Not a bug or glitch at all but I was surprised to find out that the potion medal prolongs the stamina, air and guardian potions by 6 minutes, even as an upgraded potion+ (9 minutes infinite running, spinning, invulnerability)!
The bad thing, you have to progress in the game quite a bit to get the potion medal or certain potions...
Anyway, if someone could find a way to duplicate those potions, they would maybe come quite handy in a speedrun. The active potion even stays after save & quit, but the (invisible) time counter unfortunately won't reset.
We was thinking about using stamina potion to break the lanayru desert. But nintendo obviously thought of that, and makes it so that you unlock the potion after the desert.
So we can not really use potions to break anything.
I can't remember if this was the case, but doesn't a specific cube give you a potion medal? If it does, we could easily get that specific cube during a run to gain double effect from stamina potions. It may make up for the time it took to get the medal in the long run. I'm not sure though.
And in Hero Mode you're able to start with 99 of every bug available in the game, allowing us that upgrade potions in a run without having to farm anything at all. Also a great bonus.
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I've focused on trying to find some kind of break inside of Lanayru mining Facility today. Since most people focus on finding breaks outside of dungeons, I figured, why not inside?
So, the only break theory I've come up with so far is that in the big main room you have the stairs to your right, which is where you go down after getting the Gust Bellows. So, if we somehow can get up there BEFORE getting the Gust Bellows, we would get right to them the first thing we do in the dungeon, and we would save 1 key. Just getting directly to the gust bellows saves a decent amount of time, and having a spare key may save even more. (I'm not sure where other keys are being used in the dungeon, so I do not know how much time it could save).
The theory for getting up is by combining something like wallrunning (from the ledge) + damageboost. The height is about right. And maybe it would be possible to make use of the two barrels. Sure, you're not supposed to be able to stand on them, but if we somehow manage to start a wallrun from ontop of a barrel, we would gain enough height to get up to the door. (note that you can place the barrels in two different ways. It is laying down on the side if you throw it)
None of this may be possible though.
If only we could run up on barrels. =/
If we can run up on barrels and perform a wallrun from ontop of them, we would also be able to get past the "checkpoint gate" to the left in the main room, since you can grab the ledges on the doorframe. We could also get past the door in front of you in the same room, skipping almost the entire dungeon.
(the fences next to the doors have the same height as the doorframe, there are invisible walls)
I do not believe it will be possible to run on the barrels though.
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They've not removed loading zones in boss battle. If you can clip past the doors located in the different battle rooms, you're able to exit the boss battle. And if you then enter the boss room again the boss music starts, as if you haven't defeated the boss. The boss wont spawn though. The boss door to this boss room will also be disabled. (Like the boss door inside the skyview temple. it will be unlocked and all, but you can't interact with it).
So boss battles just make the game lock the boss battle doors, the exists, & make the game think that you've not defeated the boss. And ofc it does other things like disabling items. Note that they actually get disabled, not removed. Because when you exit the room, the moblin heads appear over the items, your pouch will start to function properly again though
Ohh, that's another thing that came into my mind. If we in some impossible ridiculous way unlock boss battle before the losing item sequence of the game, and go into boss battle, it should re-enable all disabled items. :p