Checks and locations - carrotinator/manual_phantomhourglass_carrot GitHub Wiki
Checks
Most checks are kept as vanilla as possible, and almost always directly correlate to getting something. Some checks however don’t exist due to flag shenanigans, some have unintuitive logic requirements and some hard glitch logic things are kinda obscure. Also those pesky items that don’t work immediately. So I’ll go island by island and say what to do and what to expect, and if there are silly softlocks, what to avoid.
SW Quadrant
Mercay Island
- The intro is skipped, the bridge is repaired.
- The sword chest will put a fully functional sword on link when you open it, but it will disappear with a save and quit. If starting from a fresh save file you might as well check the sword chest before save and quitting for file stability
- Clearing the rocks from the cuckoo guy is a check
- Bonking trees with guaranteed rupees are checks if you enable the option
- Oshus is kinda buggy at the moment. Certain events can put him in a state where he will give a force gem. The only one i confirmed so far is getting the phantom blade from Zauz. So for now that is Oshus’ logic.
- Setting out to sea logically requires the SW sea chart, but you can just go if you want to. If you leave the quadrant you will be not be able to return, unless you cheat it in.
- Opening the shipyard requires beating Temple of Flames.
- Opening the treasure teller requires getting the Courage Crest from TotOK B6
- Freedle gives an item. In vanilla it’s after getting the SE sea chart, but it’s actually tied to opening it’s chest in TotOK, and it felt better to have freedle open from the start.
Temple of the Ocean King (TotOK)
- There are softlocks in TotOK, save before entering
- Phantom Hourglass is a check. If you don’t get it and use the warp from bellum, it softlocks.
- See the item description of the Phantom Hourglass and sand of hours for more details.
- Sand and hearts are not considered in logic, and can create interesting challenges.
- Heart pots respawn infinitely on changing floor. Abuse it.
- Swift phantoms spawn immediately.
- Killing phantoms without phantom sword is an option you can enable. They are logically killable if you can stun them and there is a hole to push them into. Grappling hook is also enough.
- Key logic for the temple assumes you start with however many keys you’ve gotten
- The midway does not reset keys, like time, you lose as many as it took to get there.
- The door on 1F permanently uses a key
- F1
- Linebeck will respawn and give you a free key (that is a check!) until you grab the SW sea chart chest.
- The locked door eats a key, and that is forever gone from your keycount
- The empty chest is a check even if you get its contents from linebeck
- B1
- Entering B1 without all 3 fairies in inventory softlocks the cutscene of the phantoms spawning.
- My best fix is to quickly set fairy count 0x021BA606 to 112dec before setting back to what it should be
- This would be fixed by setting up a save file.
- This is a good place to practice killing phantoms with weird equipment.
- Also a nice floor to get used to starting with keys, and running straight to the end.
- B2
- Hammer can hit bombchu switch
- The red phantom will pick up the key if it chases you to the safe zone opposite, and will drop the key if a pot is thrown at it.
- There are creative ways to get past the second fire
- B3
- Force gems are randomized, their chests are checks. Don’t use the gems without finding them first.
- The key door here is interesting logically
- B4
- You can hit the switch through the gust with a pot.
- Hammer can hit bombchu switch, and key spike switch
- B5
- Both paths can be done on the same key logically since keys respawn and you can do multiple runs
- There are interesting ways to kill the bubbles.
- B6
- Both Crests are open from the start. If you can reach B6 you can activate the midpoint.
- Since the SW sea chart is bugged, you can’t do the courage crest puzzle. Set 0x021B554C to 221dec (US) to artificially give it to you, and let you out.
- B7
- Killing phantoms on a tight time limit on this floor is fun
- Crystals are like force gems, you need ‘em to use ‘em.
- B13
- Phantoms don’t spawn by default. If you want that set the 64 bit of 0x021B5553 (US).
- See Metals, Phantom Door and Goal under items for more.
- Bellum
- See Metals, Phantom Door and Goal under items for more.
Cannon Island
- Most Checks don't require any items
- Salvage arm requires Courage Crest
- Since the cannon on the boat is tied to the flag of buying the cannon, getting the cannon before visiting Cannon Island will prevent Eddo from selling you another. Ether pretend he did anyway, or unset the cannon bit for the realism. This also means that you want to unset the cannon bit after buying the check if you haven't got the cannon yet.
- Getting the courage crest and setting Eddo in the selling salvage arm state also takes precedent over selling the cannon.
Isle of Ember
- All of the Astrid Quest is skipped, and the door to the mountain is unlocked by default
- Astrid reads all sorts of game progression flags, so won't give you the Power Gem for completing Temple of Fire
- Astrid will give you a check for finishing wind temple
- If you have trouble finding a microphone sample that will blow out the candles to the temple, the file in the description here worked for me.
Temple of Fire
- The spin attack switches on 1F can also be triggerd by bombs or boomerang
- Several of the switches over lava can be hit with a bomb throw
- Beating Blaaz opens the shipyard on Mercay that houses a check
Molida Island
- The sea monster of the island spawns after salvaging the Courage Crest, and won't show up at all unless you're playing with salvaging on.
- Archery triggers off of finishing Temple of Courage. Both 1700 and 2000 points are checks, good luck!
- The map from the girl by your ship is unobtainable
- Getting into temple of courage requires boomerang, for hitting the west statue.
