_________ T H E L E G E N D O F |/ || ______ __ _____ __ | // || \| || || \ | \ // || | || || | | | // ||—<| || || | |/\ | // || || || | || || // || | || | || | ||――| | // | || /| || /| || / || | | || /| ―――――― ―――――― ――――― ――― ―――― ――――――――― 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 VERSION: 1.0 AUTHOR: Bedman LAST UPDATED: 2-1-03 AOL INSTANT MESSENGER: NathanDale7 : 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 MM related 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: My computer has been having some major freezing problems, seeing as how it's a Compaq with an AMD processor and it's 3 years old (and it's a laptop). So, this basically means I have highly limited Internet access until the problem can be repaired. I'm stuck working on my new FAQs on a really ghetto dinosaur of a computer that I used to use back before something called Windows 95 came out. So, if you have a question, please check the Walkthrough / FAQ / etc. here instead of e-mailing me. If, after you have checked the entire document and your question is not answered, then you can e-mail me at bedman@mail.com and wait for quite a while to receive an answer. I still want anything other than questions as well, such as contributions, offers of friendship, errors, etc. just 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 return to find my e-mail provider saying "Your account has run out of space, please delete some files" because somebody with an infected computer sent me an e-mail and I then have to delete twenty billion copies of Klez out of my e-mail box. That's all I have to say for now, except one more thing: I apologize for all of this, I am certainly feeling more pain from all this than you, but I am sorry for not being able to respond to all your e-mails :-( If you want to copy / quote / redistribute this FAQ, see the COPYRIGHT section at the end for details. If possible, please read the E-MAIL section in the OTHER STUFF section before you e-mail me with non-Ocarina of Time related mail. If you need to ask me something about Ocarina of time, PLEASE feel free to e-mail me! Other websites by Bedman: www.geocities.com/bedman_1985 (directory) www.geocities.com/pokemon4dummies (about 20% done) www.geocities.com/atlasrb (extensive atlas of Pokιmon Red and Blue, about 40%) www.geocities.com/thejackfarm (Harvest Moon 64, about 25% done) 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%) Castlevania: Circle of the Moon (GBA) (7%) Jet Force Gemini (N64) (5%) FAQs being considered by Bedman (in order of likeliness): Super Smash Bros. Melee (GCN) (15%) Pokιmon Red / Blue / Yellow (GB) (30%) Other Zelda Games (Various) (1%) Harvest Moon (SNES) Super Mario 64 (N64) Harvest Moon 64 (N64) (Read Armagetz's, it inspired me to write FAQs) _________________ |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 OVEERVIEW 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. *SUBTERRANIAN 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 COLLOSUS =V. =SPIRIT TEMPLE= 1. MAP 2. YOUNG LINK WALKTHROUGH 3. ADULT LINK WALKTHROUGH *4. *SORCORESS 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. MINUETE 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. GILTCHES, TIPS, CHEATS, TWEAKS, ETC. XVI. OTHER STUFF A. BEDMAN'S SWEET HOME PART II (maybe) 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 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. Also, if you're trying to send me an IM and it doesn't look like I'm online, check to see if I'm online under the username of USJokerBedman. Don't send any e-mail to either of my AIM names since I'm no longer signed up with AOL because they suck. I actually use USJokerBedman mostly, nowadays, because the password for NathanDale7 was a little long, and AIM doesn't accept it (AOL did, however, so that's why I used to use it and don't anymore). 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 Celda: The Legend of Zelda (GCN) WoG: The Legend of Zelda: Wand of Gamelon (CD-I) Those last two are the really ugly, stupid, cartoony Zelda games. Yes, that un- titled one 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 Powerpuff Girls. Don't be looking forward to anything special from the next Zelda game. 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 ______ |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 theif'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, and Surround is if you have a really great Dolby Surround Sound System. 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. 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 recieved 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 recieved 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 began to have weren't just randomly made by his imagination and 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. 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. Link spun around to face an enormous black figure on another four legged creature. 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 occured 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 recieve 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. As you're leaving, you'll receive a special gift from a special friend. -*- HYRULE FIELD -*- You'll get a sweeping glimps of Hyrule Field first, then before you can see any more, a large owl named Kaepora Gaebora will show up. He'll be appearing fre- quently for the first part of your quest to give you hints and tips. This time he'll tell you how to use maps. 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 with 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 cliffside. 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 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 enterance.... 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! 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 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 enterance 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 enterance 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 enterance - Near the cucco coop - Near the Death Mountain Trail - In a box by the house at the base of tthe stairs (roll into it) - By the Skulltula House (grab another ccucco and jump off of the building under construction) - On the other side of the fence near thhe 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 abovve, 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 Next, you should learn a useful tune in the Kakariko Graveyard. The enterance 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 through the room full of them. 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 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 enterance 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, 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 enterance, 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 enterance 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, 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, let them jump over you (keep your shield up), then stab them 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 firey 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 unlocked, 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 it 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: wait for it to flash about seven or eight times, then throw it at the bombable door- way 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 firey 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. Anyway, enter the now unlocked door to find another firey platform and an eye switch. Shoot the eye switch, hop to the platform, then... uh-oh, more fire, and shooting 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. Whenever he opens his mouth, chuck a bomb in, 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 containter, 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 acivity 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 uglyness. 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 esophogus. 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 mysterous hole in the big fish's stomach. She'll greet you rather rudely and then proceed to fall down the mysterous 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 contine 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 vertibrae 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, exit the stomach and enter the intestinal pas- sageways 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 Boomerang's chest appear. Take it, then exit and enter the room on the opposite side of the intestines. You'll see a large red tenticle 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 tenticle, 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 tenticle. The room in the center has the last tenticle, 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 verti- 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 between you and another really ugly monster. Kill the bari and the golden skulltula on the rough wall, then climb up to the top. The switch to the door is on the cei- ling, 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 ANENOME BARINADE - One of the game's uglier monsters, Barinade is made up of a central nucleus, some parasitic tenticles attached to the ceiling (which can be broken with the boomerang), a rotating array of bari, and some more tenticles 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 suprise 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 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 necissary 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,... nevermind. 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 returns the four flames to the torches and raises 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. 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 Bub- ble to receive the dungeon map. Enter the next door to find yourself on a bal- cony 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 untwis 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 unaccessable 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 her only until she dies. All four poes have now been killed (again) and the four flames have returned to their torches. The elevator has risen, 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 GANONN - 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 NEW SONG: BOLERO OF FIRE 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 a bomb up in his face. 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 necissary, 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 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 firey 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 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 black 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 teh 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. - SUBTERRANIAN 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. 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 Zora's. 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 tendancy 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 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. 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 towards the middle of the room, then right towards 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 and 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. Stab it when it raises it's arm until it dies. Open the chest to receive the Iron Boots! Equip these to sink el 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 remove your boots to rise and put on your boots to sink 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 completely, and re- turn 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 will happen in the next GameCube Zelda game >:-( Sorry, 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 un- lit 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 central room. 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-existant. 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 mimick 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, but what else are you gonna use? 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.... Anyway, the walls have appeared by now and the door is 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 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. Be- fore you continue, though, return to the Waterfall Room and use the Longshot to get another Gold Skulltula. Now return to the central room and use the Longshot to reach the northern door (you can get a couple fairies from the clay pots if you want them). Yet another sadistic room of death.... Three razor traps guard the slope leading to the final door. If you stop on the slope, you'll slide back down. If you hit a razor trap, you'll loose energy and slide back down. Be very careful. Once you reach the top, enter the door.... - GIANT AQUATIC AMOEBA MORPHA - At first, you may think you're about to fight a fish. Then the fish rises up above the water level and the water follows it. At this point, you may realize that this isn't exactly a fish. It's Morpha, a little eye in an amorphous blob of water. To fight it, you'll need to use the Longshot to pull the nucleus out of the water so you can slash it with your sword. It can be pretty hard to hit. When the nucleus starts swirling around, stay on the move to avoid its attack. Once the watery tentacle has emerged, latch onto the nucleus with Z-Targeting and slash away. Generally, it's a good idea to avoid letting Morpha grab you with its watery tentacle, because it tends to crush you and throw you into the many spikes that adorn the walls. Also, if you happen to fall into the pool, climb out onto one of the four islands, then hop back to the main floor. Once Morpha dries up, take the Heart Container and enter the Chamber of the Sages. - AFTER MORPHA - NEW QUEST ITEM: WATER MEDALLION NEW ITEM: FIRE ARROW Sheik will observe your victory from the Lake Hylia Island and talk to you a bit before vanishing once again, without even teaching you a song! It should be morning by now, and if it isn't, wait until it is. Fire off a single arrow into the rising sun to make the Fire Arrow appear on the small island. Swim over to receive it. At this point, you're kinda given a choice about which temple you want to beat next. It's your choice. If you want to go in techinical order, do the Spirit Temple next, but if you want to go in the odd order that the game designers in- tended, do the Shadow Temple next. If you do the Spirit Temple next, you should probably avoid going to Kakariko Village, since that will start a rather large cutscene that will make you want to do the Shadow Temple next. I will also warn you that there's one item you need to get before you do the Spirit Temple (Lens of Truth) and another found in the Shadow Temple that is slightly useful but not essential in the completion of the Spirit Temple. Since the odd order makes more sense, I'll follow it instead (FYI, I like to do the Spirit Temple first and then the Shadow Temple, but that's not how the game was designed). Regardless of which temple you're doing next, you need an item before you can continue. You'll first need to warp (or walk or ride) to the Temple of Time and return the Master Sword to the Pedestal of Time (assuming, of course, that you have already learned the Song of Storms from the Windmill Guy in Kakariko). Now that you're pint-sized again, return to Kakariko (don't worry, this is a seven-year-younger Kakariko, so you won't see the really cool cutscene yet) and go to the Windmill. Play the Song of Storms in front of Bob the Crazy Windmill Guy to crank the Windmill into super-speed. This will suck all the water out of the Well, opening up a horrifying new path.... -*- UNDER THE WELL -*- NEW ITEM: LENS OF TRUTH This place is evil, but it's just a fraction of what you'll see in the Shadow Temple. You'll need to crawl through a small tunnel to get inside. Take out the Skulltula, then walk through the wall at the end of the room. Yes, I said walk through it. See? Well, you can't see, at least not yet. You'll need the Lens of Truth to really see. The Windmill may have drained enough water to get in, but to completely drain the well, you'll need some hylian authority. You can either go left or right, but I recommend left. You'll probably run into the Green Bub- ble, but loosing a quarter of a heart isn't as bad as falling into a hidden hole and loosing a couple minutes. Anyway, once you reach the other side of the tunnel, you'll see a stone demon spouting out some pretty slow water. Stand on the Triforce Symbol and play Zelda's Lullaby to completely drain the well. Now, I should next warn you about this place: there are eight holes in which you can fall through and land on the lower level, only two of which are in the outer tunnel. One is underneath the demon on the wall to your right, the other is in the alcove to your left. If you do happen to fall into any one of these, you should take the opportunity to get the map, which happens to be in the southern-most tunnel on the lowest level (beyond some boulders). To get back up to the first floor, you'll need to collect five silver rupees, three of which are on the wooden slats in the pond of green acid. The other two are up the ladder, which also leads to the door. Even then, you may think that you're trapped. However, if you listen carefully, you'll be able to hear the sounds of the main tunnel. To the left of the door is a fake wall, and on the other side is the main tunnel. Go straight ahead from there and you'll find yourself back at the beginning of the well, but this time, the little pond has been drained, revealing a small tunnel. Crawl through it, kill the Skulltula, then continue into the next room. Here you'll have to fight the Dead Hand mini-boss. Let one of the hands grab you to begin the battle. The actual monster himself will come out of the dirt and walk towards you slowly. Once you break free of the hand, do quick spin at- tacks (if you know how) or just avoid the hands and attack the head. Continue this strategy (don't follow the head once he turns around and burrows back un- derground) until he, uh, dies?... Pop open the chest to receive the Lens of Truth! By activating this, you'll be able to see what's real and what's merely an illusion. Try it out behind the chest to find another smaller treasure chest.... Pop that baby open to get a whopping 200 rupees! Now, you may think that you've completed this place, what with killing the boss and getting the item and all, but if you're going for skulltulas, you've still got some work to do. Plus, now that you have the Lens of Truth, this whole place will be twice as easy. Return to the main tunnel and use the Lens of Truth on the wall to the left of the alcove in front of you. You'll find a chest with a key! Woo hoo! Go around the corner and use it again. Continue using it to avoid the hole. Woo hoo, the compass! Now exit and run to the other side of the tunnel and use it again. Woo hoo, another key! Use it a little further down the tunnel to find a big room in the center (be careful, there's a hole under the, ah, um,... well, there's a hole in the middle of the room). Use your two keys on the two doors to find two skulltulas (use the Lens in the room on the right to see how to get to it). Now exit the center room on the other side to find a little passageway directly in front of you. Follow it to the room full of coffins. Next to each coffin is a torch, and when you light a torch, the adjacent coffin will open to reveal its horrifying contents.... The far left coffin holds a key, so use a deku stick to light the torch. A pair of Keese will also be released, so shoot them before they catch fire. Hop in, grab the key, then return to the main tunnel. Go left, then right and continue to the small tunnel (be careful, there's a pit beneath the demon on the wall, use the lens to see it). Crawl through, then use the key to get in. You'll be leaving the Lens activated while in this room at all times, since half the floor is false. Shoot the keese, bomb the Beamos, then carefully cross the room to the door. Kill the Like Like, then snag the Skulltula. Woo hoo! You're done! Time to get outta this little hell hole. - AFTER THE WELL - NEW SONG: NOCTURNE OF SHADOW Upon entering Kakariko Village after beating the Water Temple, you'll see one of the greatest, if not the best cutscene in the entire Zelda series. I won't spoil it for you, but it's cool. Sheik will then teach you the Nocturne of Sha- dow, the song that will warp you to the enterance of the Shadow Temple, which is located on the ledge behind the Graveyard. After following the stairs down into the cave, you'll be right in the middle of sixteen empty torches. No mat- ter how many fire arrows you fire, you'll never get them all lit. Hop onto the platform in the center of the room and use Din's Fire.... -*- SHADOW TEMPLE -*- This place is basically Under the Well times five. Many of the puzzles and enemies are the same, but there are still many new suprises. You'll obviously be using the Lens of Truth for a great deal of it,