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Zelda: Ocarina of Time Walkthrough


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Ocarina of Time Walkthrough
by Nathan Strong (gblues@jps.net)
Version 0.1 (12/18/1998)





=======================================================================
Copyright Notice (AKA "Boring Legal Stuff")
=======================================================================
This document and all associated artwork is (c) 1998 Nathan Strong.
All rights reserved.

This document must be distributed for free, on the condition that this
copyright notice remains intact and the information contained herein is
not modified or altered in any way. By free I mean FREE -- yes, this
prohibits inclusion on PD/shareware disks without the author's
permission. Derivative works may be made so long as due credit is noted
in the derivative work, in a form resembling "This document is based on
the Zelda: Ocarina of Time walkthrough written by Nathan Strong."

=======================================================================
Revision History
=======================================================================

Version 0.3 ( 1/30/1999)
------------------------
This is taking longer than I wanted it to.. oh well. As the dungeons
get more complex, each section will take longer to write. This update
covers everything up until Link reaches adulthood (well, adolescence
really.. if he's 8 years old as a kid, that means when he "grows up"
he's about 15 -- hardly an "adult").

Version 0.1 (12/18/1998)
------------------------
The first release! This walkthrough covers the first two areas, Kokiri
Forest and Inside the Deku Tree. I probably spent waaaay too much time
on the above ASCII art.. I hope someone besides me likes it :)

This Walkthrough will grow as I proceed through the game -- which
should be fairly quickly, since this is my second time through the
game.

=======================================================================
Introduction
=======================================================================

I am writing this walkthrough because the other walkthroughs I found on
gamefaqs were either incomplete or confusingly written. I want to make
one thing abundantly clear: This is not a secrets faq, it will only
cover getting through areas required to finish the game. It does not,
at this time, mention Gold Skulltula or heart container pieces,
so if this is what you are looking for look elsewhere.

The guide is divided into areas, and each area is divided into goals.
For example, the first area (Kokiri Forest) is divided into the three
goals of the area, which are to find the sword, the shield, and to talk
to the Deku Tree. This helps ease my workload and makes the
instructions more clear to you, the player.

=======================================================================
Section 1 -- Kokiri Forest
=======================================================================

Goals: Find sword, find shield, talk to Deku Tree.
=======================================================================

The game opens with the Fairy Navi waking the sleeping Link and
informing you of the summon of the Deku Tree. In the lower-left hand
corner of the screen is the area map. In the left part of the map there
is a yellow arrow indicating your current location. There are two
main sections of the map, connected via a small pathway. The right-hand
section is where the Deku tree is, so make your way to the small
pathway. Mido, the head Kokiri, will block your path and tell you
that you need a sword and shield before he'll let you pass. Off to find
the sword and shield!

Goal 1: Find the Kokiri Sword
-----------------------------

The Kokiri Sword is located in the southern part of the left section
of the map. Walk towards the forest exit (which, coincidentally, is
also being blocked by a Kokiri), and there should be a hill to the left
(assuming you are facing the forest exit, which looks like a hollowed
tree cave). Run up the hill, and you should find a crawlspace. Use the
action button (which should read 'Enter') and you will begin crawling.

The crawlspace opens up into a small square area with a boulder
rolling around in circles. There are two branches from the boulder's
track: one that leads to the way you came in, and one that leads to a
chest (it is the southernmost part of the map). Open the chest and get
your sword!

Goal 2: Get the Deku Shield
---------------------------

While I'm sure there is a way to get a deku shield for free, the
easiest and most obvious way to get it is to run around slashing shrubs
and throwing rocks until you find 40 rupies and purchasing it at the
shop. The shop is in the northeast section of Kokiri forest, just on
the east side of the place where you can jump across the square
platforms in the water. There is also a Kokiri on the roof who talks
to you when you walk close and teaches you how to talk via Z-targeting.

Goal 3: Talk to the Deku Tree
-----------------------------

Go have another chat with Mido after you have equipped the sword and
shield (you DID remember to equip them in the inventory screen..
right?), and he will let you pass. Be careful, right around the corner
are a couple of plants. You can either carefully avoid them or kill
them and get some Deku Sticks. They respawn kind of quickly, so unless
you really want some Deku sticks just ignore them. Once you walk into
the presence of the Deku Tree, the conversation will begin
automatically.

=======================================================================
Section 2 -- Inside the Deku Tree
=======================================================================

Goals: Find Map, Find Slingshot, Find Compass, Defeat Gohma
=======================================================================

This being the first actual dungeon, it is quite short and not very
difficult. This is essentially a primer for the larger, more
complicated dungeons in the game.

Goal 1: Find Map
----------------

There are two things to take note of in the first room. First, the web
covering the hole in the center of the room; second, the vines growing
on the wall directly opposite of the entrance to the dungeon. As you
approach the vines, Navi will conveniently tell you that you can climb
them. Climb the vines, and follow the circular path to the right
(assuming you are facing the wall after climbing the vines) to find a
large treasure chest. Open it and get the map. That was easy enough,
wasn't it?

Goal 2: Find Slingshot
----------------------

Continue following the circular path, and you will arrive at a door
(which Navi tells you how to open). Open the door, and you'll arrive
in a room with a fellow who shoots nuts at you. Z-target him and hold
R, and you'll bounce his nuts right back at him. Get close while he's
hopping around the room and he'll give you a tip before opening the
path forward. Pick up the heart he drops and proceed through to the
next room.