- Beating Temple of Courage spawns Jolene outside of Molida island. Fighting her is a check, but the flag that prevents you from warping away is set so you can run if you want to, or don't have sword.
Temple of Courage
- This is the most complicated dungeon logic wise. Hammer and grappling hook blow it wide open.
- There is a case where you can, if you have throwable keys randomized, get the chest before the boss without bow. It requires hammer clipping to open the shortcut to the torch puzzle, and all small keys to progress normally and hit the colored block switch.
Spirit Island
- You need to beat temple of courage before it will let you upgrade the Spirit of Courage
- The spirits won't upgrade your spirits if they've already been upgraded. They give an upgrade for each spirit at 10 and 20 spirit gems.
Nyave
- Nyave will probably give you lots of treasures, but it only counts for 1 check.
NW Quadrant
NW Quadrant fog
- When entering the fog, you will enter spirit guidance mode, independent of how many spirits you've obtained. You can enter the ghost ship immediately
- To safely pass through the fog from south to north you still need to travel the twisty path, it will still work in spirit mode.
- This is kinda annoying for multiple trips, so I recommend either not randomizing frogs or starting with frogs and cyclone slate.
- I haven't figured out yet what flag removes the cyclone preventing regular travel from the SW to the NW quadrant.
Ghost ship
- When entering the ghost ship, 3 out of 4 sisters have already been 'rescued'.
- To hit the first spike, you can use a well timed bomb if you have nothing else
- Rescuing the 4th sister will trigger the Cubus Sister Fight, and it can give a Pure Metal
- Entering the ghost door will despawn the ghost ship and remove the fog. This will prevent you from getting the rest of the ghost ship checks. You might get the heart container via post, but that hasn't been tested yet, so i recommend full clearing first (logic expects the same items for full clearing for opening the ghost door). Or just give yourself the checks you forgot.
Isle of gusts
- There are a bunch of cryptic dig spot checks on Isle of Gusts.
Temple of Wind
- To activate the gusts to the boss door you need to defeat the snakes in the combat room to the east of 1F.
Bannan Island
- Joanne is already in the wayfarers pool, and you can enter straight away.
- You won't get Jolene's letter in the post, but you can give it to Joanne for a check.
- You can't beat the cannon game without the cannon, but playing it will trigger Salvator's letter arriving by post.
- To get the swordsmans scroll chest, you give the wood heart to the wayfarer, who's ship appears in the SE quadrant after having the heart in your inventory and having gotten the fishing rod check from the wayfarer.
Zauz's Island
- Zauz will give a check, but it won't trigger if you've set the bit to spawn phantoms in TotOK B13
Uncharted Island
- You need the sword to hit the gossip stones.
SE Quadrant
- The pirate ships can board you only after opening the ghost door on the ghost ship, they give an item.
Goron Island
- All the gorons have been spoken too except the one that gives you an item for killing the yellow chus, and the one that opens the bridge when you shout
- You can kill the chus with just shovel and hammer if the chus are standing right on the edge.
- Using bombchu camera displacement to get a better view will softlock after killing the final one.
- The goron quiz is a check
- You can leave at any time
Goron Temple
- Gongoron is waiting on B1!
Harrow Island
- There is now an option to disable Harrow Island checks cause it's stupid rng.
- Getting check 3 and 4 in vanilla require opening the NE sea chart chest in TotOK. That is set at the start so you can get them as soon as you can reach Harrow.
Dee Ess Island
- There are a bunch of dig spots that give checks if you have digsanity on.
- I haven't figured out how to spawn Gongoron's letter yet, and activate the minigame.
Isle of Frost
- The imposter has already been discovered, and you can go straight the great ice plains.
- A lot of signs have a check you get for digging in front of them, if you have digsanity on.
- Yooks don't take damage from bombs if thrown at them, but do if a bomb or chu explodes next to them while they are stunned.
- It is not in logic to use the respawning bomb flower to kill the dark ook with nothing else, it expects you to have another source of damage. That could be regular bombs though.
- I haven't figured out how to trigger Aroo's letter
Temple of Ice
- Key logic with glitch logic is weird cause you can enter all key doors independent of one another if you hammer clip past the shortcut door
- You can hit the switch to melt the ice to enter 3F by holding an exploding bomb next to it, or with bombchu camera displacement and hammer from the peg.
- Double hitting the colored block switch on 1F is in logic, and lets you get the 3F checks without bombs
- You can hit the switch state switch on B1 with a hammer clip to skip a key (the check in the chest requires it though)
- The spin attack switch can be hit with just bombs or boomerang
NE Quadrant
- If you randomize frogs, you can enter the NE quadrant via cyclone slate as long as you have a way back.
Isle of the dead
- Rupore cave!
- Getting the Regal Necklace chest sets the state for it working in the overworld.
Isle of Ruins
- After setting the flag for the regal necklace the game requires a save and quit for it to let you in.
- Wrong warping with the cyclone slate is not in logic, even in glitched logic.
- Flags for talking to the knights have already been set, and opening the bridge and the door to the temple respectively will trigger when walking near each pyramid
- Mutoh will send an item in the post after completing the temple
Mutoh's Temple
- You can beat the first floor with nothing by throwing pots at the switches (you still need a damage source to kill the stalfos).
- Speedrunning tricks like hammer clip and arrow despawn are in glitched logic!
Maze Island
- Maze Routes: