Difference between revisions of "Death Mountain Descent"

From ALttP Speedrunning Wiki
Jump to: navigation, search
(Created page with "Death mountain descent is an OoB trick that allow to leave death mountain to reach the area bellow. Generally it is used to leave the Dark World part of Death Mountain because...")
 
(Bunny DMD)
 
(10 intermediate revisions by 4 users not shown)
Line 1: Line 1:
Death mountain descent is an OoB trick that allow to leave death mountain to reach the area bellow. Generally it is used to leave the Dark World part of Death Mountain because there is the only warp to the Dark World that doesn't need a Dark World item.
+
Death mountain descent (or DMD) is an [[ Out of Bounds ]] trick that allows Link to leave Death Mountain to access areas around it on the map. There are many different types of DMDs but when DMD is used alone, it is almost always in reference to West DMD, which is what this article will cover. For other DMDs, see [[Clips]].  
  
There are 2-3 different death mountain descents. They work the same way, but they don't lead in the same areas.
+
DMD allows the player to jump off Dark World Death Mountain and directly access the Western parts of the Dark World Overworld (Skull Woods, Village of Outcasts, etc.). This is a valuable sequence break because the Dark World warp on Death Mountain is the only one in the game that doesn't require items to use. By using that warp and then doing DMD, the player can access much of Dark World early.
  
== Dark World Cemetery/North of Palace of Darkness ==
+
== As Link with Boots ==
  
It's the first DMD found in this game because you can do it without special trick, you can just use a the mirror. Obviously it's very slow. The point is to go in the south east part of DM and go through the border to reach the void. From this void area you can reach the rest of the dark world.
+
{{VideoBox
 +
| title= DMD Demonstration
 +
| time=
 +
| file= File:DMD Demo.mp4
 +
| description=
 +
}}
  
[[File:DMD_dmeastarea.png]]
+
The fastest and easiest way to do this is to [[ Spindash ]]. Enter the spin dash state (superspeed not required, although typically faster to use), align yourself with the bottom wall, have Link facing downwards, and hold {{B|<v}} to clip through the corner.  Once Link jumps, go completely neutral on the dpad. It is very important that you don't walk after jumping. Doing so can trigger an infinite scroll. After landing, start a dash charge, and then turn Link north during the dash charge so he bonks the wall above him. Hold down after bonking and you should get a transition downwards and a [[FAWT]] into the screen below.
  
There are 3 main ways to clip in this edge, the easier and the fastest is to do a spindash then hold >v near the corner to go through, you can use a+> too or the mirror, but it's definitely slower and more tedious.
+
Any category where you have Hookshot in your inventory at the point in the run you do this trick allows you to opt for Hookspeed instead of Spinspeed if you wish.
  
[[File:DMD_eastclip.png]]
+
=== Optimizations ===
  
Once you are in the void zone, you can go 2 ways.
+
==== Bonkless ====
  
=== Cemetery ===
+
{{VideoBox
 +
| title= DMD Bonkless
 +
| time=
 +
| file= File:DMD Bonkless.mp4
 +
| description=
 +
}}
  
Go there
+
This is a technique that skips bonking before the transition and therefore, saves around 1 second. After Link has started to clip the corner, switch to {{B|v}} to jump instead of continuing to hold {{B|<v}}. If done correctly, Link will take a different type of jump that allows you to get a good transition without bonking. After landing, just walk up and then walk down.
  
[[File:DMD_darkcemetry.png]]
+
With superspeed, you only have a 2 frame window to switch to {{B|v}} during the corner clip to get the correct jump. Make sure you practice being able to recognize when you've gotten it and when you haven't. Having that ability allows you to revert to the bonk method in the event that you switched to {{B|v}} too late. If you try the bonkless movement but jumped while holding {{B|<v}}, you'll trigger an infinite scroll.
  
and just fall down on the next screen
+
==== Long Hop ====
  
 +
{{VideoBox
 +
| title= DMD Long Hop
 +
| time=
 +
| file= File:DMD Long Hop.mp4
 +
| description=
 +
}}
  
 +
Dashing off the ledge headed to short ladder can be made slightly faster by starting your dash on Y-Coord 31A. Link will get a better jump that travels beyond the bush.
  
=== Behind Palace of Darkness ===
+
== Mirror DMD ==
 
 
You have to go here, line up with the  left of small "rock"
 
 
 
[[File:DMD_behindpod.png]]
 
 
 
Now you are here and basically stuck without flippers.
 
 
 
[[File:DMD_behindpodff.png]]
 
 
 
But don't worry, now you need to fall left with  <^ to load the right part of the screen (don't ask), then fall with ^> and hold > to do fakeflippers. After that you can just swim.
 
 
 
== Thieves' Jump ==
 
 
 
This one bring you close to the dark Kakariko town. Doing this one in the light world work too and you are close to the sanctuary.
 
 
 
Go at the bottom west on dark death mountain.
 
 
 
[[File:DMD_ThievesJumparea.png]]
 
 
 
 
 
=== Fast Method (requires boots) ===
 
 
 
The fastest and easiest way to do this is to [[Spindash]]. Enter the spindash state (superspeed not required) align yourself with the bottom wall and hold down/left.  Once you jump down, start a dash, change your direction to up while charging, and bonk the upper wall.  After the bonk, just hold down.
 
 
 
 
 
=== Precise Clipping ===
 
 
 
You can clip with <+a. If you don't have boots or you are a bunny you can try alterning <^ <v on one frame and try to reach one of this two vertical position once you clip enought into the edge to move diagonnaly. Y verticals position are 205 and 206.
 
 
 
[[File:DMD ThievesJump1.png]] [[File:DMD ThievesJump2.png]]
 
 
 
The pink arrow try to show a small square of light pixel under link's shadow.
 
 
 
When you fall under the edge, DON'T go down immediatly, that will stuck you, move up first, then you can go down.
 
 
 
=== Bunny Clip ===
 
 
 
Add bunny clip info
 

Latest revision as of 05:52, 13 April 2021

Death mountain descent (or DMD) is an Out of Bounds trick that allows Link to leave Death Mountain to access areas around it on the map. There are many different types of DMDs but when DMD is used alone, it is almost always in reference to West DMD, which is what this article will cover. For other DMDs, see Clips.

DMD allows the player to jump off Dark World Death Mountain and directly access the Western parts of the Dark World Overworld (Skull Woods, Village of Outcasts, etc.). This is a valuable sequence break because the Dark World warp on Death Mountain is the only one in the game that doesn't require items to use. By using that warp and then doing DMD, the player can access much of Dark World early.

As Link with Boots

The fastest and easiest way to do this is to Spindash . Enter the spin dash state (superspeed not required, although typically faster to use), align yourself with the bottom wall, have Link facing downwards, and hold <v to clip through the corner. Once Link jumps, go completely neutral on the dpad. It is very important that you don't walk after jumping. Doing so can trigger an infinite scroll. After landing, start a dash charge, and then turn Link north during the dash charge so he bonks the wall above him. Hold down after bonking and you should get a transition downwards and a FAWT into the screen below.

Any category where you have Hookshot in your inventory at the point in the run you do this trick allows you to opt for Hookspeed instead of Spinspeed if you wish.

Optimizations

Bonkless

This is a technique that skips bonking before the transition and therefore, saves around 1 second. After Link has started to clip the corner, switch to v to jump instead of continuing to hold <v. If done correctly, Link will take a different type of jump that allows you to get a good transition without bonking. After landing, just walk up and then walk down.

With superspeed, you only have a 2 frame window to switch to v during the corner clip to get the correct jump. Make sure you practice being able to recognize when you've gotten it and when you haven't. Having that ability allows you to revert to the bonk method in the event that you switched to v too late. If you try the bonkless movement but jumped while holding <v, you'll trigger an infinite scroll.

Long Hop

Dashing off the ledge headed to short ladder can be made slightly faster by starting your dash on Y-Coord 31A. Link will get a better jump that travels beyond the bush.

Mirror DMD