A complete, 100% Zelda: Ocarina of Time 3D walkthrough.
Complete, one-hundred percent walkthrough by Brandon Guerrie. © 2012/2013. All rights reserved.
This document belongs to its author, Brandon Guerrie. GameFAQS/Prima Games are the only sites I'm allowing this guide to be posted on, since work tends to get lost/shifted/whatever. Thank you, and I hope you find the guide useful!
© 2012/2013. All rights reserved.
Special Note: Since you always have a map on the lower screen and the corner of the top screen (in most areas), keep an eye on it. It serves as the directions in the guide (unless noted otherwise).
Get A Sword & Shield
As Link awakens from his nightmare, exit the tree house. Talk to Saria, and then head west (left).
You will find a hill to your next left; walk up it. Continue south from here, and run or hop around some fences. At the wall (behind the fences), you will see a small hole you can crawl into. Enter it.
A simple maze, make sure to watch for the giant boulder around the corner. Skip through the flowers and make it to the southeast corner. Open the chest to get the Kokiri Sword.
Your goal now is to earn up to 40 rupees so you can purchase the Deku Shield at the Kokiri Shop (located northeast of town). Slash any bushes or walk through any grass you see -- there are always Green Rupees scattered in them. For a quicker gain, check the tree house (labeled Mido on the post sign) to the northwest part of the map and find some chests that contain some cash. There is another Blue Rupee (x5) behind his house outside as well.
Tip: You can hop across the water platforms (without falling) for a Blue Rupee. You can also work your way from the bridge above to locate another one.
A Talking Tree
Head to the shop and buy the Deku Shield. Equip your sword and shield from your inventory and then head to the east end to talk to the great dork, Mido. After his gibberish, he will let you through.
Here, you will battle your first enemy: the Deku Baba. These are easy to take down -- when they stand straight, slash them with one hit and you will obtain a Deku Stick that it drops.
Take on the rest of the plant monsters to stock up on sticks. After you are finished, continue east to finally meet the King of the Forest, the Deku Tree. You will be introduced to a cinema. Agree to help out and head inside the tree for your first dungeon.
Inside the Deku Tree
As you enter, climb the ladder to the left. Make your way around the slope and hop across the path to the second floor.
Snatch the Dungeon Map in the large chest, then proceed further down the walkway. At the end, there is a door you can enter.
In this room, use your shield to ricochet the nut that the Deku Scrub spits at you. It will reflect and hit him back. Run up to him to have a quick chat. This will unlock both barred doors. Proceed to the next room.
Hop onto the platform to make it to the ledge across (do not worry about it falling). Open the chest to obtain the Fairy Slingshot.
**Tip: If you are hurting for health, you can climb the vines nearby to find a chest with a Heart in it.
To get out of this room, equip your slingshot and shoot the ladder which hangs above the door (where you came from). Head back to where you acquired the map. Use your slingshot manually to take out the Skullwalltulas crawling on the vines (there are three of them). Choose either side and climb up to the third floor.
3F & The Compass
Ignore the Skulltula for now; there is only one door on this level. Head inside.
This room requires you to do a little multi-tasking. First, step on the yellow switch on the ground. This will raise the three platforms. Quickly hop across the two to get to the ledge with the chest. Open it to retrieve the Compass.
There is nothing else here, so head back to the door. To exit, equip a stick and light it with the torch, then light the unlit torch near the switch.
Diving Link 101
Back in the main room, take out the Skulltula (hit its soft tissue when it turns around), and you will see a small wooden walkway extending out. Yup, that’s right -- take a huge leap off that down to the first floor. Make sure, though, you land on the webbed-hole in the center of the floor (the web will break). This will cause you to fall down to B1.
B1: Brothers' Secret
Make your way to the northeast ledge to find a switch. Step on the switch to ignite the yellow torch nearby (it will burn the web). Now, whip out a Deku Stick and light it with the torch. With the fire burning, make haste and run across to the southeast ledge (insure you stay in shallow water). In the corner is webbing blocking the door -- burn it with your stick and enter the door.
As you enter, quickly guard yourself with your shield and bounce the Deku Nut back at the Deku Scrub that he spits. Run up to him and he will give you a little hint; you have to take out his brothers in a certain order (2, 3, 1). Keep this in mind.
Once he is gone, take a look above the following door. There is an eye icon. Hit it with your slingshot to release the bars on the door. Head on in.
Hop in the water and find a switch at the bottom in the southeast part of the room. Dive to the bottom to activate it. Quickly climb back to the ledge where you entered, jump on the moving platform when it comes, then hold the R button to duck under the spikes from the wooden pillar.
Once across, slash the Skulltula that hangs and listen to Navi. Push the block all the way down the gravel to the tile. Use the block to climb up, and then enter the door.
Eliminate the Deku Babas, then use a stick and ignite it with the torch. Ignite the two unlit torches to unlock the north door. In this room, you will encounter Gohma Larva -- your first moderately-challenging enemy. Make sure to block when their eye turns red (it is an indication they will jump at you). A couple of sword stabs should do it.
After exterminating the creatures, you are faced with the same concept from the previous rooms. Light a stick and use it to burn the web blocking the east passage.
The other passage is blocked by a cracked wall. You do not have Bombs yet to blow it up, but take note Gold Skulltula #4 is inside.
With the web gone, crawl through the small hole on the wall.
Back in the main room, ignore the Deku Babas (unless you are in need of Deku Sticks) and begin to push the block off the gravel into the water below. A tone will beep. You can now use the block to get across to the torch without falling in the water. Light a Deku Stick from the torch, then cross back using the block. Swing the lit Deku Stick at the web on the floor to burn it away. Now, jump down the passage to B2.
You'll see three Deku Scrubs guarding the next door. Hit them in this order: middle, right, and then left (231). The last one will hop around - run up to him and he'll give away a secret tactic for the upcoming boss. After he leaves, enter the north door leading into the boss chamber.
Tip: Slash the plants nearby. They contain Deku Seeds.
Boss: Queen Gohma
Health: 6 (Kokiri Sword) Use the First-Person view and look up at the ceiling to initiate the battle. Wait until her eye turns red. When it does, L-target her eye and fire the Fairy Slingshot. When your hit connects, she'll be stunned; go in and slash at least two to three hits on her.
She'll crawl away and climb back to the ceiling. If you keep a lock on her, her eye will eventually turn red again. Hit her eye with your slingshot again and she'll fall back down to the ground. She's defenseless, so close in to finish her off with your sword.
If you don't hit her from the ceiling, she will drop eggs to the floor and her babies will hatch out of them. Eliminate them and wait for that eye to turn red again when she drops down.
Back To The Tree
Pick up the Full Heart Container then walk into the blue portal. You will watch a lengthy cinema about the history of Hyrule. Afterward, the Deku Tree will reward you with the Kokiri's Emerald.
After a sad event, leave the area and talk to Mido again. Once you hear his shenanigans, exit Kokiri Forest via to the west. Here, you'll talk to Saria, and she'll give you the Ocarina; the most crucial item in the game.
A Talking Owl
You will run into a mysterious Owl. He will give you advice throughout the game. Just make sure you pay attention -- or he'll repeat himself...
Your goal now is to head to Hyrule Castle due north. It's highly unlikely you'll make it in time before night falls (the bridge closes when the sun is down).
This is the main land of Hyrule; you're free to explore it while you wait until the sun comes back up. You will also encounter infinite amounts of Stalchilds that rise from the ground. Make use of your sword and pick up any items they drop. When it's daylight again, the entrance to Hyrule Castle will be open.
Tip: During the day, walk up the left and right chains of Hyrule Castle's bridge. When you jump off each one, you'll receive a Red Rupee!
Enter the first door you see (next to the guard). The guardhouse is filled with numerous pots you can smash. Roll into the crate next to the guard inside and snag Gold Skulltula#51.
Run to the next screen to arrive at Hyrule Market. You can visit multiple shops here if you please. It's not a bad idea to check out the Shooting Gallery. If you nail all the Rupees, you'll get the Big Deku Seed Bullet Bag, increasing your slingshot's capacity to 40 Deku Nuts.
Note: The Bizarre store has the Hylian Shield for sale, but you can wait and come back for a better deal.
When you're done fiddling around, talk to Malon near the center fountain. She will mention her father went to Hyrule Castle to deliver milk, but hasn't returned. With that said, head north (passed her) where you see Hyrule Castle in the distance.
Have another chat with the Owl again, and you will soon realize Hyrule Castle is heavily guarded.
You will find a vine nearby that you can climb. Once you're on top of the gate, climb down the ladder and head through the door.
Stay in the road until you see two guards. Turn left and walk up the hill beside you (just be aware of all the guards nearby). Follow the small path until you reach two more guards to the north. Head off trail to the northwest to find another vine that you can climb.
From the top of the ledge, leap off straight into the moat of the castle. Let the water carry you to the east side of the castle (you'll collect Green Rupees on the way).
To the northeast, climb to land and you will run into a sleeping Mario-look-a-like man. This is Talon (Malon's father). After hearing him snore, there's not much else you can do at the moment. Head back to the entrance of this area (you will get caught, on purpose, of course).
A Girl, An Egg, & A Song Or Two
Once the guards kick you to the curb, you'll find yourself back at the entrance of the Hyrule Castle area. Here, you'll run into Malon again. Talk to her and she'll give you a Weird Egg. Stay in the area overnight. When morning comes, the egg will hatch. Out comes a Cucco.
Return to Talon (sneaking passed the guards like before). Equip the Cucco in one of your item slots and use it to wake up Talon.
Once he runs off, you'll notice two milk crates nearby. Move the first crate into the water, and then move the second one on top of it, thus creating a bridge. Hop on top of the crates and jump across to the small hole on the side of Hyrule Castle. Crawl through the hole.
You're faced with another sneaky mission. It's relatively easy to navigate through without getting caught, but if you're having trouble, here's a quick guide:
Use the bush the center bush to stay clear and wait for the guard to walk to the next corner with his back turned on you.
Use the backside of the fountains when they're in the front.
Use the stairs to reach the wooden walkway above. Hold the Joystick diagonally to keep yourself straight. If you want to the Rupees below, drop down when it's clear. Just be wary that he moves a lot quicker than the other guards around the wooden post.
One walks slower than the other. Wait for the second one to reach the top left-hand corner of the bush, and follow guard as his back is turned.
This part is pretty basic and largely similar to the fountain area. Follow the guard and use the left side to reach the garden!
Tip: Shoot the left window with the Fairy Slingshot and a guy will toss a Bomb at you! If you shoot the right window, you'll obtain a Red Rupee.
Princess Of Destiny
Talk to Princess Zelda, who happens to be doing some spying of her own. Tell her yes and agree to help her out. At this point, Link and Zelda will have a long chat and you will be presented with a cinema.
After your date, you'll receive Zelda's Letter. Next, talk to Zelda's assistant, Impa. She will teach you your first song: Zelda's Lullaby.
|X|A|Y|X|A|Y| Zelda' Lullaby is used in numerous occasions in your adventure. At any point you see a Triforce symbol; this tune is the sure-answer.
What's Up At The Ranch?
After you get your groove on with your Ocarina, Impa will escort you back to Hyrule Field. She will also mention Kakariko Village, which is your next destination for the main quest.
Before heading there, however, there are a couple of important tasks you should accomplish at Lon Lon Ranch (located in the center of Hyrule Field).
Lon Lon Ranch
When you arrive, enter the door of the house on the left. Inside you'll find Talon (who's sleeping again). Talk to him to wake him up, and pay him to play his chicken-search game. He throws three Special Cuccos (their locations are random, so keep an eye on to where they land). If you find them all within the time limit, he'll give your first Bottle (and generously gives you some Lon Lon Milk to go with it).
Head back outside and find Malon at the ranch north. She will introduce you to her horse, Epona. Keep talking to her until she begins to discuss her song from her mother. Equip your Ocarina and she'll teach you Epona's Song.
|A|X|Y|A|X|Y| Epona's Song is another important tune that will become useful later in the game. This will (eventually) summon the horse, Epona, and you can ride her for faster traveling around Hyrule. You can also require milk from cows throughout the land.
Lend Me Your Heart
There's a tower in the southwest corner of the ranch. Inside, check the milk crates and find a gap in between them. You can both push and pull the crates. Eventually, you'll find a small hole you can crawl to. Beyond that room is Piece of Heart#1.
When you're done at the ranch, there's another optional song you can learn. It's time to head back to Kokiri Forest.
Use Your Ears
You can enter the Lost Woods by climbing the vines to the upper part of Kokiri Forest to the north. You will find a sign and a log tunnel you can enter.
Of course, it wouldn't be a Zelda game without a maze. You have to listen and follow the music for the correct path. For a quick reference, here's the correct navigation: Right, left, right, left, straight, left, and then right.
Sacred Forest Meadow
Link will arrive at the Sacred Forest Meadow, a supposed hideout for Saria. Funny thing is, it's guarded by a Wolfos. Use your shield to block its attack, and then strike it with your sword. It can be stunned with a Deku Nut as well. He should go down in no time.
The gate will open, followed by another maze (this time, a bit more basic since you have a map to guide you). Be wary of the Deku Scrubs that lurk around the corners.
Make your way right and then left through the vines. Pick either side afterward to reach the stairs to the north. Avoid or deal with the Deku Scrubs, and you'll find Saria at the north end. After a chat, you'll learn Saria's Song.
|R|Y|X|R|Y|X| Saria's Song really has only one purpose: to communicate with Saria herself. In a nut shell, she informs you where to go next (on the main quest), and the tune also gives you the option to talk to Navi when in need of wisdom.
After you ditch Saria for the second time, you want to make your way back to Hyrule Field. For an easy exit, you can climb the ladder to elevate to higher ground (above the maze). Take note there's a secret hole in one of the openings on the ground you can enter. Inside that is a Fairy Fountain to heal your wounds (and you can store one in a Bottle, if needed). When you return to the Lost Woods, exit from the opposite tunnel back to Kokiri Forest.
Tip: The village is located in the north east part of Hyrule Field (you'll have to cross a bridge to get there). There's a sign and stairs leading to it.
Your first row of business is to talk to the Cucco Lady on the southeast part of town. She's a little depressed because she lost all of her Cuccos. Be a good citizen (or hero) and help her out. In order to "return" them, you have to pick them up and throw them in the pen. All of her Cuccos are located in this area, so here's a quick list of their locations: 1. It's next to the Cucco Lady. 2. At the entrance of the village. 3. Inside a crate next to the Carpenters' House -- roll into the crate to break it. 4. In front of the shops in the north section. 5. On the ledge across the under-construction building; use another Cucco to reach it. 6. Use a Cucco to glide over the fence in the northeast part of the village; there's another one in this area (throw them both back over the fence). 7. Beyond the fence to the northeast, climb the ladder and walk around behind the windmill; it's at the other side.
With all the Cuccos returned to her pen, the Cucco Lady will give you another Bottle. With that out of the way, enter the passage to the east nearby to arrive at the Graveyard.
Run your way up top to the hill at the east end of the Graveyard. You'll notice it'll start to rain. Stand on the Triforce symbol and play Zelda's Lullaby in front of the grave. Here you'll witness a short cinema where lightning strikes the grave, causing it to explode. It will also reveal a hidden passage you can jump down. Go ahead, if you dare.
Royal Family's Tomb
Head down the stairs and enter the door. In the next room, use the Fairy Slingshot to shoot the Keese hanging on the walls. When you dispose of all four, the following door will open. Climb up and enter it.
You will be introduced to a new patch of enemies called ReDead. These zombies are capable of freezing you temporarily from their screams and chewing on your flesh. Let's just say you don't have the proper "spell" yet to dismiss these fellows with ease. Stick to the left wall and avoid falling into the green pits; the sewage isn't good for your health. Ignore the ReDead you run into and make it to the next room. Examine the writing on the tomb to acquire the Sun's Song.
|Y|R|A|Y|R|A| In Ocarina of Time, the world of Hyrule will change in the course of the day. The sun will set, and night time will flourish. For the Sun's Song, you're capable of manipulating the flow of both day and night -- you now don't have to wait lengthy times until the sun or moon comes out. Another excellent aspect of this tune is that it freezes those pesky ReDead zombies; multiple at once, in fact!
Make your way out of the tomb and back to Kakariko Village (and also try out the Sun's Song on the ReDead to shut 'em up). It'll be night time when you return, so tune out to the Sun's Song and make the sun come up rather quickly. Proceed to the north gate beyond the stairs and show the guard Zelda's Letter. After some convincing, he'll unlock the gate for you leading to the Death Mountain Trail.
*Note: The guard will also give you a discount from the Bizarre Store in Hyrule Market. It's essential to head back there and buy the Hylian Shield (for 72 Rupees) for the upcoming dangers that lie up ahead. Also, he will mention the Happy Mask Shop, also located in Hyrule Market. Check the Side Quest guide for guidance!
