Speedrun:A Link to the Past/Any% (NMG, No S+Q)/Desert Palace

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< Speedrun:A Link to the Past‎ | Any% (NMG, No S+Q)
Revision as of 02:42, January 19, 2024 by Mooglemod (talk | contribs) (Created page with "The main objectives of this segment are going to be obtaining the Pegasus Boots and the Book of Mudora to gain access to Desert Palace. Completing this dungeon will open the way to Death Mountain. Fortunately we have the opportunity to acquire a few additional Safeties along the way which will make death much less of a risk going forward. == Obtaining the Book == 400px We're going to start b...")
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The main objectives of this segment are going to be obtaining the Pegasus Boots and the Book of Mudora to gain access to Desert Palace. Completing this dungeon will open the way to Death Mountain. Fortunately we have the opportunity to acquire a few additional Safeties along the way which will make death much less of a risk going forward.

Obtaining the Book

LTTP 1dp 1.png

We're going to start by visiting Sahasrahla to turn in the Pendant of Courage.


LTTP 2dp 1.png LTTP 2dp 2.png

Nudge up against the Right torch to get past Saharsrahla without getting stuck and talk to him from the right side to receive the Pegasus Boots.


LTTP 2dp 3.png LTTP 2dp 4.png

Clear the way and move up above the pots. Hold the A button to start charging a Dash, then turn and face Up to break the wall. You can choose to dash into the wall normally but we do it this way to avoid grabbing the wall and so the pot prevents Link from being knocked back further.


LTTP 2-2dp 1 sahas closet.png

Open these three chests to obtain 100 Rupees and 3 Bombs. These rupees will be used later in the run to access Palace of Darkness.


LTTP 2-3dp 1 saha.png

Back in this room, press angle Down+Right to nudge slightly right and start dashing. If you don't move out of the doorway you will just Bonk into the pot.


LTTP 3-1dp 1 EP overworld.png

Now that we have the boots we can do the first JP 1.0 Glitch which is Spinspeed There are two steps to performing this Glitch. First we have to Arm spinspeed state, then we need to Activate it.


LTTP 3dp 2 EP overworld.png LTTP 3dp 3 EP overworld.png

Hold the sword out as you climb to the top of the stairs. Now we are at the part that may take a few tries. Slide your thumb very quickly from B to A. You will know you did this correctly if you press the B button after and the sword doesn't come out. You can see this on my input display on the images above. Spinspeed is now armed. If you have trouble getting to this step it's possible that you aren't playing on a JP 1.0 version. This trick saves around 10 seconds over the full run so it isn't a huge deal if you aren't able to get it. I recommend trying no more than 3 times in a real speedrun attempt before just moving on.


LTTP 3dp 4 EP overworld.png

To activate spinspeed you just need to exit a Manual Staircase with a diagonal or cardinal input. Hold angle Up+Left and you will exit the stairs at dash speed.


LTTP 3dp 5 EP overworld.png

Follow this path to exit the screen. You may prefer to go around the eagle statues rather than through them if you find this movement to be easier.


LTTP 4dp 1 EP overworld.png LTTP 4dp 2 EP overworld.png

Walk down just below the corner of the slope then start a dash and turn Left.