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The Legend of Zelda: Ocarina of Time documents bombs as tools for damaging enemies and blowing up walls, and gameplay guides describe bombs clearing some boulders. But the cited sources do not establish that water changes bomb behavior, that bombs can be used underwater, or that every boulder is bombable. The reliable answer is narrower: some boulders have a bomb solution; there is no supported universal water-and-bomb physics rule.
What do the sources actually establish?
Three separate facts are easy to conflate: bombs can destroy certain obstacles, some boulders are among those obstacles, and Link can use at least one item underwater. Together, those facts may sound like evidence for a general interaction between bombs, water, and rocks. They are not. The sources support each point in a limited way, but do not show that water changes a bomb’s effect on a boulder.
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| Question | What the evidence says | What it does not establish |
|---|---|---|
| What are bombs for? | Nintendo’s Nintendo 64 manual describes them as tools to damage enemies or blow up walls. | A complete list of objects bombs affect. |
| Can bombs break boulders? | A walkthrough and a speedrun route give examples of bombs used to clear boulders. | That every boulder can be bombed. |
| Can Link use an item underwater? | The manual explicitly says the Hookshot can be used underwater. | That bombs can be deployed underwater, or behave differently there. |
| Does water alter bomb-versus-boulder behavior? | The cited sources do not document this interaction. | A general water-and-explosives physics rule. |
The distinction matters because “bombs work on boulders” and “bombs work on boulders underwater” are different claims. Evidence for a bombable boulder on a route does not, by itself, verify the same obstacle underwater. Likewise, an underwater item example does not establish that every item can be used beneath the surface.
What does the Nintendo 64 manual say bombs do?
Nintendo’s Nintendo 64 instruction manual describes bombs as capable of damaging enemies or blowing up walls. It also warns about their danger radius in general terms and says a bomb explodes approximately four seconds after pickup. Those are manual instructions for the Nintendo 64 release; the approximate fuse should not be recast as a precise, universal timing figure for every version of the game.
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The manual establishes the basic intended uses of bombs, not a comprehensive catalog of terrain and objects. Its reference to walls supports the idea that bombs can clear certain obstructions. It does not say all rocks, boulders, or other solid-looking objects share the same response. Nor does the cited bomb description explain how water affects an explosion.
The timing detail is also easy to overread. “Approximately four seconds” is an instruction-level estimate, not a sourced measurement to hundredths of a second, and it should not be used to infer the exact timing of a particular underwater interaction. The cited sources do not say that the fuse changes in water or establish a timing comparison between above-water and underwater use.
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The evidence supports examples rather than a full taxonomy. A GameFAQs walkthrough says bombs can break boulders blocking underground grottos. Separately, a ZeldaSpeedRuns route for Ocarina of Time calls out a bomb used to clear a blocking boulder. These sources support the practical claim that some boulders are bombable.
Neither source proves that all boulders respond to bombs. A route or walkthrough describes the obstacle relevant to its path; it is not an exhaustive inventory of every rock-like object in the game. The careful formulation is “some blocking boulders can be cleared with bombs,” not “bombs destroy boulders” as a rule without exceptions.
That wording also avoids turning an intended obstacle solution into a claim about realistic simulation. A boulder with a documented bomb solution is best understood as a designated obstacle with that solution. The cited item and route descriptions do not show that the game calculates a general physical interaction among explosive force, water depth, and every rock object. That is a conclusion about the limits of the evidence, not a published developer explanation of the underlying game code.
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For a player trying to identify a particular rock, its appearance alone is not enough to establish that it is bombable. The documented examples concern boulders with a stated role as blockers—one walkthrough discusses access to underground grottos, while the speedrun route names a blocking boulder on its route. Those examples can help explain why a bomb might be the intended solution in a comparable situation, but they do not provide a visual checklist or promise that any similarly shaped rock will react the same way.
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Does water change what bombs do to boulders?
The cited sources do not answer that question affirmatively. They document bomb use against walls and some boulders, and separately document an underwater use for the Hookshot. They do not describe bombs being deployed underwater, a water-modified blast, or an underwater boulder destroyed by a bomb.
That gap should not be mistaken for proof that an interaction is impossible in every release or circumstance. It means the cited evidence cannot support a confident yes or no for a specific underwater bomb-and-boulder case. The distinction is especially important when a player’s question concerns an exact room, water level, boulder, or game edition: a general manual description is not a reproducible demonstration of that specific combination.
It is also possible to confuse an obstacle’s location with an effect caused by water. A boulder may be near water, or a player may encounter bombable obstacles while exploring areas with water, without the water being the reason the bomb works or fails. To establish a water-dependent rule, evidence would need to show the same relevant bomb-and-obstacle interaction across different water states, or otherwise document the specific effect. The cited references do not provide that comparison.