Death Mountain Trail
Get comfortable into battling the Red Tektites; you'll encounter numerous of them among the mountain. There's a cracked wall nearby, but you don't have any Bombs yet. Continue to the northwest to find the entrance to Dodongo's Cavern is blocked by large boulders. You will be returning here soon. *Continue up the mountain trail and you'll run into a Goron. The path to Death Mountain Crater is also blocked, so head for Goron City beyond the red flag to the north.
Immediately drop yourself down to the first floor of the city. You'll find a mat in front of a door on the north wall. Play Zelda's Lullaby in front of the door to open it. Head in and talk to Darunia -- the leader of the Gorons. Talk to him (he's not really in a good mood). Stand on the mat in front of him and play Saria's Song (he'll love it). Once he stops breaking-it-down, he'll give you the Goron Bracelet and mention Dodongo's Cavern is the Goron's food source but a wicked man sealed the entrance.
Bombing The Entrance
Leave Goron City (the same way you came in) and head west of the entrance. There's a Goron here as well as the entrance to Dodongo's Cavern below. Pick up one of the Bomb Flowers nearby and drop one down the cliff -- the boulders blocking Dodongo's Cavern will be cleared. Hop down and enter the cavern to your second dungeon.
Working Towards The Map
Pick up one of the Bomb Flowers and blow up the wall straight ahead. Head on in the main hall of Dodongo's Cavern. Hop on the pillar ahead (they move, so wait until it rises) to the center platform of the room. Watch out for the Beamos and its beam - stay a good distance to avoid it.
Make it across the left side of the room using the other moving pillar. Here, pick up a Bomb Flower and use it to blow up the cracked wall. Inside is a chest containing the Dungeon Map.
Skip to the right side of the main hall to find another cracked wall. Again, use a Bomb Flower nearby to clear the path.
Continue down the east path. You'll encounter Baby Dodongos here -- they're tricky, but you can use a hit-and-run technique because they'll explode when they flip on their backside.
At the end of the hallway are Armos statues that you can move. Drag one of them onto the blue switch to unlock the door. Head in for a miniboss.
Stay on ground away from the lava. Use your shield to block their attacks, and then retaliate with a sword thrust. They will switch accordingly after three hits in.
After the fight, make your way across the platforms to the new door that unlocks. In the following room, equip your Hylian Shield and battle the Dodongos. There's two ways to defeat them; either attack their tail or feed them the Bomb Flowers nearby (just back off when they breathe out fire).
Tip: If you happen to lose your Deku Shield from fire, there's a cracked wall in the corridor you can bomb. Fight the Deku Scrub and he'll sell you a Deku Shield.
Once the fire-breathing beasts are gone, you'll see three unlit torches scattered in this room. Light a Deku Stick from the ignited torch in the corner and use it to light the other ones. The following door will unlock.
At the end point, stand on the gold switch (this will unlock the door next to where you got the Dungeon Map in the main hall). Proceed to that room. First, use a Bomb Flower to blow up the cracked wall to reveal a door. In this room, use any Bomb Flowers to dismiss the Armos statue. Open the chest that appears for the Compass.
Bomb The Tower
Return to the previous room. There's a tall pillar that is surrounded by Bomb Flowers at its base. Pick up the Bomb Flower that stands alone (away from the pillar) and place it into the middle of the rest of them.
All of them will explode, causing the pillar to collapse and creating a structure you can climb. Walk up the wooden planks and enter the door to the top.
Shoot the Keese flying around this area with the Fairy Slingshot, then head over to the Armos statues. Push the one blocking the ladder, then climb up and step on the switch to unlock the following door. Enter it.
You're now on the upper part (the second floor) of the main hall. Cross the bridge (jump over the gap on the way) and find a room on the southeast side. Hop down the ledge. Beware of the Blade Traps that move around the corners.
At the southeast part of the area, you'll find a block and a ladder. Climb the ladder and you'll discover a cracked wall. By timing it correctly, throw the Bomb Flower at the cracked wall to blow it up (it'll explode in midair).
(Note: I did get lucky, so to speak, one time as the Bomb Flower landed just on the thin ledge in front of the cracked wall!)
In the next room, a circle of fire blocks your path. Equip the Fairy Slingshot and shoot the eye switch that hangs above the passage ahead to temporarily disable the fire. Skip across to the hallway beyond this point and zip passed the Baby Dodongos. Enter the door at the end for a rematch with the Lizalfos.
Use the same concept as before -- block and stab when given the opportunity. The only difference this time around is that it's more crowded and the platforms are narrow.
The Bomb Bag
As the Lizalfos fall to defeat, head over to the next room. Hit the eye switch with your slingshot to cease the ring of fire on the first platform. Hop onto it and look to your left for a second eye switch. Shoot it to disable the second ring of fire.
Quickly make your way through and you'll arrive at a familiar room (but on higher ground). Make it across the gap to the chest. Open it to...ahem, finally obtain the Bomb Bag.
The Eyes Of The Statue
Afterward, work your way west to find a switch. Step on it. This will raise the east pillar in the main hall from the first floor.
Check out the stone and its encryption for an interesting hint, then proceed to the bridge north (passed the rising pillar).
Here, you'll notice a large face statue below you. Equip your Bombs and throw them into the two gaps in the bridges. They'll land in the eyes of the statue and turn red -- and also reveal a passage in its mouth. Jump down to the first floor and enter the new area.
The Last Chambers
Make sure to have your Hylian Shield equipped; there are Fire Keese flying around which can burn your Deku Shield. Jump down the ledge and take a look at the center of the floor. There's a pattern of tiles here and a switch in the middle. You don't have the block yet, so climb up the eastern ledge leading to a hallway.
After walking down the hallway, stick to the left and jump down. Up ahead, you'll see two blocks. Line up the upper one (by pulling it) with the other block so you can push it off the ledge.
Grab the block and push it to the west wall so it's aligned with the third block. Climb it and push the third block out of the way. Run through the hallway to find a fourth block you can push off the ledge (you're back in the room with the floor tiles).
Now, push the fourth block onto the center of the tiles (into the hole), which unlocks the west door. Head inside and open the chest for some Bombs. Use a bomb to blow up the cracked floor. Jump down to battle the boss of the dungeon.
Boss: King Dodongo
Health: 4-5 (Kokiri Sword) As you learned in Dodongo's Cavern, Dodongos are not big fans of smoke. The only thing you have to worry about is when the beast crawls into a ball. He'll roll around the room -- make sure to stay in the corners (where the Bomb Flowers are) to steer clear. (You can also block the attack with the Hylian Shield.)
When he opens his mouth, toss a Bomb (or Bomb Flower) into his mouth. After he swallows it, it'll explode in his stomach and he'll fall to the ground. This is your chance to go in and slash two to three hits in with your sword. Repeat this process a couple times and King Dodongo will perish into the pool of lava.
A Goron's Hug
Grab the Full Hear Container and head through the portal. A cinema will ensue, and Darunia will be rather glad for your efforts. In return, he'll give you the Goron's Ruby. He will also mention you should visit the Great Fairy on top of Death Mountain. With Bombs in your possession, the Mountain Summit is accessible (where the red flag is just before Goron City).
Fire From The Sky
In order to enter the Mountain Summit, you need to use your newly-acquired Bombs to blow the boulders blocking the path. Once you made it there, be alert -- this area will have lava rocks falling from the sky periodically. Your Hylian Shield can block them, so make use of it and watch the shadows of the rocks.
When you reach the north end of the Mountain Summit, you'll find a cliff you can climb. Before doing so, however, dispose of the Skullwalltulas that hang on the walls with the Fairy Slingshot (you'll need to shoot the third spider from the upper platform).
When you reach the top, listen to the Owl's advice (he'll offer you a ride back to Kakariko Village when you're done here). Next, bomb the cracked wall left of the Death Mountain Crater entrance to discover the first Great Fairy Fountain.
Great Fairy #1
Play Zelda's Lullaby on the Triforce symbol in front of the fountain to summon the Great Fairy of Power. She will reward you with the Spinning Sword Technique and the Magic Meter.
Though you already could perform the spinning move, you can now charge up your sword with a magic attack; expanding its radius.
The Magic Meter is another crucial element -- it'll be used for various spells and items in your journey. Also take note that she'll mention "her friend" hangs around Hyrule Castle.
Head back outside and talk to the Owl. Grab a hold of his wing and he'll glide you back to Kakariko Village.
Piece Of Heart
As you land on the roof of the Impa's house, find a wooden platform you can drop down to (above the Cuccos pen). Head in the passage and Piece of Heart#9 will be inside the cow cage.
Great Fairy #2
It's not a bad idea to head back to the outskirts of Hyrule Castle. Bomb the boulders to the east (beyond the sign that reads "Dead End") to reveal a secret passage.
Inside (like you did before), play Zelda's Lullaby on the Triforce symbol and the Great Fairy will grant you the magic spell, Din's Fire. With it, you can cast fire and hit multiple enemies at once. You WILL need this spell to enter the Shadow Temple later on, so why not get it now?
When it's all said and done, your next trip is Zora's River, located east of Hyrule Field (beyond the river).
Bomb The Boulders
Try your new spin attack on the pack of bushes for some goodies. When you're done, have a talk with the Owl about the entrance of Zora's Domain. When he leaves, blow up the boulders blocking the gate with some Bombs.
Talk to the man near the fence. He's selling rare Magic Beans for 10 Rupees. Once you buy one, he'll increase the price by 10 Rupees each time. These can be planted in special soil that's located across the world of Hyrule.
As you plant one as a child, it'll grow into a giant leaf when you return as an adult. Link can ride this for transportation and reach new heights that were not accessible before. Try planting one next to the man and come back later in the game.
Piece Of Heart
There are four Pieces of Heart in Zora's River, but for now, you can only access two of them: -In the first section, use the Cucco to reach the upper ledges -- Piece of Heart#21 is on the center platform. Use the Cucco to reach it. -At the last section of Zora's River (where the waterfall is located), make it there with the Cucco and reach the upper edge nearby. On the ledge is Piece of Heart#22.
Pick up the Cucco and use it cross the river to the other side. Work your way to the upper trail -- it's easier to navigate. Dispose of the Tektites that roam the area and climb the ledge to the northeast.
Continue uphill without falling in the water and cross the bridge. At the top of the walkway is a waterfall. Stand on the Triforce symbol in front of it and play Zelda's Lullaby to open it up. Inside is Zora's Domain.
The Silver Scale
Head straight and you'll find a sign next to the Zora Shop that reads: "King Zora's Chamber." Make your way up the hill and ascend the set of stairs to meet King Zora. Speak to him from the stand that rests in front of him -- he's worried about his daughter, Princess Ruto.
After that, head left and talk to the Zora at the end of the tunnel. Play his Rupee-collecting game for 20 Rupees. Dive down the waterfall and collect the five Rupees that he drops into the water under the time limit. When you do, return to him to claim your prize: the Silver Scale. This allows you to dive deeper underwater.
Once you have the Silver Scale in your possession, jump off the waterfall back into the water (where you played the game). You'll find a small hole against the wall underwater; dive and swim into it to warp to Lake Hylia.
The Third Bottle
When you surface, talk to the Zora nearby. When he gives you a hint, dive underwater and you'll find the third Bottle close from here. There's a letter inside.
Before you return to Zora's Domain, swim to land on the southwest part of Lake Hylia. A talking Scarecrow named Bonooru will be standing in the field of soil. Show him the Ocarina and he'll want you to play a song.
This is the one and 'only' song you create yourself, so write it down after you compose it. This tune will become useful in the latter days.
Afterward, return to Zora's Domain using the warp hole.
Before you return to King Zora, head to the pool of water on the right side of the Zora Shop. Snatch a Fish swimming around with an empty Bottle. Once you acquire one, go back to King Zora and show him the Letter in the Bottle. He'll ask you to rescue Ruto and open the path leading to Zora's Fountain.
Great Fairy #3
The giant fish filling the sea is Lord Jabu-Jabu. Swim to the left side of him and make your way to the southeast piece of land. Bomb the gray boulder against the wall to blow up the tunnel behind it.
Inside, you know the drill -- play Zelda's Lullaby on the Triforce symbol. The Great Fairy will give you Farore's Wind, a magic spell that allows you to create a warp point inside dungeons. This is an excellent spell which will make upcoming dungeons and temples a hell of a lot easier, especially the Water Temple later on.
Stand in front of Lord Jabu Jabu and use the Fish in the Bottle. He's a bit hungry, and will gulp you into his mouth for your third dungeon.
Inside Jabu-Jabu's Belly
Shaboms, the bubbles, float inside the belly of the beast. Stab them with your sword to dispose of them. You'll also encounter Octoroks; they're largely similar to Deku Scrubs. Use your shield or slingshot to take them out.
Once you cleared the room, you'll see a white uvula hanging on the ceiling -- shoot it with the Fairy Slingshot to unlock the door.
The jellyfish foes (known as Biri) in the next room will electrocute you if you stabbed them with your sword. Use Deku Nuts to "deactivate" their electric shield, then use a sword thrust to pin them down.
On the left wall are two small crates; ignore them for now (you'll come back to this room) and head through the door straight ahead.
A Princess Falls
Here, you'll meet Princess Ruto. After she falls down one of the tissue pits, chase down after her.
Talk to Ruto twice and you'll have to carry her throughout the dungeon. With her in your grasps, turn around and enter the door behind you, which leads east. Proceed through the hallway and skip passed the Shaboms floating around.
When you reach a pool of shallow water with a white switch in the center, hop down and throw Ruto over the ledge across from you 'before' you step on the switch. With her flung to safety, hit the switch to raise the water, giving you enough elevation to swim and climb to the ledge where you threw Ruto.
Carry The Princess
Make your way down the hallway with Ruto and eliminate the Shaboms bouncing around. Drop Ruto for a second and take out the Fairy Slingshot. Shoot the white uvula that hangs above to unlock the door at the end.
Pick Ruto back up and head through. Fire your slingshot at the Octorok and wait for a platform to come down. Hop onto it with Ruto and you'll arrive back to the first floor of the dungeon.
Back On 1F
Head back north to the room where Ruto fell. Avoid the tissue pits and enter the door at the other end. Turn right down the hallway to find a white switch on the floor. Jump on the switch (with Ruto) and the door leading to the east room will unlock.
Three Stingers guard this room and swim underneath the ground. Use Bombs to clear them out and make a chest appear. Open it for the Boomerang. Pick Ruto back up and return to the previous hallway. New foes, known as Tailpasaran, will emerge from the floor here. Use your new Boomerang to quickly take care of them.
The two north paths are blocked by large tentacles. We'll take care of them shortly.
Go to the opposite end of the hallway to find another switch you can step on. This time, however, you'll need to place Ruto onto it to keep the nearby door unlocked (don't worry, she won't go anywhere).
Enter the room and be faced with a Parasitic Tentacle that hangs from the ceiling. Unleash three hits with the Boomerang (you'll have to stay relatively close to it so it will expand itself out of the ceiling -- just watch when it swings itself at you). Once it's vanquished, a chest appears. Open it for the Dungeon Map.
Return to Ruto (she'll be a little upset that you left her behind). Pick her back up and take your first left (the tentacle blocking the way will be gone). Enter the room and rid of all the Shaboms in the cavity under the time limit using the Boomerang. As the room clears, a chest containing the Compass will appear.
Back in the hallway, run for the northeast room (zipping passed the Tailpasaran). Take out the second Parasitic Tentacle with the Boomerang in the room. This opens up the center path to the north of the hallway. Make your way there. Destroy the Biri and then the final Parasitic Tentacle. Now, return to the room with the tissue pits (south of the hallway) and drop down the west-most pit.
Falling Down To B1, Again
Back on B1, you'll land on the upper ledge (northwest) of the room. Continue northwest and enter the door at the end of the hallway. The Blue Emerald rests on the platform -- throw Ruto to it and she'll grab it. Approach her to initiate a short cinema, and you'll be faced with a miniboss.
Run in the opposite direction of the squid. Rolling will help you catch up to the creature. Once you get close enough to him (from behind), L-target his tail and hit it with the Boomerang. This will stun him -- go in and slash him with your sword. Repeat this process.
Eventually, he will begin to switch directions and you'll have to switch up your chase. Make sure to watch for the spikes on the center platform; stay clear and use the outer edges.
After the battle, ride up the platform back to the first floor. Smash the pots and get a Fairy if you need it, then head through the south door.
These flimsy rubber-like pillars can be temporarily stabilized with the Boomerang. Use it and quickly cross pillars to reach the door.
You'll notice a ledge against the wall across the gap -- hop on it and it will take you back to the second room of the dungeon (where the two small crates are). Pick up one of the crates and place it on the switch to the east to unlock the nearby door.
The Final Room
In the next room, dismiss the Biri and find a wall you can climb up to the southeast. From the top of the ledge, lock on the uvula from the ceiling with the Boomerang beyond the wall (you'll have to get descent distance so the Boomerang wraps around the left or right side of the wall, hitting the switch). This will unlock the chamber leading to the boss.
Health: 9-10 (Kokiri Sword)
Your first task is to L-target each of its tentacles that are attached to the ceiling. Dispose of each one with the Boomerang. Once it begins to spin around the room with its barrier of jellyfish, eliminate each of them using the Boomerang.
Keep moving left or right to avoid any electric beams it shoots at you. With the barrier gun, concentrate on the round center body part (stun it with the Boomerang, and then use your sword). Repeat this process until you are the victor.
Once the parasitic monster is put to the rest, pick up the Full Heart Container and then talk to Princess Ruto at the blue portal. With much dare and convincing, she'll give you the Zora's Sapphire Spiritual Stone.
All Spiritual Stones Are Gathered
You now have all three Spiritual Stones. Go to Hyrule Castle's bridge gate and witness an interesting cinema. If you watched closely, Zelda threw an item in the moat beside the bridge gate. Dive in the water and grab the Ocarina of Time.
You will also learn the Song of Time once you possess it. Zelda will inform you to play this song at the Temple of Time, which is your next stop.
Song of Time
|Y|L|R|Y|L|R| The Song of Time can remove (or spawn) blue blocks that have the Door of Time symbol on them. If there happens to be one present (or when Navi turns green), try this melody.
Temple of Time
A Gateway To The Future
Head to Hyrule Market and you'll find the entrance of the Temple of Time to the right of the Happy Mask Shop. Upon entering the temple, dig the tunes.
Now, stand in front of the altar and play the Song of Time. After the Spiritual Stones are set in place, the Door of Time will open. Inside will be the legendary Master Sword. Pull it out of its pedestal and watch a lengthy cinema.
Rauru, the ancient Sage of Light, will give you the Light Medallion. Following that, you'll also meet Sheik, a mysterious fellow who tells you an important item lies hidden in Kakariko Village.
Tip: Now that Link has grown into an adult, many of the items you acquired as a child (such as the Boomerang and the Fairy Slingshot) are not accessible. Also, within the seven years, environments, characters, and areas will be different (the big one being Hyrule Castle and Hyrule Market). With all that said, every area is still in the same location.
Back To Kakariko Village
Leave the Temple of Time, zip passed the ReDead (you don't freeze now), and head for Kakariko Village from Hyrule Field.
Kakariko Village (Adult)
Note: New shops are available in the village (especially the Shooting Gallery). You don't have the Fairy's Bow yet, but take note it won't to hurt to check things out around the town.
To The Grave
The laughing twins at the entrance of the village will mention the ghost of the undertaker at the graveyard, Dampé. Spook yourself and head to the Graveyard to the east.
The Graveyard is infested with Poes -- a ghostly creature in which will appear and disappear. Slash them with your sword and block their attacks when they spin (you can even stash one in a Bottle).
Dampé's grave is located on the northeast section of the Graveyard (on top of the hill). You'll notice a set of flowers in front of one of the gravestones - grab it from its backside to reveal a passage and drop down.
Race For The Hookshot
Talk to Dampé who is floating freely in the room. Agree to race him. You'll have a time limit of roughly 1:18 to make it to the end without the door shutting on you. Stay a moderate distance from him; he'll toss fire behind him that will slow you down if you make contact with it.
Keep an eye to where he turns in the maze. If you fail, retry. For a quick reference, here's the correct path in case you're having trouble: right, left, straight, left, right, left, left, right, left, right, straight, right, right, left, right, and then left.
If you make it in time, he'll reward a chest. Open it to obtain the Hookshot. Leave via the door behind the chest and the door will shut. You'll run across a huge blue block that puts a stop to your path - play the Song of Time to remove it. Ascend the stairs and you'll arrive inside the windmill.
Piece of Heart
There's the easily-attainable Piece of Heart#10 on the upper ledge of the windmill. Use the moving platforms to retrieve it.
Song of Storms
Talk the man inside the windmill and he'll mention a kid playing his Ocarina from the past. You are unaware of the song as of yet, but will learn it a little later in the game.
House of Skulltulas
There's a great chance you have acquired at least 10 Golden Skulltulas at this point; head to the House of Skulltulas and talk to the first freed-human inside. You'll get the Adult's Water; which increases your Rupee capacity to 200.
Back To The Ranch
With that out of the way, it's time to head to Lon Lon Ranch.
Lon Lon Ranch (Adult)
I Need A Horse
Talk to Mr. Scrooge (Ingo) at the ranch gate. Pay him ten Rupees to ride a horse. As the mini game starts, play Epona's Song and the bronco will run to you. Mount the horse and hop over the small fences in the area to collect some Rupees.
When the game's over, pay him another ten Rupees to ride the horses again. With yourself mounted on Epona, talk to Ingo and he'll challenge you to race. Wager the 50 Rupees.
Moderately use the carrots (on the bottom of the screen) consistently to stay ahead. When you win, Ingo will flip out and challenge you to another race. (The bet: You keep the horse.)
The second race is a little more challenging, but not impossible. Use two carrots consistently and let them recharge. When you're at the home stretch, go nuts!
After you win again, Ingo will keep his promise...sort of. He'll lock the exit to the ranch, and you'll seem trapped. Back up and work a full throttle -- you will be able to jump over the gate to permanently claim Epona!
Tip: Epona is yours to keep, and you can use her to get across Hyrule Field in a much quicker pace. Anytime you want to use her, play Epona's Song (with the exception of dungeons and towns).
Remember the Sacred Meadow where you met Saria as a child? Return to Kokiri Forest; your first temple is located beyond the Lost Woods.
As you enter Kokiri Forest, you'll notice the green-clothed kids are gone and the town is infested with monsters now. With that said, if you don't remember how to get through the maze, here's a reference guide leading to the Sacred Forest Meadow: right, left, right, left, right, left, straight, right, left, and then right.
Sacred Forest Meadow (Adult)
Moblins, Not Goblins
As you work through the maze, be wary of large boars that guard the area, known as Moblins. These foes will charge their spear at you, causing a decent amount of damage (and worse, repeatedly knock you in the water sections). Wait until you're at a moderate distance, and then hit them from behind with the Hookshot.
When you reach the end of the maze, continue north up the stairwell. A Club Moblin guards the last path. Armed with a giant bat, he'll swing according to your location. Skip back and forth (left, right, and straight) to dodge his ground attack. When you reach close enough range, stun him with the Hookshot and go in for a hit. Repeat this process; he'll fall after three sword hits.
Beyond the big Moblin is the entrance to the Forest Temple. Here, you'll meet Sheik again and be taught another song; the Minuet of Forest.
Minuet of Forest
|L|A|X|Y|X|Y| This tune allows you to teleport to the Forest Temple entrance (in the Sacred Forest Meadow).
Test Out The Hookshot
After Sheik leaves, use the Hookshot on the tree above to reach the upper edge. Enter the passage leading to the Forest Temple.
You will see two logs above you. Climb the vines to your right (after eliminating the Skullwalltullas). When you make it to the top, make it across to the other tree to the chest. Inside is a Small Key.
Two angry Wolfos are waiting for you below; hop down to the ground and take them both out one at a time. When they're slayed, head through the door. Shoot the Big Skulltula with your Hookshot in the hallway, then proceed through the next door leading into the main hall of the temple.
The Elevator Is Out Of Service
A short cinema will take place. Four Poes will separate and disappear, while the elevator descends down to B2.
Your ultimate goal is to have all four of these torches lit again so you can access the elevator. To do so, you'll need to find the Poes that vanished throughout the temple. For now, climb to the ledge straight ahead and enter the door leading to the north room.
Small Key 2
Eliminate the Blue Bubble (stun in with the Hookshot, then stab it) and walk through the sliding door leading to the next room.
Two Stalfos will be guarding this room; block their sword thrusts with your shield but make sure to slide to the side when they leap at you. Attack them after they strike, and you shouldn't have a problem. When they fall, a chest appears containing another Small Key.
Tip: In the room with the two Stalfos, there are some pots you can smash. Inside one of them is a Fairy; use it to heal your wounds or store it in a Bottle.
Head back to the main hall and you'll see a blue block in one of the corners of the room. Play the Song of Time to remove it, revealing a door behind. This door leads to the west courtyard.
When you enter, dismiss the Large Baba and search for some vines you can climb on a wall in a corner of the courtyard. Be wary, though; you have to shoot the first two Skullwalltulas sticking to the vines first and then carefully climb up to the ledge without being seen by the third spider (wait until its back is turned). Once you reach the ledge, enter the door.
Deal with the Blue Bubble and a chest will spawn. Open it for the Dungeon Map. Head through the next door (with the emblem above it) and you'll arrive at the east side of the second floor.
Slash away the Deku Baba, drop the Skullwalltula, and then use your Hookshot on the white target above to make it to the other balcony. Stand on the red switch to lower the water in the well in the courtyard. Descend yourself from the balcony and drop down the well.
Small Key 3
After dropping (or climbing) down the well, run to the other end and find a Small Key inside the chest. Climb the vines behind the chest to make it back to the western courtyard.
Return to the main hall. Use one of the Small Keys to unlock the door on the other side. Make it through the hallway (eliminating the Large Skulltula) and into the next room.
This room is huge; and you'll have a lot of stuff to do in here.
First, climb both ladders and wrap yourself around the hallway (Navi will mention the yellow arrows on the floor). There's a large blue block that you'll need to push (using the directions of the arrows).
Run around to the end of the hall behind the block. Push it from behind as far as you can (following the arrows). When it stops, work your way around the hallway again to get to the other side of the block.
Now, push the block all the way until it drops into the groove (you'll hear a tone beep).
Before climbing up the block, find a nearby ladder and use it to reach the second level of the room. Here, you'll run into a red block. Push it all the way (you'll see the arrow on the floor) against the wall.
Descend back down the ladder and climb the blue block you pushed earlier. When you reach the upper level again, you'll be on the other side of the red block. Push it all the way until it clicks into the groove. Now, use the red block to make it up the ledge.
Scoot up the next ladder and battle a couple Blue Bubbles. There's nothing you can hit the eye switch with that hangs above the door 'yet, but you'll come back soon enough.
Unlock the door ahead and navigate down the twisted hallway. At the end is another funky room; keep moving because there will be a Wallmaster that drops down from the ceiling that can grab you (look for its shadow to determine where it lands). Stab the Wallmaster when it descents, then climb the nearby ladder.
Unlock the door beyond the gap.
Note: This flipped-room with the twisted corridor contains the Boss Key, but you aren't capable of acquiring it yet.
The Fairy Bow
In the following room, you'll notice paintings while you skip down the stairs (yes, you will come back to this room, too). At the bottom of the stairs, enter the door. You'll have to fight another Stalfos. Don't be fooled; he can walk across the gap, but you cannot. Once you defeat him, two more Stalfos will appear. When they're vanquished, a chest appears. Inside is the Fairy Bow.
With your Fairy Bow finally equipped, head back to the previous room (with the red-colored carpet).
Remember the paintings you passed while walking down the stairs? Use the Fairy Bow and shoot each one when the Poe is visible in the painting (there are three of them; stay a descent distance). When all three are gone, the first Poe sister, Joelle, will appear at the bottom of the steps.
When she begins to spin, use your shield to block her lamp (twice), and then use either an arrow or your sword to get a hit in. She'll disappear and reappear; use the same technique to take her down.
Small Key 4 & The Second Poe
A chest will appear once you've done some ghost-busting. Open it for yet another Small Key.
With one down, you'll notice the nearby torch will be ignited (this is one of the four torches in the main hall that surrounds the elevator).
Head back in the room where you obtained the Fairy Bow and enter the door with the blue-colored carpet. The same concept implies here: Nail the three paintings with arrows and fight Beth, the second Poe sister.
After she's taken care of, a chest appears nearby. Open it for the Compass.
Note: Beyond the steps in this room is a locked door and another twisted room, but you don't have the other key for the door ahead. You will return here shortly.
Back To The Funky Room
Remember the twisted room with the Boss Key chest? Head on back there and make it through the funky hallway, returning to the room with the eye switch above the door.
Hit the eye switch with an arrow; this will "straighten" out the twisted hallway and flip the room with the Boss Key. Return there and the gold chest will be resting flat on the ground. Open it for the Boss Key.
Small Key 5
Next to the chest is a small hole; jump down and eliminate the Blue Bubbles. The following door will open. This leads back to the western courtyard, but on higher ground.
Do NOT jump down. Instead, wrap around the ledge and you'll find two doors. Enter the brown one first.
Block the Floormaster when it leaps at you and then slash it twice to cause it to split into three small hands. Use a spin attack to dispose of them with ease. A chest will appear. Open it for a Small Key.
Re-Twist The Hall
Exit the room and enter the other door, arriving back at the block puzzle room from earlier. Work your way back up to the room above.
Tip: On your way back up, there's an eye switch on one of the levels at the other side of the corridor. Hit it with an arrow and a chest appears, containing some Arrows.
When you reach the eye switch that manipulates the carpet hall, hit it with an arrow to "re-twist" the following rooms (so the eye is open).
Now, backtrack to the room where you fought Beth, the second Poe sister (in the blue-colored carpet door). Head up the stairs and use your key to unlock the door on the second floor. Head through the hallway and unlock another door at the end.
Melt The Eye Switch
In the next room, hop on the moving platforms in the center of the room and look around; there's an eye switch on the west wall but it's covered with ice.
Line up a well-aimed arrow with the torch on the center platform and hit the switch with a flaming arrow. It will melt the ice and close the eye. With it closed, it'll rotate the previous room. Head back there and find a small passage on the floor. Jump down.
The Ceiling's Falling!
In this gigantic room (with the checkered-tiles), the ceiling will periodically collapse. However, there are small gaps in the ceiling you can squeeze yourself into to prevent being smashed.
The first thing you'll want to do is eliminate the Large Skulltula with your Fairy Bow; he'll block your way to safety if not dealt with.
Next, wait until the ceiling rises and run for the yellow switch on the floor (this will unlock the south door). When the ceiling raises itself again, run for the chest (for some Arrows). When it's clear, run for the door.
In the next room, examine the painting of the Poe on the wall (get a good look at it), then shoot it with an arrow.
This activates a puzzle sequence: There are five blocks that drop to the ground, and it's your duty to line them up properly (by moving them) to match the painting.
Your first time limit is one minute. Don't sweat it if you don't match it in time; your time will be extended each try and you have unlimited chances.
When the blocks are aligned correctly, you'll fight the third Poe sister, Amy. Again, use the same technique as before. When she falls to your demise, the west door will unlock.
One Last Ghost
Battle your way through the corridor and enter the door at the end to return back to the main hall. The last Poe sister, Meg, awaits you.
She morphs herself into four Poes and circles around you. There's only one that's real; the one that spins periodically. Hit the real one with the Fairy Bow. Repeat this process and she should fall after four arrows.
The Elevator Is Working Again
After all four Poe Sisters are defeated, the elevator will rise up. Take it down to B2.
The room below consists of an octagon-like structure. Each edge stub can be grabbed and pushed to rotate the walls surrounding you. It doesn't matter which stub you rotate; just make sure when you're turning them you're doing so counter-clockwise. Here's a quick solution: 1. Pick a side, say, the northeast stub. Move it 'three times' from its south side. 2. The southwest passage will be open. Open the chest for a Bundle of Arrows. 3. Continue turning the walls counter-clockwise 'twice'. 4. The northwest corner room will be open. Go in and step on the yellow switch. 5. Grab the wall and push it counter-clockwise once more. 6. The room to the east is now open. Go in there and step on another yellow switch. 7. Rotate the wall counter-clockwise 'two' more times. 8. The south passage will be open; step on the switch inside to raise the gate north. This leads to the boss chamber.
Boss: Phantom Ganon
Health: 10-11 (Master Sword), +3 Arrows
Head up the stairs to the gallery. After you're done looking around, try to leave and Phantom Ganon will appear.
On horseback, he'll teleport in and out of the paintings on the wall. Keep your Fairy Bow equipped and wait for him to exit one of the pictures.
There will be one that is a poser and another that is real. The true "Phantom" will show a glow of purple energy as he's exiting the painting. Fire an arrow to ensure a hit. After roughly three hits, he'll unmount his horse and fight you one-on-one.
Armed with a dual-ended spear, he will fire energy beams at you. Don't bother blocking them with your shield; use your sword to reflect the beam back at him. You'll have to bounce the beam back and forth until it hits him. When it does, he'll fall to the ground, giving you a chance to unleash some stabs into him. Repeat this process and he'll be vanquished into another dimension.
Grab the Full Heart Container and head through the portal.
After receiving the Forest Medallion from Saria, you'll watch an interesting cinema and hear tales of Link's origin.
When it's over, navigate back to the Temple of Time. Head in the Master Sword's room and talk to Sheik. Here you'll learn the Prelude of Light song.
Prelude Of Light
|A|Y|A|Y|X|A| Another transportation song, the Prelude of Light lets you teleport to the Temple of Time. It'll be good too, since you'll have to come back here on occasions to travel back as a child.
Note: With the Forest Temple completed, you can now return the Master Sword at the Temple of Time and travel back and forth through both as a child and an adult.
Race Back To The Mountain
Navi will soon mention Death Mountain and its strange appearance. Head back to Kakariko Village and to Death Mountain Trail.
Tip: While in Kakariko Village, try out the new Shooting Gallery located in the east part of town. If you win, you'll receive the Big Quiver Bag, increasing your arrow capacity to 40.
Death Mountain Trail (Adult)
Death Mountain is a tad different; boulders roll around the area, so be careful. Make your way to the top and enter Goron City.
Goron City (Adult)
Stop The Guy Rolling Around
The city is deserted, but there's a Goron fellow rolling around on the level below. Use a Bomb to put a stop to his movement and then talk to him.
Ask him about the Fire Temple and the Gorons and he'll give you the Goron Tunic. This tunic resists heat from fire areas, in which you'll need for the upcoming temple.
The door on the bottom floor of Goron City (Darunia's room) will open. Equip the Goron Tunic and head down.
Darunia's Secret Room
Inside Darunia's room, examine the Goron statue on the north wall. Grab ahold of it and pull it out to reveal a secret passage. This leads to the Death Mountain Crater.
Death Mountain Crater (Adult)
Don't Need A Bridge
Hookshot your way across the wooden bridge using the logs above it and you'll run into the mysterious Sheik again. Here, you will be taught the Bolero of Fire song.
Bolero of Fire
|R|L|R|L|Y|R|Y|R| This tune teleports Link to the Death Mountain Crater (and the Fire Temple).
The Next Temple
The passage north leads to your second temple, the Fire Temple. Drop down the steep passage.
Meet Up With Darunia
Run up the stairs and enter the door to the left (just watch those pesky Fire Keese).
In the west wing, you'll meet up with your old pal, Darunia. He'll inform you that his people need to be saved. Also, take notice that the Boss' chamber is in this room.
Once Darunia leaves to deal with the dragon, pounce across the pillars to the left and reach the yellow switch. This unlocks a cell where a Goron lays captive. Talk to him from some advice, and then open the chest for a Small Key.
Tip: The other side of the room contains two Fairies in the pots. Use the Hookshot on the white targets to reach the ledge.
The East Wing
Head back to the previous room and unlock the door on the opposite side which leads to the east wing.
This enormous room is filled with a pool of lava, but the pieces of land and blocks can help you navigate around the area (just be aware the blocks are only stable for a short period of time).
Make your way to the left side of the room (where the blue block rests above the door afar). Ignore the blue block for now and enter the door below. Release the Goron from cell by stepping on the switch and grab the Small Key in the chest.
Exit back to the previous room.
A Secret Room
Back in the lava room, head over to the opposite end to the land there. A spot in the brick wall will be weak; blow it up with a Bomb to reveal a passage.
Beyond that is another Goron being held captive. Free the Goron from the switch and snatch the Small Key inside the chest.
With that dealt with, return to the lava room and cross the bridge to its other end and unlock the door.
A Ride Up From Steam
Slide down the wooden plank and you'll notice some steam is bursting out from the ground here. It'll be useful once we place something on it.
Hookshot yourself to either sides of the fence and make it to the top. Eliminate the Keese and take a look below you.
See the block? Hop down and push it so it falls down the middle gap and onto the bursting steam on the floor. Immediately jump onto the block and take it for a ride to the second floor.
Second Floor & A Crystal Switch
There's another jail cell here; too bad you can quite get to it yet.
Climb the ledge in the corner and take care of the Torch Slugs sliding around (use either your arrows or your sword).
When you reach the torch, jump across the gap so you land in between the crystal switch and the block on the other side. Push the block off the ledge, then jump down and drag it through the groove so it rests on the face tile.
Climb back up and use the block to reach some fencing you can climb to the upper part of the room.
Up top, a ring of fire blocks your path leading to the next set of fencing. Hop down the little ledge close by and hit the crystal switch below with the Hookshot. This disables the fire for a moment; quickly climb up the fencing before it reappears. Enter the door ahead.
Third Floor Boulder Maze
You're now on the third floor of the temple.
This maze-like room is a real pain; boulders roll in every corner and it's hard to stay clear of them. You'll have to quickly navigate through the maze and roll out of the way from the rocks, if possible.
Firstly, make it to the other side of the room and you'll find a yellow switch in a corner. Step on it and it will open the jail cell for the Goron. After talking to him, open the chest and retrieve another Small Key.
Now, continue through the maze until you find a door against the wall. Enter that to find another trapped Goron. Same as before, free him and obtain the Small Key from the chest.
A Steep Path To The Map
After freeing the Goron, exit the cell and stay right through the boulder maze. Eventually, you'll run into a locked door. Unlock it to find yourself in a steep room with an extremely narrow walkway.
Take your time crossing it (if you slip, you'll fall back to the first floor of the temple where you met Darunia). When you reach the middle of the path, turn right and shoot the eye switch hanging above the door. This will unlock the door. Cautiously walk there and find a chest inside containing the Dungeon Map.
Race The Fire
Head back to the steeply room and continue down the narrow path to reach the door at the end. Unlock the door.
Inside the room, use the narrow ledge to make it to the fenced platform hung by chains.
Once you step foot onto the platform, hurry; a wave of fire will be burning behind you. Make it across to the door at the other side of the room (take note there's a locked door on the upper ledge; you will be returning here later).
It's Not A Maze If You're Above It
You're now back in the boulder maze room; this time, on higher ground.
Pounce across to the platform straight ahead and take out the Torch Slug. Navi will soon mention she can hear Goron voices below. Take a look at the floor: it's cracked. Blow it up with a Bomb to reveal a steep passage below.
Jump or climb down the hole (jump, will ya?) and you'll find another Goron locked in a cell around the corner. Listen to his advice after freeing him and grab the Small Key from the chest.
Notice that this is the room with the crystal switch from earlier. There's nothing else to do here, so climb back up to the third floor where you came from.
Back in the upper part of the maze room, hop yourself across the ledges to the yellow switch (it's useful to roll and jump for better reach). This unlocks the Goron cell in the corner of the room. Work your way there cautiously across the narrow ledges.
Once there, you know the drill: free the Goron and grab the Small Key from the chest.
Back In The Fire
As this is completed, head back to the lava room (with the wave of fire) and use a roll-and-jump method to reach the upper ledge with the locked door you passed previously. Use the Small Key to unlock it.
Head through the hall and it will lead to the west side of the third floor.
Unfortunately, you're faced with another maze. In front of you is a large pillar (you will be taking care of it shortly).
First, drop down to the right side of the room.
Tip: Some of the doors are traps. When you try to open them, they'll flap around and smash you into the ground. In order to determine if the door's false, try slashing it with your sword. To dispose of them, use Bombs.
At Last, The Compass
Cautiously make it through the fire maze (there's only one correct path in each section, so scout the area). When you stumble upon a door (with tiles around it) enter it. Inside, open the chest for the Compass.
Tricky Fire Walls
Back in the maze, work your way back and proceed to the southwest section of the room. Be wary of the pillars that shoot out the fire and stay a fair distance. Unlock the door at the end.
Another Goron cell will be in this hallway, but you can't open it yet. Enter the northern door and you'll end up at the northwest side of the fire maze room.
The Other Side
Make it through this section of the maze and reach the gold switch on the floor. This releases the fire barrier blocking the northern ledge temporarily.
Find the pattern through the maze and reach the ledge in time before the fire reappears. Place a Bomb in front of the "fake" door and it'll blow up the wall behind it and reveal another door behind it. Inside you'll battle the Flare Dancer.
Miniboss: Flare Dancer
L-target Flare Dancer and use the Hookshot to pull his head out from its body. Once the cute head is running around, slash as many hits as you can until he jumps into the fire and reforms his body (you can usually get four hits in). Repeat this process quite a few times and he'll be toast.
Bomb The Crystal Switch To 5F
With Flare Dancer gone, the fire on the center platform will disappear. Jump onto it and ride it up to the fourth floor.
In the next room, you'll see a crystal switch. Ignore it for a second and climb the fencing first.
On the next level is a ring of fire. Toss a Bomb down to the crystal switch below to deactivate the fire, and then quickly climb up the next patch of fencing to the floor above. Enter the door here on the fifth floor.
The Megaton Hammer
Take notice of the face tile on the floor nearby (it's a little loose).
Anyway, your main goal is to make it to the chest beyond this circular structure under a small time limit. The chest is protected by a ring of fire, so step on the switch nearby to momentarily disable it.
Make haste and carefully cross the circle of steps to the chest (to save you time, hookshot yourself to the chest when in range). If you had good enough feet, you can open the chest and get the Megaton Hammer.
Return to that shaky face tile you passed (to get back, use the Hookshot to latch onto the torches on the outer edges) and equip the Megaton Hammer. Smash the tile with your hammer to reveal a hole.
Descend down into this room and use your hammer to pound the Goron statue from its side to clear the way into another door.
The Floor's Unstable
Eliminate the Keese in the following room and you'll see another face tile on the floor. Again, hit it with your hammer and the floor will collapse, creating a stairwell leading below.
Grab one of the small crates nearby and carry it to the bottom of the steps. Place it on the blue switch to unlock the door.
In the small room, smash the face tile with the hammer to create an exit you can hop down to.
Pound The Large Pillar
You will arrive back on the third floor room with the fire maze. Don't jump down yet.
Hit the large pillar with your hammer to cause it to fall two stories down (to the first floor).
Next, you'll see a rusted switch on the upper switch. Move there and smash it with the Megaton Hammer. This unlocks the door right by the switch.
Head in there and be faced with a blue block across the gap. Play the Song of Time to move the block and use it to make it to the ledge on the other side.
Hit the rusted switch to release the cage that barricades the Goron below. In the cell, make sure to snag the Small Key from the chest.
A Big Jump
Climb up the blue block and return to the upper level of the fire maze room. Now, simply jump down the hole where you smashed that large pillar (yup, all the way down back to the first floor).
The Statues Back At The Entrance
After landing back in the room where you talked to Darunia, head back to the temple's entrance.
At the base of the steps, you'll find a Goron statue in the northeast side; use the Megaton Hammer to clear the way.
Unlock the door hidden behind the statue and clear all the enemies in the next two rooms. A final door will be opened to the west; head through for your second fight with the Flare Dancer.
Miniboss: Flare Dancer
This time around, Flare Dancer moves much quicker and will spit fire at you. Other than that, it's the same battle as before.
The Last Goron & The Boss Key
With Flare Dancer permanently gone, a chest appears containing some Bombs. Enter the southern door and hammer the rusted switch, which will open the jail cell.
Head in there to rescue the 'final' Goron, and open the 'last' chest to get the Boss Key.
Return to the west wing of the first floor (where you met Darunia) and unlock the giant door.
Health: 13-14 (Megaton Hammer)
Whatever fire pit she peaks her head out of, equip the Megaton Hammer and smash her head with it.
Upon doing that, she'll pop out of one of random pits in the ground and begin to fly above you. There's not much you can do when she's in the air, but you CAN hit her with some arrows.
After about three hits with your hammer, she'll begin to drop boulders on you from the ceiling. Keep moving (watching the shadows) and wait till she descends from the air back into the ground. Just be careful when you get close; she packs a nasty swing with her claws. Repeat this process numerous times and you're home free.
After you have slain the dragon, scoop up the Full Heart Container and walk into the blue portal.
When you've done some talking with Darunia, he'll give you the Fire Medallion. As the cinema concludes, you'll find yourself back at the Death Mountain Crater.
There's another Great Fairy nearby, so read the next section.
Great Fairy #4
Use the Hookshot to cross back over the bridge (where you entered the Death Mountain Crater). There's a small bridge to the west of the area you can cross by foot.
As you reach the end, you'll find two rocks blocking the path to the southwest passage. Whip out the Megaton Hammer and smash your way through.
Inside, stand on the Triforce symbol (as always) and play Zelda's Lullaby. The Great Fairy will enhance your magic power by doubling its capacity.
Something Seems Fishy
When it's all said and done, your next trip for the Main Quest is Zora's River.
Zora's River (Adult)
Be wary of the Octoroks that infest the river -- they'll prevent you from crossing the water. Other than that, it's the same way to Zora's Domain (if you did plant the Magic Bean as a child, hop onto the leaf for a quicker way to the waterfall).
Again, play Zelda's Lullaby in front of the waterfall, opening the path to Zora's Domain.
Zora's Domain (Adult)
A Frozen Domain
You'll find out quickly that Zora's Domain has been frozen. Go up and check on King Zora -- he's frozen too! There's nothing more you can do at this moment, so head to Zora's Fountain located behind King Zora.
Zora's Fountain (Adult)
Ice-hopping To The Cavern
It's a mystery where Lord Jabu-Jabu went, and you can see Zora's Fountain is empty.
From land, hop onto the frozen platforms and use them to cross the water. If you continue north, you'll find a large cave. Reach the ledge from the ice and enter the Ice Cavern.
Tip: Anything frozen in red ice can be melted with Blue Fire. You will find fountains that carry it inside the Ice Cavern and you're enabled to store them in a Bottle.
Make your way through the cave and into the first room (watch for the falling icicles from the ceiling).
A large moving blade from the center of the room will be circulating the chamber. Take out the Freezards roaming around; they can freeze you if you get too close.
When all are dealt with, the door ahead will unlock.
Five Silver Rupees
In the next area, smash the icicles blocking your path and make it to the following room.
In the center is a twin-blade structure spinning endlessly (you'll have to work around it and crouch underneath when needed). There are five Silver Rupees you must collect here in order to continue.
The first three are in plain sight (near the spinning blades). The fourth is located in the corner of the room above. Climb the ledge nearby and jump off it to reach the Silver Rupee.
The last one is behind some icicles near where you entered. Smash the ice with your sword to claim it.
Melt The Ice To The Map
With all five Silver Rupees collected, the door on the upper ledge will unlock. Head there and through the small cave (forget the enemies -- just keep running).
In the next room, clear all the enemies present (best by using Din's Fire) and climb up to the walkway.
As you make it across, you'll find a fountain filled with Blue Fire. Fill up all your Bottles with it and make it to the end of the walkway to find a chest covered with red ice. Pour Blue Fire to melt it and open the chest for the Dungeon Map.
Tip: There's a lonely ledge with one pot covered with red ice. Use your Blue Fire to melt it and find a Purple Rupee (x100).
Melt The Path To The Compass
When done, refill any of your Bottles with Blue Fire from the fountain and then return to the room with the dual-blade structure (where you collected the Silver Rupees).
Back there, use the Blue Fire to melt the red ice blocking the left passage after you drop down from the ledge. Head in and you'll arrive in the southeast room of the cavern.
Avoid the falling icicles and melt the red ice blocking the chest. Open the chest to obtain the Compass.
Piece of Heart
Directly across from the chest containing the Compass, you'll find Piece of Heart#28 covered in red ice. Use some Blue Fire to melt the ice.
More Red Ice
Once again, refill your Bottles with Blue Fire from the fountain, and then head back to the previous room with the spinning blades.
Head over to the west passage (directly across) and melt the red ice to clear the way. Slash your way through the small cave into the next room.
Rupee-collecting With A Block Of Ice
You will be faced with another Rupee-collecting task. If anything, take out the Keese gliding over you first.
Not all of the Silver Rupees can be collected by foot. In fact, you must use the blue platform to reach most of them. When you push the platform, it'll slide on the ice. Here's a quick solution (assuming you're collecting each Silver Rupee from each step):
1. Push the platform west to reach the first Silver Rupee. 2. Push it south, west, and then north. 3. The third Silver Rupee is reachable without the platform. 4. Push it (back) east and diagonally jump from the platform to reach the ledge. 5. Restart by pushing the block off the edge and into the pit, and then immediately push it west (climb the ledge and melt the red ice to snatch the last Silver Rupee).
Note: Make sure to fill 'at least two Bottles with Blue Fire afterward
A Wolf Cry
This opens the southern door but you'll need the block to reach it. Push the block off one of edges for another one to appear. Then, push it in this order: west, south, west, south, east, and then south.
Diagonally jump to make it to the southern ledge. Melt the red ice to clear the pathway, then proceed through the door.
Miniboss: White Wolfos
A tad too easy, the White Wolfos is much the same as the regular foes. Use your Hookshot to stun it and slash a hit with a sword swipe. Stay clear when it unleashes its claws. It should fall in no time.
Boots Of Steel
After you tame the beast, a chest will appear. Open it up to retrieve the Iron Boots.
Once they're in your possession, you'll meet up Sheik and learn another song, the Serenade of Water.
Serenade Of Water
|L|R|Y|Y|X| Another use for transportation, this will allow Link to teleport to Lake Hylia (and more importantly, the Water Temple).
After Sheik disappears, equip the Iron Boots and drop down the small hole of water behind the chest ('Note: Before leaving the Ice Cavern, make sure you have at least one Bottle filled with Blue Fire).
Pieces Of Heart
Using the Iron Boots, sink to the bottom of Zora's Fountain. You don't have the proper tunic yet, but you'll have enough time to snatch Piece of Heart#26 in the center of Zora's Fountain.
As you surface, shimmy across the ice platforms to the north. The final ice platform has Piece of Heart #27 on it.
Thaw The King
Return to King Zora and free him from the ice using Blue Fire.
Now, stand on the podium before him and have a quick chat. He'll give you the Zora Tunic (you can now breathe underwater). When you're ready, play the Serenade of Water and warp to Lake Hylia.
Lake Hylia (Adult)
The Scarecrow Song
Before entering the Water Temple, talk to Pierre (the scarecrow). He'll remember your song if you remembered it. If you perform it right (hopefully you wrote it down) you'll acquire the Scarecrow Song.
This is one of the most beneficial tunes -- many areas in the upcoming temples will be unreachable - and you can use the Hookshot to latch onto the scarecrow. It's not a necessity, but if you're a secrets' hound, this is a must-have.
Bottom Of The Lake
The next dungeon, the Water Temple, rests in the bottom of Lake Hylia. When you arrive, the lake will be drained (mostly).
There's a small portion of water there -- equip both the Iron Boots and the Zora Tunic and sink to the bottom. Use your Hookshot to hit the diamond switch above the entrance to open the gate.
Tips: -Equipping, un-equipping, and re-equipping your Iron Boots will be needed in this temple. Luckily, the 3DS version allows you to set the Iron Boots to a secondary item slot. -Farore's Wind, the spell you learned from the Great Fairy at Zora's Fountain, will be extremely helpful here. You will be doing heavy amounts of backtracking and raising water levels. This is, by far, the trickiest dungeon in the game, but not with the proper equipment.
My Compass Leads The Way
Resurface from the water to enter the main hall of the temple on the third floor.
Hop in the water and go right (watch for the Blue Tektites; they're a pain but they cannot hit you while you're under water). Equip your Iron Boots and sink just to the second floor ledge (there's a couple of pots around in the front of the passage).
At the end of the corridor, Hookshot over the spikes by using the target on the ledge above, then use one of the targets on the ceiling in the upper room.
There's a chest here guarded by a spot of flowing water -- stand in front of it and use the Hookshot to hit the crystal switch (this turns the water off temporarily). Open the chest to get the Compass.
Reunite With Your Fiancée
Head back to the main hall and sink to the bottom (to the first floor). Find a passage with two torches on the sides (to the east). Run in there and you'll meet your "fiancée," Princes Ruto.
She'll mention there are three places you can change the water levels in the temple. Take note of that and then follow her by floating to the room above to the third floor (you'll pass a cracked wall on the second floor on your way up, but you can't get to it yet).
Drain The Water To Level One
When you surface, you will notice a Triforce marking on the wall, as well as a symbol of the water level. This is, technically, Water Level One. Play Zelda's Lullaby and it'll drain the water inside the temple all the way down to the first floor.
Head inside the nearby door and battle the Spikes that roam the room (use the Hookshot and your sword). When they're out of the way, a chest appears containing the Dungeon Map.
Clams & A Key
Leave the room and leap down back to the first floor. Upon landing, you'll notice a lit torch in front of the nearby door. Fire the Fairy Bow (in a diagonal position) so your arrows go through the fire and ignites the two torches resting in the corners of the room. This will unlock the door.
In the following room, eliminate the Shell Blades (wait until they open up, then fire the Hookshot on their tissue) and take the Small Key from the chest that appears.
Make your way back to the main hall.
Water Level Symbols
New to the 3DS version, there's a color-coding of what level you have the water in the temple. After you meet Princess Ruto (and drain the water), the passage will be marked green. Here's a quick chart of the water levels and their correspondence:
|Color |Water Level|
| Green |One
| Red |Two
| Blue |Three
Push The Block That Blocks The Passage
Be aware of the Tektites that fall from above and work your way to the west side of the first floor (the opposite end).
In the west passage is a block you can push -- grab it and push it to the end of the corridor so it falls into the water passage. Equip the Iron Boots and sink down the passage.
At the end, un-equip your boots and surface to the next room. Use the Fairy Bow to deal with the Tektite across the gap and then hit the crystal switch to raise a body of water you can use to cross.
In the next room, a strong current flows in this pool of water. Equip the Iron Boots and sink down to the bottom of the water.
Look around until you see a crystal switch inside the mouth of the dragon statue. Hit it with the Hookshot to unlock the gate to the upper passage. Take off your boots and swim your way there (ignore the Shell Blades) and get inside the gate using the Iron Boots before it closes.
When you make it, float to the top and open the chest for a Small Key. Hit the crystal switch nearby to exit yourself out of the cage and back in the water with the strong current.
Now, head back to the previous room (with the water platform) and use your Hookshot on the target to cross back over the gap. Make it back to the main hall (again, using the Iron Boots and the Hookshot with the target in the passage).
'Note: The northern passage (with the yellow symbol above it) on the first floor leads to another part of the temple. You don't have the right tool yet, but you will return here.
Water: Level Two
Use a Small Key to unlock the door on the center tower (from its south side).
You'll notice a red glowing line that leads to a ledge above you. Hookshot your way up to it using the targets to find another Triforce mark. Play Zelda's Lullaby to raise the water to Level Two.
Leave The Tower, Momentarily
As the water rises, a passage on the bottom of the tower will open up (underneath the block). You're not quite ready to sink down there yet.
First, play Farore's Wind to create a warp point inside the tower (trust me, you'll thank me later). Next, exit through the door across the block to leave the tower...for now.
Bomb The Cracked Wall
Back in the main hall, sink to the first floor with the Iron Boots and return to the eastern room (where you met Ruto). Float to the second floor ledge and bomb the cracked wall now that it's dry (remember, you passed this earlier).
Inside, open the chest for a Small Key. To make it easier on yourself, play Farore's Wind to warp back inside the tower.
Now, sink to the bottom and into the passage on the floor you opened earlier to land down to B1.
Opening The Gates
Make it through the passageway and into the next room. Hit the crystal switch with the Hookshot to open a gate in the corner of the ceiling.
Dispose of the enemies that drop down and a second gate will open in the other corner of the ceiling. Surface through there and find a chest containing another Small Key.
Make your back to the main hall (outside the tower from the second floor).
Raise The Water To Level Three
Grapple the target with the Hookshot above the west door and unlock it with a Small Key. Inside, stand on the water and hit the switch to raise yourself to the upper room.
Take out the Tektite and enter the following door to discover another Triforce mark on the wall (Water Level Three). Play Zelda's Lullaby on your Ocarina to raise the water up to the third floor.
Following that, make sure to play Farore's Wind to create a warp point next to the Level Three Triforce mark**, and then hop down back to the main hall.
Proceed to the east passage of the third floor and drop down into the water pathway at the end of the hallway.
When you sink, you will stumble upon a block in the water -- pull (instead of pushing) it to the southern corner until it clicks (you'll come back to this shortly).
Resurface back to the main hall and unlock the western door from the third floor. Make short of the Keese flying around then descend down to the platform.
Skip down to the next platform and then jump to the lower right one that doesn't move. Work your way up the moving platforms on the waterfall with the Hookshot using the targets (you'll have to be quick). When you reach the ledge, use the target and enter the door.
Raise & Lower The Statues
In the next room, eliminate all the Tektites in the pool with the Fairy Bow and then hit the red crystal switch on the pillar to raise the statues (revealing white targets on them).
You'll have to consistently hit the crystal switch to raise and lower the statues to get across. Follow these series of steps to make it to the next room: 1. Hookshot across to the first statue. 2. Hit the crystal switch with the Fairy Bow to lower the statues. 3. Hookshot the target on the wall to the west next to the second statue. 4. Climb over the second statue's head. 5. Hit the crystal switch to raise the statues again. 6. Hookshot to the third statue's target. 7. Hit the crystal switch and hop onto the third statue's head. 8. Hit the crystal switch once more to lift you the northern ledge.
In the northern room, take out the Tektites and the Like Like with the Fairy Bow before you use the Hookshot to cross over the spikes (from the target on the ceiling).
In the next unorthodox room, run to the north end (where the barred door is) and then return to the dead tree in the center. A classic enemy from a classic game will be waiting for you.
Miniboss: Dark Link
Don't bother with the L-targeting system -- he'll know your every move. Instead, use spin attacks and avoid straight-on stabs. He won't block everything as long as you keep yourself on the offense.
By A Longshot
After Link's shadow disappears, the room will turn "normal" and the northern door will unlock.
Inside the next room is chest containing the Longshot (which extends the Hookshot's distance). Behind the chest is a blue block on the floor -- play the Song of Time to remove it and it'll reveal a small hole you can sink down into.
This next room is a pain because the current in the water is too strong to swim in and there are whirlpools that will suck you in.
Drop down into the river with your Iron Boots (avoiding the first whirlpool) and continue east. Steer yourself left to avoid the second whirlpool (you'll have to roll your way out if it sucks you in) and stay clear of the third by hugging the right wall.
The last section at the east end of the river is troublesome; you have multiple whirlpools and little leverage to keep yourself from falling into them.
Stick left (in between the two whirlpools) and roll your way to the narrow flat ground in the middle. From here, you're in the clear.
Climb up the small ledge (in front of the second-to-last whirlpool) and hit the eye switch on the wall with an arrow to open the gate nearby. Quickly use your Longshot and latch onto the chest. Open it for another Small Key.
Continue down the hallway and you'll return to the room with the current in the pool on the first floor. Jump down and make it to the eastern ledge and head through the door to arrive back at the main hall.
Back To Water Level One
Remember that block you moved on the second floor (but didn't pull it all the way)? You need to head back there, but first, you'll need to change the water levels again.
Sink to the first floor and head back to the room where you met Ruto (the eastern passage labeled green). Float back to the top room to the Triforce mark and play Zelda's Lullaby to change the water to Level One.
Water Level Two, Again
Now, head back inside the center tower from the main hall and change the water to Level Two from the ledge (like before, use the Longshot to reach the ledge).
Exit the tower through the nearby door. (Note: You can now grab the Gold Skulltula on the top of the tower with the Longshot).
Make It Through The Gate
From the second floor of the tower in the main hall, head to the south side and check the passageway there. There's an eye switch below the corridor -- hit it with an arrow to open the gate up ahead and quickly grapple to the target on the wall with the Longshot in order to make it beyond the gate in time.
Follow the passage down until you run into the block. Push it all the way down and you'll find a secret room on your right (to the south). There lies another chest containing the final Small Key.
Proceed to the north end of the passage and use the Longshot on the target from the tower in the main hall.
Tons Of Tektites
Work your way to the passage north of the tower (with the yellow emblem above it) and grapple to the targets up ahead over the spikes to reach the room on the upper level. Unlock the following door and you'll arrive in a gigantic chamber with a big pool.
This pool has a current with whirlpools and boulders rolling underwater, so be careful.
Your first row of business is to exclude the Tektites in the water with the Fairy Bow (it'll be much more forgiving navigating in this area).
Secondly, equip your Iron Boots and sink to the bottom to make it across the water to the niche north. Enter the door once you surface.
Another Block Puzzle
In the following room, you'll see a hole in the floor. Before dropping down, use the Longshot and shoot the Stingers swimming below (they move fast, so use L-targeting). When it's safe, descend down back to B1.
In this chamber, thre are two cracked walls on both the east and west corners. Blow them both up to reveal a hallway. Enter that hallway from the west side and you'll bump into a block. Push the block to the end (east).
Now, swim back around to the other side of the block and pull it as far as possible (in front of the gap in the water). Lastly, wrap back around the hallway to the other side of the block and push it so it drops into the water (onto a switch). This will raise the water and let you reach the door to the west.
In the next room, dispose of the Tektites across the gap, and then stand on the switch to raise three water platforms. Use them to cross over to the next door.
As you enter, rolling boulders will periodically drop from the passage to your right. Wait until it is clear, then quickly move east and sink down (or stay afloat if you want the Gold Skulltula) the body of water at the end of the passageway in front of the waterfall.
A Boss Key Lies Ahead
Vanquish the Shell Blades in the next passageway and surface at the end to find a chest. Inside is the Boss Key. Smash the nearby pots and capture any Fairies that are needed, then play Farore's Wind to warp back to the Level Three Triforce mark.
(Note: If you didn't make that warp point as mentioned earlier, you'll have to navigate through the center tower in the main hall again and work your way back up to the third floor from the west wing).
Raise The Water For The Last Time
As you return to the Triforce mark, raise the water back to Level Three (of course, by playing Zelda's Lullaby).
With the water to its highest point (and the Longshot and Boss Key in your possession), you can now reach the northern ledge on the third floor of the main hall (the dragon statue will have risen as well, revealing a target you can hook onto).
Jump-Start A Run
In the last room before the boss chamber, you'll have one final task -- make it to the top of the steep hill without getting hit by the Blade Traps.
This may take some time and practice. The key here is to have a good running start immediately after the first blade crosses to the middle. You can slow yourself down move left and right, but it's best to do it in one-full throttle.
Health: 11-13 (Master Sword) Hop on one of the pillars in the central water to trigger the fight. After Morpha appears, jump back and stay on the outer edges of the room (just watch for the spikes, they're everywhere).
The liquid monster's weakness is its nucleus (the red and black thingy). Stay a tremendous amount of distance until one of the tentacles tries to reach out and grab you.
When the nucleus moves up to the tip of the tentacle, use your Longshot and pull it out (if you stand back enough, it'll fall on the ground -- not in the water). This is your cue to slash a hit or two with your sword before it returns to its liquid body.
As you repeat this process, Morpha will, in time, form multiple tentacles -- watch out for 'em!
(Note: If the tentacles do grab you, they serve severe damage and will throw you into the water. Get out of the pool as quickly as possible).
Afterward, the water will drain. Drop down, snag the Full Heart Container, and enter the blue portal.
Talk to Princess Ruto and dump her (kidding). She'll give you the Water Medallion. Following this, you'll watch a cinema and Lake Hylia will be filled yet again.
After Sheik leaves, you'll see a stone tablet with encrypted writing: "When water fills the lake, shoot for the morning light." The sun is rising now, so aim your Fairy Bow and shoot an arrow directly at the sun (just at the tip of the mountains afar, between the two pillars on the small piece of land).
If shot correctly, the Fire Arrows will drop from the sky -- swim across and snatch them. (Note: If you didn't get them in time, you can always play the Sun's Song and retry endlessly).
Returning to Kakariko Village
Your next destination is Kakariko Village. Upon entering, you'll watch a creepy cinema and meet up with Sheik. After you wake up, Sheik will teach you another song: the Nocturne of Shadow.
Nocturne Of Shadow
|X|Y|Y|L|X|Y|R| This melody warps you to the Shadow Temple (on the upper part of the Graveyard).
The Windmill Goes 'Round & 'Round
After the mysterious Sheik vanishes once again, head over to the windmill and talk to the man inside playing an instrument. Equip your Ocarina and he'll teach you the Song of Storms.
Song of Storms
|L|R|A|L|R|A| The Song of Storms is a useful tune that has multiple purposes. First and foremost, it makes it rain in any given area (even in dungeons). Secondly, it'll flood the well inside Kakariko Village when you're a child. And thirdly, it can be used to find hidden areas throughout Hyrule. When in doubt, play this melody.
Shard Of Agony
While you're in Kakariko Village, you should have 20 or more Gold Skulltulas. Visit the House of Skulltulas and talk to the second freed-child. He'll give you the Shard of Agony (replacing the Stone of Agony from the Nintendo 64 version).
This will hint at confidences among many areas of the game -- you'll hear a tone beep and see the icon flash when a secret's nearby. This item works well with the Song of Storms.
Return As A Child
When you're ready, it's time to head back to the Temple of Time and return as a child. Play the Prelude of Light to warp there and place the Master Sword back into its pedestal.
Bottom of the Well
Drain The Well
Back as Young Link, play the Nocturne of Shadow to transport to the Shadow Temple's entrance at the Graveyard.
Head to Kakariko Village and into the windmill. Perform the Song of Storms in front of the man inside and it'll drain the water from the well in the village. Into the well you go.
Not All Appears To Be True
Crawl through the small hole to enter the Bottom of the Well. Next, drop down the ledge and take out the Large Skulltula that hangs with threat.
Notice the "talking skull" in the corner of the room -- these skeletons will give you hints inside the dungeon. To its immediate right is a false wall you can walk through leading into the main hall of the dungeon.
Hey You, Bombchu!
There's a ditch nearby (with a chest) but it's full of water at the moment. Be aware of the Green Bubble that floats around the hall (use a Deku Nut to stun it and easily slash one hit with your sword).
Across the stream of shallow water in the corner is a pile of dirt; use a Bomb to blow it up, revealing a secret ditch you can jump down into. Open the chest to obtain some Bombchu (which works much like a Bomb, except it can crawl up walls and ceilings).
Drain The Water
Climb back up and follow the stream of water to your left. Continue down until you stumble across a picture on the wall (don't step too close to it or you will fall in the invisible pit).
A little further down the hall is a statue with a flow of water coming out of its mouth and a Triforce symbol. Stand before it and play Zelda's Lullaby, which will drain the water in the dungeon.
Lend Me A Dead Hand
Return to the ditch with the chest (where you entered), but make sure you stay in the path where the stream of water was because there are hidden pits everywhere.
Drop down into the ditch and open the chest for some Bombs. Near the chest is a small hole -- crawl through it leading to a secret room.
Eliminate the Large Skulltula, and enter the door beyond for a miniboss.
Miniboss: Dead Hand
You'll see a bunch of hands hanging out of the dirt in the ground. Let one of them grab you and Dead Hand will appear. Shake off the hand by tapping A repeatedly and run up to him.
When he lowers his face to you, slash in three hits before he retreats back into the ground. He'll only resurface from the dirt when a hand grabs you -- repeat this process until he's out for the count.
Alas, The Lens Of Truth
As the Dead Hand trembles to defeat, a chest will appear containing the Lens of Truth. A crucial item that allows you to see through false walls and objects, it'll be helpful between now, the Shadow Temple, and the rest of the game!
Tip:In the room where you fight Dead Hand, equip the Lens of Truth to find an invisible chest. Inside is a Yellow Rupee (x200)!
Note: Everything else in the Bottom of the Well is optional. If you want to continue collecting Gold Skulltulas, continue reading this section. If not, click on the Shadow Temple to continue to the Main Quest.
Return to the main hall and take a right. Around the corner of the hallway (the center wall) is a hidden nook. Equip your lens to see the fake wall and to find chest. Open it for a Small Key.
Back yourself up a little and return to where you bombed the pile of dirt. Another hidden nook is on the left corner of the main hall nearby. Grab the Small Key from the chest.
Don't Pass The Compass
Continue down the hallway (on the opposite side) and look for a hidden passage to the center room on your right. In here, you'll find a large chest -- keep your Lens of Truth equipped because there's a pit near it. Open it up for the Compass.
Let's Get Nuts
Head back in the main hall and take the passage to the northwest corner (watch for the hidden pit). Open the chest in there for some Deku Nuts.
Could Use A Map In Here
It's not necessarily needed to grab the Dungeon Map, but it wouldn't hurt. When you exit the room, purposely fall down the hidden pit to land on B3 of the dungeon.
Bomb the boulders blocking your way and head for the southeast passage (make sure to play the Sun's Song when encountering the ReDead). Blow up the rocks to find a chest behind there containing the Dungeon Map.
Hiking Back To B1
Head for the center path of B3 (north of you) and you'll find a ton of pots you can smash for items.
In order to get back to B1, you'll have to collect five Silver Rupees in the southern section. Three of them lie in the green pit; use the wooden planks to carefully collect them. The other two are up top the ladders that you can climb nearby.
When all are collected, the door above will unlock.
Back in the main hall, take the west path and drop down the ledge. The chest here only holds a Heart, sadly. Use the fencing ahead to climb up and reach the door.
In the next room with the tombs, a Gibdo (a mummy) awaits you. Use the Sun's Song to freeze him and make it an easy fight.
There are numerous unlit torches around the tombs; use a Deku Stick and light it from the ignited torch. The only one worth lighting is by the southwest tomb. The tombstone will open up -- dispose of the Keese and find a Small Key in the coffin.
With all keys in your possession, check the Gold Skulltula section and snatch the three critters!
Too Young For The Temple
With the Bottom of the Well cleared (and more importantly, the Lens of Truth added to your collection), play the Prelude of Light to return to the Temple of Time.
Grab the Master Sword and warp to the Shadow Temple's entrance as an adult. Here, you will see a ton of torches -- equip Din's Fire and use it to ignite all of them at once. The temple's door will open.
A Bird's Beak Leads The Way
Use the Longshot to grapple the target and make it across the gap. The wall ahead will give you a message -- use the Lens of Truth to see the passage.
In the following room, examine the statue. There are four pillars with skull heads; use your lens to determine which one is real and then rotate the statue so its beak points to it. This unlocks a door across the large pit, but you can't reach it yet.
Hyrule's Undead Maze
Next, check the walls nearby with the face symbols on them. The one in the corner is false, and leads to a door. Enter it.
In the maze-like hallway, head right to find another secret passageway (with the face glowing blue). Terminate the enemies in the north room and a chest will appear. Open it to get the Dungeon Map.
The Hover Boots
Exit the room to return to the maze. Continue right and discover another secret passageway with two pots on either side. In the next section, stick right and find a hidden pathway in the corner (where the single pot rests).
Beyond the door is another fight with Dead Hand. The same strategy implies here -- except you can stab the hands with your Sword to break free early while they try and grab you. After he's dealt with, open the chest to receive the Hover Boots.
Head back to the room with the bird statue. Use the Hover Boots to make it across the large pit (where you unlocked the door earlier).
Proceed down the stairs to B2. Use your Bombs to rid the Beamos, then head through the secret wall to your right. In the south room, defeat the Gibdos to reveal a chest. Inside is the Compass.
Another Rupee Hunt
Return to the previous room. You can bomb the east wall, but the door is locked.
Make your way to the next room through the fake wall to the north. You'll be confronted with another Rupee-collecting game. Most of them are in plain sight, so you shouldn't have too much trouble (just keep an eye on the spinning blades while you roam the room). Here's a quick reference guide: 1. Next to the spinning blade statue. 2. Left of the spinning blade statue. 3. In the west nook. 4. In the north nook. 5. In the NE corner on top of the crates; use the Longshot on the target to reach it.
The Prize: A Small Key
When all five of the Silver Rupees are collected, the southeast gate will open, which contains a chest. Open it up for a Small Key. (Note: The north nook has an invisible pit you can fall down. There's a Fairy in one of the pots and a passageway blocked by a...block. You can't access it now, but it'll be a shortcut for later).
A Long Path Down To B3
Backtrack to the previous room (with the Beamos) and bomb the east wall (if not done so already). Unlock the door behind it.
Walk slowly down the sets of stairs, as there are hidden Skulltulas that drop from the ceiling (look for their shadows).
When you reach the bottom (on B3), there are blades that move up and down. Time it correctly and navigate through the corridor (be wary of the Skulltula in the middle).
In the next big room, be on the lookout for the Wallmaster that is closing down on you. After you deal with it, pounce across the ledge and navigate through the blades with proper timing.
As you make it beyond the blades, you'll have to battle a Stalfos; take him out and avoid falling off the cliff.
Once the skeleton knight is erased, hop onto the moving platform hung by chains to the west (wait until it drops down, then use the Hover Boots).
Use the Hover Boots once more to make it to the piece of land to the west. (Note: The narrow path leads north to a locked door; you will come back soon enough).
Avoid the Blade Traps and collect all four of the Silver Rupees. The fifth Rupee is underneath the Beamos; use a Bomb to blow it up. With all of them acquired, the southwest door will open.
Ceilings Of Spikes
In the next room, read the sign for a hint, and then check the nearby wall with your Lens of Truth; there's a block inside the false wall. Drag it out and place it on the face tile. Push the block down the groove so it blocks the ceiling of spikes from crushing you.
When the block reaches the middle of the groove (putting a stop to both spikes above), move to the other side of the block and pull it through the rest of the slide to the next face tile at the end.
Climb the block to reach the upper portion of the chamber and use the ceilings of spikes to get across to the gold switch. Step on the switch to reveal a chest -- use your Longshot and lunge to it. Open it for a Small Key.
Head back to the previous room and take the narrow path to the north (where another blade is). Beyond the blade is another set of invisible platforms -- use both the Lens of Truth and the Hover Boots to make it to the north nook (the last platform moves, so use good timing).
Unlock the door once you're there.
In the next cavity, make sure to equip the Lens of Truth; there are invisible spikes present. Yet again, you'll have to collect five Silver Rupees: 1. On the floor, behind the first set of spikes. 2. On the SW wall; use the Longshot and target to reach it. 3. In the NW corner; equip the Lens of Truth to see a Hookshot target above the Rupee. 4. It's in midair in the NW corner; use the Hover Boots to dash to it after collecting the third Silver Rupee. 5. Against the east wall; use the Hookshot target to reach it.
Blow Up The Skull's Head
After you acquire all the Rupees, the west door will unlock.
In that chamber, you'll see a large skull statue. Climb the large steps on either side to make it to the upper ledge. Dispose of all the Fire Keese in this room; it'll unlock the door you just entered.
Now, use one of the Bomb Flowers and throw it inside the hole on top of the statue's head to blow it up. When it explodes, a Small Key will pop out.
Head back to the previous room and look above the locked door to the north with your Lens of Truth -- there's a Hookshot target on the ceiling. Latch onto it and unlock the door.
The next hallway consists of two spinning blades, as well as fans on the wall that will keep you from moving forward. Easy solution: Equip the Iron Boots to make it through the hall until you reach a gap.
Wait for the fans to stop spinning and then switch to your Hover Boots to make it across. Quickly drop down the ledge below in front of the fan.
Fake Eye Switch
Equip your Iron Boots again to make it across the bridge without being blown off by the fans on the sides. Be aware, too -- there's an Eye Trap on the east wall -- it's not a switch and will shoot fires beams (use your shield to block them).
Enter the east door at the end of the bridge and perform the Sun's Song to freeze up the ReDead (and for a Fairy to appear). If you use the Lens of Truth, you'll find a hidden chest that contains a Bundle of Arrows. Check out the picture on the wall for another hint, and then head back to the previous room.
A Fan Shall Guide You
Block the fire beam that will immediately attack you, and then check the north wall to your right with the Lens of Truth. There's a false wall there; stand in front of it, equip your hover boots, and let the fan nearby push you right to it.
In the next room, dismiss all the Gibdos to make a chest appear (it's only a Blue Rupee). Now, bomb the dirt located in the southeast corner and use your lens to find a hidden chest underneath the pile - inside is a Small Key.
Unlock the following door leading north.
Sail Away On The Ship
There's a large ship in this room, but you can't reach the ladder to board it yet.
Find a block nearby and pull it out of its corner. You'll want to push it all the way in front of the ladder (so it locks in place). Head up the ladder now by climbing the block.
Along The Ride
Aboard the ship and play Zelda's Lullaby on the Triforce symbol. The boat will begin to sail, and you're well on your way.
Along the ride, you will encounter a series of Stalfos; use standard strategies here (sometimes they'll even fall off the ship!)
When you reach a dead end, the ship will begin to shake; that's your cue to jump off the left-hand side to the land below!
Once you gain ground, enter the door to the west.
The following room entails of a tricky maze, but it's not too hard if you have the Lens of Truth equipped. Navigate through the correct path, zip-passed the Floormasters, and make it to the southern door.
Give Me A Key
The Floormaster in this room is invisible, so use your lens to keep track of it. After you dispose of it, a chest will appear containing a Small Key. Stock up on the arrows from the pots if needed, and then proceed back to the maze room.
Wooden Spikes Block The Boss Key
Back in the maze, stay left and make your way to the north door. When you enter, two wooden walls with spikes will be closing in; equip Din's Fire to burn them away.
Next, eliminate the two ReDead that roam the room for a chest to appear. Inside is the Boss Key (the other chest contains a Blue Rupee).
Blow Up The Tall Statue
Exit out of the maze and return to the room where you disembarked the ship. Head over to where the two pots lie (east) and look south across the foggy gap. Beyond the gap is a gargoyle statue.
Look at the its base; there are Bomb Flowers surrounding it. Using the Fairy Bow, fire an arrow at one of the Bomb Flowers to blow all of them up and cause the statue to collapse. Use the broken statue as a bridge to make it to the other side.
(Side Note: If my memory serves me correctly, in the Nintendo 64 version, you needed to use Fire Arrows in order to cause the Bomb Flowers to explode.)
Tip: If your health is low, try playing the Song of Time to create a block and reach the hearts. To reach the upper ledge, play the Scarecrow Song from the blue block.
The Final Room
Unlock the door ahead to arrive in the final room prior to the boss chamber. Although there appears to be no land, equip the Lens of Truth to see the invisible walkways.
Here's a quick guide to get to the Boss' room: 1. Hop on the center walkway. 2. Make it to the eastern ledge. 3. Equip the Hover Boots to reach the southern ledge. 4. Finally, use the Hover Boots to drift diagonally from the south ledge and to the Boss' door.
Boss: Bongo Bongo
Health: 19-20 The giant creature of the Shadow Temple will use his hands and bounce you up and down by tapping the drum-like platform you stand on. Concentrate on L-targeting the hands; you need to stun each one with an arrow.
Once they're stunned, equip the Lens of Truth to see Bongo's face and central body. Hit his red eye with an arrow, and follow up with as many hits you can with the Master Sword when he crashes to the floor (you can usually unleash at least nine hits the first time around).
Make sure you keep an eye on those hands -- he'll slide one across the platform and pound you with the other. If you consistently keep them stunned with arrows, you shouldn't have too much trouble.
To The Desert
When you win the battle, grab the Full Heart Container and walk through the blue portal. Following the cinema, you will receive the Shadow Medallion. You only need one more medallion, and it lies deep in Gerudo Desert -- located west of Hyrule Field.
Cross The Bridge
Cross the wooden plank across the creek to reach the bridge leading to Gerudo Fortress. The bridge is out, so you'll have two ways to cross it: either jump it with Epona or use the Longshot. Continue West to the fortress.
Solid Old Link
Disembark Epona; the fortress is heavily guarded by Gerudo Thieves. Use the west path (without walking the stairs) to reach the base to the north side.
Use your arrows to knock out the female guards temporarily, if needed. Facing the fortress, head inside the most-left entrance (in the north corner).
The First Carpenter
Head through the hallway and talk to the carpenter in the jail cell. You'll be interrupted by a skilled Gerudo Thief.
She's quick -- make sure to block her spinning attack, or you'll be captured. The Jumping Thrust works best against the skilled swordsman, since she usually blocks your normal sword attacks.
When she jumps over you, she's vulnerable -- use this as a chance to go in with an attack!
Note: If you are captured, simply use the Longshot to launch yourself to the wooden piece above the cell's window.
The Gerudo Thief will leave a Small Key behind when she retreats. Use it to unlock the cell and free Ichiro, the first carpenter. He'll inform you that three more of his fellow carpenters remain hostage in the fortress. After he leaves, exit to the following passage ahead.
Tanning Limit: 30 Seconds
You'll arrive outside. Enter the next passage you see (to your left). In the following hallway, take a right and notice a guard patrolling to the end. Take her out with an arrow when she comes back around the corner (the path right leads up; ignore it for now).
Make your way down the hallway and into the next room left. Knock out the two guards, then head for up the second flight of stairs. Continue up the corridor to arrive back outside.
Piece of Heart
Piece of Heart#34 lies inside the chest on the northern roof of the fortress. You can either use the Scarecrow Song or Longshot to reach the chest; but you'll have to navigate through the upper part of Gerudo Fortress.
The Second Carpenter
Outside, immediately drop down the nearby ledge and enter the passage there. In the corridor, stay behind the crate for a second and aim you Fairy Bow. When the guard passes ahead, shoot her.
From the hallway, take a right and then your next left to find another jail cell with a carpenter. Chat with him and battle the Gerudo Thief for the second time, using the same strategy as before.
Grab the Small Key she drops, and free Jiro, the second carpenter whom was captured.
The Third Carpenter
Head back outside (the way you came in) and descend the following ledge nearby. You'll find another entrance inside the fortress to the north.
The third carpenter is located here. Battle the Gerudo Thief once again, snatch the Small Key when she flees, and then free the next carpenter, Sabooro.
You've got one more of the brothers held captive in the fortress. Exit through the ramp where you entered with the blue bull skull above it.
The Last Carpenter
When you return to the roof, climb the vines and enter entrance straight ahead. Inside, talk to the remaining carpenter in the cell and battle the Gerudo Guard one last time.
When you are the victor, unlock the cell and rescue Shiro. Listen to his hint about the Haunted Wasteland, then talk to the Gerudo Guard. She mentions the Spirit Temple is located at the end of the desert.
Following the conversation, she'll give you the Gerudo Token. (You can now freely explore Gerudo Fortress and talk to any of the guards.)
Upgrade Your Arrows
To the east path of Gerudo Fortress (outside) is the Archery Range. Ride Epona up there and participate in the game for 20 Rupees.
There are five targets you'll need to hit -- three big ones and two small -- at the end of each run. To score 100 points, you need to hit the center of the target. If you score 1000 points, you'll receive Piece of Heart#35. Score 1500, and you'll get the Biggest Quiver (increasing your arrow capacity to 50).
The Ice Arrows
Your next stop (before heading to Gerudo Desert) is the Gerudo Training Ground, located southeast of the fortress (next to the Archery Range entrance). Talk to the lady at the entrance and pay ten Rupees to give the dungeon a try.
Gerudo Training Ground
Small Key 1
When entering the dungeon, immediately turn around and shoot the eye switch above to find a Blue Rupee and Arrows in the chests. Turn back around and head through the left door in the lion's mouth.
In this room, you'll have to defeat the two Stalfos under one minute. Equip the Hover Boots to avoid sinking into the quicksand. When they are dealt with, a chest appears containing a Small Key. Grab it and enter the following door.
Your time limit in the next chamber is 1:30 -- and you have to collect the five Silver Rupees in the area. Use these quick steps to succeed: 1. Immediately look above you; there's a target you can grapple with the Longshot and reach the first Rupee. 2. Head to the left passage and watch the boulders; then another left to the Silver Rupee. 3. Head back to the previous passage and take a left up the walkway; then take a right down the slope and another right to the Rupee. 4. Turn around and reach the upper part of the maze. Pass the fire wall and jump off the ledge to reach the fourth Rupee. 5. Head back to the upper part (where you jumped off) and continue down the opened path. Take a right (wait for the boulder) and find the final Rupee resting on the end of the path.
Lens See The Truth
Once all Silver Rupees are in your possession, the door in the upper part of the maze will unlock. Use your Longshot to arch over the fire walls and to reach the door.
In the next room, you'll be confronted with two Wolfos and two White Wolfos. Use Deku Nuts to stun them and make the fight more forgiving.
You don't have the proper equipment to move the large block on the wall, so head over to the false door. Equip the Lens of Truth to see a hidden passage above the door and grapple onto the target. Inside, step on the switch to unlock the previous door and the door nearby. Head through the door next to the switch.
Small Key 2 & 3
In the next chamber, you will find a door at the end of the walkway barred shut. You will be opening it shortly, but make sure you play the Scarecrow Song so the Scarecrow appears next to the door.
Leap down to the lower room and the platform will begin to spin. You'll have to hit the eyes of each of the three statues with an arrow, and quickly. Performing this will unlock the door above and reveal a chest. Grapple to the chest and open it for a Small Key, then use your Longshot on the target to make it back across the lava.
Use the Longshot once more on the Scarecrow and enter the room above. Inside the chest contains yet another Small Key. Now, head back to the room with the statues and hop your way to the next door across the lava pit (on the lower part).
Small Key 4
Defeat the Torch Slugs and Keese in the following cavity to reveal a chest containing some Arrows. To the right of the chest (that appeared) is a statue; equip the Megaton Hammer and use it to smash the statue and you'll find an eye switch. Hit it with an arrow to unlock the following door.
Before you proceed, use your hammer once more and chop the next statue against the wall (it's the one right of the eye switch). Behind the statue is a switch; step on it to vanish the ring of fire covering the center chest. Open it and grab the Small Key.
The room ahead consists of a pool of lava and Silver Rupees you must collect. Follows these steps to snatch each Rupee: 1. It's right in front of you; use the Hookshot target above to reach it. 2. Drop down and do a roll-and-jump to reach the lower platform. 3. Use the Hover Boots to make it across the platforms to each Rupee. 4. Step on the switch on the corner platform to stop the ring of fire blocking the last Rupee, then use the Hover Boots to navigate to the opposite ledge in time.
Small Key 5
With all the Silver Rupees gathered, the nearby door will unlock. Before moving there, you'll notice a brick structure in this room (next to the switch).
Use one of the platforms to stand yourself in front of it and play the Song of Time to create two blue blocks. Use the blocks to climb on top of the structure and snag the Small Key on the tile.
Beyond the key is the final maze room with a ton of locked doors; don't unlock any of them from this point. Instead, search the two chests nearby for some Bombchu and Arrows, and then return to the blue blocks you created. Longshot yourself to the lit torch next to the nearest door (straight ahead), and enter it.
Small Key 6
On the central floor of this room are four blue blocks; play the Song of Time to remove two of them and to reveal a pool of water. Equip both the Zora Tunic and Iron Boots, then dive into the water. When you land to the bottom, take care of the Shell Blades that swim around.
All of the Silver Rupees are in plain sight and can be obtained by using the targets and the Longshot (the last one is close to the ceiling; you'll have to swim to it by staying on the outer edges and letting the current guide you).
When the collecting game has ended, a chest appears in the upper room. Surface to dry land and open it for a Small Key.
Now, head back to the previous room and Longshot to the torch to your left. Walk up the set of stairs and open the door.
Small Key 7
In the next room, defeat both Dinolfos and Beamos under the time limit (just watch out for the fire barriers on the edges of the chamber). Search the chest that appears for a Small Key.
Now, enter the door (without the symbol above it) to return to the main entrance of the Gerudo Training Ground.
Unlock The Maze
Head to the central lion door (straight ahead from the entrance of the dungeon). Inside is the maze room with numerous locked doors. Unlock your way to the left path (snagging any items along the way) to the center chest of the maze. Open it to get your reward, the Ice Arrows.
Eighth & Ninth Keys
If somehow you fall short of keys (or want to unlock all of the locked doors in the maze), check the ceiling after unlocking the first door from the left path using the Lens of Truth. There's a hidden passage to the upper room; use the Longshot to snatch onto the fences. In the room above is a chest containing another Small Key.
Remember the room with the giant block you couldn't move? Come back after you've acquired the Silver Gauntlets to drag the block out of the way. Beyond that is the final Small Key of the dungeon. (You must also activate the switch in the hidden alcove.)
|Key Maze Chest Checklist -Arrows -Bombchu -Yellow Rupee (x50) -Red Rupee (x20) -Red Rupee (x20)
In the Gerudo Fortress area, head to the northwest corner and you'll see a large gate. Climb the ladder nearby and talk to the Gerudo Guard; she'll unlock the gate for you, which leads to the desert, known as the Haunted Wasteland.
Follow The Flags
The desert is full of quicksand. Keep your Hover Boots equipped to avoid from sinking. Begin by moving towards the red flags and the crate up ahead.
Now, climb on top of the crate and cross over the large sand pit using the Longshot by grappling onto the crate across. Continue west and follow the trail of red flags.
Once you make it across the crates, you'll find a sign with an arrow pointing left (just before the second flag). A man on a floating carpet is in that direction to the north.
Use the Hover Boots and hover to the carpet from the bridge. He sells Bombchu for 200 Rupees (yikes), but it wouldn't hurt if you're low on quantity -- or haven't acquired the item yet.
To The Stone Structure
After following the first couple of flags, turn north and follow the single flags in a zig-zag-like pattern. Eventually, you'll stumble upon a stone structure surrounded by a bunch of red flags.
Tip: Drop down the passage 'inside' the stone structure. In the room (in between the torches) is Gold Skulltula#97. Secondly, ignite both of the torches (with the Fire Arrows), and a chest will appear. It contains a Purple Rupee (x50).
Follow The Poe To The Temple
Run up the slope on the right side of the stone structure. Up top, you'll see a stone tablet with some writing on it. Equip the Lens of Truth and a Poe will appear. Keep your lens equipped and follow him through the sand storm; he will eventually lead you to the Spirit Temple.
Note: You'll encounter Leevers on the way. They're feisty creatures that will spawn endlessly. Don't waste your time fighting them - keep your attention on the Poe!
Before You Go
There are a couple items here worth grabbing before you enter the Spirit Temple.
Great Fairy #5
Head to the north section of the colossus and you'll see two palm trees. Bomb the cracked wall in between the trees to find a secret tunnel. Inside, the Great Fairy will grant you a new spell: Nayru's Love.
This enables you to cast a shield barrier and works great for defensive mechanics, especially when you're low on health or fighting foes that deal great amount of damage.
Tip: A small dry pond rests to the south (near some palm trees). Stand on the rock in front of it and play the Song of Storms to fill it with water. A patch of Fairies will appear.
Make it through the Desert Colossus and the Leevers (they won't resist, but it's not bad to dispose of the larger ones -- they drop decent amount of Rupees). The Spirit Temple's entrance lies to the west of the area.
A Kid Could Fit Through These Passages
When you enter the temple, block the pots that surface from the ground. You'll find a small hole you can't fit through to your left, and a huge stone block you can't pick up to the right (bummer).
Leave the temple and you'll meet up with Sheik again. Once you are taught the Requiem of Spirit, return to the Temple of Time and place back the Master Sword to become a child once more.
Requiem of Spirit
|L|R|L|Y|R|L| This melody warps you to the Spirit Temple, both as a child and as an adult.
Spirit Temple (Young)
Return to the Spirit Temple (by way of playing the Requiem of Spirit). Inside, block the flying pots at the entrance, then head up the stairs and talk to Nabooru to your left.
Tell her you want nothing, and she'll ask you to acquire the Silver Gauntlets. Agree, then crawl through the small hole leading to the west wing.
Clear The Room
Make sure to equip the Hylian Shield if not done so to avoid burning your wooden one from the Fire Keese. Take out all the enemies in this room (use Bombs on the Armos statue), and the two doors to your left and right will open.
(Note: There's a small hole in between the torches; you'll return here soon enough).
Proceed through the right-corner door.
Fire The Torches
Dismiss the Keese that hang on the fence with the Fairy Slingshot, then use Din's fire to ignite the two torches. A chest will appear behind the fence, but you cannot reach it at this time. Return to the previous room and enter the left-hand door in the corner.
Boome-Rang The Crystal Switch
In the next room, battle the Stalfos and terminate the Green Bubble (using the Boomerang). After, use the Boomerang again to hit the crystal switch beyond the pit by having it swing to the left or right side of the center fence.
This creates a bridge for you; walk across it and block the flying pots awaiting you (a chest will appear containing a Deku Shield if you need one).
When finished, proceed through the large door nearby.
Fire The Anubis
You'll find yourself in front of a narrow walkway -- and also be greeted by a new enemy, an Anubis (one of the trickiest foes in the game). To make it easy, use Din's Fire to dispose of him quickly and the door next to the crystal switch on the outer edge will unlock.
Note: If you don't have enough magic to use Din's Fire on the Anubis, you'll have to walk to the end of the walkway and hit the crystal switch to create a ring of fire (he will mirror you movement, just on the opposite end of the room).
The First Key
Head through the following door to arrive back in the fence room (where you lit the two torches from earlier); this time, on the other side of the room. Keep on your toes as a Wallmaster will drop, then open the chest nearby for a Small Key.
Now, blast the Keese hanging on the fence, then collect the Silver Rupees scattered around on the fence (the last one is behind the torch in the corner). The center piece of the fence will collapse. Use it as a bridge and reach the door on the other end.
Climb To The Second Floor
Back in the first room of the west wing, crawl through the hole in between the torches on the center wall (that you discarded earlier) and unlock the door following that.
Use your slingshot to dispose of the Skullwalltulas crawling on the brick walls above in the next room, and then climb up.
Bomb The Rock
On the second floor, dispose of the Skullwalltulas on the wall, then hit the crystal switch for a chest to appear. Inside is some Bombchu (the other chest contains a Blue Rupee).
Next, battle the Lizalfos that appears. When he's done for, equip a Bombchu and L-target the rock on the wall (where the spiders were). Use it to blow up the rock and create a hole in wall with sunlight coming out of it.
Once the light shines through, it will reflect on the sun crest on the floor, and the following door will open. Proceed through to the next room.
The Main Hall
In this large hall (let's call it the main hall), there are multiple things to do in here, but half of them will be completed later.
First, immediately push the Armos statue nearby so it drops off the ledge (it'll land right on a switch below; unlocking the door at the top of the stairwell on the third floor above you).
Light The Torches
Next, run up the top of the stairs, but do not enter the door just yet. Equip a Deku Stick and ignite it from the lit torch near the door, then hurry and hop off the ledge back down to the second floor and make your way to the center of the room.
Ignite the two torches in front of the large statue, and a chest will appear on the center stand. Open it and receive the Dungeon Map.
So Many Puzzles
Now, ascend to the top of the stairs (you'll have to climb the bricks next to the Armos statue you pushed off) and head through the door above.
The next room will contain multiple puzzles. Don't fiddle around; equip your Bombs and eliminate all the Beamos in the room. Following that, you'll have to collect all the Silver Rupees in the room, which are in plain view: 1. Center ledge; climb up it. 2. Next to the first Rupee; jump to it from one of the gray blocks. 3. In the outer ledge in the corner. 4. On the same previous ledge on the opposite corner. 5. On the outer ledge left of the door in the corner.
Ignite A Stick
Once you acquire the Rupees, a torch nearby will be ignited. Equip a Deku Stick and light all three of the unlit torches around the room (be quick and careful of the Blade Traps).
When you light all three, a chest appears on the upper ledge to the left of the following door; climb up and collect the Small Key inside.
Here Comes The Sun
Lastly, there's a window in the corner of the room that shines sun light. Pull out the gray blocks until you reach the one with the sun crest on it, then drag it into the sunlight. The following door will unlock. Enter it.
Dirty Left Hook
Unlock the door upon the stairs and make it through the end of the next room. You'll see an armored-knight-like figure; slash it with your sword to initiate a battle with an Iron Knuckle.
Miniboss: Iron Knuckle
Move close to him so he swings his large axe, then back flip to safety. The moment he gets his weapon stuck in the ground is your chance to go in for a couple hits before he regains stability. You can try to sneak in two sword hits after he swings his axe twice, but it's risky and he unleashes a great amount of damage.
About 12 to 13 hits in, part of his armor will fall off and he will move faster and run towards you. Don't be alarmed here -- you can keep stabbing him to stun him for a few seconds!
After roughly ten hits, you'll put him down for good (at least this one, anyway).
Tip: Stand in front of the pillars. When the Iron Knuckle smashes them to pieces, the pillar will reveal multiple Hearts you can collect to ease the battle.
The Silver Gauntlets
After you defeat him, the door ahead will unlock behind his chair. Head through there and you'll arrive outside. Talk to the Owl for an interesting tip pertaining to the witches, then open the nearby chest and grab the Silver Gauntlets. Following that, you'll be treated to a cinema.
Come Back, Older Link
After the witches flee, play the Prelude of Light and return to the Temple of Time. Grab the Master Sword and return to the Spirit Temple as an adult.
Spirit Temple (Adult)
At the main entrance, head to the right side to find a large block. Using the power of the Silver Gauntlets, push the block all the way in, giving you access to the east side of the temple.
Fork In The Road
Destroy the Beamos in the following room. You'll see two barred doors (to your left and right) and a center passage that is locked. Look at the room's ceiling to find a crystal switch; hit with the Longshot to unbar the doors on the sides. Proceed to the left passageway first.
Triforce Means Zelda's Lullaby
Dismiss the Wolfos, then stand on the Triforce symbol on the floor and play Zelda' Lullaby. A chest will spawn; lunge yourself to it with the Longshot and take the Compass inside.
That Silver Rupee Game
Exit back to the previous room and take the right path door (NE). Inside that room is another Silver Rupee scavenger hunt.
Equip your Hover Boots to snatch the first Rupee in the air. The rest remain in the small nooks on the east and west walls, just make sure to use the nooks to protect yourself from the rolling boulders.
Enter the north door and dispose of the Like Like that drops down. Nearby, snag the Small Key in the chest, then return to the room with the crystal switch on the ceiling. Unlock the center passage with the key.
No Stairs? No Problem!
Block the flying pots and discard the Like Like roaming around. At the north end, use the Longshot and climb the brick walls that lay above you.
In the room above, equip the Lens of Truth to see the invisible Floormaster and make short use of him. Now, grab the snake statue (with the mirror) by its handles and have it point to the center sun crest on the south wall to unlock the door ahead.
The Statue's Hand
You're now back in the main hall of the temple. Ascend to the top of the stairs (staying on the east side).
Beyond the torch up top is a ledge to the north you can reach with the Hover Boots (don't bother with the rusted switch on the ledge; it unlocks the southwest door which you conquered as a child). Instead, jump onto the large statue's hand from the ledge.
Another Triforce symbol -- you know the drill -- play Zelda's Lullaby to have a chest appear on the other hand of the statue. Reach it with the Longshot and open it up for another Small Key.
