
2. Sidehop right once
3. Turn left (facing crawlspace)
4. Backflip x2
5. Turn right
6. Backflip (release target to avoid sideroll)
7. Dry roll
8. Sidehop right
9. 4x ESS turn right (facing angle 0xa3e0)
(See Arthur's tutorial for demonstration)
🠋 Slower position setup from crawlspace (click to expand)
1. Target west wall in south corner just past crawlspace
2. Sidehop right twice
3. Sidehop left + sideroll
4. Sidehop right + sideroll
5. Backflip (release target to avoid sideroll)
6. Dry roll
7. Sidehop right
8. 4x ESS turn right (facing angle 0xa3e0)
(See Arthur's tutorial for demonstration)
🠋 Backup position setup from lower area (click to expand)
1. Target south wall in west corner
2. Backflip twice
3. Sidehop right + sideroll
4. Backflip
5. Sidehop right + sideroll
6. Turn right (can target wall)
7. Backflip (release target to avoid sideroll)
8. Dry roll
9. Sidehop right
10. 4x ESS turn right (facing angle 0xa3e0)
(See Arthur's tutorial for demonstration)
This is the hardest and slowest method of skull push, but as it needs no items it is useful in some challenge runs
This glitch only works on version 1.0. Your B button must be blank.
Blank A can be used in two different ways to get bombchus early. The first method discovered is to backwalk over to a plank on the wall, then jump out of bounds to the unloaded basement, where you can swim up to the bombchus. A second method uses a precise jumpslash clip through a pile of rubble in the hallway near the entrance to get out of bounds to the unloaded basement, which is the method used in RTA speedruns.
If you lose the position or angle from the crawlspace, but still have Blank A, you can do this backup.
An Ocarina Dive is a form of cutscene diving which has many uses but in this case we will use the fact that during an Ocarina Dive Link does not trigger loading planes. Normally in a hover Link cannot use the ocarina. To enable link to do this we must hover at a specific spot which enables link snap to the edge nearby by walking towards it. We use inverted camera in order to to time the hover correctly. By interrupting this snapping to the ledge with an ocarina press you cause Link to fall with the ocarina out. This causes link to fall into the basement and keep the room above loaded because he will not trigger the loading plane for the next room while in the ocarina dive.
This is often preformed by holding left, starting to mash ocarina, and then rotating to up in order to avoid timing the ocarina press.
Now all you have to do is navigate the unloaded basement to the Bombchu chest.
Vine Clip is an Out-of-Bounds clip performed on the vines near the Dead Hand mini-boss room that can be used to reach the Bombchu chest in the Bottom of the Well. Note that if you performed the Actor Glitch to enter this section of the dungeon, you'll need to enter Dead Hands room to reload the actors in the main room.
There are two methods of clipping, one with Deku Nuts and one without. The method without is the most common as it can easily be pause buffered and lands you in the high water, while the Deku Nut method is not normally buffered, but lands you in the low water.
Once clipped through, you land in invisible water - either "high" or "low" water. High water is far superior because it is possible to swim directly to the Bombchus without having to walk around out of bounds. If one lands in low water, one will fall to the ground and will have to navigate to a specific spot where it is then possible to float up to the Bombchus. This is harder and slower, so is not recommended.
Using Deku Nuts, which can be found in a chest in the central area of the main room, one can stun the Skulltula and drop and re-grab the vines just as stun timer on the Skulltula wears off. Vines can be re-grabbed by pressing A, holding down, then Z while holding Up
If you fall out of the water whilst swimming to the bombchus, it is still possible to float up in a column of invisible water just below the room containing the bombchu chest. Head over to the strange looking floor texture and locate the sharp point. Just at the tip of this point is a column of water which can be used to float up to the bombchus. Backflip into it, float up for a couple of seconds, then swim back-right whilst holding Z. If done correctly, Link will appear to jilt a little bit, which means you have clipped through the floor. From here, you can float up a little bit more before swimming forwards and jumpslashing out of the water and in to the room, which by now should be visible on the screen.
Often you will get pushed out of the water when you try to backflip in - just try backflipping in again. Sometimes Link will not clip through the floor, in which case just try adjusting the time at which you start swimming down-right and try again. If, once you clip through the floor, you wait too long, then you will float all the way back up to the main room and will have to start again from the Actor Glitch. If you walk too far on to the texture, it can damage you, so avoid doing that.
In the Bottom of the Well, it's possible to unload all the actors within the main room, excluding the doors, allowing you to reach the crawlspace leading to the Dead Hand room without needing to play Zelda's Lullaby. With this you can the Lens of Truth without Zelda's Lullaby, as well as perform an Out of Bounds clip to reach a Bombchu chest within the dungeon. The Actor Glitch is performed by exiting a different crawlspace in the main room and opening nearby door while the camera is still fixed on the spot Link exited from.
To start you will need a key, the door we need to open is locked, which can be found in the main room.
Once you have a key, continue down the hallway and you'll find the crawlspace at the end of the hallway. Enter the crawlspace and travel all the way through. On exiting the other side:
When performed correctly, you will hear the door opening but you will remain in the same room as you started in, and the actors within the next room will be loaded. If you are too late, the camera will no longer be fixed on the crawlspace and you will simply go through the door normally.
Hover off the green bubble over one of the holes near the ledge, then perform an ocarina dive to get to the unloaded basement.
You can grab the Gold Skulltula in the room behind golden bars without the Boomerang. First, jumpslash it for the kill (you can stand on the chest to make this easier). Then, line yourself up in between the Like-Like and the token, and let the Like-Like eat you. If angled correctly, you will be tossed into the token and collect it.
As the Boomerang returns to you, it can pass through any solid object. You can use this to obtain the small key in the coffin room without lighting the torches.