Dead Hand 3ds

/ Comments off

After getting the Lens of Truth from under the well, you can reach the Shadow Temple.

Learn Sun's Song

In the 3DS version of Ocarina of Time, the small speckles of red upon its body are toned down; its overall change in coloration may suggest that Nintendo toned down the somewhat violent appearance of Dead Hand in order to make it less frightening. Free 3D hand models for download, files in 3ds, max, c4d, maya, blend, obj, fbx with low poly, animated, rigged, game, and VR options. I think he's the person who, according to a man near the spidar house, had the eye to see the truth. solar flute That doesn't exactly explain how the Dead Hand reappears in the Shadow Temple.unless he was the man's twin brother of course. Perhaps it's the Olsen Twins? 17:40, 8 June 2008 (UTC) If I had an eye like that I would chase down the little bastard who took.

It is recommended (but not required) to learn Sun's Song before you enter thistemple. If you have not learned it yet, go to the grave in the back of Kakariko Graveyardand stand on the Triforce symbol and play Zelda's Lullaby. Drop into thehole that appears, and make your way through the underground area to find thesign on the wall in the back. You will learn Sun's Song when you read the sign.

Tom Clancy's Ghost Recon: Shadow Wars and Nintendo 3DS take turn-based tactical gameplay into a whole new dimension. Nintendo 3DS is a groundbreaking hardware release that brings 3D gaming to the handheld market for the first time. DEAD OR ALIVE Dimensions takes the vivacious characters and locales that have made the DOA franchise a hit with gamers everywhere and presents them in eye-popping 3D. All of the punches, kicks, counters and holds that have defined the series as a top-tier fighter are present for the first time on a portable gaming system - the Nintendo 3DS.

Get the Map

Use the Longshot to go across the gap. When you walk toward thewall, it will say something about the lens of truth. You don't need touse it to go past, but you will need it all throughout this temple.Walk through the wall to reach the next area.

Go up to the statue in the middle of the room. The statue will tell you topoint at the true skull.Use the Lens of Truth and you will see that all but one skull disappears.Be careful, because if you stop rotating the statue before it is pointingat the true skull, the floor will disappear, you will get hurt, and you willbe sent back to the entrance.

After you point the statue in the right direction, a gate opens thatyou can't reach yet, so ignore it for now.

There are two fake portraits in the wall. Use the Lens of Truth to see them,then go into the one on the right. Then go through the door straight ahead.Approach the skull straight ahead and it will talk to you. Walk through theskull wall, then go to the right use the Lens of Truth to see the fake wallon the right. Go through the fake wall, then go through the door at the end.

Kill the Keese and ReDead to make a chest appear. Open it to get the map.

Get the Hover Boots

Go back to the skull room and turn right, and use the Lens of Truthto see a fake wall on the right. Go through it, then go straight aheadthrough another fake wall. Go to the right, then go left,and the Lens of Truth will show you a fake wall straight ahead. Go through it, and go through the door within.

You have to battle another Dead Hand here. Let one of the hands catch you, then wiggle the control stick and tap the buttons until you escape from the hand, then hit Dead Hand in the face repeatedly. When it turns around, keep your distance to avoid the shockwavethat it creates when it goes underground. Repeat the process until it dies. Open the chest that appears. You will get the Hover Boots.This item lets you walk over a gap and float there for a few moments,but the effect wears off quickly, so be careful to only use it to run across short gaps. It also lets you walk across quicksand withoutsinking.

Get a Key

Go back to the room with the bird statue. Go to the edge and face the tongue where the gate opened earlier, then put on the Hover Boots andgo across to the tongue. You will fall before you get there, but if youran directly toward it, you will grab the ledge and can climb up.Take off the Hover Boots and go through the gate. Keep going straight, andyou will reach a room with a Beamos in the middle. There is a fake wall to the left. Go through it, and go through the door beyond it.

There is a spinning blade in the center of the room. Don't go toward theportrait at the end of a hallway in this room,or you will fall into the invisible hole in the floor there.Collect all of the silver rupees to open a gate. The gate has a portraitabove it. Go through where the gate was, then open the chest to get a small key.

