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――――――――― O C A R I N A O F T I M E
-€- THE LEGEND OF ZELDA: OCARINA OF TIME -€-
FOR THE NINTENDO 64
FAQ/Walkthrough Copyright © 2002-2004
VERSION: 1.1
AUTHOR: Bedman
LAST UPDATED: 7-18-04
E-MAIL ADDRESS: See note below
AOL INSTANT MESSENGER: USJokerBedman
No, I have not plagiarized Bedman's Majora's Mask FAQ because... I am Bedman!
Any similarities you may notice between this FAQ and my Majora's Mask FAQ are
not at all coincidental. In fact, I didn't write this from scratch, I simply
loaded my MM FAQ and deleted the unneeded text. Much of the text is the same
because much of the games are the same! The walkthrough and other stuff like
that is completely new, of course, but basics like controls, items, enemies,
and such are the same, except when different. Also, if you happen to see some-
thing that looks like it doesn't belong (or if you've already played Majora's
Mask and know it doesn't belong), send me an e-mail. I'll try to get everything
related to MM deleted before I release this, but no promises....
NOTE TO ALL WHO HAVE E-MAILED ME AND WHO ARE PLANNING ON E-MAILING ME SOON:
I finally have a computer that seems to have been made this century.... For
those of you who don't know, I had been without a decent computer for two years
(decent being anything capable of doing anything more than word processing). So
I basically wasn't able to answer most of my e-mail, seeing as how the only
time online I ever had was a few minutes at school. Basically, this means my
e-mail box is totally full of Zelda e-mails. I finally understand why Armagetz
indirectly dared me to write a Zelda FAQ. Anyway, I don't have all the time in
the world, so it may take me a while to get through all those e-mails. What
this basically means is that all those places that say "I want more e-mails!"
in this FAQ are outdated and need to be replaced with something along the lines
of "I have too many e-mails!! If you expect an answer, only send important
questions or contributions!"
So basically, that's it. If you want to get a reply from me, ask something deep
that I haven't been asked before, something that isn't answered in this Walk-
through. I'm saying this not because I don't want to answer your e-mails, I'm
just saying that, for your benefit, it's going to be faster for you to look for
yourself. That's why I wrote this. And I'm including my e-mail address because
I know that there are some people who have very important things to say or ask,
and it really helps if those are the only things in my mailbox so I can open it
up and say, "Oh, some Zelda questions!" instead of "GOOD GRAVY THAT'S A LOTTA
UNOPENED MAIL!...*whimper*" So, with those thoughts in mind, if you need to
send me an e-mail, my address for Zelda e-mail is bedman(at)mail.com. Just
remember...*ahem*....
FOR THE LOVE OF GOD AND ALL THINGS THAT ARE GOOD AND TRUE AND NOBLE, DO NOT
SEND ME ANY SUPER PROMOTED ADVERTISING MAIL, ALSO COMMONLY KNOWN AS SPAM!!!
And also, PLEASE get your computer checked for viruses ASAP, as I usually find
several e-mails with suspiciously large attachments in my mailbox because some
shmoe with an infected computer sent me an e-mail and I then have to delete
twenty billion kilobytes worth of Klez out of my e-mail box.
By the way, just to let you know, that (at) in my e-mail addy is just another
simple attempt of mine to prevent SPAMers from automatically getting my addy
by using a search program to scan the Internet for addresses. It probably won't
actually work, but at least it makes sure that people who e-mail me have enough
intelligence to figure out that the (at) is supposed to be that symbol that
every e-mail addy uses.
If you want to copy / quote / redistribute this FAQ, see the COPYRIGHT section
at the end for details.
Also, if you want to e-mail me with stuff other than Zelda, see the E-MAIL
section near the end of the document.
Other websites by Bedman:
NOTE: The first two were deleted by GeoCities >:-( because I didn't update them
often enough.... I'll get them back up once I get the data for them off of my
old laptop.
www.geocities.com/pokemon4dummies (about 20% done)
www.geocities.com/atlasrb (extensive atlas of Pokιmon Red and Blue, about 40%)
www.geocities.com/japanese4vg (Japanese for Video Gamers, about 40% done)
www.geocities.com/tielergames (my own video games, not much there)
Other FAQs by Bedman:
The Legend of Zelda: Majora's Mask (N64)
Star Trek: 25th Anniversary (NES)
Other FAQs in progress by Bedman:
River City Ransom (NES) (90%)
Jet Force Gemini (N64) (5%)
FAQs being considered by Bedman (in order of likeliness):
Enter the Matrix (GCN) (90%)
Pokιmon Red / Blue / Yellow (GB) (30%)
Super Smash Bros. Melee (GCN) (15%)
Other Zelda Games (Various) (10%)
_________________
|TABLE OF CONTENTS|
||
-*- CONTENTS AT A GLANCE -*-
I. TABLE OF CONTENTS
II. INTRO
III. BASICS
IV. STORY
V. WALKTHROUGH
VI. FAQ - FREQUENTLY ASKED QUESTIONS
VII. SONGS
VIII. ITEMS
IX. PIECES OF HEART
X. BOTTLES
XI. PRICE LIST
XII. ENEMIES
XIII. CHARACTERS
XIV. SIDE MISSIONS
XV. GLITCHES, TIPS, CHEATS, TWEAKS, ETC.
XVI. OTHER STUFF
XVII. VERSION HISTORY
XVIII.COPYRIGHT
XIX. THANKS!
-*- EXPANDED CONTENTS / GENERAL GAME OVERVIEW AND OUTLINE -*-
I. TABLE OF CONTENTS
A. CONTENTS AT A GLANCE
B. EXPANDED CONTENTS / GENERAL GAME OVERVIEW AND OUTLINE
II. INTRO
A. Explanation of FAQ, E-mail, general info on FAQ
III. BASICS
A. OVERVIEW
B. PLAYING THE GAME
1. CONTROLS
2. Z-TARGETING
3. OPTIONS
4. MOVES / ADVANCED CONTROLS
5. C-ITEMS
IV. STORY
V. WALKTHROUGH
A. KOKIRI FOREST
=B. =INSIDE THE DEKU TREE=
1. MAP
2. WALKTHROUGH
*3. *GIANT PARASITIC ARACHNID GHOMA*
4. AFTER GHOMA
C. HYRULE CASTLE TOWN
D. HYRULE CASTLE
1. SNEAKING IN
2. CASTLE GARDEN
3. CASTLE COURTYARD
E. LON LON RANCH
F. LOST WOODS
1. SACRED FOREST MEADOW
G. KAKARIKO VILLAGE
1. GRAVEYARD
H. DEATH MOUNTAIN
1. GORON VILLAGE
=I. =DODONGO'S CAVERN=
1. MAP
2. WALKTHROUGH
*3. *INFERNAL DINOSAUR KING DODONGO*
4. AFTER KING DODONGO
J. ZORA'S RIVER
1. ZORA'S DOMAIN
2. LAKE HYLIA
3. ZORA'S FOUNTAIN
=K. =INSIDE JABU-JABU'S BELLY=
1. MAP
2. WALKTHROUGH
*3. *BIOELECTRIC ANENOME BARINADE*
4. AFTER BARINADE
L. STORY: PART II
M. AFTER SEVEN YEARS
1. GETTING EPONA
2. GETTING THE HOOKSHOT
=N. =FOREST TEMPLE=
1. MAP
2. WALKTHROUGH
*3. *EVIL SPIRIT FROM BEYOND PHANTOM GANON*
4. AFTER PHANTOM GANON
O. DEATH MOUNTAIN CRATER
=P. =FIRE TEMPLE=
1. MAP
2. WALKTHROUGH
*3. *SUBTERRANEAN LAVA DRAGON VOLVAGIA*
4. AFTER VOLVAGIA
-Q. -ICE CAVERN-
1. MAP
2. WALKTHROUGH
·3. ·WHITE WOLFOS·
4. AFTER WHITE WOLFOS
=R. =WATER TEMPLE=
1. MAP
2. WALKTHROUGH
*3. *GIANT AQUATIC AMOEBA MORPHA*
4. AFTER MORPHA
-S. -UNDER THE WELL-
1. AFTER UNDER THE WELL
=T. =SHADOW TEMPLE=
1. MAP
2. WALKTHROUGH
*3. *PHANTOM SHADOW BEAST BONGO BONGO*
4. AFTER BONGO BONGO
U. GERUDO DESERT
1. GERUDO VALLEY
-2. -GERUDO FORTRESS-
-3. -GERUDO TRAINING GROUND-
4. HAUNTED WASTELAND
5. DESERT COLOSSUS
=V. =SPIRIT TEMPLE=
1. MAP
2. YOUNG LINK WALKTHROUGH
3. ADULT LINK WALKTHROUGH
*4. *SORCERESS SISTERS TWINROVA*
5. AFTER TWINROVA
W. STORY PART III
=X. =GANON'S CASTLE=
1. FOREST HALL
2. WATER HALL
3. SHADOW HALL
4. FIRE HALL
5. SPIRIT HALL
6. LIGHT HALL
7. GANON'S TOWER
*Y. *THE FINAL BATTLE*
*1. *GANONDORF*
2. ESCAPING THE CASTLE
*3. *GANON*
Z. STORY PART IV
VI. FREQUENTLY ASKED QUESTIONS
VII. SONGS
A. ZELDA'S LULLABY
B. EPONA'S SONG
C. SARIA'S SONG
D. SUN'S SONG
E. SONG OF TIME
F. SONG OF STORMS
G. MINUET OF FOREST
H. BOLERO OF FIRE
I. SERENADE OF WATER
J. REQUIEM OF SPIRIT
K. NOCTURNE OF SHADOW
L. PRELUDE OF LIGHT
VIII. ITEMS
A. OCARINA OF TIME
B. DEKU NUT
C. DEKU STICK
D. FAIRY SLINGSHOT / DEKU SEED
E. FAIRY OCARINA
F. BOMBS
G. MAGIC BEANS
H. BOOMERANG
I. HOOKSHOT / LONGSHOT
J. FAIRY BOW
1. FIRE ARROW
2. ICE ARROW
3. LIGHT ARROW
K. MEGATON HAMMER
L. LENS OF TRUTH
M. DIN'S FIRE
N. FARORE'S WIND
O. NAYRU'S LOVE
P. BOTTLES
Q. TRADE ITEMS
R. SWORDS
1. KOKIRI SWORD
2. MASTER SWORD
3. GIANT'S KNIFE
S. SHIELDS
1. DEKU SHIELD
2. HYLIAN SHIELD
3. MIRROR SHIELD
T. TUNICS
1. KOKIRI TUNIC
2. GORON TUNIC
3. ZORA TUNIC
U. BOOTS
1. KOKIRI BOOTS
2. IRON BOOTS
3. HOVER BOOTS
IX. PIECES OF HEART
X. BOTTLES
XI. SHOPS AND PRICES
XII. ENEMIES
A. ENEMIES
B. MINI-BOSSES
C. BOSSES
XIII. CHARACTERS
A. MAIN CHARACTERS
1. LINK
2. ZELDA
3. GANONDORF
4. NAVI
5. EPONA
6. KAEPORA GAEBORA
7. TALON & MALON
8. SHEIK
9. SARIA
10. DARUNIA
11. RUTO
12. NABOORU
13. IMPA
14. RAURU
C. MINOR CHARACTERS
D. MAJORA'S MASK CHARACTER COMPARISON
XIV. SIDE MISSIONS
A. GOLDEN SKULLTULAS
B. MASKS
C. BIGGORON SWORD
XV. GLITCHES, TIPS, CHEATS, TWEAKS, ETC.
XVI. OTHER STUFF
A. BEDMAN'S SWEET HOME PART II
B. E-MAIL
1. Please read this before e-mailing me with something not
related to Zelda.
C. INSTANT MESSAGES
1. Please read this before sending me an Instant Message not
related to Zelda.
XVII. VERSION HISTORY
A. 1.0
B. 1.1
XVIII.COPYRIGHT
XIX. THANKS!
_____
|INTRO|
||
I have just started this FAQ / Walkthrough since I recently began playing OoT
for the... fourth time? No, fifth? Ah, I can't remember. I love this game, and
since I'm pretty much done with my MM FAQ, I decided to write a walkthrough as
I go through OoT for the sixth... no, fifth time? ;)
Anyway, I don't have much news to put in here, but if and when I make updates,
I'll have info here, such as my e-mail provider decided to shut down, my favor-
ite website decided to pursue other ideas and shut down, my floppy ate my FAQ,
etc. Since the Walkthrough and most of the rest of it is already done for the
first release, I probably won't have as many updates as usual.
Because the above paragraph is rather humorous, I'll just put an update in
right here. I apologize for not making any updates for over a year, but I've
been rather busy with school and such. I finally realized that I can cut down
on the amount of e-mail I have to read if I just post something about how to
beat Link's Reflection.
Also, in case you're wondering what OoT means, here's a handy little list:
LoZ: The Legend of Zelda (NES)
AoL: Zelda 2: The Adventure of Link (NES)
LttP: The Legend of Zelda: A Link to the Past (SNES)
LA: The Legend of Zelda: Link's Awakening (GB)
LADX: The Legend of Zelda: Link's Awakening DX (GBC)
OoT: The Legend of Zelda: Ocarina of Time (N64)
MM: The Legend of Zelda: Majora's Mask (N64)
OoS: The Legend of Zelda: Oracle of Seasons
OoA: The Legend of Zelda: Oracle of Ages
WW / Celda: The Legend of Zelda: The Wind Waker (GCN)
WoG: The Legend of Zelda: Wand of Gamelon (CD-I)
Those last two are the really ugly, stupid, cartoony Zelda games. Yes, that
one of them is for GameCube. I practically died when I saw that Hyrule has
been turned into a cel-shaded cartoon, and Link has decided to join the Power-
puff Girls. Don't be looking forward to anything special from the new Zelda
game. Just to let you all know, I have played through Wind Waker. My opinion of
it hasn't changed much. I'm sorry, I really am, but I expected more from a
Zelda game than two feet of snot hanging from a toddler's nose and a pirate re-
joicing over how he no longer has to wash soiled underpants.
I'll also have you know, as I was doing a double-check using WordPerfect's
spellchecker (after proofreading the whole darn thing by hand in Notepad), I
discovered something: "waker" is not a word. Maybe engrish.com will be inter-
ested in adding it to their website....
As for that Wand of Gamelon thing, I don't know why I'm even including that in
the list of Zelda games. It wasn't made by Nintendo, it was made for the
Phillips CD-i system. It's horrible, it's ugly, it's evil, stay away. It was
voted as the 2nd worst game of all time by Electronic Gaming Monthly. Don't
ask, I've tried to purge all knowledge of it's existance from my brain. There's
another CD-i game if I recall correctly, but I have actually succeeded in com-
pletely purging all knowledge of it from my brain.
By the way, I just thought I'd mention a little something about FAQ writing. If
your browser is big enough, you'll notice that the width of this document is
narrower than your browser. There's a reason for that: GameFAQs requires that
all FAQs be 79 characters wide or less. This is why the formatting and hard-
returns are often odd, and it's also why I often say "Whoops, I almost forgot
about...." It's quite a pain to reformat all the hard returns just to add some-
thing back in.
One other note, after proofreading a couple random sections for the heck of it,
I've noticed that my keyboard seemed to type two letters every so often. Try to
ignore it until I can fully proofread the whole entire thingg. Also, for some
reason, when I transferred this FAQ onto my old-school Windows 3.1 486 desktop
computer on a disk, it seemed to chop off a few paragraphs in random places, so
try to igno
Hopefully, I'll get everything fixed in this update, but who knows, I'm not
exactly perfect, so there might still be some things missing.
______
|BASICS|
||
-*- OVERVIEW -*-
The first Zelda game in 3-D, and considered to be one of the greatest video
games ever. At a whopping 256kb, this is one big game. The graphics are ground-
breaking, the game play is fun, the story is deep.... It's hard not to like
this game. The overall goal of this game is to stop the rise of Ganondorf, the
evil King of the Gerudo Thieves. Link, a small boy living in Kokiri Forest,
must find Princess Zelda and work together to save Hyrule from the evil thief's
plans for world domination. However, in his efforts to stop Ganondorf, some-
thing goes wrong, and Ganondorf manages to take over the world and capture
Princess Zelda. Helped by a strange and secretive youth named Sheik, Link must
awaken the five sages around Hyrule, defeat Ganondorf, and save Princess Zelda.
-*- PLAYING THE GAME -*-
Most of this is covered in the manual already. For you sue-happy people, this
is straight out of my MM FAQ, and since I am the rightful copyright owner, I
have every right to include this here, so don't e-mail Bedman claiming that you
found a plagiarist because I am Bedman! And no, I didn't copy this directly out
of the manual, I wrote it myself.
- CONTROLS -
The controls for this game are pretty simple. Here's a list of the basics:
A BUTTON: VARIOUS (OPEN, SPEAK, NEXT, CHECK, PUT AWAY, ATTACK, etc.)
B BUTTON: ATTACK WITH SWORD
Z BUTTON: CENTER CAMERA, Z-TARGET
R BUTTON: RAISE SHIELD
L BUTTON: TOGGLE ONSCREEN MAP, TURN OFF OCARINA EFFECTS
START BUTTON: PAUSE GAME
C UP BUTTON: LOOK AROUND W/ 1ST PERSON, LISTEN TO NAVI
C LEFT/RIGHT/DOWN: USE ITEM(S) SET TO C BUTTONS
CONTROL STICK: MOVE CHARACTER, CURSOR
- Z-TARGETING -
Z-Targeting is a useful technique used to keep Link's attention on one enemy or
object. While Z-Targeting, attacks will be more accurate, and talking to people
or reading signs will be easier. Link will always face the item he has Z-
Targeted, and the controls will change slightly while using Z-Targeting. Once
you use it enough, you'll get used to it and it'll become natural. If you see
a colored arrow above an item, you can Z-Target it. Green arrows mean there's
a sign or something else you can check. A blue arrow means you can talk to a
person or thing. Yellow arrows appear above enemies. Also, if Navi suddenly
flies away, it's not because she doesn't like you, it's because she's found
something interesting. Z-Target her and listen to what she has to say.
There are two types of Z-Targeting that you can change in the OPTIONS menu, but
both of them use the Z Button found on the bottom of the controller. The two
options are SWITCH and HOLD. Switch is good for beginners. To use it, simply
tap the Z Button to target an enemy. Tap it again to stop targeting or to
switch to a different enemy. The Hold option is for more advanced players (like
me, obviously) who have mastered the Z-Targeting system. It's better, but can
be a little tougher to get used to. To use it, you must HOLD the Z-Button to
target an enemy. When you let go of the Z-Button, you'll quit using it.
Also while Z-Targeting enemies, you can press UP C to get a hint from Navi. We
didn't have anything like this in the older games... Zelda games these days are
just too easy. If you want a challenge, try playing Zelda II and you will think
Ocarina of Time is sooo easy. Even Iron Knuckles seem pathetic compared to
their AoL counterparts.
- OPTIONS -
You can only change these options on the Game Menu after the Title Screen.
SOUND
There are four options for sound. They are STEREO, MONO, HEADSET, and SURROUND.
Stereo is best on stereo TVs, while Mono is best on Mono TVs (meaning TVs with
only one speaker, I don't know why they ever made them like that). Headset is
best if you're using headphones (like me), and Surround is if you have a really
great Dolby Surround Sound System (also like me).
Z TARGETING
The two options are SWITCH and HOLD. See the Z-TARGETING section for more
details.
CHECK BRIGHTNESS
At first, you may think this is for changing the brightness of the game. It's
not, it's for checking the brightness on your TV. If you can't see all four
shades of gray, adjust the brightness on your TV so that you can.
- MOVES / ADVANCED CONTROLS -
Z = While Z-Targeting is active, or while holding Z without targeting an object
ROLL ATTACK
BUTTONS: CONTROL STICK UP + A OR Z + A WHILE SWORD IS PUT AWAY
USE: A general rolling attack, doesn't do much to enemies. Useful for destroy-
ing crates, pots, etc. and to knock items out of trees.
NORMAL SWORD SWIPE
BUTTONS: B BUTTON (if sword isn't out, makes Link take out his sword)
BACK FLIP
BUTTONS: Z + CONTROL STICK DOWN + A
USE: To dodge enemy attacks, especially dodging the Iron Knuckle's axe.
SIDE JUMP
BUTTONS: Z + CONTROL STICK RIGHT / LEFT + A
USE: To dodge enemy attacks, especially dodging the Iron Knuckle's axe.
JUMP ATTACK
BUTTONS: Z + A + SWORD OUT
USE: Does twice the damage of a normal sword slash, but takes a bit more time
to get up afterwards, leaving you vulnerable to enemy attack.
STAB ATTACK
BUTTONS: Z + CONTROL STICK UP + B + SWORD OUT
USE: Quick stabbing attack using the sword, useful for stabbing enemies with
shields, or enemies that block normal sword slashes.
SHIELD STAB
BUTTONS: R + B
USE: While using your shield, you can make a quick stab at your enemy. You'll
quickly stab the enemy, and then you'll raise your shield right away. It can't
be used while Z-Targeting at all.
GRAB / THROW / DROP
BUTTONS: A
USE: If there's anything you can lift (clay pot, small crate, small shrub,
Bomb, etc.) you can press A once to pick it up. Press A again to drop it (while
standing still) or to throw it (while moving).
GRAB / PUSH / PULL / CLIMB
BUTTONS: A + CONTROL STICK
USE: Use the A button to grab large blocks or other moveable things. Press UP
on the control stick to push it and DOWN on the control stick to pull it. Or,
to climb on top of it, push UP on the control stick (towards the block) and
then press A to climb on top of it when the blue icon says "Climb."
OPEN
BUTTONS: A
USE: While standing in front of a door or chest, press the A Button to open it
up. Chests usually contain useful items. Sometimes, doors can be locked. If
a door has chains on it and a lock, you need a key to open it. If it has metal
bars on it, you must find a way to open the door (defeating all the enemies in
the room, pressing a switch, shooting an eye switch, lighting torches, etc).
- C-ITEMS -
If you've played other Zelda games, this will likely be familiar. You can set
different items to the bottom three C Buttons. To change the items, pause,
switch to the ITEMS subscreen, then press a C Button to set that item to that
C Button. While playing the game, press the C Button to use the item. I usually
keep the Ocarina set to the Right C Button, the Bow set to Left C, and the
Hookshot set to Down C, but you can choose to set any items to any buttons. My
advice: always set the items to the same buttons, if possible. This way, you
can take them out quickly without looking at what they're set to (example: I
never assign the hookshot to the left c-button, and I never set the Bow to the
bottom c-button and I never set anything but the Ocarina to the right c-button.
This allows me to immediately take out an item without looking at what button
it's assigned to as long as I know that it is assigned).
- THE PAUSE SCREENS -
There are four different screens to view when you press the START button. Use
the Z and R buttons to scroll through them. Also, to save at any time in the
game, press the B button while viewing any of the Pause screens to save your
game.
ITEMS
This shows all the items you can assign to the bottom three C-Buttons. Any gray
items can't be assigned. To turn them un-gray, try traveling through time....
MAP
Outside of dungeons, this map shows all the areas of Hyrule that you have been
to before. Any areas you haven't been to are covered with clouds. Also, blink-
ing dots show where you should go next in your quest. You can also check to see
if you've gotten all the Gold Skulltulas in an area by scrolling through all
the areas with the Control Stick. An arrow pointing to a location shows where
to go next in the Biggoron Sword trade sequence (see SIDE MISSIONS section).
Inside of dungeons, this screen shows a map of the dungeon you're currently in.
If you haven't received the map, it only shows the rooms that you've been in.
If you have received the map, it shows all the rooms. Rooms that you've been in
are blue, and rooms that you haven't been in are just outlined. This also shows
if you've gotten the Map, Compass, and Big Key for that dungeon. If you have
the Compass, you will also be able to see where all the chests and the final
boss are hidden.
QUEST
This displays the status of your quest. Pieces of Heart, Spiritual Stones,
Medallions, Ocarina Songs, the Stone of Agony, and the Gerudo Membership Card
are all displayed on this screen.
EQUIPMENT
This allows you to change what kind of weaponry and clothing you have equipped.
You can change your sword, shield, tunic, and boots (assuming you have more
than one). It also shows upgrades such as the Zora's Fin, Goron Bracelet /
Gauntlets, Quiver, and Bullet Bag. These upgrades cannot be changed. Once you
receive a better one, you can't use the old one (unless, in the case of the
Goron Bracelet and the Gauntlets, you can't use the better version as a kid).
_____
|STORY|
||
Link never knew where he came from. He had lived in the Kokiri Forest his
whole life, but everyone treated him differently, everyone except for Saria.
Mido, the self-proclaimed leader of the Kokiri, always enjoyed bullying him,
but who ever put Mido in charge? The Great Deku Tree, the guardian of the for-
est, had never put Mido in charge. It wasn't fair. To make things worse, Link
had never received a guardian fairy. All the other Kokiri Children had a fairy
of their own to guide and protect them, yet Link had always been the boy with-
out a fairy.
Little did Link realize that his destiny would lead him out of the forest one
day. He didn't realize that the dreams he had begun to have weren't just ran-
domly made by his imagination and his courageous heart.
Rain pounded onto his face as he looked at the smooth stone cliff. In the
middle of it, a great wooden door opened down to make a bridge. It seemed to
be held up by shiny silver rope, which was made shinier by the brilliant
flashes of lighting. Link looked beyond the mouth of the... cave? Beyond the
smooth cliff seemed to be... things made of wood? They looked like funny square
trees. The path was covered in smooth stones... beyond, on a great hill, was a
large mountain of stone, but it also seemed to be shaped funny. The edges were
too straight; the sides were too smooth.
A large four-legged animal came bursting out of the doorway at top-speed,
nearly running over Link. As he turned to look at the shrinking figure, he saw
two people on the animal. One was a girl, who looked back at Link with a look
of horror on her face. The other was an unusually large girl. Both were wear-
ing strange clothes colored with white and black. As they faded into the dis-
tance, Link spun around to face an enormous black figure on another four legged
creature. He gazed into the fiery red eyes of both beasts and shuddered.
Link woke with a start. He was still in his bed in his tree. Everything was
still dark. He went back to sleep, but the same dream occurred several times
over the next few days.
"O Navi, where art thou?" the Deku Tree asked. "It is time for the boy
without a fairy to fulfill his destiny...."
___________
|WALKTHROUGH|
||
-*- KOKIRI FOREST -*-
NEW GUIDE: NAVI
NEW EQUIPMENT: KOKIRI SWORD
NEW EQUIPMENT: DEKU SHIELD
NEW ITEM: DEKU STICK
Be sure to pay attention to the cutscenes in this game, especially the first
one. They are quite important to the story. After being rudely awakened by Navi
you can begin playing. Look around your house. Inside buildings where the
camera is fixed in a single place, try pressing Up C to put the camera above
the room. This improves the graphics, but makes things a bit harder to see.
When you're ready, head out the door. The camera will briefly zoom out and show
you Kokiri Forest. It does this for each new area that you see the first time
you enter it. The camera will then focus on your best friend, Saria. Climb down
and talk to her, then head for the Deku Tree. You'll notice a map in the lower
right corner. This shows your current location and direction in yellow and the
place that you entered the area in red. The Deku Tree is to the east, so head
along the path, hopping across the blocks until you reach the Deku Tree...or
not. Mido appears to think that you're not fit to talk to the Deku Tree until
you have a shield and sword equipped.... Okay. I guess he doesn't take orders
from anyone, even the Deku Tree himself. You'll probably need to get the sword
first, since it's helpful for cutting down bushes and getting rupees, which you
need to use to purchase the shield.
The sword can be found by following the path back through the forest to the
hill just past your house. On top of the hill is the house of the Know-It-All
Brothers. If you need some help with the basics, talk to them. Next to their
house is the Forest Training Ground. You can't cut any of the bushes yet, and
you can't practice your sword techniques, so first you should get the sword.