To The Third Floor
Work your way back up to the top of the stairs on the east side of the room (you'll have to use the Hookshot target above the Armos statue). Besides the new chest (containing a Blue Rupee) on the third floor, continue on by unlocking the southeast door. Zip passed the Beamos in the following hall and enter the next passage.
Another dangerous pit with little land, you have to deal with three Anubis (again, use Din's Fire, Fire Arrows, or the switch in the room). Make sure to take out the Beamos before anything for no distraction.
(Note: By using the switch, you'll have to play the Song of Time near the south pit to create a block and circle around the room, thus leading them into the ring of fire.)
An Armos Will Help You
As the Anubis fall, the door to the east will unlock (the southwest door is locked, but hey, you'll come back). In the next room, a tricky puzzle awaits.
The door to the north is barred (and you don't have the proper item yet), so make your way to the barred door to the south. Standing NEAR the door, throw a Bomb in close radius of the three Armos statues; one of them will step on the switch. When one does, quickly enter the door before it begins to hop around again.
Iron Knuckle 2
In the following chamber, grab the hidden chests (using the Lens of Truth) if needed, then enter the next room to battle another Iron Knuckle (use the same method as before).
After he's done, the door west unlocks. Proceed through and arrive outside again (this time, on the other side). Open the chest and obtain the Mirror Shield.
Shine Bright Like The Sun
Head back inside the temple and backtrack to the room with the three Armos statues. To the north is a barred door; use your Mirror Shield to reflect the sunlight onto the sun crest on the wall and to unlock it. Inside, acquire the Small Key in the chest.
Now, make it back to the room with the Anubis and unlock the door to the southwest.
Make Your Way To 4F
In the following cavity, bomb the two Beamos and find another set of brick walls you can climb. Before you ascend, eliminate the Skullwalltulas that crawl around, then simply use the Longshot to latch onto the highest wall (avoiding the ones that slide).
Once you reach the top of the brick walls, there's a platform to the south (behind you) with Hearts if you desire. If not, skip passed the Beamos and Blade Trap and make it to the door.
Music To My Ears: The Boss Key
You are now on the fourth floor of the Spirit Temple. Immediately run straight and play Zelda's Lullaby on the Triforce symbol in front of the door to unlock it.
Inside this room, dismiss the Torch Slugs and try bombing the fake doors; you'll find an eye switch behind one of them (it's usually the one in the northwest corner, but it may be random).
Hit the switch with an arrow to make a second platform appear above, then launch yourself to the target on the ceiling with the Longshot. Step on the switch resting on the platform to release the ring of fire blocking the chest, then quickly hop down and open it for the Boss Key.
Exit the room and enter the west door from the hallway. In the following chamber, hit the crystal switch located in the southeast corner below (near the mirror) to release the bars on the nearby door.
(Note: This chain-hung platform will be used in a moment.)
Deflecting Sunlight From The Snakes
In the next room, terminate the Lizalfos and head in the second section of the passageway. Take out the White Bubbles hopping around, then bomb the cracked wall to the east.
Before continuing, rotate the snake statue so it shines light to the following statue in the eastern passage.
In the next section, slash the Lizalfos and move the second snake statue so it points north (through the bars). This will reflect light to the chain-hung platform in the first section of the chamber.
Tip: In the second section of the chamber, a sun crest on the wall can be triggered by reflecting light on it (by using the snake statue). Once you do so, a chest appears containing some Bombs.
Let's Get Rid Of That Face
Head back to the first room with the chain-hung platform. Hop down and use the Mirror Shield to reflect light to the sun crest on the wall (just watch for the flying pots). It'll lower you down to the main hall of the temple, face-to-face with the large statue.
Now, deflect light with your shield to the statue's face, revealing a passage to the Boss' chamber. Grapple to the gate with the Longshot and proceed through to watch a cinema.
The Third Iron Knuckle
Following the cinema, you'll be pitted against a third Iron Knuckle. Again, use the same tactics that you've learned to defeat it (and also to find Nabooru). After the witches leave, enter the door behind the chair for the boss battle.
Health: 2-3 magic reflects (each) Stand yourself on the outer pillars to get a good view of the sisters. You'll need to use the Mirror Shield and deflect their attacks to the opposing sister (fire to ice; ice to fire). This process usually consists of reflecting the magic to each sister three times.
Health: 10-11 (Master Sword) After the first session, the twins will put a halt to playing around and form themselves together. Again, they'll shoot either ice or fire from one of their wands.
The goal here is to block the consecutive element three times before your shield will deflect the magic back at them. When it does, the twins will fall to one of the pillars; giving you an opportunity to jump over to them and dish out some thrusts with your sword.
It should also be noted that Twinrova will switch the magic element and shoot from the other arm; when it's not the element you're charging with the Mirror Shield, stay clear as it will backfire if you try to block it (and you will be required to start from square-one). Slide out of the way when this occurs.
All Medallions Are Gathered
When the witches fly to "heaven," grab the Full Heart Container from one of the pillars and head through the blue portal. You have acquired all six of the medallions, and will be treated to a lengthy cinema.
Been A Long Time
Following the cinema, warp yourself back to the Temple of Time to reunite with an old friend and receive the Light Arrows. Ganondorf will soon interrupt and ruin this lovely scene, and challenge you to his castle.
Special Note: You are freely to continue on the main quest, or complete any side quests and acquire optional items. Check the Side Quests guide for reference. To move onward with the story, head to Ganon's Castle (where Hyrule Castle once stood.
The Last Great Fairy
It should be noted that the last Great Fairy is located to the east side of Ganon's Castle's entry. You will need to obtain the Golden Gauntlets to pick up the large pillar (which you will receive inside Ganon's Castle). The Great Fairy will double your defense by 1/2!
A Warm Welcoming
The Six Sages will generate a vibrant bridge that you can walk on to reach the entrance of Ganon's Castle. When you enter, zip passed the two Beamos and enter the door in between them quickly.
The Tower 'Tis Block
In the main hall, there's a center tower with an ugly-faced tunnel, but a barrier is blocking its path. Each room on the outer edges creates this barrier (you'll see different color beams connected to the tower). Your goal is to clear each room to rid the barrier.
Tip: On the lower portion of the main hall (below the Spirit Room) is a hidden room -- use your lens to see the passage. Inside is numerous Fairies, as well as Deku Scrubs that sell multiple items, respectively. A wise choice would be to fill your Bottles with Green Potions and a Fairy or two -- you will need them for the final boss.
Head right and enter the green-colored door (with the green emblem above it). You will be treated with two Wolfos; take them out to reveal a chest containing a Blue Rupee.
Next, use Din's Fire to ignite the four torches on the blue rug in the center, then whip out some Fire Arrows to fire the last torch above the door ahead (and to unlock it).
In the following chamber, you're required to collect the Silver Rupees scattered around. Use these quick-steps as guidance: 1. Look to your left and play the Song of Time to create a blue block below the first Silver Rupee (wait until the fans stop spinning) 2. From the blue block, use the Hover Boots and let the fan push you to the next platform. Blow up the Beamos and make it across the platforms with the Hover Boots to snag the next Rupee that rests on the opposite side of the room. 3. The next Rupee is on the platform in front of the door; reach it by hovering over to it. 4. After you collect the third, hover to the platform below (when the fans turn off) to find a switch. The switch reveals a Hookshot target below the Rupee on the second platform. Latch onto it there and snatch the Rupee on the tip. 5. The last one rests to the right of the barred door; hover to it when the fans aren't circling.
The following door will unlock. Head in, equip the Light Arrows, and shoot the barrier seed.
You'll be warped back to the main hall. Make your way clock-wise around the tower to the orange-colored door.
Another Silver-Rupee task, but they're all in plain view. Here's some basic tips: 1. Bomb the Beamos to reveal the first Rupee. 2. After the Beamos is destroyed, grapple onto the target on the ceiling to reach the next Rupee. 3. On the right wall, below the candles. Watch the Blade Trap and roll to reach it. 4. Pull the Armos statue in the left-hand corner of the room to expand the gap with the Blade Trap. 5. The last one is right next to the barred door; grab the Armos statue and move it to clear the way.
In the next room, slash the Torch Slugs to reveal a chest with some Bombchu. The door nearby is barred shut, but there's a fenced-cage next to it. Use a Bombchu and have it crawl over the opening above the cage; it'll hit the crystal switch on the other side and the door will unlock (just stand straight to have the Bombchu move steadily).
In the post section, there will be four sun crests on the walls. Look up to find a webbed hole in the ceiling; use a Fire Arrow to burn the web.
A beam of light will shine through the ceiling. Looking at the barred door nearby, turn around and use the Mirror Shield on the far-left sun symbol (if you hit the wrong one, a Wallmaster will descend and try to grab you each time). When the door unlocks, head into the next room and, again, use your Light Arrows to erase the barrier's seed.
Back in the main hall, descend the stairs and enter the blue-colored door. Inside, eliminate the Freezards to unlock the following door.
In the next room, smash the icicles in the center to discover a fountain of Blue Fire. Store some in your Bottles, then use the Blue Fire to melt the red ice blocking the door. Make sure to store another Blue Fire before you enter.
In the next large corridor, you have a two-minute time limit. There are two large ice blocks you can grab ahold of and move. Push the one to your left first to the left side of the room, then climb up the block and use the Hover Boots to reach the ledge. Melt the red ice and hit the rusted switch with the Megaton Hammer to unlock the door. Now, simply push the second ice block to the door and climb up to it.
The same method in the next room applies: use the Light Arrows to disable the Water barrier.
As you arrive back in the main hall, proceed through the purple-colored door (clock-wise from the tower). In the large corridor, play the Song of Time to spawn a couple blue blocks and use them to reach the chest for a Blue Rupee.
On the right side of the room is a single torch. Use the Fire Arrows to ignite it and it'll create a pathway for you (you have limited time, so hurry). When you make it to the next ledge, terminate the Like Like (it CAN spit you off the edge, so be careful). Next, use the Hover Boots to hover to the next ledge ahead.
Equip the Lens of Truth to see the invisible walkways. Two of them lead to the switches, and the other to the barred door.
First, use a Fire Arrow to light the torch resting next to the door, which will spawn a pathway leading down to the first switch. Make it over to the switch and step on it to reveal a chest (it'll appear on the previous platform). Lunge to the chest using the Longshot and open it to obtain the Golden Gauntlets.
(Note: You can now head back outside to the castle's entrance and lift the pillar blocking the Great Fairy's Fountain, after clearing this room, of course.)
Following that, use your lens to make it to the second rusted switch. Slam it with the Megaton Hammer and it'll unlock the following door.
Instead of using the walkway, simply use the Longshot on the torch next to the door. In the next hall, destroy the Shadow barrier with the Light Arrows.
This massive room is filled with a pool of lava, and you must collect the Silver Rupees through a series of steps. When using the platforms, take note you have limited time before they sink into the lava. Use these steps to accumulate the Rupees: 1. Hop on the walkway and jump to the right platform to the first Rupee. 2. As the walkway rises again, jump back onto it and reach the octagon-like platform that spins; the Rupee is behind the statue bursting out fire 3. From the walkway, hurry to the narrow ledge to the left at its end. With the Golden Gauntlets, pick up the large pillar; the Rupee lies beneath it. 4. As Link threw the pillar, it created a platform you can hop onto on the other side of the room. Make it there and use the Hover Boots to acquire the fourth Rupee. 5. Use the pillar (now in the lava) nearby to snag the last Rupee.
The door across the lava will unlock; run to the end of the walkway and quickly latch onto the target above the door. When you're inside the next room, the same concept implies: Shoot the barrier with a Light Arrow.
One final barrier waits in the main hall. You'll see the yellow beam that leads to a large pillar against the wall on the lower level. Pick it up to reveal the final barrier chamber.
In the first room, use your lens to vanquish all the invisible enemies to reveal a chest with a Small Key inside. The other chests contain some items, but three of them are ice traps. When you're done, unlock the door.
Play Zelda's Lullaby on the Triforce symbol in the next corridor (in front of the locked door). Grab the Small Key from the chest that appears and use it to unlock the following door.
The third room contains multiple rolling boulders that circulate around the hall. On top of that, you have limited time to amass the Silver Rupees hidden within the room: 1. In the nook to the left (outer edge). 2. In the nook to the right (outer edge). 3. Beside the center structure. 4. Beside the center structure (other side) 5. On the top of the center structure; use the Hookshot target on the ceiling.
When you reach the next room, there's no barrier present. Continue moving and take out the Wallmaster that tries to grab you, then use the Lens of Truth to seek a hidden passage in the center of the wall. Beyond that is the Light barrier.
Bye, Bye, Barrier
The barrier of the tower in the main hall will be wiped out, allowing you to enter it. When you're ready, enter the tower from the bridge on the upper level (next to the Forest room).
The tower consists of six levels, and each hall will require quick-combat scenarios (basically, to eliminate all the enemies in the room). There's not much more to that, but use the tips below if needed.
Dispose of the Fire Keese, then run up the stairs to the next level.
Take out the two Dinolfos to unlock the next door.
Battle two Stalfos in this room. Once defeated, the fire guarding the chest will disappear. Open it up for the Boss Key.
Two Iron Knuckles guard the next chamber. Take on one of them at a time and the following door will unlock.
There are a ton of pots that carry numerous items inside them. Grab any that are needed, then proceed through the door to the right door and run up the long (and last) flight of stairs to the sixth floor.
Unlock the door to meet up with Ganondorf.
Health: 19-20 (Master Sword He'll immediately smash the floor with a devastating downward-thrust, and a portion of the floor will be removed. From this point forward, stay on the outer corners of the room (any of the four) to avoid this attack.
This fight is largely similar to your battle with Phantom Ganon in the Forest Temple. You'll have to swipe and reflect the energy ball he shoots back and forth until it hits him.
When it does, shoot Ganondorf with a Light Arrow and he'll fall to his knees (on the center pillar). Either use the Longshot or hop across to him, and give yourself a chance to slash as many hits with your sword before he shakes it off.
After roughly 10 to 11 hits, he'll change his attack into a charged shot with multiple beams. He's vulnerable here, so shoot a Light Arrow to disable him temporarily and use the same method as before.
The other "cool" way is to charge a spin attack with the Master Sword; it'll reflect all the energy beams back at him (though this doesn't work every time, and the beams may miss him). Repeat this same process and he should fall after several hits from the Master Sword.
Note: If you happen to fall down to the floor below, use the Longshot and grapple to the center pillar (you can also snag items from the pots before returning to the fight).
Descending The Tower
After Ganondorf falls (shredded cape and all), you'll reunite with the Princess of Destiny. It's not over; however, as the tower will begin to collapse.
You'll have to follow Zelda through the castle under a three-minute time limit to escape to safety. It's best to avoid the enemies (if possible) and stay close to the princess as you descend the tower. On each level, she'll unlock the gates using her magic.
Third Floor Encounter
Two Stalfos will be required to be vanquished, as Zelda becomes trapped in a ring of fire. If you have the Biggoron's Sword, it works well here. Afterward, carry on to the next level (the ramp is more steep here, so be careful).
On the bridge, a ReDead will freeze you. Shake him off once you try to pass him (you 'cannot' use the Ocarina here) and dispose of the zombie quickly. At the end of the passage is your exit; run for it and you're home free!
It Isn't Over 'Til The Beast Sings
Following the crash of Ganon's Castle, you'll watch a cinema. Check on the remains of the tower, and you'll be faced with the final boss of the game, Ganon.
Final Boss: Ganon
Health: 16-17 (total) The Master Sword will be unavailable and the start of this fight (as Ganon knocked it out of your hand). If you have the Biggoron's Sword, it's extremely useful here. If not, make sure to equip the Light Arrows and Megaton Hammer in your inventory. His blade swipes endure heavy damage to your hearts, so make sure to backflip yourself to safety.
There are several strategies to defeat Ganon, and possibly the easiest way is to shoot his face with a Light Arrow. This will temporarily stun the beast.
When this is executed, you now have the ability to either roll underneath his legs or run around behind him. His weakness is his tail -- hit it with a light arrow or the Megaton Hammer (the hammer deals greater damage and you won't drain your magic).
After about eight hits to his tail, Ganon will fall to the ground momentarily. Use this time to run over to Zelda and reclaim the Master Sword.
When he stumbles back to his feet, you can emulate the same strategy (this time, hitting his tail with the Master Sword). More efficiently, try the Diving Sword Thrust attack on his tail; it tends to cause greater weakening. Be wary though, as the monster is quicker to close in on you.
Once his tail is damaged enough, Ganon will fall to the ground a second time and Zelda will stun him with her Light magic. As the woman says, go in for the final blow!
1 comment for this The Legend of Zelda: Ocarina of Time 3D user guide
Comment by R3D STAR
Phenomenal work on this Brandon! Looking forward to seeing more of your work!Oct. 22, 2013, 12:30 p.m.