Get the Compass

After you get the key, exit the spinning blade room the way you came in,and return to the Beamos room.Go around the Beamos and go through the wall straight ahead. Play Sun's Song to freeze the Gibdos. Kill them to make a chest appear.Open it to get the Compass. Then leave this room the way that you came in.

Dead hand device

Get a Gold Skulltula

Go back to the room with the Beamos. Throw a bomb at it to kill it. You can play the Song of Storms after you kill it, and a fairy will appear wherethe Beamos was. Thenput a bomb against the wall to the right of where the Beamos was.Then go through the locked door that is revealed.

There are Skulltulas hiding in the ceiling up ahead, so go slowly.In the N64 version,you can kill them before they come down if you use the Longshot where you can see their legs sticking out of the ceiling.

There is a ledge up ahead. Be careful not to jump too far forward off ofthe ledge, because there is a guillotine blade ahead. There is also a Skulltulajust beyond the guillotine blade. Wait for the guillotineblade to slowly rise, then carefully go forward, and kill the Skulltula when it appears. Then wait for the second guillotine blade to fall, and go past itwhen it rises.

As you go farther down the hallway, Navi warns you that there is awallmaster here. Go into the large room ahead and run around to preventthe Wallmaster from landing on you, then kill it.

Jump from platform to platform, avoiding the guillotine blades. A Bubble willattack when you approach the third blade, so be careful. After you jump to theplatform beyond the third blade, a Stalfos falls from the ceiling. Kill it.You can play the Song of Storms on this platform to make a fairy appear.

Then look to the left of this platform and use the Lens of Truth to see a coupleof invisible platforms that you can jump across to reach the door. Go through.

Go around the corner, but don't go into the large room. Use the Lens of Truthto see an invisible spinning blade in the center of the room. Kill the Keeseand the Like Like in the room to open the gate in the far wall. Go through and kill the Gold Skulltula, then open the chest to get a blue rupee,then use the Lens of Truth to see an invisible chest. It contains a bundleof arrows. If you want to get the floating hearts in the corner of the largepart of the room, play the Song of Time near them to create a block that youcan climb to reach the hearts.

Get a Second Gold Skulltula

Go back the way that you came and jump over the invisible platforms toreturn to the platform where you fought a Stalfos before. You will have tofight another one.

To reach the platform that rises and falls, put on the Hover Boots and waitfor the platform to fall as far down as it will go, then start running.Land on the platform, then remove the Hover Boots. You might want to let the platform rise and fall a couple of times to get an idea of the timing. Thenwhen the platform rises up most of the way, run toward the guillotine bladesto land on the ledge.

Don't go toward the guillotine blades yet. First, go to the left, where thereis a Beamos and a couple of Razor Traps. Throw a bomb at the Beamos, then collect all of the silver rupees (one of which was under the Beamos).Go through the gate that opens, and go through the passageway to the nextarea.

There is a fake wall on the right that is hiding a block that you can pull.Pull it onto the portrait in the floor. Then push it toward the falling spikes.When it is under the first set of falling spikes, carefully push it forwarduntil it is under both of the falling spikes.

The cell on the left contains a Gold Skulltula. There is a chest in the othercell that contains arrows.

Get a Second Key

Go to the far end of the room. Pull the block toward you until you can'tpull it any farther, then climb up onto the block.From there, go to the ledge on the right and step on the switch to make a treasure chest fall from the ceiling. The chest contains a small key.The final chest in this room contains a blue rupee.

Get a Third Gold Skulltula

Leave this room and go back to the large room. Go to the nearby guillotineblade, then use the Lens of Truth to see the invisible platforms beyond theblade. Jump past the blade and get on the invisible moving platform, thenjump from there to the door. Go through.

First, play Sun's Song to freeze the ReDeads. Turn on the Lens of Truth to seethe invisible spikes in the floor (you can wear the Hover Boots to walk safelyover the spikes), then kill the ReDeads. 64 bit waves plugins mac. When the ReDeads are gone, a chestappears. It contains a blue rupee.

Then collect the silver rupees in the room. You will need to use theLongshot to reach the floating rupees. Position yourself so that the silver rupee is between you and a Longshot target, then use the Longshot on thetarget to be pulled through the rupee. For one of the silver rupees, you willneed to use the Lens of Truth to see an invisible target on the ceilingabove the platform with the locked door on it.

After collecting all of the rupees, go through the door that opens.

There are four Keese in this room. Go behind the giant skull and kill the Gold Skulltula there.

Get a Third Key

Go up the stairs and throw a bomb flower into the skull. After it explodes, takethe small key that comes out.

Kill the four Keese in the room if you haven't already. The door will open.Go through.

Get a Third Key

Use the Lens of Truth to see the invisible target above the locked door. Use the Longshot on the invisible target,then go through the locked door.

Go through the passage until you see a fan in the wall. Put on the Iron Bootsso you can contiue walking through the passage without being pushed back bythe fans. Kill the Skulltula that comes down from the ceiling. When you reachthe gap, use the Longshot on the piece of wood in the ceiling to get across.

In the area with the fans on the sides, be careful of the flames that come outof the eyeball above the ceiling. Don't bother shooting the eyeball, because ithas no effect. You can raise your shield to block the flames.

There is a fake wall across from the fan at the end of the room. While stillwearing the Iron Boots, walk into the path of that fan, wait for the fan tostop, then put on the Hover Boots. When the fan starts blowing again, run towardthe fake wall. Go through the door that you find there.

Play Sun's Song to freeze the Gibdos, but be careful of the flying jarsnear the Gibdos. Kill the Gibdos to make a chest appear. It contains5 rupees. Then bomb the pile of skulls in the corner near the door where youentered the room. There is an invisible chest there that contains a small key. Use it to go through the locked door.

Get a Fourth Gold Skulltula

There is a ghostly ship in this room. Go to the left and pull the blockto the path in the center. You can climb the chains on the wall and break thejar to get a fairy, but don't climb up the next set of chains, because it goes up toa room that you have been to before, and the block that you pulledmight go back to where it started, preventing you from returning directly to theroom with the ship.

Go back to the block and pull it along the path, toward the ladder.Go around to the other side of the block and push it into the hole in frontof the ladder. Climb onto the block, then climb the ladder. At the top,play Scarecrow's Song to reach a Gold Skulltula on the other side.

Get the Boss Key

Go back down to the block, climb it, and climb the ladder.Jump onto the ship, then stand on the Triforce and play Zelda's Lullaby.The ship will start moving.

Stalfos will attack when the ship starts moving. Battle them, but when theship reaches the end, jump off, because it is about to sink.Go through the door on the right.

This room has many Floormasters, and there are invisible walls blocking yourpath. Go counter-clockwise through the room. If you kill a Floormaster, useDin's Fire right afterward to kill the small hands.They always drop magic jars, helping to refillyour magic meter afterward.

Go through the door on the right (in the north wall) and use Din's Fire to burn the spiky wooden walls that start closing in on you. Then play Sun's Songto freeze the ReDeads, and kill them. Open the big chest to get the Boss Key.The small chest contains a blue rupee.

Get a Fifth Gold Skulltula

Leave the room, then make your way to the door in the west wall.There are three spinning skulls in here. Go behind the skulls and kill theGold Skulltula there. The skulls themselves just contain rupees, so you canbomb them if you want, or just ignore them.

Get a Fourth Key

Go back to the Floormaster room and make your way to the door in the south wall. Go through, then use the Lens of Truth to see the invisible Floormaster.Kill it, then use Din's Fire to kill the small hands. Open the chest to geta small key. Then go back through the east door to return to the room whereyou rode on the ship.

Go to the Boss

Go past the statue, and stand between the two pots up ahead. If you look across,you see that the statue beyond is surrounded by bomb flowers. Use anarrow to light one, and they will all blow up, causing the gigantic pillarto fall, which allows you to cross the pit. If you want the hearts, play theSong of Time to get one of them, and play Scarecrow's Song to get the rest.Otherwise, gothrough the locked door.