What does underwater item use tell us?
The manual explicitly notes that Link can use the Hookshot underwater. That is a specific fact about the Hookshot, not a general permission to use every item below the surface. It does not show that Link can place or throw bombs underwater, nor that an explosion behaves differently there.
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A walkthrough also describes the Silver Scale as allowing Link to dive deeper than his normal depth. This helps explain water traversal: depth is relevant to where Link can go. But the guide’s depth description does not discuss bomb use, bomb fuses, or boulder reactions. It supplies context for underwater exploration, not evidence for a bomb mechanic.
Nintendo’s developer interview offers another piece of water-related context without resolving the mechanics question. In Ask the Developer, Volume 24, Chapter 3, Water Temple designer Eiji Aonuma says, “When I designed the Water Temple all those years ago, I wanted to create an experience where simply being underwater was fun.” This speaks to the design intent behind underwater play; it does not explain bomb behavior or claim that water affects explosions.
How can you check a specific case without overgeneralizing?
If you want to verify a particular claim such as “this boulder can be bombed underwater,” treat it as a specific gameplay question rather than a conclusion about the whole game. First identify the release being played. The cited instructions are for Nintendo 64, and neither the walkthrough nor the speedrun route is presented as a comparison of every edition. Next identify the particular obstacle and where it sits relative to the water. Calling it a boulder is not enough to show that it is the same kind of blocker described in a guide.
A useful demonstration would make the relevant conditions visible: the game edition, the obstacle, whether Link and the bomb are above or below the surface, and what happens after the bomb is used. If the claim is specifically that water changes the result, a comparison across clearly different water states would be stronger than a single clip in which a boulder happens to be near water. This is a way to test the claim, not a report that such a comparison has already been made.
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Keep the result narrow even after checking it. A reproducible example could establish that one identified bomb-and-boulder combination works in one release and situation. It would not automatically establish that all boulders are bombable, that every item works underwater, or that all editions behave identically. The sources establish a few examples and item instructions; they do not supply a complete object-by-object or version-by-version table.
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How should you describe the mechanic accurately?
If you are explaining the game to another player, separate what the references say from what they do not say:
- Supported: The Nintendo 64 manual describes bombs as tools for damaging enemies or blowing up walls.
- Supported: A walkthrough and a speedrun route describe bombs clearing particular boulders.
- Supported: The manual documents underwater Hookshot use, and a walkthrough says the Silver Scale permits a deeper dive.
- Not established by these sources: Bomb deployment underwater, a water-specific change to bomb behavior, or a rule that every boulder is bombable.
For a claim about one exact scenario, identify the release and the obstacle rather than generalizing across the series or all editions. The cited manual is for Nintendo 64. The walkthrough and route give gameplay examples, but neither is a complete catalog of object behavior or proof that every release handles every detail identically. A version-specific claim about an underwater case would need evidence for that case—such as reproducible footage or direct verification—before it could be presented as fact.
This is why a cautious answer is more useful than an elaborate physics explanation. The sources provide enough to tell a player that bombable boulders exist in documented situations. They do not provide enough to predict every rock’s response or infer a water-related rule. Where the evidence ends, the answer should stop rather than convert an example into a universal mechanic.
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Can you bomb boulders underwater in Ocarina of Time?
The cited sources do not establish that bombs can be deployed underwater or that an underwater bomb can break a boulder. They support a narrower point: bombs clear some documented boulders, while the manual separately documents underwater Hookshot use.
Can bombs break every boulder in the game?
There is no evidence here for an all-boulders rule. A walkthrough and a speedrun route give examples of bombs clearing blocking boulders, but neither is a complete list of rock-like obstacles.
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Is the bomb fuse exactly four seconds in every Ocarina of Time version?
No exact, all-version timing follows from the manual’s wording. Nintendo’s Nintendo 64 manual gives an approximate four-second instruction, and the cited sources do not compare fuse timing across later releases.
Does the Water Temple interview explain how bombs behave underwater?
No. Aonuma’s quoted comment is about the design goal of making underwater play enjoyable; it does not discuss bombs, boulders, or explosion behavior.
Can I infer that every item usable underwater works like the Hookshot?
No. The manual’s underwater statement is specific to the Hookshot. It is not evidence for a general underwater-use rule covering bombs or other items.
The Bottom Line
Bottom line: Some blocking boulders in Ocarina of Time have documented bomb solutions, but the cited evidence does not show that bombs work underwater or that water changes their effect. Treat each underwater case as version-specific until it is directly verified.