You'll find a small tunnel leading to a small wooded area. You can read the
sign if you want. Wait until the giant boulder rolls by, then follow it around
until you reach a chest on top of a stump. Open it up to receive the Kokiri
Sword! Be sure to equip it on the Equipment Subscreen.
When you exit, you can practice Z-Targeting on the rocks, and you can read the
signs for more info. When you're confident in your sword techniques, start col-
lecting rupees. You'll need 40 for the Deku Shield. There's five rupees in the
shop itself on the right side, and you can get another five by going around the
spiral path around Saria's House, across the bridge, then over to Fado. You can
learn how to look around the area from her, or you can just take the rupees.
Chop the shrubs, walk through the tall grass, and jump across the blocks in the
pond under the waterfall for the rest (not the blocks leading to the Deku Tree,
the ones over by the waterfall). Once you have enough rupees, go to the Kokiri
Shop (you'll have to talk to another Kokiri Child about Z-Targeting before you
enter). Buy the Deku Shield, then equip it. Now try talking to Mido....
The path to the Deku Tree has three Deku Babas on it. They're the tame kind
that merely pop up and chomp away at air while you chop them and turn them into
a Deku Stick. These sticks can be assigned to the C buttons, and are useful as
torches. They are essential in your quest, since you'll often need to transfer
fire from one torch to another, or use fire to burn away large spider webs.
Once you reach the Deku Tree, another cutscene will take place. Make sure you
say yes when the Deku Tree asks if you're ready. Go on in.
-*- INSIDE THE DEKU TREE -*-
NEW ITEM: DEKU NUT
NEW ITEM: FAIRY SLINGSHOT / DEKU SEEDS
The inside of the Deku Tree is pretty easy. There are a few tough enemies, but
nothing you can't handle. The Deku Babas here are a little more rough. Z-Target
them and hold R to raise your shield just to be safe. When they attack and
bounce off, attack with your sword. Kill them to receive a Deku Nut. I usually
forget about these. They merely stun an enemy temporarily. You can use them if
you want. Anyway, kill the enemies and chop the plants, then head up the lad-
der. The path spirals around up the inside of the tree, and on the way up,
you'll find a chest. Inside is the Map, so be sure to take it. Ignore the rough
wall that Navi points out, that's for later. Continue on up the path. You
should have noticed by now that Link automatically jumps when you reach the
edge. Try to get used to it, it'll become natural. You'll eventually reach a
door. Navi will take an hour to explain how to open doors, then go ahead and
open it. Inside, a Deku Scrub will shoot a nut at you. Bounce it back with your
shield and he'll surrender. He'll explain how to prevent damage when falling.
In the next room, jump over to the stone floating in mid-air, which will then
fall and no longer be in mid-air. Climb up to the chest and open it to receive
the Fairy Slingshot! Navi will then point out the old ladder hanging over the
doorway. Give that Slingshot a test by firing a Deku Seed at the ladder. Woo
hoo! You're free!... Exit back out to the main room, then return to that rough
wall that Navi mentioned. Shoot all three Skulltulas with your slingshot, then
climb up to the top level. If you want, you can get the Compass by finding the
door on the top level, then entering. The room will lock as soon as you enter.
To exit, light a deku stick from the torch and take it to the other torch. Not
too difficult. To get the compass, step on the gray switch and jump across the
three rising platforms. There's a time limit, so don't take your time. Before
you leave, try and get to the little alcove on the side. Kill the small Gold
Skulltula on the back wall and take the token it leaves behind. You'll find out
what these tokens are for later on. For now, just kill as many of these smaller
golden spiders as you can, and be sure to take their tokens to prove that you
killed them. Return to the main room. There are three platforms with Skulltula
guards. Find the one with the heart at the end of it and kill the Skulltula.
This part is a bit tricky. Jump out to the heart, then aim yourself so that you
fall right into the middle of the large spider web in the middle of the floor.
It'll break, opening the hole to the lower level. If you need to leave, by the
way, you can climb up the rough wall.
You'll notice another Gold Skulltula on the bars. Shoot it with your slingshot,
but to get it, you must climb onto the ledge and jump over to it. After getting
it, step on the switch, then light a deku stick on fire. Look down into the
water. You'll see a raised part that you can walk on without falling in. Jump
down to it, being careful not to fall in and extinguish the flame. Run over to
the spider web, then whack it with the flaming deku stick to burn it up. Enter
the door to find another Deku Scrub who will give you a hint on how to enter
the Boss's room: 2-3-1. Remember, twenty-three is number one!... The door seems
to be locked, so shoot the gray eye with a Deku Seed. Shoot these eyes any time
you see them. The next room is tricky. You'll see a platform floating across
some water and a rotating spiked pole. You need to get into the water, find the
switch underwater, dive down to hit it, then return to where you entered (climb
out to the left of the switch. Now wait until the platform floats towards you,
jump down onto it, then ride it to the other side. If you don't hit the switch
or if you fail to reach the other side in time, the water will rise back up and
you'll get knocked off by the rotating spiked pole. On the other side, kill the
skulltula, then listen to Navi explain how to move boxes. You don't even need
to move the block to get up to the door.... By the way, I'll be referring to
these as Crescent Blocks for the rest of this walkthrough. You'll see them
often. Anyway, go through the door and don't move: turn around and whack the
door with your sword. Listen carefully to the sound effect it makes. Whack it
a couple more times for good measure, then kill the enemies in the room. Light
a deku stick on fire, then burn the web on the left. Kill the deku baba, then
go to the wall behind it. Hit it with your sword. Hit it a couple more times.
Listen to the sound it makes. Remember that sound. It means that that wall can
be bombed. You don't have any bombs, of course, but later in the game, you may
need to use that sound to test if a wall can be bombed. It's more of a TWAING
sound instead of a THONG sound. Anyway, burn the other web and crawl through
the hole.
Be careful not to fall off the area you are now in. You'll recognize the room,
obviously, but now you're on the other side that you couldn't reach before.
Kill the deku babas, then push the crescent block off the edge into the water.
Now you have permission to fall off. You can climb back up the crescent block
to return any time you need. Return to the torch on the other side, then light
a deku stick and jump over to the crescent block. Stand on the web in the mid-
dle of the floor and press the C button that the deku stick is assigned to.
Wheee! The stick will be extinguished, obviously, since murky water tends to
have that kind of effect on fire. If you're low on energy, grab a heart. Now
you'll need to make use of that 2-3-1 code that the Scrub gave you. When you
climb out of the water, three more scrubs will attack. Bounce back their nuts
in 2-3-1 order (middle, right, left). Catch the final one and talk to it to
learn how to defeat the boss....
- GIANT PARASITIC ARACHNID GHOMA -
Ghoma is quite easy, despite her nasty appearance (you'll notice this in other
bosses, too). To make her even notice you, press Up C and look into her eye.
Once she notices you, the battle will begin. Shoot her eye with a deku seed
only when it turns red. She'll be paralyzed for a few seconds, so Z-Target her
now green eye and do a couple jump-attacks by pressing A with your sword out.
You should be able to get two or three jump attacks in before she recovers.
She'll flee to the ceiling to lay some eggs. Before doing so, her eye turns red
again. I seem to remember that you can shoot her now, but don't quote me on
that. Once she lays the eggs, chop them up before they hatch to save some
trouble, then wait until she returns. Repeat the same strategy again until she
dies.
- AFTER GHOMA -
NEW QUEST ITEM: KOKIRI EMERALD
NEW ITEM: FAIRY OCARINA
Take the Heart Container she leaves behind, then enter the shining blue light.
You'll be teleported back outside. The Deku Tree will then explain a great deal
of info on Ganondorf, the Triforce, and the Spiritual Stones. He'll even give
you one: The Kokiri Emerald. He will then give you the instruction to leave the
forest and go to Hyrule Castle to talk to Princess Zelda. The exit from Kokiri
Forest is at the other end of the area from the Deku Tree. As you're leaving,
you'll receive a special gift from a special friend.
-*- HYRULE FIELD -*-
You'll get a sweeping glimpse of Hyrule Field first, then before you can see
any more, a large owl named Kaepora Gaebora will show up. He'll be appearing
frequently for the first part of your quest to give you hints and tips. This
time he'll tell you how to use maps.
Hyrule Field is a place that you'll be seeing a lot of throughout the course of
the game. Nothing really ever happens in it, but it's very important. You can
reach all of the main areas of the game from it. Not many enemies ever show up,
and you'll only ever see one person on it, but still, you'll be spending a lot
of time running across it.
It's difficult to cross Hyrule Field in a single day, but it can be done if you
cut corners and roll. You probably won't make it to the Hyrule Castle Town Gate
before the sun goes down and the gate rises. If you're not on one of the paths,
two Stalchildren will pop up to pester you. They'll die again after two hits
from your sword. Two more will pop up again after killing them. They'll con-
tinue to pop up (only two at a time) until the sun rises, at which point they
all burrow back underground. The gate also lowers when the sun rises.
Just so you know, Hyrule Castle Town is north, Kakariko Village is north-east,
Zora's River is east, Kokiri Forest is south-east, Lake Hylia is south-west,
and Gerudo Valley is west. Another useful tip: when the gate to Hyrule Castle
Town is lowered, you can walk straight up the chains. At the top, turn ninety
degrees (face the opposite side) and jump out (keep holding forward to roll on
impact). You can pick up a total of three Red Rupees (worth 20 each). Enter
town, go back outside, and repeat as desired.
-*- HYRULE CASTLE TOWN -*-
The first building you can enter is by the guard just inside the gate. It's the
guard outpost, and it's full of pots. Those pots contain even more rupees!...
But isn't it a bad idea to smash a bunch of pots right in front of that guard
over there? Maybe you should see what he has to say first.... What? What kind
of boring advice is that? Go ahead and use your sword and smash all those pots.
He won't do anything to stop you. By the way, there's another Gold Skulltula in
one of the wooden boxes near the guard; roll into it to break it open.
The rest of the town isn't quite so quiet. The town square is full of shoppers,
lovers, dog owners, cucco chasers, back-scratchers, historians, proud bearded
men, and all sorts of strange characters. You can take time to explore the town
and meet people, or you can just go ahead and talk to the small girl standing
in the middle of town. This girl's name is Malon, and she lives on Lon Lon
Ranch with her father, Talon. Her father has gone to Hyrule Castle to deliver
a shipment of milk, but he hasn't returned yet. Maybe you should check to see
what's going on at the castle.
-*- HYRULE CASTLE -*-
NEW TRADE ITEM: POCKET EGG
First of all, Kaepora Gaebora will have some more words of wisdom to speak to
you about the passage of time. Listen to him, then just try to get into the
castle.... Don't try too hard, mind you, you'll need an item before you really
get in. The guard won't let you in, because some dolt from town (the guy seen
laughing his head off) tried to sneak in, and because of him, they tightened
security so much that they won't let anything through. That dolt might have
some advice on how to get in.... Maybe you should return to town.
- SNEAKING IN -
The guy's advice isn't as good as my detailed description, but notice when you
return to town that Malon isn't there. Return to the castle to find her stand-
ing next to a vine on the cliff side. Talk to her to receive the Pocket Egg. It
can be kept in a pocket and incubated. Take it, then climb up the center vine.
Once on top of the cliff, walk along until you reach the archway. Don't cross
it, there's a guard at the other end. Instead, climb down the ladder or jump
off the other side. Be careful, there are guards all along the path, and some
in the field, too. Walk along until you reach the point where the side path
splits off. Look up the main path and notice the two guards. Look left until
you see another guard. Orient yourself in the direction directly halfway be-
tween the guard on the left and the guard in the middle (the left one on the
main path, I mean). Run straight between them. Now, carefully make your way
across the field. Stay away from the edges as much as possible. On the other
side, find the cliff with some rough stones. Climb up the rough stones, then
head straight for the Gossip Stone. Jump off, then hop in the moat. Float along
(looks like the King dropped some rupees...) until you hear snoring, then climb
out at the corner. Stay away from the gate. Instead, follow the snoring around
the corner to find Talon fast asleep. Now about that Pocket Egg.... It will
hatch into a mysteriously fully grown cucco in the morning. If it hasn't yet
hatched, you'll have to wait until morning.... To kill some time, push the two
milk crates over as far as you can towards Talon. Wait until morning, then take
out the cucco right next to Talon to wake him up. He'll take off in a hurry to
get back to Malon, so now you can move those crates into place. You should be
able to see quite easily where they should be dropped off to make a stack lead-
ing to the drainage tunnel. Once both of them are dropped in place, climb on,
then jump across to the outlet. Crawl through to reach the Castle Garden.
- CASTLE GARDEN -
You'll have fun trying to get through the garden at night.... It's quite im-
possible. You'll want to do this during the day. Y'know, with eight guards pa-
trolling the garden, you'd think they could do a much better job just putting
two at the entrance.... Anyway, then we wouldn't have a game, now, would we?
And Link would simply have to return to Kokiri Forest. Anyway, this part has a
great deal of patience and stealth involved. You'll have to wait until the
guards are out of the way or looking the other direction to sneak past. Don't
worry if you get caught, it happens to the best of us, even me. You'll just be
kicked out the door that you may have noticed on your way in (the one by the
milk crates). There are five stages to this: the first involves sneaking past
a single guard walking around a single statue. No problem. The second part is
a bit more tricky: two guards, two fountains. Wait until both of them are on
the other side, then sneak past. For the second part, I recommend taking the
high path and ignoring the rupees. It can be tricky, especially with the fixed
camera angle, but it's not too tough. The fourth stage has two guys and one
statue, so it's a bit tougher. Wait until they're on the other side, then run
past. For the fifth part, the camera angle switches. There are two guards cir-
cling around some hedges. You can kinda sneak around while behind one of the
guards, it's kinda hard to explain. Once you reach the end, turn left into the
tunnel leading to the courtyard.
- CASTLE COURTYARD -
NEW TRADE ITEM: ZELDA'S LETTER
You'll now find yourself in the peaceful Castle Courtyard. Take some time to
look at the beautiful blue sky, the lovely pink flowers, the neat little trees,
the art gallery in the window on the right (which gives you 20 rupees if you
shoot it with your slingshot), and the angry guard who will chuck a bomb at you
if you shoot the left window with your slingshot. Finally, talk to the small
girl looking through the window. This girl happens to be the one after whom the
game is named: Princess Zelda. It'll take quite a long time to get through the
entire cutscene, but just answer truthfully to her questions and listen care-
fully to everything she has to say. Finally, she'll give you a letter with her
autograph on it. This should be useful for giving you some royal authority.
Before you leave, you'll be given even more royal authority: Impa, Zelda's
nurse, will teach you Zelda's Lullaby. This song is extremely important. Play
it whenever you need to display royal authority or when you see the symbol of
the triforce. Impa will then teleport you to outside the town and show you your
next goal: Death Mountain. But before you go, you should first go south to Lon
Lon Ranch.
-*- LON LON RANCH -*-
NEW SONG: EPONA'S SONG
NEW ITEM: BOTTLE #1
Talon and Malon own this ranch, on which they raise horses, cows, and some
cuccos. The only worker, Ingo, is a bit disgruntled. He'll be causing some
trouble later on in the game. First, head out into the field where the horses
are running and find Malon in the middle with a small horse named Epona. Talk
to her twice, then take out your Ocarina. She'll notice it and teach you how to
play Epona's Song. This won't really seem useful until later in the game.
Return to the house you saw as you came in (the one that was on the left, now
on the right) and enter. Talon is fast asleep.... Now's your chance to cheat!
Pick up every last Cucco and throw it into the corner behind him. Don't throw
them onto the stairs because they'll jump off. Instead, get them all behind the
counter. It doesn't matter if one or two accidentally slip out, just keep most
of them in the corner. Now wake up Talon to play his Super Cucco game. Norm-
ally, he'll take his three Super Cuccos and throw them into the gaggle of
normal cuccos and expect you to find all three. It's easily possible, but it's
funny to see his jaw drop when you find all three when they're out in plain
sight. He doesn't even notice that you hid them all behind the counter... Oh,
yeah, the prize for winning is a glass bottle filled with Lon Lon Milk! You can
drink it twice to refill a few hearts of your energy, and if you want more, you
can always come back and ask Talon for more.
Also, if you want a piece of heart, there's one hidden in the large stone tower
on the other side of the ranch. Enter, then move the boxes until you open the
tunnel to a back room. Crawl through to find the piece of heart.
-*- THE LOST WOODS -*-
Return to Kokiri Forest and climb up the cliff behind Mido's house. Enter the
log tunnel to find the Lost Woods. You'll be returning here later, so hopefully
you'll memorize the path. The first time through, you can find your way through
by listening to the tunes of the Ocarina. If you pass near the right log,
you'll hear the Ocarina music get louder. It also helps if your TV is stereo.
The path from the beginning to the end is: right, left, right, left, forward,
left, right. Halfway through, Kaepora Gaebora will stop you to tell you about
how to listen to the music. Also, another way you can tell if a doorway is real
or fake is to look at the graphics. If the color is smooth, it's a door. If
there's a pattern of grayish-brown color leading to a single point, it's a warp
back to Kokiri Forest.
- SACRED FOREST MEADOW -
NEW SONG: SARIA'S SONG
The first time you enter, bars will be covering the entrance into the maze. To
open them, kill the wolfos that pops up. The only time it's vulnerable is when
it raises its arm to attack. Stab it quickly before it attacks. Once it's dead,
enter the maze. My memory isn't perfect, so all I can tell you is to first go
right... you'll figure out the rest. I'll be more specific when I update this.
Anyway, the camera will switch to an overhead view for the whole maze. The deku
scrubs in this area are a little less friendly, so don't feel bad about killing
them. Remember: they shoot three deku nuts at you. The first one is deflected
into the second one, and the third one is deflected back into them. Once they
start moving around, whack them with your sword. Continue on until you reach
the staircase up to the last area. Kill two more scrubs, then continue up the
other stairs. A cutscene will then take place in which you learn Saria's Song.
Play this song any time to talk to Saria.
To exit the Sacred Forest Meadow, climb the ladder at the base of the stairs to
reach the upper level. From there, you can simply hop across all the way to the
entrance of the maze. Exit through the log tunnel to once again meet Kaepora
Gaebora. He'll tell you about playing the Ocarina. It's pretty important, so
listen carefully. Once he's done, enter the tunnel either directly in front of
you or to your right to be returned to Kokiri Forest. Exit out into Hyrule
Field, then follow the eastern wall until you reach the river. Follow the river
north to the bridge. Cross it, then climb the stairs nearby to reach Kakariko
Village
-*- KAKARIKO VILLAGE -*-
NEW ITEM: BOTTLE #2
Yay! A town where you can change the camera angle!... Impa founded this peace-
ful village, just to let you know. A group of carpenters is (not very) busy
making improvements and constructing new buildings. Also, a local cucco keeper
(who happens to be allergic to cuccos) has lost all her cuccos. She'll ask you
to help her round up all seven of her cuccos. Here are the locations:
- Near the entrance
- Near the cucco coop
- Near the Death Mountain Trail
- In a box by the house at the base of the stairs (roll into it)
- By the Skulltula House (grab another cucco and jump off of the building
under construction)
- On the other side of the fence near the Windmill (grab another cucco and
jump off the left side of the path by the Windmill, steer left over the
fence)
- On the cliff by the Windmill (see above, climb the ladder)
Once you return all seven cuccos to the cucco coop, she'll give you another
glass bottle!
- GRAVEYARD -
NEW SONG: SUN'S SONG
NEW EQUIPMENT: HYLIAN SHIELD
Next, you should learn a useful tune in the Kakariko Graveyard. The entrance
is near the chicken coop. At the back of the Graveyard is a large tombstone.
Stand on the triforce symbol and play Zelda's Lullaby. Enter, then shoot the
keese in the first room to unlock the door. In the next room, avoid eye contact
with the ReDeads. If they look at you, you'll be paralyzed, and you don't want
to know what comes next. Stay out of that green stuff, too, it's pretty nasty.
Head for the door in the back ASAP. Check the stone on the back wall to learn
the Sun's Song. This song controls the sun (i.e. turns night into day and vice-
versa) and can turn ReDeads into paralyzed white mummies that can't do a thing
to you. Make sure you give it a try as you exit.
The Sun's Song may have sent the sun down, so if it did, play it again to turn
it back to day. Now return to Kakariko and go to the gate blocking the path to
Death Mountain. The guard won't let you through without royal permission. Guess
what: you happen to have a letter with Princess Zelda's signature on it. Show
that to him to... make him laugh at you. He'll open the door anyway when he
sees the serious expression on your face, but he'll still laugh.... He'll also
recommend that you get a Hylian Shield from the Bazaar in town. He'll also tell
them to give you a discount! Return to Hyrule Castle Town and enter the Bazaar
(the building to the left of the potion shop and to the right of the Temple of
Time). Sure enough, the guy will give you close to 50% off! Before you return
to Kakariko, though, you should thank the guard by borrowing the Keaton Mask
from the Happy Mask Shop. As you pass the guard on your way up to Death Mount-
ain, be sure to talk to him again while wearing the mask to start the Mask Side
Quest (see the SIDE QUEST section for details).
-*- DEATH MOUNTAIN TRAIL -*-
The tektites aren't very dangerous. Two sword swipes will kill each one. On
your way up the trail, talk to the yellowish rock by the large boulder. It will
stand up and tell you about the Goron people. The Gorons are a rock-like people
that eat rocks.... Their city is just up the trail, so keep going up the trail
to reach Goron City.
-*- GORON CITY -*-
NEW UPGRADE: GORON BRACELET
Talk to the gorons, especially the one out on the small platform suspended by
the three ropes (carefully walk out on the rope to reach him). He has some info
on the Spiritual Stone that you're looking for. Drop down to the bottom floor,
then find the sealed door with the plush carpet outside it. Play Zelda's Lul-
laby to get Darunia to open the door, then talk to him to find out that he's
a bit angry. Hmmm, maybe some ocarina music would cheer him up. Try playing
Saria's Song.... He'll, uh, well, erm, you'll see for yourself. Once he's done,
he'll give you the... Goron Bracelet. Not exactly what you were hoping for.
Apparently, Ganondorf has been causing some more trouble: he sealed off the
entrance to Dodongo's Cavern. To make things worse, he's also awakened the do-
dongos, so it's too dangerous for the gorons to enter. The gorons have eaten
the top sirloin rocks from inside the Dodongo's Cavern for so long that they
can't eat normal rocks because they taste so horrible.... Maybe they should try
eating something like meat. Anyway, Darunia won't give you the spiritual stone
until you kill the dodongo's in Dodongo's Cavern.
Before you leave, you should take the stairs up one level, then find the door
that has Saria's Song playing out of it. No, you haven't created a new craze
for Saria's Song with the Gorons, that's actually Saria playing that, except
it's coming out of a looooong tunnel that leads all the way back to the Lost
Woods. The problem is that it's being blocked by large boulders. No problem,
just walk up to one of those bomb flowers and use your new bracelet to pick it
up. Set it right back down, yell "fire in the hole!", run away, then watch...
hissssssssssss...KABOOM!... KABOOM KABOOM!!! Now you can easily go from the
Lost Woods to Goron City.
Now, exit Goron City through the upper entrance, then take the right path when
you exit. You'll find a goron shading a single Bomb Flower from the sun. Pick
the bomb, then chuck it right over the short part in the fence. The bomb should
land right next to the large boulder blocking Dodongo's Cavern. Hop down, then
enter.
-*- DODONGO'S CAVERN -*-
NEW ITEM: BOMB BAG
The entrance into the actual cavern is sealed, and nearby will be two bomb
flower plants. Pick one and chuck it at the door to enter. In the central cham-
ber, there are three platforms around a central platform that rise and lower.
You must wait until they are at their highest point before jumping off of them.
If you want the map, you should first get to the left side and bomb the door in
the middle. Also, if you need to defeat the Beamos (the statues that fire beams
at you out of a rotating eye), pick a bomb flower and throw it at them. The map
is in the center doorway on the left side. FYI, the image on the map when you
first take it out of the chest is actually the map for Dodongo's Cavern, though
it's used on all the maps in the whole game. Cross over to the other side and
enter the door on the right.
In the next room, slash the baby dodongos, then run away before they explode.
Ignore Navi when she flies away to a higher area, you can't get there until
much later in the game (a gold skulltula is hiding up there, just ignore it).
Once you reach the other end of the room, pull one of the armos statues onto
the switch to open the door. Climb up, then enter. Kill any enemies, then enter
the next room.
In this room, two Lizalfos will take turns attacking you. To defeat them, first
stun them with a deku nut as soon as they reach your platform, then use a jump
attack. Once it recovers, let them jump over you (keep your shield up), then
stab it quickly. It'll run away and let the other one take over. Repeat this
strategy until they both are killed and the door is unlocked. In the next room,
first kill all the juvenile dodongos by slashing their tail then dodging their
fire-breath. I strongly recommend switching to the hylian shield here, since
your wooden deku shield won't stand up to the fiery attacks of the dodongos.
The fire keese also have that effect. You also need at least one deku stick in
this room, so if you're out, bomb the bombable wall to find a salesman scrub
who will sell you one. Once the dodongos are out of the way, light a deku stick
at the lit torch, then light the other three torches in the room to open the
door. In the tunnel, step on the switch to unlock the door on the other side of
the central chamber. Be careful not to fall off the edge before stepping on the
switch or else you will have to redo what you've done. Once the door is un-
locked, cross over and enter.
If you care about getting the compass, ignore the giant out-of-reach stairway
and bomb the door. Enter, chuck a bomb into the group of armos statues to wake
up the center one, then pick another bomb and throw it into the center of the
room. Position yourself so that the bomb is between you and the armos statue so
that it comes toward you and gets blown up. Open the chest to receive the com-
pass. Exit back into the room with a million bomb flowers and the giant stair-
way. That stairway leads to the second floor, but it's too high to reach. So,
pick the lone bomb flower and place it in the gap in the bomb flowers right in
front of the stairs.... kaBOOM!... KABOOM KABOOM KABOOM KABOOM KABOOOOOOOOOM!!!
Climb up the stairs and ignore the gold skulltula in the alcove above, it's im-
possible to reach until later in the game. Continue up the ramp to the vines
with two more skulltulas. Kill both and take the one golden token. The next
room has fire keese, so switch to the hylian shield if you haven't already.
Shoot them down with the slingshot if desired, then find the one armos statue
who's blocking the ladder. Push it out of the way, then climb up to press the
button to open the door. Be careful not to fall off the bridge. You'll have to
take the gap in the middle at a pretty good run, though.
Once on the other side, enter, then avoid the razor traps. Get to the other
side of the room and pull out the crescent block until it stops. Climb on, then
hop up to the platform with the bomb flower. This part is a bit tricky: once
you pick it, wait for it to flash about seven or eight times, then throw it at
the bombable doorway above the ladder. It may take several tries to get the
timing right. Once the wall is gone, hop to the ladder and climb up. Continue
on until you reach the fiery platform. Above the door on the other side is an
eye switch. Shoot it with your slingshot to make the fire go away, then hop
across. In the next room, you'll have a rematch with the lizalfos. It even
takes place in the same room, except one floor up. After the battle, you can
even hop across the platforms to the narrow platform leading to some refill
hearts. Below, you can see the room where you fought the other lizalfos.
Enter the now unlocked door to find another fiery platform and an eye switch.
Shoot the eye switch, hop to the platform, then... uh-oh, more fire, and shoot-
ing the eye again won't help. Turn left to find another eye switch. Shoot it,
then continue. You'll now be in the room with the razor traps again, but this
time you'll be higher up. Be careful not to fall down as you jump across, then
hop up and open the chest to receive the Bomb Bag! What a lucky guy!! Now you
can place bombs anywhere even without a bomb flower! Be careful, though, the
time limit is shorter, so it may take some time to get used to it.
Continue through the door and press the switch to make one of the pillars begin
to rise all the way up to the upper level. It'll lower again, so you can use it
to return to the upper level any time. Not that you'll need to, but it's just a
precaution in case you accidentally fall down. You should now be able to reach
the other bridge which passes over the giant dead dodongo. If your deku shield
was burned, cross the bridge the whole way to find a new one, or you can buy
one later. Notice the two holes in the bridge. Drop a bomb into each one so
that they fall into the dodongo's eye sockets. Once both eyes have turned red,
the mouth will open, giving you access to the final area of the dungeon. Hop
down and enter. This place has several fire keese, so make sure you're using
the hylian shield. Enter the door on the right, then continue to the next room.
If you care, there's a gold skulltula in the side room. Anyway, climb up to the
higher level using the crescent block, then get to the door. If you have an
empty bottle, break the two jars to find a fairy. Use the bottle to catch it.
These fairies can save you if you die. Enter the door and push the crescent
block off the edge. Pull it away from the wall, then push it into the hole in
the center of the room to unlock the door to the final chamber. Enter, then
open the chest to receive some extra bombs. Bomb the floor in the center to
reach the boss.
- INFERNAL DINOSAUR KING DODONGO -
This guy looks pretty scary, but he's kinda wimpy. The hylian shield is a must
whenever he rolls around. When he opens his mouth, chuck a bomb inside, then
wait until he collapses. Jump attack and slash him until he recovers, then
raise your shield when he rolls over you. Repeat this strategy until he rolls
himself into the lava. Don't worry, his body cools it down enough for you to
walk on it. Take the heart container, then enter the light.
- AFTER KING DODONGO -
NEW QUEST ITEM: GORON'S RUBY
NEW UPGRADE: MAGIC POWER
NEW TRADE ITEM: SKULL MASK
NEW SPELL: DIN'S FIRE
Back outside, Darunia will hop down and make you his sworn brother. As a reward
for reopening the cavern and killing the dodongos, he'll give you the Goron
Ruby. The rest of the gorons will show up and, well... you'll see for yourself.
Next, you should climb up to the summit of Death Mountain. With your new bombs,
you can break up the boulders blocking the path. The mountain is quite volcanic
so you'll have to block the falling rocks using your hylian shield. Raise it
when the shadow around you grows larger, or if you happen to see a rock that's
about to fall on your head. The volcanic activity will die down, then start up
again. Once you reach the cliff, the rocks will cease to fall. Shoot the skull-
tulas with your slingshot, then climb up the cliff. The doorway on the right
leads into the heart of the volcano, but it's too dangerous for you to survive
very long at this point in your quest. Ignore Kaepora Gaebora for now and bomb
the door on the left. Enter to find the first Fairy Fountain. Play Zelda's Lul-
laby on the symbol of the triforce. Get ready for pure ugliness. The fairy will
appear, laughing like a maniac. She'll give you magic power and the upgraded
spin-attack. If you hold down the B Button, you'll charge up the spin attack.
However, this uses up magic power. To conserve magic power, rotate the Control
Stick quickly and press B right after to do a quicker instant spin attack. It
takes a lot of practice, but it's worth it once you get it down. Fortunately,
the fairy will return to her fountain.... Unfortunately, though, you'll be see-
ing her relatives later in the game.
When you exit, talk to Kaepora Gaebora and accept his offer of a ride back to
Kakariko. Before jumping off the roof, though, hop down on the right side (the
side with the cucco pen). You'll land on the small platform above the cucco
coop. Enter the small doorway to reach the Piece of Heart behind the bars in
Impa's old house. Now, if you want to, return to Hyrule Castle Town. The Happy
Mask shop should now have the Skull Mask (assuming you sold the Keaton Mask to
the Kakariko Guard). Borrow it, then return to Hyrule Castle. Remember the side
path? It leads to another ugly fairy. Bomb it open, then enter to receive the
first magic spell: Din's Fire. This useful spell creates a huge fireball all
around you to burn enemies and light torches. It consumes quite a lot of magic
power, though, so go easy on it.
By the way, next time you're in the area of Kokiri Forest (maybe when you save
and turn it off next?), be sure to go to the Lost Woods. Immediately take a
left to find one of the Skull Kids, one of which will be causing all sorts of
trouble in the sequel.... This one's friendly, though, and it isn't a klepto-
maniac, so go ahead and hop up onto the stump and take out your Ocarina. Play
Saria's Song for him. He'll recognize it and give you a Piece of Heart as a
sign of friendship. Stay on the stump and put on the Skull Mask. Talk to him to
get him interested in purchasing it from you.
-*- ZORA'S RIVER -*-
You'll probably travel along this river many times in your quest, though there
are two shortcuts that bypass it, though you can't reach either of them yet.
First, you'll receive more advice from good ol' Kaepora Gaebora. He'll give you
some friendly advice on how to get past the upcoming waterfall. I can be just
as friendly, too, and I'm a bit more specific than he is, so you can ignore him
if you want. Bomb the blockade of boulders and pick up the Cucco on the other
side. Use it to hop across the river to the other side. You can get rid of it
now if you want, or you can hold on to it as you travel up the river. Continue
along the path, hop across the gap, follow the ledge jump onto the shore,
ignore the colorful froggies in the river, and hop up and cross the river. Ig-
nore the octorok, cross the bridge, and now you'll see the aforementioned
waterfall. Hop across the ledges to the one closest to the waterfall and stand
on the Triforce symbol. Play Zelda's Lullaby to temporarily block up the water-
fall, opening up the doorway to Zora's Domain.
-*- ZORA'S DOMAIN -*-
NEW UPGRADE: SILVER SCALE
This peaceful place is home to the Zoras, a race of half-fish half-man crea-
tures. They're not exactly merpeople, they're closer to fish, but they have two
arms, one head, and two legs... hmmm, let's get her!... Sorry, I promise, no
more Super Mario Bros. movie quotes :) FYI, older players who remember the old-
school Legend of Zelda for the NES may remember that the water monsters were
called Zola. This confusion came from the fact that the "r" sound in Japanese
is unlike anything in English, and is often translated as either r or l. A sim-
ilar confusion was the cause of the Zebes-Zebeth mix-up in Metroid. Anyway,
back to OoT. You can talk to the zoras if you want to; they're all pretty
friendly. Climb up the path leading to a looong staircase which leads to King
Zora VI. Talk to him to find out that the Princess Ruto has mysteriously van-
ished. Take the tunnel on the left and talk to the zora at the end. He'll chal-
lenge you to a little diving game. Pay him and he'll chuck a few rupees off the
big, tall waterfall into the pool below. You have 50 seconds to dive off the
waterfall, then dive into the water (using the A button) to retrieve all five
blue rupees. Once you have them all, return to the Zora above and talk to him
to receive the Silver Scale. This increases the amount of time you can dive
under water! Now you can reach the small hole under the lower pool....
-*- LAKE HYLIA -*-
The warp from Zora's Domain puts you right where you need to be: a message in a
bottle found it's way into the warp, too, and is sitting on the lake floor
nearby. Dive down and grab it, then return to shore to find out what it says.
Apparently, it's from Princess Ruto. She doesn't want her father to know....
Well, how else are you going to save her? Return through the warp, then swim
over into the shallows and use the empty bottle to catch one of the small blue
fish, then climb up to the King. Show him Ruto's letter, then wait for him to
slowly but surely scoot over and open the path that leads to Zora's Fountain.
-*- ZORA'S FOUNTAIN -*-
NEW ITEM: FARORE'S WIND
First, another spell is hidden nearby. Ignore Jabu-Jabu for now and go to the
right into the lake. Swim across to the shore on the other side (in the lower
right corner of the map). Bomb the wall to open up a cave. Enter, play Zelda's
Lullaby, then look away as the ugly fairy pops out of the fountain again. She
gives you Farore's Wind, which allows you to set a warp point inside a dungeon,
then warp to that room later if you need to. Return to the platform in front of
Lord Jabu-Jabu and open the bottle with the fish in it. He'll suck it in, and
you along with it.
-*- INSIDE JABU-JABU'S BELLY -*-
NEW ITEM: BOOMERANG
NEW QUEST ITEM: ZORA'S SAPPHIRE
First, kill the two Octoroks, and maybe the Shaboms, too (the large bubbles
floating around). Any attack, including letting them hit you, will pop them.
The Octoroks can be killed by Z-Targeting them and raising the Deku Shield to
bounce their rocks off. Once the enemies are out of the way, shoot the uvula
(the white switch) on the roof of his throat. The door will unlock and allow
you to enter the esophagus. Ignore the bari (small jellyfish) for now, you
can't kill them yet. Continue onward into the stomach. At this point, you'll
find Princess Ruto standing dangerously close to a mysterious hole in the big
fish's stomach. She'll greet you rather rudely and then proceed to fall down
the mysterious ugly hole. The only way you'll make it in this dungeon is to get
her help, so hop down after her. Talk to her twice to finally convince her to,
uh, let you carry her. She sees it as a "privilege." I see it as hard work. You
can pick her up once she sits down, and then you can throw her if you need to
get rid of her (or if you need to move her to higher ground). Also note that
you can open doors while carrying her.
Enter the nearby door and continue through the, er, whatever this place is.
There are plenty of shaboms in this passage, so either kill them or dodge them.
Once you reach the next big room, throw Ruto onto the platform on the other
side and let her sit there. Shoot the Skulltula on the rough wall and kill the
stingers if desired, then hit the switch in the middle. Get the Skulltula token
ASAP, then hurry over to the other side and climb out. Grab Ruto and continue
through the following tunnel (you can throw her into the switch if you like,
she won't complain). Once in the spinal passage, drop Ruto and kill the Octo-
rok, then grab Ruto and hop onto the vertebrae once it reaches your level. Ride
it on up back to the upper level and hop off. Return to the stomach and BE SURE
YOU DON'T FALL DOWN THE HOLES!!! If you do, you'll have to restart from where
you first fell down. Instead, go through the stomach and enter the intestinal
passageways and rooms. First, go to the right and use Ruto's added weight on
the tough switch. Enter the room and kill all the stingers to make the Boomer-
ang's chest appear. Take it, then exit and enter the room on the opposite side
of the intestines. You'll see a large red tentacle drop down from the ceiling.
Z-Target it, then throw the boomerang when it drops down all the way while re-
volving around it to avoid it's swinging attacks. The boomerang must hit the
weak spot at the top to kill it. The map will then appear; take it and exit.
With the death of the first tentacle, one or two of the ugly green pulsating
veins will disappear, opening up new paths. The room on your left immediately
after exiting contains a plethora of shaboms and the compass. The room on the
other side has another tentacle. The room in the center has the last tentacle,
an ugly green one. Once it's killed, the green pulsating vein in the stomach
will disappear. When you return to the stomach, do NOT fall down the first hole
that you see. Go to the one past it and on it's right, close to the wall. These
directions are relative to the intestines, so if you're coming in from the
beginning, these directions will be wrong.
Once you drop down, the Boomerang will get you two more skulltulas (it'll bring
back the tokens, as well). With the boomerang, you can now kill the bari float-
ing around. Be careful not to fall down. Enter the door and Ruto will suddenly
flail her arms and yell "That's it!" Throw her up onto the platform.... She'll
disappear, and in her place, a big ugly monster will appear: Bigocto. If you
don't do this right, he will annoy you for a very very VERY long time. You must
throw the Boomerang at him when he has his back turned to you and when you're
in range. When he's stunned, jump attack him. He'll probably turn around and
trample you, though. The problem is, he runs around in a circle while the
platform in the center rotates, plus it has spikes sticking out of it. His
speed is about the same as yours, so if you plan on chasing him, be ready for
a long wait. To catch up to him, run as close as you can to the spikes without
touching them, a job harder than it should be due to the N64's polygonal struc-
ture. Once he's in Z-Targeting range, chuck the boomerang and jump attack him.
Once he's dead, hop on the elevator and ride it up to the top floor.
Kill the octorok in the next room, then throw your boomerang at both of the
wobbly muscles. Hop across them before they get rid of their lactic acid (okay,
sorry, no more dumb Biology jokes either) and go through the door. You're now
at the top of the, er, spinal column (okay, no more NEW dumb Biology jokes :)
Please be nice to yourself and don't fall down. Hop across to the other verte-
brae elevetor and ride it down. The elevator now bridges the path to the final
room! Yay!... Now if only Ruto were here to weigh down this dumb switch. Maybe
those boxes that Jabu-Jabu swallowed would work?... Those ones that landed in
his spine. Drop one onto the switch and enter the door. One more room lies be-
tween you and another really ugly monster. Kill the bari and the golden skull-
tula on the rough wall, then climb up to the top. The switch to the door is on
the ceiling, but there's a lymph node, uhhh, I mean a barrier in the way. This
will take a few tries. It would probably help to Z-Target the switch as well.
Once you hit the switch, enter the final door to the boss....
- BIO-ELECTRIC ANEMONE BARINADE -
One of the game's uglier monsters, Barinade is made up of a central nucleus,
some parasitic tentacles attached to the ceiling (which can be broken with the
boomerang), a rotating array of bari, and some more tentacles which shoot bolts
of electricity at you. Again, Z-Target and rotate around Barinade to dodge the
electricity, then boomerang the brain and jump attack it. If it sinks into the
floor, first kill off the bari with your boomerang (after stunning the nucleus)
and then try again. Continue to stun the brain and jump attack it until it
dies.
- AFTER BARINADE -
NEW QUEST ITEM: ZORA'S SAPPHIRE
Princess Ruto has a little surprise for you. After that, you can either return
to the Castle Town and watch the cool cutscene or look for more Pieces of Heart
and Skulltulas before a major event occurs. You can always get them later,
though. When you're ready, go to Hyrule Castle Town to continue....
-*- STORY: PART II -*-
-*-*-*-*-*-*-*-*-*-*-*-*-
*-*-* MAJOR SPOILER *-*-*
-*-*-*-*-*-*-*-*-*-*-*-*-
NEW ITEM: OCARINA OF TIME
NEW SONG: SONG OF TIME
NEW EQUIPMENT: MASTER SWORD
Rain pounded onto his face as Link looked at what he now recognized as the
protective walls of Hyrule Castle Town. The great wooden door opened down to
reveal the rest of what he also recognized as the town. The silvery chain links
reflected the flashes of lighting. Link dreaded what he would see next.
A large four-legged animal came bursting out of the doorway at top-speed,
nearly running him over. As he turned to look at the shrinking figure, he saw
Princess Zelda and Impa on the animal. Zelda shrieked and struggled out of
Impa's protective hug, then threw a small blue object into the moat. Link spun
around to face an enormous black figure on another four legged creature. Link
recognized him as the man with the evil eyes from Hyrule Castle. The man
searched the horizon carefully before turning and asking Link where Zelda went.
Link bravely remained silent as the man laughed a deep laugh. Link armed him-
self, but Ganondorf, the evil King of Thieves knocked him down with a simple
spell. Ganondorf took off into the night as Link slowly got to his feet.
Once confident that Ganondorf was gone, Link remembered the small blue object
that Zelda had desperately thrown into the moat. He retrieved it and returned
to the surface to admire the glowing blue light of the Ocarina of Time. Sudden-
ly, an image of Princess Zelda filled Link's mind. She taught Link the Song of
Time, the song that would open the Door of Time and give Link access to the
Master Sword, the Sacred Realm, and most important of all, the Triforce....
Link hurried to the Temple of Time to the east of the busy shoppers. The
three Spiritual Stones took their places, prompting Link to play the Song of
Time in front of the door. The chamber beyond housed the Master Sword. Link
entered the sacred chamber and pulled the sword from it's pedestal.
But Ganondorf had tricked Link and Zelda. He was secretly waiting for Link to
gather the three stones and open the door so that Ganondorf could take the Tri-
force for himself! But when Ganondorf touched the Triforce, the holy triangles
sensed that his spirit was out of balance, way out of balance. His heart de-
sired power, not wisdom and courage. The Triforce split into three pieces, one
of which went to Ganondorf, and the other two which remained hidden for seven
years, seven long and evil years in which Ganondorf used his new Power to turn
Hyrule into a land of darkness....
-*- AFTER SEVEN YEARS -*-
NEW RIDE: EPONA
NEW SONG: SONG OF STORMS
NEW ITEM: HOOKSHOT
NEW SONG: MINUET OF FOREST
There are a couple of things you should do first before you enter the next
temple. To even reach the temple, you will need a new tool, but first, you
should also help out some old friends at Lon Lon Ranch.
During those seven years, Ganondorf has taken over Hyrule and has turned it in-
to a world of monsters. Due to the lack of sufficient memory in the N64, this
isn't exactly noticeable, but still, the world is worse than it used to be.
Ingo, the disgruntled ranch worker, has succeeded in kicking lazy old Talon off
of the ranch and has taken over. Malon can't do anything because Ingo will mis-
treat the horses if she disobeys him. Talk to Ingo and ask to ride around on a
horse for a while. As soon as you're in the field, play Epona's Song to find
your old friend. Climb up and ride around. Use the A Button to speed up. To get
your ten rupees back, jump the fences straight on and at a good fast speed.
Practice riding until your time is up. Talk to Ingo again and call Epona again,
then Z-Target Ingo and talk to him. He should compliment you on your improving
abilities and will challenge you to a race. Being a betting man, he'll wager
fifty rupees that he can beat you. Now for the tricky part....
Your first goal should be getting in front of Ingo, since he tends to cheat and
give himself a small head start. Use any carrots necessary to get right in
front of him and block him. Make sure he doesn't pass you. If he does, wait un-
til more carrots appear, then use them to speed up and take the lead. After
winning the first race, he'll go crazy. He'll now challenge you to a second
race with a higher bet: the horse. If you win, you get to keep her. He's a lit-
tle harder this time, but if you beat him, you get to keep Epona... but you
don't get to leave the ranch. Ingo thinks he can keep you locked in, but you've
got a strong and powerful friend under you. Get up to speed and jump the gate
head-on to get out.
Now that you have a faster means of transportation, you can call her from Hy-
rule Field, Lake Hylia, Gerudo Valley, and Gerudo Fortress using Epona's Song.
Unfortunately, she can't swim, so you can't take her up Zora's River. She's
also afraid of stairs, so you can't take her into Kakariko Village. You don't
need to, anyway. Speaking of Kakariko, you should probably listen to Sheik's
advice and go to Kakariko next.
Most of the townspeople have taken refuge in Kakariko by now, so you can talk
to them. Talon is sleeping like a baby in one of the houses. The laughing twins
mention something about the ghost of Dampι sinking into his grave.... Maybe you
should check out the Graveyard. Sure enough, the old gravedigger is nowhere to
be seen. His hut is empty, except for a diary entry about a fun new tool that
he found. His grave is the one on the far left in the row of gravestones along
the left wall. Pull it open, then hop inside. Dampι's ghost will challenge you
to a race. You don't actually have to beat him, you just have to keep up. He'll
drop flames to "guide" you (and to kill you), so try not to run into them, they
hurt. Follow him through a maze of tunnels and caverns until you reach the fin-
al chamber. Dampι will give you his fun tool as a prize: the Hookshot! This
useful tool is very important. It shoots a hook into objects, usually wooden
ones, and pulls you toward it on a spring-loaded chain. You can use it on
torches, treasure chests, trees, small hookshot targets, roofs, and a few other
things like injured Gerudo kings, er, I mean, uh,... never mind.
Before you leave, you should learn a new song just so that you don't have to
bother learning it later. Head over to the Windmill and talk to Bob the Crazy
Windmill Guy. He'll tell you about a little punk with an Ocarina who played a
song seven years ago that messed up the Windmill. He'll even teach you that
song. As soon as you play it, he'll realize that you're the little punk and
will go kinda crazy...hence his name. Oh, yeah, heh.... The song is called the
Song of Storms, and it's used to call a rainstorm wherever you happen to be,
even inside or underground. It also has a habit of unlocking underground grot-
toes.
Armed with your new toy, return to Kokiri Forest to find that it has been in-
fested with what the Kokiri Children call "meanies." No kidding. Some of them
are even blue!... Okay, no more Beatles jokes. The Deku Babas have grown in
size considerably since you last encountered them. They're huge. You can use
the Hookshot to stun them, then jump attack them. All the Kokiri are hiding in-
side their homes, except for two: Mido and Saria. Neither of them are around.
Climb up and enter the Lost Woods. On your way to the Sacred Forest Meadow,
you'll find Mido guarding the next tunnel. Play Saria's Song for him and he'll
let you pass. In the Sacred Forest Meadow, use the Hookshot to kill the large
moblins (ka-CHINK-"HHRRRRMMMMMMMM!"). It's always fun to be stabbed by a crazy
moblin and thrown into a pool of water. If you're actually trying to avoid them
(it's so fun to get hit!), try to avoid their line of sight, then shoot them
from behind. If they lower their spear, it's really hard to hit them from the
front. At the end of the maze, a really really really big moblin guards the
path. Stay to one side at first, then weave back and forth to dodge his earth-
shaking attacks. Once you're behind him, he'll ignore you, so whack away at his
legs until he dies >:-)
Once you reach the top of the stairs, you'll notice that Saria isn't there.
Sheik will appear and teach you the Minuet of Forest. There are six songs like
this that will teleport you instantly to the triforce platforms scattered ac-
ross Hyrule in front of each temple. Once you're ready, use the Hookshot on the
tree branch, then enter the temple.
-*- FOREST TEMPLE -*-
NEW ITEM: FAIRY BOW
If you want to, go ahead and defeat the two wolfos. It's easier if you use the
spin-attack (it saves magic if you spin the control stick and then quickly hit
B, but it takes practice to do it like that). Once they're out of the way,
climb up the ivy on the wall. Hop onto the tree and shoot the nearby skulltula
for another token. Hop over to the other tree or use the hookshot to reach a
small chest which contains a small key. Hop down and enter the door. Shoot the
skulltula with your hookshot (one hit anywhere is enough, you don't have to
shoot him in the back), then enter the door at the end of the corridor. You'll
see a quick cutscene in which four female poes steal the four different flames
in the torches, causing the elevator in the middle of the floor to sink down.
Your ultimate goal is to defeat the four poes, which will return the four
flames to the torches and raise the elevator, which then allows you to reach
the bottom floor.
First, enter the door on the other side of the room (up the stairs). Defeat the
Blue Bubble by Z-Targeting it, bouncing it off your shield, then attacking it
with your sword. Enter the next room and defeat the two Stalfos. Once they're
gone, take the small key in the chest and return to the main room. There are
two doors on the main floor, one is barred by bars and the other is blocked by
a block. The mini-door is for Mittens to go and... never mind. You can't do
anything about the bars yet because you can't use the Fairy Slingshot anymore,
so you'll have to get that block out of the way. Note the pattern on the block.
Haven't you seen that before? That's right, the Door of Time. These blue blocks
appear in many places, and they can all be moved by playing the Song of Time.
Once it's out of the way, enter the West Courtyard. Ignore everything here
except for the wall of ivy with three skulltulas. You can bring down two with
your hookshot, but the third is out of reach. You'll just have to quickly sneak
past it. Stay as far to the right on the ivy as you possibly can, then quickly
climb past the skulltula and up to the door. It may knock you off, or it may
knock you up. Enter the door and defeat the Blue Bubble to receive the dungeon
map. Enter the next door to find yourself on a balcony in the East Courtyard.
Shoot the small black and white target with your Hookshot (I'll be referring
to these as Hookshot targets for the rest of the walkthrough) to reach the
other balcony. Step on the switch to drain the nearby well, then hop down to
the ground. If you want another Gold Skulltula, use the hookshot on the small
chest on the ledge nearby. It's hard to position yourself in the right place,
but it's worth it. Once you have the token, head over to the well and hop in.
Follow the tunnel until you reach the chest at the end, which contains a small
key. Climb out of the well and exit the West Courtyard to return to the central
room.
There's only one accessible door remaining. Use a key on it and kill the skull-
tula, then enter the next room. This room is quite high and a bit confusing.
There are two blocks that must be moved in order to get higher. Climb the first
two ladders, then find the green block. Pull it out until it's all the way out
of the corridor, then push it to the right until it stops. Run around through
where it was and to the right, then push it all the way until it sinks down and
you hear that little tone that means you solved something. Don't climb up it
yet. Return to where it was originally to find a ladder. Climb up, then make
two right turns to find the red block. Push it as far as it'll go, then return
to the floor below and climb up onto the green block. From there, climb up to
the next level and then push the red block until it falls into place, hop on,
hop off, take a right, climb the ladder, kill the Blue Bubbles, and finally
enter the locked door.
This next corridor still makes my brain hurt. Not that it's hard, it's just a
bit... unusual. The entire corridor is twisted ninety degrees to the right. As
you walk through it, you stay upright while the corridor turns. In the next
room, you'll see a large blue chest on the wall. That's for later. What you
need to worry about is that large scary shadow forming under you. It's probably
my least favorite enemy in the entire Zelda series: the Wallmaster. It's very
important that you always avoid these enemies. They appear later in the game in
other temples, too. If these large hands manage to fall on you, they'll pull
you out of the temple. If Navi warns you of enemies hanging from above and / or
if you hear the familiar WHOOOOOOOOOOO... sound and see a large shadow forming
under you, START RUNNING! It'll follow you until it's about to fall, so make
sure its shadow is not under you when it falls. Kill it to prevent it from
falling again. Anyway, enter the next door to find a staircase with three poe
paintings. Ignore them for now and enter the door at the bottom. You'll now be
in the same room where you found the second key with the two Stalfos, but this
time, you're up above and there's a big hole in the floor. Defeat the first
Stalfos to make the rest of the floor and two more Stalfos drop down. You have
to beat them rather quickly, since if you take too long killing the second one,
the first one comes back to life. Once they're gone, open the chest to receive
the Fairy Bow! Yay! W00t!
Before you continue, you have a few things to do with this new bow. First, go
back through the door with red carpeting. Find the painting with the poe in it
and shoot it. Don't get too close or else she'll move to a different painting.
Once you shoot all three paintings while she's in them, you'll have a chance to
fight the first of the four Poe Sisters: Joelle. She'll disappear and start
spinning, so Z-Target and raise your shield. When she reappears, jump-attack
her until she, uh, dies? How do you kill a ghost? It's already dead! Oh well.
The flame will return to the central room and a chest with a small key will ap-
pear. You'll need another one to continue, though, so go back through the Twis-
ted Corridor and shoot the eye switch above it. This will untwist the corridor
and allow you to reach the wall in the room beyond. First, open the large blue
chest to receive the Boss Key, which allows you to enter the boss room. Now hop
down through the hole and kill the two Blue Bubbles to proceed. Exit to find
yourself on the balcony of the West Courtyard. Carefully hop over to the arch
and walk along until you're in range of the Skulltula. Grab it with the Hook-
shot, then hop back and enter the door on the left to find another small key.
Hop down and return to the twisted corridor, being sure to shoot the eye switch
to re-twist it. Continue past the room where you found the bow to find another
staircase. Do the same thing to make the second Poe Sister appear: Beth. The
strategy is the same. Once she's gone, climb the staircase and enter the next
room. Hop across to the next door and enter to find a non-twisted corridor with
Green Bubbles. Shoot them, then enter the locked door at the end. Hop onto one
of the revolving pillars and aim your bow at the eye switch. What? It's frozen
in ice? Well, why do you think there's a torch in the middle of the room, hmmm?
Once the torch is between you and the switch, fire an arrow through the torch
to melt the ice and twist the corridor. Enter and continue, then hop down
through the hole in the next room. You'll now be in a long tiled room with a
deadly falling ceiling. To get past it, you'll have to run to safe spots where
there are holes in the ceiling. Two of these are occupied by a Skulltula, the
other two have a switch and a chest. Don't let the ceiling fall on you, and
make sure you hit the switch. On the other side, enter the door.
The third Poe Sister, Amy, is a bit more cunning. She has only one picture, but
to make things hard, she drops a block puzzle from the ceiling. To make things
harder, she gives you a time limit of one minute to put it together before they
reset. To make things even harder still, she throws in a block with a picture
of a quarter of her sister, Beth. Get rid of it if it's in the way and then
focus on getting the four blocks put together. Once the puzzle is solved, kill
her and then exit. You'll be on the unaccessible balcony in the central room,
where the fourth and final Poe Sister, Meg, is waiting. She's harder to kill
than the others, mostly because she creates three copies of herself that aren't
really there. If you shoot them, it won't do any good. The way to find the real
Meg is to see which one twirls around when they first appear. Shoot her and
only her until she dies o_O. All four poes have now been killed (again) and the
four flames have returned to their torches. The elevator will rise, granting
access to the bottom floor.
Though you possess the Boss Key, the path is still barred by a gate. The wall
in this room, however, has the unique ability to rotate, giving you access to
a couple of side rooms. To rotate it, grab one of the protruding walls and push
it in a counter-clockwise direction once. Enter the door and hit the switch.
Push it counter-clockwise again and enter the other room and hit the switch.
Push it counter-clockwise again and enter the other room and get the Golden
Skulltula token. Push it counter-clockwise one more time to find yet another
switch. Hit it, then cross the room and enter the hall. Unlock the door and
enter....
- EVIL SPIRIT FROM BEYOND: PHANTOM GANON -
This might freak you out at first. It's only the fourth dungeon and you already
have to face Ganon! Actually, this is merely a phantom copy of the real Ganon,
and this thing is much weaker than the real thing. He'll begin by riding his
horse into one of the paintings. Stand in the middle of the room and... what?
He's not there? Try leaving first, heh heh... ka-CHINK! Now he'll be there....
As I was saying, stand in the middle of the room (on the Triforce for good
luck) and take out the bow. Rotate around until you see a horse coming out of
one of the paintings. Don't shoot yet: if the horse turns away, it's a decoy,
and the real thing is about to come out. Quickly find the ganon that glows
brightly and is surrounded by a dark purple cloud. Shoot him right away to make
him return to the painting. Repeat this until he gives up on the horse and
faces you himself. Z-Target him and wait until he shoots a ball of energy at
him. Use the Master Sword to reflect his own attack back at him. REMEMBER THIS
STRATEGY! Keep reflecting it back and forth until he fails to hit it and it
hits him instead. Run over and jump attack him until he recovers, then repeat
until he is banished forever.
- AFTER PHANTOM GANON -
NEW QUEST ITEM: FOREST MEDALLION
NEW SONG: PRELUDE OF LIGHT
NEW EQUIPMENT: GORON TUNIC
It's no big deal, you don't have to do it now, but if you want, return to the
Temple of Time to find Sheik. Talk to him to learn the Prelude of Light. This
song allows you to warp to the Temple of Time whenever you want. Now that Sheik
is no longer standing in front of the Pedestal of Time, you can return to your
younger self by dropping the Master Sword into the Pedestal. This is useful for
getting Pieces of Heart, Skulltulas, and upgrades that can't be gotten as an
adult.
Your next goal is the Fire Temple in the Death Mountain Crater. Before you
enter the crater, though, shouldn't you see how the gorons are doing?... Well,
they aren't doing too good. In fact, they're gone. All but two were taken cap-
tive by Ganondorf and imprisoned in the Fire Temple. One of them is hiding in
the Goron Shop, now locked up, and the other is rolling around on the third
floor of Goron City. This is a bit tricky: to get his attention, you need to
blow up a bomb in his face. What happen? Somebody set up us the bomb!...Sorry.
No more Zero Wing jokes. Anyway, you have to blow up a bomb right as he rolls
by, and it's hard to get the timing right, so be patient and keep trying. Once
he's aware of your presence, go over and talk to him. Listen to everything he
has to say, then accept his gift: the Goron Tunic. Once used by hylian miners
searching for rupees, this tunic keeps you cool in the hot temperatures ahead.
The doors to the Shop and to Darunia's room are now open, and to get to the
Fire Temple, you'll actually have to enter Darunia's Room. The statue at the
back can be pulled out to reveal a secret passage that leads to the lower area
of the crater. However, I also recommend visiting the exterior of the summit
at least once to see the ring of fire surrounding Death Mountain. It's not
that important, but it's quite a sight. Do it before you beat the Fire
Temple....
-*- DEATH MOUNTAIN CRATER -*-
NEW SONG: BOLERO OF FIRE
Use the Hookshot to bypass the broken bridge, then learn the Bolero of Fire
from Sheik, which allows you to warp to the Death Mountain Crater any time you
want. Cross the stone bridge and enter the cave. Climb down the loooong ladder
and enter the doorway.
-*- FIRE TEMPLE -*-
NEW ITEM: MEGATON HAMMER
This whole temple is filled with Fire Keese, so come stocked with as many
arrows as your quiver can hold. The first room has three doors, one sealed, one
locked, and one open. Take the open one on the left at the top of the stairs.
You'll notice the door to the boss room at the other end.... Darunia will be
standing next to it and will talk to you about some stuff. You obviously don't
have the key to the boss room, and you can't even reach it yet. Note that the
lava in this room and in the rest of the temple can be stepped on, but it will
start to hurt after a few seconds, so don't be afraid to run across it quickly.
First, hop across the pillars on the left and make your way over to the plat-
form on the left side of the room. Step on the switch to open the door and free
the first of eight goron prisoners. Each one gives a hint on how to solve some-
thing in the temple, and they also have keys in their room.... Don't ask why, I
don't know why Ganondorf would put keys in their room. It sure would put a stop
to Link's quest if he removed all the keys.... Anyway, return to the first room
and use the key on the locked door.
Ignore the long bridge in this room and turn left. Follow the small path along
the wall, cross the lava if necessary, and climb up to the door. The rocks and
platforms are a bit unstable, so try to avoid them. Enter the door and free the
goron (don't forget the key). When you exit, play the Song of Time to move the
large blue block down from above. Climb on, hop up, and enter the door. At the
other end of the room is a Gold Skulltula and a Like Like, but first you should
raise your shield until the floor tiles calm down a bit. Take the skulltula
token and return to the main room. Return to the bridge and start across it.
Once you reach the middle of the bridge, look up. You should see a wide chimney
that leads up through the ceiling. This leads to two other rooms later in the
temple, so just so you know, if you fall down in one of those rooms, you'll end
up here (as opposed to being sent back to the door of the room). You may even
be able to see the platforms in the room above. Anyway, use the Hookshot to
cross the gap in the bridge. Before entering the next room, take a right and
follow the path along the wall to another platform. Whack the wall with your
sword to find the place to be bombed. Enter to find another goron and a key.
Return to the end of the bridge and enter the next room.
Slide down the board, then climb up the chicken-wire fence on the right side.
Use the Hookshot on the keese just to be safe, then hop down to the right half
of the broken arch. Push the large block off the edge and onto the fire geyser.
Hop onto the block and wait until Old Faithful sends the block up through the
hole in the ceiling. Step off and enter the door. In the next room, climb up to
the ledges with the fire slugs, kill them, then hop over to the ledge with the
block on it. Push it off, then pull it as far as it goes. Hop on, then jump to
the chicken-wire on the wall. Climb up, then drop a bomb on the crystal switch.
Climb up to the flaming chicken-wire fence and wait for the bomb to shut off
the fire. Climb up, hop off, and enter the door.
This room is a maze filled with large, rolling boulders. First, turn right and
follow the path to the trapped goron and another key. Take it, then go to the
other side of the room. Enter the room to find another key. Back in the main
room, another skulltula hides behind a bombable wall. Once you're done, enter
the last remaining locked door. You'll now be in the aforementioned room above
the wooden bridge, so watch your step. First, shoot the eye switch and enter
the now unbarred door to find the dungeon map, then use a key on the other
door. As soon as you step onto the chicken-wire platform, a wall of fire will
erupt behind you. Hurry across the platforms to the other side of the room and
enter the door (not the locked one, save that one for later). You'll now be on
top of the maze. Be careful not to fall down. Hop across to the platform with
the fire slug, kill it, then bomb the cracked floor (ignore Navi as she yells
"Hey! Hey! Hey! Hey! Hey!") Hop down and free the imprisoned goron, take the
key, and return to the maze room by climbing the chicken-wire wall where you
just fell down. There's another goron to save, though. Hop across the tops of
the walls of the maze to the nearby switch, then make your way over to the
goron in the cell across the room. Once that's done, return to the room with
the lava and chicken-wire platforms and enter the locked door in the middle of
the room (it looks like a tough jump, but you can make it). Follow the hallway
to the next room.
This large room is pretty important. You'll first notice the large block dir-
ectly in front of you. This is part of a large pillar that will eventually fall
down to the room below and give you access to the Boss Room door seen in the
first room. You can even see the room below through the chicken-wire. Anyway,
first take a right to find the compass in a side room. Be careful, this room is
an invisible maze of flames. You can pass through certain poles, but others
will flare up if you get too close. Be careful. Once you have the compass, make
your way through the maze on the left side of the room. There are also a couple
of fake doors around here, just like one of the goron prisoners said. Bomb them
if needed. Enter the openable door and ignore the jailed goron for now. Exit
the room on the other side to find yourself on the other side of the fire maze.
Find the switch, then immediately run to the extinguished wall of flame. It may
take a couple of tries to remember the correct path. You definitely need to
bomb the wonky door here, a real door is hidden behind it. Behind the real door
is the dungeon mini-boss: Flare Dancer. He'll pop out of the flames looking
like a flaming scarecrow. Use the Hookshot or a bomb to extinguish the flames
and reveal that he's only a little fat black devil. Slash him, then run around
the central platform to catch him as he runs away. He'll squeal in terror and
turn around, so jump attack him before his little legs can turn him around.
He'll eventually return to the fire and cackle maniacally, returning a few mo-
ments later in his former fiery glory. Repeat the process until he leaves. Hop
onto the platform and ride it up to the next level. Enter the door, climb the
chicken-wire, Hookshot the crystal switch, then climb the now-extinguished
fence up to the next room.
To do this room, a couple things are required. First, it requires a complete
lack of fire keese. They can knock you off the edge and down to the bridge room
on the first floor. Second, it requires an extremely good balance of speed and
precision. Once the fire keese are gone, you need to hit the switch and run
carefully but quickly up the circular steps that circle around the large hole
leading to the lower floors. The steps are narrow, so take some time to do it
well, but don't take your time because you don't have much time.... Once you
reach the chest, open it to receive the Megaton Hammer! Use it to smash junk!
It works like the Biggoron sword in that you can't use your shield at the same
time, but it functions just like the sword, only you use the C-Buttons for it
and it can't perform a spin attack. Other than that, you can slash left, right,
pound the ground, even do a jump attack. It's used to hit rusty switches and to
knock certain blocks out of the way or to dislodge certain blocks like the face
block near the door you just came in. In fact, go ahead and hit that face block
right now. Ride it down to the next room and use the hammer to knock the blocks
out of the way, then enter the door. Kill all the enemies, but don't go too
hammer-happy. You'll need one of those boxes in the corner. Hit the block near-
by to unlock the staircase, then grab a box and hop down to the blue switch.
Drop the box onto it and enter the door. Whack the block with your hammer and
ride it down to the fire-maze chamber. First, hit the rusty switch with your
hammer. Now's the time to release that jailed goron. Use the Song of Time to
move the blue block, then hop across to the other side and hit the switch to
release him. Take the key, then climb back up the block and return through the
door. Now, stand on the large block and whack it with your hammer. WHEEEEEEE!!!
That was fun, wasn't it? Unfortunately, it's not as over as you may think. You
still can't unlock that door. So... return to the very first room. You'll
notice the blocks to the right of the stairs. Hit them with the hammer to re-
veal another door. Enter and kill all the enemies to proceed. In the next room,
use the shield to protect yourself from the evil spinning floor tiles. Kill the
Like Like and take the Gold Skulltula token.
In the next room, you'll have a rematch with the Flare Dancer. This time, you
have the legendary Megaton Hammer. He seems to last a bit longer, but he's not
any harder. You should also be able to use the hammer to extinguish his flames.
I heard this was mentioned in the official Nintendo Player's Guide, but I
haven't seen it myself, so don't quote me on that. Once the Flare Dancer is
gone for good, take the... bombs in the treasure chest and enter the tunnel.
Release the last goron and take the Boss Key. Now you can enter the room to the
final boss. You should know where it is by now.
- SUBTERRANEAN LAVA DRAGON VOLVAGIA -
When you first enter, hop across to the central platform, the one with an array
of nine holes. The platform behind you will crumble, trapping you inside. Vol-
vagia, a long, snake-like dragon will emerge. As long as he's flying around in
the air, you can't hit him (well, technically I think you can, but it's really
hard). Wait until he burrows into one of the lava holes, then wait for him to
emerge. If he stays there, run over to him and whack him with the Megaton
Hammer. When he collapses, jump attack him with the hammer. Wait for him to fly
around again and repeat until he dies. He'll also fly up and hit the ceiling,
causing boulders to fall on top of you. He may also breath fire at you as he
flies around the room. Also, notice the eruptions of fire that come out of the
holes before he emerges. He often does this several times before emerging in an
effort to trick you into running to a different hole. I thought he popped out
of the holes to attack you, not to give you a fighting chance. Anyway, once
goronian history repeats itself, take the Heart Container.
- AFTER VOLVAGIA -
NEW QUEST ITEM: FIRE MEDALLION
NEW UPGRADE: EXTENDED MAGIC METER
After receiving the Fire Medallion, you'll be returned to the Death Mountain
Crater. You can now use the Megaton Hammer to bash the large boulders around
the crater. It takes a couple hits, though. Use the Hookshot on the broken
bridge, then bust open the sealed cave with the Hammer, enter, and play Zelda's
Lullaby to double the length of your magic meter. Return to the crater and
smash the other boulder. Hop over, climb the ladder, and exit the crater. You
can find your way down the mountain from there.
Your next goal is the Water Temple, but with your current equipment, you can't
even enter it. You should first visit Zora's Domain to see what's going on with
the Zoras. Upon entering it, you'll notice that the whole place is totally
frozen. Even the waterfall is frozen solid. It must have taken some powerful
magic to make a running waterfall freeze like that.... King Zora is frozen too,
but you'll be able to thaw him soon. Take the path behind him to Zora's Fount-
ain. Hop across the ice floes to find a Piece of Heart, then enter the large
cave nearby.