Put on the Hover Boots, turn on the Lens of Truth, and make yourway across the platforms to the door. Try going straight ahead from the doorto reach the T-shaped platform, then go to the platform on the left, thengo to the platform near the door, and finally go to the door.Go through and drop down thehole to face this dungeon's boss, Bongo Bongo.

Bongo Bongo

Bongo Bongo's disembodied hands will hit the bongo that you are standing on. If you standon the edge of the drum, you won't bounce up into the air when the hands hitthe drum.Shoot the hands to stun both of them. The hands are only vulnerable when theyare open. After the hands play a rhythm, they will try to pick you up and crush you and throw you, so try to stun them as soon as possible.

When both are stunned, activate the Lens of Truth to see Bongo Bongo's body. Shoot its eye with an arrow beforeit hits you. Then run over to Bongo Bongo's eye and hit it repeatedly withyour sword.

DeadNote thatyour arrows will fall back onto the bongo, so be sure to pick some up if you can safely do so. Magic jars will sometimes appear as well.

Repeat the process untilBongo Bongo is defeated.

Mail has been fixed; you should now be able to confirm your e-mail address, watch pages, and the like.
Please report any issues on Discord.
The Legend of Zelda: Ocarina of Time 3D

Also known as: Zelda no Densetsu: Toki no Ocarina 3D (JP)
Developers: Nintendo, Grezzo
Publisher: Nintendo
Platform: Nintendo 3DS
Released in JP: June 16, 2011
Released in US: June 19, 2011
Released in EU: June 17, 2011
Released in AU: June 30, 2011
Released in KR: September 27, 2012
Released in CN: October 27, 2012

This game has unused objects.
This game has unused graphics.
This game has unused models.
This game has unused items.
This game has unused sounds.
This game has unused text.

This game has a notes page
This game has a bugs page

King Dedede's self-aggrandizing remaster of Ocarina of Time.

To do:
Add info and a check inside the USA and EUR kiosk demos for any unused and leftover stuff, and also comparing them with the retail versions of the game for differences (if any).
  • 1Unused Animation
  • 2Unused Models
  • 3Unused Actors
    • 3.5Dungeon Keep Objects
  • 4Unused Graphics
  • 5Remnants of Early Development
    • 5.3Early Story
  • 9Unused Text
    • 9.2Sheikah Stone Visions
  • 10Unused Rooms

Unused Animation

Link Animations

Unused Link Animations

Unused Models

To do:
  • Check if the models have been updated at all, and get pictures of any that are different.
  • Replace pictures when better ones are available, i.e. understanding of the format and viewers improve.

Some of the unused items that were present in Ocarina of Time still exist in Ocarina of Time 3D. However, thanks to the remaster's file structure, it's possible to peer inside the containers for these unused models and see the files they contain.

Music Notes

  • zelda_gi_melody_wind.cmb
  • zelda_gi_melody_fire.cmb
  • zelda_gi_melody_ice.cmb
  • zelda_gi_melody_soul.cmb
  • zelda_gi_melody_dark.cmb
  • zelda_gi_melody_light.cmb

Link once held these music notes over his head when he learned a new song. Their filenames reflect an earlier stage of development. They've been dummied out in the remake, appearing as textureless triangles.


  • zelda_gi_coin_yellow.cmb
  • zelda_gi_coin_red.cmb
  • zelda_gi_coin_green.cmb
  • zelda_gi_coin_blue.cmb

Mysterious N Coins. Unfortunately, the file names don't give any hint as to their purpose.

Butterfly Cage

  • gi_butterfly_model.cmb and gi_butterfly_modelT.cmb

A cage for catching butterflies.

Reed Whistle

  • zelda_gi_grass.zar/gi_grass_model.cmb

A reed whistle that was originally used to call Epona earlier in Ocarina of Time's development. This idea was later re-implemented in Twilight Princess.

Early Deku Shield

  • zelda_link_child_ultra/child/acto_wood_shieldl.cmb

The Deku Shield model from the first demo of the game, which can also be seen in promotional screenshots.

Dark Link's Deku Stick

  • zelda_torch2.zar/darklink.cmb

Found in Dark Link's model is this Deku Stick with only a simple 16×16 grey texture named gen_0.png.

Unused Actors

To do:
Investigate dk_board.zar, dk_floater.zar, dk_lightbox.zar, dk_spia.zar, dk_stonebridge.zar, dk_trap.zar, and zelda_gi_none.zar to see if they're unused. Are they dev kit files?

Including several that were unused in Ocarina of Time.

'Temporary' Actors

  • zelda_mizu_objects.zar/m_Wbomb0eE_model.cmb

This wall, contained within the objects for the Water Temple, has an unused texture reading 'Temporary'..though it's in the game quite permanently.

  • zelda_hakach_objects.zar/m_Hsec00_modelT.cmb

This wall, contained within the objects for the Bottom of The Well, also has an unused texture reading 'Temporary'. This one's green with a splotch of brown. Pretty.

  • zelda_demo_kekkai.zar/l_g_nisekabe2_model.cmb

Yet another wall labelled as temporary.

  • zelda_spot17_obj.zar/obj_s17wall_modelT.cmb

Found with the bombable walls and cones of smoke meant for Death Mountain Crater. Translates to 'Scheduled to Erase'.

Ocarina Pedestal

  • mjin_okarina_model.cmb

The infamous pedestal that appears in an unused cutscene version of Zora's Fountain.

Child Zelda Cutscene Model

  • zelda_zl1.zar

A child Zelda cutscene model with less animations than zl4, the version used in-game. She also has an early version of the Goddess cutscene hardcoded into her actor.

Great Fairy's N64 Model

  • zelda_spo04_objects.zar

This file contains the original model for the Great Fairy. Each pose she took in-game has its own individual model, likely for reference when remaking her. Unfortunately, with current model viewing tools, the model looks severely corrupted much like the 'ultra' Link models.

Dungeon Keep Objects


The 'dk' prefix in the filenames of these objects stands for the 'dangeon keep' folder. Keep, in this case, means 'don't delete'.

Orange Pot

  • dk_vase

The unfinished orange pot with broken transparency is still present, though its name has changed from object_vase.

Push Block

  • dk_pu_box.zar

This push box was used to test Link's pushing mechanics.

Stone Bridge

  • dk_Stonebridge.zar


  • dk_spia.zar

Some sort of spear-looking model.

Crystal Switch

  • switch_9_model.cmb

Found inside zelda_dangeon_keep.zar, the crystal switch makes a return in textureless form this time.

Checkered Floor

  • zelda_spot16_obj.zar/obj_kumo_modelT.cmb

Checkered floor found alongside the giant boulder that blocks Dodongo's Cavern. Kumo translates to 'spider', and this is definitely not a spider. This was likely used for measurement to make sure the new boulder would properly block the cavern entrance.

Wooden Log

  • maruta_model.cmb

This object resides inside the Deku Tree's object list. It's actually pretty big compared to the other objects in the list.


  • l_hasigotome_model.cmb

Present inside the Forest Temple's object files. This object was also present within the object files in Ocarina of Time, but this time around Grezzo actually remade the entire object and gave it color as well. Its purpose was to hold up ladders that could be shot off the hook.


This white cube is a debug object, as it is located under the 'debug' subfolder inside zelda_keep.zar.

Unused Graphics


Inside the file 'hud_all' is a list of actions used on the B and A buttons, which also includes a few unused ones. Most of them go unused because the A and B buttons aren't seen on-screen when there's a text box or the game is paused.


This was most likely made in case there happened to be a dungeon with a Basement 5.


Found in 'menu_hint_movie_parts', which contains the graphics used for the Sheikah Stone Visions menu. Maybe it was meant to be placed on the arrows on the categories?

Full Heart Piece

Found in 'menu_equip_parts', this is impossible to see in-game because the gear menu can't be entered when you grab a fourth Piece of Heart.

Camera Interface

Inside the file 'cam_interface' is..this. From the looks of it, it was probably a debug camera tool.

注視点Focal Point
基準面Basic Plane
面角Plane Angle
(Translations: GlitterBerri)

Platform Texture

A Water Temple platform texture that features a measurement written on it. The text, 'フチ用', translates to 'for the rim'.

Remnants of Early Development

Dead Hand 3ds

Some of the game's filenames reference the changes Ocarina of Time went through over its long development.

Ultra 64

The Ultra 64 was the development name for the Nintendo 64. Ocarina of Time 3D contains four Link models. Two are the Child and Adult Link models used in-game: zelda_link_child_new.zar and zelda_link_boy_new.zar. However, the two older Link models used in Ocarina of Time still exist, and their filenames reflect the old nickname for the system.

  • zelda_link_boy_ultra.zar
  • zelda_link_child_ultra.zar

Ura Zelda and the Disk Drive

To do:
zelda_link_boy_ultra contains a file named boy/anim/clink_demo_DDbox_open.anb. Is this related to the 64DD too?

Ocarina of Time: Master Quest was originally developed as a disk-based expansion of the original game for the 64DD add-on. Ultimately, the add-on's delay to 1999 and subsequent poor sales led to the expansion known as Ura Zelda not being released.

Some of the ideas Nintendo had for the expanded version of OoT were channeled into Majora's Mask, while the dungeons with an increased degree of difficulty were first released as part of an Ocarina of Time bonus disc that came with preorders of The Wind Waker, and later included in the 3DS remake with the dungeons redesigned, the overworld mirrored, and Link taking double damage.

Accordingly, some of the game's filenames still reflect the expansion's development title and the system it was planned for.

  • The file zelda_mag.zar, which contains the title logo, also holds g_title_fire.cmab and g_title_fire_ura.cmab. These files correspond to the orange fire that appears on the regular logo, and the green flames that appear on the Master Quest logo.
  • The texture file used for choosing the Master Quest option from the menu screen is called ura.ctxb.
  • The mirrored maps used in Master Quest have 'DD' in the filename.

Early Story

The Forest Temple was once the Wind Temple, while the Water Medallion was once an Ice Medallion. This was initially supported by the presence of unused item text for a Wind Medallion and an Ice Medallion in the original game.

Examining filenames in the remake reveals more traces of this early state of affairs.

Wind Temple

  • The filename for the Minuet of Forest is NA_BGM_OCA_WIND.
  • Sheik's animation related to learning the Minuet of Forest is called kazenomenuetto.csab (Minuet of Wind).
  • The filename for the unused musical note linked to learning the Minuet of Forest is called zelda_gi_melody_wind.cmb.
  • The filename for the texture used for the Forest Temple warp pad in zelda_mjin.zar is mjin_flash_model_wind.
  • In addition to being wind-themed, the database filename for the Forest Medallion mini dungeon in Ganon's Castle is called ganontika_kaze.qdb (Ganon's Basement - Wind).

Ice Medallion

  • The filename for the unused musical note linked to learning the Serenade of Water is called zelda_gi_melody_ice.cmb.
  • In addition to being ice-themed, the database filename for the Water Medallion mini dungeon in Ganon's Castle is called ganontika_kori.qdb (Ganon's Basement - Ice).
  • The filename for the texture used for the Water Temple warp pad in zelda_mjin.zar is mjin_flash_model_ice.
  • The texture that appears below Kotake when she appears from the ground in Twinrova's Lair has a Water Medallion symbol on it.

Unused Sounds

There are a few unused sound clips in the game.

Fire Temple Chanting

This sound was used in Version 1.0/1.1 of the original N64 game. It's a sample from Voice Spectral Volume 1, Track 76.

Unknown Chanting

This sample appears to be Bongo Bongo's chant at a higher pitch and speed, which also appeared in the original N64 version. It is a sample from Voice Spectral Volume 1, Track 81.

Leftover XML Data

In a file called new_magic_wind.cskla there's a complete XML document defining animation data. It's in the Anim folder of the zelda_magic_wind.zar archive at the bottom of the file. You can see it in full here.

There are a few interesting things about it in the start of the file:

Apparently, Nintendo has an internal tools suite named 'NintendoWare' if the opening tag is anything to go by.

Junichi Shinomiya is listed as the author of this file, credited under 'Planning' for the game. He created this file on July 30, 2010 and it uses the source file In this context, '.ma' files are 'Maya Ascii' files, a text-based version of the files the Maya 2009 software can save. The next tag indicates the tool that generated this XML file is named 'NW4C_Export for Maya 2009 Service Pack 1a', which seems to be a tool in the NintendoWare suite. This one is specific for use with (Autodesk) Maya 2009.

Beyond this point is the animation data itself which identifies bones and various details about how the animation should play out such as LoopMode='OneTime' meaning to not loop the animation and IsAdditiveAnimation='false' likely meaning it overrides any other animations playing rather than blending with them (i.e., you cannot run and cast Farore's Wind at the same time).

Leftover Kokiri Sword Hitbox

Grezzo fixed the Kokiri Sword's hitbox so it matches with the model in-game whenever the player slashes the sword, but they did not completely remove it from the game. By doing a glitch called Infinite Sword Glitch and use an item where Link's sword disappears from his hand (a magic spell or a trade item) the hitbox will still be in Link's hand but it will be longer like it is in the original Ocarina of Time. For some reason, the hitbox goes back to its original form whenever the model of the sword is not on Link.

The hitbox also seems to be fixed later in the development of the remaster, since you can see the original hitbox in early screenshots of the game.

Unused Text

Test Strings

The following entries appear to have been used for testing the dialogue scripting system. While the system is similar to that in the original game, some details have changed.

Here, ${VAR01}, (if $04), (else), and (end) are actually special binary instructions in the actual string. Seems to test the system for handling variables and singular/plural.

Seems to test pop-up dialogue that closes after a set number of frames.

Sheikah Stone Visions

There are unused hint titles for most of the sections. They are listed below, along with where they would have appeared within the final hint list.

Inside the Deku Tree

Between Waterlogged Limbo and Webbed Feet.

Dodongo's Cavern

Between The Wall Above the Ladder and Something in Your Eye.

Inside Jabu-Jabu's Belly

Comes before the first hint, Reaching the Far Shore.

Between Removing the Red Tentacle and Bigocto Battle.

Fire Temple

Between The Second Goron and The Third Goron.

Between The Dancer in Flames and Spiraling toward Treasure.

Between Spiraling toward Treasure and Totem Toppling.

Between The Sixth Goron and The Final Goron.

Between The Sixth Goron and The Final Goron.

Water Temple

Between Twin Flames and The Beached Block.

Between The Beached Block and Through Troubled Waters.

Between The Third Mark and Level Up.. and Down.

Shadow Temple

Between Pointing toward Truth and The Stone Umbrella.

Between Pointing toward Truth and The Stone Umbrella.

Spirit Temple

Between Lighting Up the Sun and Sun Block.

Between Spirit Temple Revisited and Rising Above.

Between Rising Above and Lighting the Way.

Between Trap Doors and Let There Be...


There's also a small list of unused hint titles that match up with the trials inside Ganon's Castle. They are arranged in the order of Forest, Light, Shadow, Fire, Spirit. The title 'Taking Coins from the Enemy' doesn't fit very well with any of the puzzles in the dungeon, though it may have been meant for the Water Trial since it is the only one without an obviously-relevant hint. Note that 'coin' is an unusual word for the Zelda series in general and the Water Trial doesn't involve collecting anything.

An entire category also went unused, and was intended to be between Water Temple and Shadow Temple:

In the final game, the Bottom of the Well is simply treated as part of the general 'Hyrule Field' category, and on top of that there's only one hint that actually takes place in the mini-dungeon itself.