-*- ICE CAVERN -*-
The Ice Cavern is a mini-dungeon, not really a temple with a full-on boss and
a special quest item. It's a cave that contains an important piece of equipment
that you need before you can even enter the Water Temple. There is, however, a
map and a compass, so it is a bit like a dungeon.
Follow the tunnel to the first room. Avoid the razor trap and destroy all the
Freezards to open the door. Follow the tunnel onward. Keep moving in this cave,
because icicles have a tendency to come loose from the ceiling right as you
pass underneath them, but they're a bit slow in falling, so if you hear the
familiar TCH-TCH-TCH sound, move out of the way. The next room is the first
time you'll come across the special silver rupees. These rupees are only worth
about five rupees in this game (they're worth 100 in the sequel...), but you
don't collect them for currency, you collect them to open doors and unlock
puzzles. They'll make a five-note tone each time you collect them, growing in
pitch as you collect more. Once you get all five, a door will open or something
like that will happen. Collect the five silver rupees and avoid the spinning
ice scythe by using the shield to crouch down as it passes over you. One rupee
is behind some ice stalagmites, and one is suspended in air near the door. Once
you collect all five, enter the door up on the ledge and continue through the
tunnel.
First shoot the ice keese, then climb up to the ledge. Kill the freezards and
continue on up the path. When you reach the Goblet of Fire, er, the blue flame,
catch some in a bottle. It helps to have at least three empty bottles for this
place, but it's not required, it just means more work. You'll need these blue
flames to melt the red ice all over the cavern, so stock up on as much as you
can carry. The map is also frozen in red ice, and a purple rupee is in a frozen
chest on a side pillar.
Return to the scythe room and melt the first door on your left if you're inter-
ested in a Piece of Heart and the dungeon compass. It takes some fire to melt
the ice, but there just happens to be another blue flame in there. Once you
have the compass and Piece of Heart, return to the ice scythe room and melt the
red ice blocking the other door. Follow the tunnel onward to the next room.
This is another silver rupee room, but this time, they're out of reach. First,
kill the ice keese, then push the large block forward. It slides on the slick
ice, so be careful with it. If it ever gets somewhere you don't want it to be,
push it into one of the holes in the corner of the room to make it reappear in
its original location. Push it forward, take the silver rupee, then push it to
the right. Use a blue flame to melt the ice and take another silver rupee, then
push the block off the edge to reset it. Now push it left, grab the rupee,
right, grab the rupee, right, grab the rupee, hop across to the blue flame and
stock up, then push it toward the middle of the room, then right toward the
exit. The door should be open by now. If it's not, you missed a silver rupee.
Use the block to reach the door and follow the tunnel to a blockade of red ice
blocks. Drop a flame right in the middle of the three to melt them all, take
whatever is in the pots, then enter the door....
- WHITE WOLFOS -
NEW EQUIPMENT: IRON BOOTS
The White Wolfos fights exactly like the Wolfos. The only difference is that
it's white instead of gray and black and that it's slightly stronger. Stab it
when it raises its arm until it dies. Open the chest to receive the Iron Boots!
Equip these to sink in water. Once you reach the bottom of the water, you'll be
able to run around under water. You won't be able to use any items except the
Hookshot, though. Not that you'll really need to use anything else, seeing as
how all the enemies underwater can be taken out with the Hookshot.
- AFTER WHITE WOLFOS -
NEW SONG: SERENADE OF WATER
Sheik will show up and teach you the Serenade of Water which will warp you
directly to Lake Hylia. There should be a small hole in the back of the room,
so use your new boots to sink in the water, then follow the tunnel and exit the
cave. If you don't have any more blue flames, grab a couple extra before you
go. Once you're out of the cave, return to Zora's Domain and use one of the
blue flames on King Zora. He'll be so thankful that he'll give you a free Zora
Tunic. Once you put this on, you'll be able to breath underwater whenever you
use the Iron Boots. You can also thaw the shop down below and buy a Zora
Tunic, but it's cheaper to get it from the King (free is always cheaper than
300 rupees).
Now you're ready for the Water Temple! After using the Serenade of Water,
you'll find yourself out on the island in the middle of Lake Hylia. Jump down
into the shallow water and equip both the Iron Boots and the Zora Tunic
if you haven't done so already. Once you reach the bottom, shoot the jewel
above the doorway with the Hookshot to open the gate.
-*- WATER TEMPLE -*-
NEW ITEM: LONGSHOT
This has been called the most difficult temple in the entire game by many
people, and I must admit it took several straight hours of absolutely nothing
to finally find my way through. You have to use Zelda's Lullaby next to icons
of the Triforce to raise and lower the water level in order to reach certain
rooms. By the way, before you enter, make SURE you have AT LEAST one fairy. You
will almost definitely need it, ESPECIALLY if this is the first time you've
ever done this temple. To be safe, take two or three along.
When you first start, you'll be on the top floor (the 3rd floor) and the water
level will be as high as it can go. Your first job is to drain it completely by
sinking down to the bottom of the first room (I'm going to assume that you'll
figure out that you need to put on your boots to sink and remove your boots to
rise and in order to get in or out of deep water respectively). First take the
door on your right (the eastern door) and follow the hallway to find Ruto,
your, ah, fiancιe. She'll talk about love and such ("How could you leave me?")
and then leaves you herself.... See, Ruto? That's how I could leave you....
Anyway, she leads you up to a Triforce Logo on the wall of the upper room, so
take off your boots to find it. Play Zelda's Lullaby to drain the water com-
pletely, and return here whenever you need to do so again. Before you leave,
enter the next room to find some enemies. Defeat them, then take the map. Now
hop down the hole.... Waaaaaaaaaah!!!... Uh, shouldn't Link go SPLAT?... Sorry,
I guess that happens in Wind Waker >:-( Anyway, Link falls a good fifty feet
and doesn't get a scratch, so try to ignore it. To get into the next room, you
have to shoot two arrows through the lit torch into the two unlit torches. You
have to move fast, since the first torch you light won't stay lit for long.
Enter the next room to find a key.
Return to the main central room and go to the other side (the western side) and
hop onto the platform. Shove the block until it falls into the water, then fol-
low it in. Continue along until you reach a room with an impassible gap, a lit-
tle geyser, a switch, and a tektite. Shoot the tektite with an arrow to annoy
it enough to make it fall down, then hit the switch. Hop onto the geyser, which
rises up and can magically support your weight, then hop to the other side.
Enter the next room and sink down onto the underwater ledge. Get into a posi-
tion in which you can hit both the crystal switch (in the dragon's mouth) and
the target with your hookshot. Shoot them both in that order, then quickly run
into the end of the passage before the gate comes back down. Rise, take the key
in the chest, then return all the way back out to the central room (use the
Hookshot to bypass the geyser this time). You have one more room to do before
you continue, but it's not all that important: it contains a Gold Skulltula.
Since it'll be more trouble later on, you might as well do it now. Enter the
southern door on the bottom level and use a bomb at the end of the passage.
Follow the underwater passage into the room and use your Hookshot to get up to
the upper level. Kill the tektites, then use a spin-attack by the gate to hit
the catch-22 crystal switch. Enter, take the Gold Skulltula, then return to the
central room.
Next, enter the room in the middle of the tower. Run to the other wall, then
use your Hookshot on the targets to make your way up to another Triforce Logo.
Play Zelda's Lullaby again to raise the water half-way. Here's the sneaky part:
notice that a block floated up right next to you. This block opened up a hidden
passage down below. Position yourself properly so that you don't sink onto the
spikes, then put on your Iron Boots. Follow the passage into a room, then hit
the crystal switch to release a plethora of baddies. Kill them all, then rise
up into the vertical corridor to find a key. Return to the central room and
exit through the door to find yourself back out in the main room.
Next, enter the eastern doorway (to your left after exiting the inner room) if
you want the compass (it's pretty useful). Follow the corridor and use the
Hookshot to reach the upper room. Stand right next to the watery treasure chest
and shoot an arrow at the crystal switch. Immediately open the chest to receive
the compass. Return to the central room and hop back into the water. Sink to
the bottom floor and enter the eastern door (the room where you found Ruto).
Rise up to the surface, then bomb the nearby cracked wall. Enter, take the key,
and return to the central room. Cross to the other side and enter the western
door. Go over to the geyser and wait for the tektite to fall. Kill it, then
step on and shoot the crystal switch to rise to the third floor. Enter the door
to find another Triforce Logo. Use this one to raise the water to its highest
level. Do so, then hop down. Before continuing, cross to the eastern side and
enter the passage way. Sink down, then drag the block as far as it will go. It
will make life a little easier later. Now return and enter the western door.
Kill the keese, then hop down onto the lower platform (the moving one). This is
the Waterfall Room, maybe because it has a waterfall in it... Use your Hookshot
on the smaller platforms to get higher and higher until you can reach the last
target. Enter the next room with your last key. If at this point you have no
key to get in, check your compass for any stray keys (I told you it'd come in
handy). If you're a genius like me, you may have overlooked one of the chests,
like, say, the one behind the cracked wall (go ahead and laugh, but I got into
that room and didn't notice the chest the first time I did this temple). If you
do have enough keys, then I'll continue the walkthrough since you're smart :-)
This next room has an unusual crystal switch in the center. Red means the water
level is low, blue means it's high. Shoot it to raise the water level, then use
the Hookshot to reach the other side. Shoot it again to lower the water level
(the dog heads also sink). Use the Hookshot to reach the other side, then hop
the doggy head and shoot the switch again. Shoot your way over to the final
area, then shoot the switch again to lower the doggy head. Hop on, then shoot
it one last time to get up to the ledge above. Take out the tektites, then use
the Hookshot to reach the Like-Like. Kill it, then prepare yourself for the
next room....
This room appears to go on forever. The glassy water reflects everything, and
the walls seem non-existent. The door on the other side is locked.... Oh well.
Say, what happened to your reflection? Shouldn't it be right under you? You
didn't walk over that island in the middle of the room, did you? You did? Good
for you. Maybe you left your reflection there.... Yep, sure enough, there's
your reflection waiting on the island. Good luck, uh, I have to go over there
now, have fun.... This is probably the hardest part of the whole game for me,
partly because your reflection doesn't really have much of an obvious weakness.
He's basically Link in the hands of the CPU with the AI level turned up really
high. He's quick and nimble, and loves to dodge most of your attacks by back-
flipping. If you try to use your sword, he'll mimic your every move and your
sword will merely bounce off of his. If you try to stab him, he'll hop onto
your sword and either hit you while you're stunned, or he'll hop off and con-
tinue. Nintendo Power's Official Player's Guide says that spin-attacks will be
effective, but leave it to the pros to suggest a strategy that doesn't work. If
it does, it's too hard for a beginner because I've never been able to hit him
with a spin-attack. I use a combination of Megaton Hammering and non-Z-target-
ing sword attacks. You have to be practically hugging him before you can hit
him with your sword or the hammer. Keep at it and he'll eventually fall. To
this day, it has always taken me at least one fairy to beat him, but who knows
what will happen when I try the three-heart challenge....
Okay, now here's the part where I cry. I have received countless e-mails con-
taining alternate strategies for beating Link's Reflection, and because I'm
such a nice guy, I have to give credit to everyone.... Not here, mind you, go
look in the Thanks section. But I'm going to cry because I have to look through
every single e-mail I've ever gotten for OoT and make sure nobody gets left
out. And yes, I do keep all my OoT mail. So... the other two methods for de-
feating Link's Reflection are to use Din's Fire or the Biggoron Sword. I
haven't tried both of them, seeing as how I'd have to play through more than
half the game just to find out. Din's Fire reportedly works really well.
Anyway, once you beat him, the walls will appear and the door will be unlocked,
so enter the next room to find your prize: The Longshot! This version of the
Hookshot has an extended chain for better distance! Now you gotta get out of
this place. A Block of Time is right behind the chest, so use the Song of Time
to get rid of it. Hop in to find yourself on a ledge. Continue on to the right
through the river with your boots. Be careful to avoid the vortexes. If you do
slide down into one, don't panic: in theory, you shouldn't be sucked in com-
pletely. You should stop right at the edge, giving you the chance to roll up
the slope and continue. Also, don't miss the Gold Skulltula on the wall about
halfway along the river. Once you reach the point where you can't go further,
look up at the ceiling for a target. Latch on and you'll land on a tiny little
ledge. Shoot the eye switch, then immediately latch onto the nearby treasure
chest to get past the gate. Open it to receive a small key, then continue.
Once you reach the central room, drain the water completely, then raise it back
up to half-way. Exit, then go to the other side to find a locked gate. Shoot
the eye-switch, then immediately latch onto the target. Follow the passage to
find the block that you pulled out earlier. Push it out of the way, then take a
right to find a key in a chest. Exit by using the Longshot on the target out in
the corridor, then hop back in and sink down to the lower floor. Enter the
northern passageway and use the Longshot to get past the spikes. Enter the door
to find yourself in the most sadistic room of death in the whole game: six tek-
tites, swift currents, two vortexes, and boulders to boot. If you want to empty
your quiver on the tektites, that's fine with me.... I just ignore them and use
the Iron Boots to reach the other side. In the next room, shoot the Stingers
with the Longshot, then drop down and look for the discolored corner. Bomb it,
then enter and push the crescent block as far as it can go. Exit, then bomb the
other corner, enter, then pull the block as far as it will go. Enter the other
side and push the block into the water and onto the underwater switch. The
water will rise up to where you can reach the next door.
This next room has not one, not two, but three geysers. First, though, shoot
each tektite with a single arrow to make them hop down below, then hit the
switch. If you're confident, you'll only need two of the geysers to reach the
other side. Enter the door to find yourself in a dangerous place: if you mess
up, you'll end up right back in the sadistic room of death. You don't want that
to happen. Wait until a boulder passes by, then hop towards the waterfall and
put on your boots. Follow the passage to find the Boss Key. Yay! You're almost
done. Return to the central room and raise the water level to the very top