Version Differences

All the unused text in the original Ocarina of Time is still present here. The only exception is the following line:

These unused lines were still edited for the remake:

Ocarina of TimeOcarina of Time 3D
Dead Hand's Hands

If it grabs you, tap any button to escape!

Dead Hand's Hand

If it grabs you, rapidly tap (A) to escape!

Treasure Chest Shop

We don't necessarily sell them..

Treasure Chest Shop

We don't actually sell them..

Happy Mask Shop!

Now hiring happiness
delivery men!

Happy Mask Shop!

Now hiring happiness-
delivery men!

Bombchu Bowling Alley

You can experience the
latest in Bomb technology!

Bombchu Bowling Alley

You can experience the
latest in bomb technology!

There's at least one unused line which is unique to the 3D version:

Internal Project Name

Present in many files is the string ShUnqueen, with many files having 'queen' in the name or within the file. 'ShUn' may refer to the main programmer at Grezzo, Shun Moriya. 'Queen', on the other hand, seems to be the internal name of the project. Further references to Queen are found in debug strings found in the executable code:

There are several other similar source file names mentioned.

In the Chinese release, 'jenkins' appears in place of 'queen' inside files. Other Zelda games by Grezzo have had similar project names as well, such as 'Joker' for Majora's Mask 3D.

Dead Hand Def

The internal name is also reflected by the game's two-letter code, 'QE'.

3ds dead pixel

Unused Rooms

Dead Hand Design In Fredericksburg Va

To do:
I'm looking into these still. There may be more where this came from.


This room, bundled with the rooms for the Shadow Temple, is nothing more than a simple cube. The internal model name refers to this room simply as 'SceneConverter', which hints at the fact that this is simply a testing model and was never meant to be kept.


A duplicate of hadakan_boss_0_info.zsi is included in the Water Temple files as well. It is also named SceneConverter, and is a simple black cube.

Regional Differences

To do:

Dead Hand Definition

The Chinese and Korean versions, released a year later, fixed some of the more infamous bugs introduced with the 3DS release such as the 'Restricted Items' glitch, Dampé giving you infinite Heart Pieces, and being able to leave Kokiri Forest early by slashing the sign next to the Kokiri blocking the exit to clip through him.

The Legend of Zelda series
NESThe Legend of Zelda (Prototype) • Zelda II: The Adventure of Link
SNESA Link to the Past (Source Leak)
Game Boy (Color)Link's Awakening(Prototypes) • Oracle of Ages • Oracle of Seasons
Nintendo 64Ocarina of Time (Source Leak) • Majora's Mask (Debug ROM • Preview Demo • Source Leak)
GameCubeThe Wind Waker (Prototype) • Twilight Princess (Debug • Demo) • Four Swords Adventures • Ocarina of Time Master Quest (Debug ROM) • Ocarina of Time Bonus Disc • Collector's Edition
Game Boy AdvanceA Link to the Past and Four Swords • The Minish Cap
Nintendo DSTwilight Princess Preview Trailer • Phantom Hourglass • Spirit Tracks
WiiSkyward Sword (Demo • Save Data Update Channel)
Nintendo 3DSOcarina of Time 3D • A Link Between Worlds • Majora's Mask 3D • Tri Force Heroes (Demo)
Wii UThe Wind Waker HD • Twilight Princess HD
Nintendo SwitchBreath of the Wild
Spin-offs and Related Games
SatellaviewBS Zelda no Densetsu • BS Zelda no Densetsu: Inishie no Sekiban
CD-iLink: The Faces of Evil • Zelda: The Wand of Gamelon • Zelda's Adventure (Prototype)
Nintendo DSTingle no Balloon Fight DS • Freshly-Picked Tingle's Rosy Rupeeland • Irodzuki Tingle no Koi no Balloon Trip
WiiLink's Crossbow Training
Wii UHyrule Warriors
Nintendo 3DSHyrule Warriors Legends
Nintendo SwitchHyrule Warriors: Age of Calamity
Retrieved from ''