In the next room there is a large platform suspended in mid-air. If
you jump on it, it begins to sink! The trick is to simply run and
jump onto the platform, and continue running to jump up to the ledge
where the treasure chest is. Inside the treasure chest is the
slingshot.

Goal 3: Find Compass
--------------------

If you turn around you'll notice something.. there's no way to get
back! Notice the ladder above the door? Z-target it and get out your
slingshot and let fly with a Deku nut. You'll knock the ladder loose
and it will fall down and let you climb to the door. Backtrack to the
treasure chest where you got the map.

Near the treasure chest, you'll probably notice that there's danger
music playing (unless you have the sound off), which is caused by the
Skulltulas on the wall. There are three of them, two of which you can
Z-target and one you can't. Z-target the ones you can and kill them
with the slingshot, then use a manually-aimed slingshot shot to kill
the third. After the path is cleared, climb the vines to the third
level of the dungeon.

There is one door on the third floor, which is on the west side of the
circle. Ignore all the giant skulltulas and go through the door, which
will promptly shut and bar behind you. On the floor is a switch. When
you step on it, you'll notice that three platforms will raise, while
a tick-tock sound starts playing. The tick-tock sound means that the
platforms will only be up temporarily, so quickly jump across them to
the other side to where the chest is. If you mess up, simply climb
the vines back to where the switch is and try again. Open the chest to
find the compass!

Goal 4: Defeat Gohma
--------------------

Jump down from where the chest was, and run back to the door. It's
barred shut! Hmm.. notice that one of the torches is not lit? Notice
how Deku sticks catch fire if you run past a lit torch while carrying
one? Light a Deku stick and then run over to the unlit torch and it
will ignite, and unlock the door. Note that while this particular
torch stays lit permanently, many in the game will only stay lit for
a short time. This also illustrates one of the key puzzle elements in
many Zelda games: if the torches aren't lit, light them and see what
happens! At any rate, now that the door is unlocked, go through it.

Wander around the third floor until you encounter a giant Skulltula.
Notice the heart floating in mid-air behind it in the middle of the
room? Defeat the giant Skulltula (you have to attack it while its back
is to you), and jump out towards the heart. You will fall two stories
and land in the webbing on the first floor, breaking it and falling
another two stories into a pool of water.

There are two places you can pull yourself out of the water. One is
near some webbing covering a door, the other is higher and has a
switch. Pull yourself up onto this ledge and step on the switch, and a
nearby torch will light, burning the webbing surrounding it. Hmm.. I
wonder if the webbing by the door burns? In fact, it does -- the trick
is getting your burning deku stick to the webbing without dousing it in
water. The best way to do this is to plan your path before hand, then
follow that path with the burning deku stick. Burn the webbing in
front of the door, and go through it (Note: if you use 'put away'
while holding a burning Deku stick, you'll put it away and conserve
your sticks).

In the next room is another fellow shooting rocks at you. Use the same
tactic, z-targeting him and bouncing his shots back at him, and close
in on him while he's bouncing around the room. He'll teach you how to
defeat a mini-boss later in the dungeon.

Notice the eye above the barred door? This is something to watch for
everywhere in this game. The eye is a switch that reponds to a physical
attack, specifically a shot from a slingshot or bow. (They are
typically placed out of swinging distance of swords). Carefully aim
your slingshot and hit the switch to raise the bars, then proceed
through the door.

The next room features a spiked log with a moving platform over a large
body of water. Navi will conveniently teach you how to dive, and this
room gives you the chance to practice. Jump into the water (ignore the
platform for now), and swim towards the spiked log. Notice the switch
underwater? Position yourself above it and dive to trigger the switch.
The switch will lower the water level enough so that you can run back
up to dry land and jump onto the platform, and pass safely underneath
the spiked log and jump off on the other side where a giant Skulltula
waits. Defeat the giant skulltula, and take note of your surroundings.
Notice the block with the crescent moon? This block is movable (a la
Tomb Raider) by approaching the block and pressing action while the
blue icon says 'grab' and pressing the control stick in the direction
you want to push. You'll notice that this particular block is in a
rut below a higher platform. Pull the block to the other side of the
rut, then jump atop it and climb up to the door.

In the next room are four torches, three of which are unlit. There are
also several critters that will produce Deku sticks when killed. This
is another excercise in torch lighting. Light all the torches using a
Deku stick, and the bars blocking the door will raise. Go through the
door.

In this room you are immediately confronted by a giant Skulltula. Kill
it, and enter the room. Notice the passageways blocked by webbing? See
the lit torch? Use a flaming Deku stick to burn the webbing away from
the eastern passage (There's nothing of interest in the northwest
passage at this point in the game). You'll arrive at a crawlspace.
Crawl through, and you'll be back in that first room you fell into, on
the highest ground that was unreachable from the water. The first
order of business is to push the crecent moon block into the water, so
that if for some reason you need to come back (i.e. you die) you don't
have to go through all those rooms again. It also serves to give you
access to the lit torch, since all the torches on this side of the
river are too high to ignite a Deku stick. Jump to where the torch is,
light a Deku stick, then run to where the web-covered pit is and swing
your Deku stick (by pressing whatever C button you have assigned to it
again) to burn the webbing. You will fall one story into a pool with
a few hearts, and three of those creatures that shoot nuts at you.

Remember the hint you were given? The order is '2 3 1.' The creatures
are numbered 1 2 3 from left to right (assuming you are facing the
barred door). Z-target the middle creature and bounce its nut back,
then the right creature, and finally the left creature. You will get
a hint on how to beat the boss, and the bars will lift from the boss
room.
-----------------------------------------
Boss: Parasitic Armored Arachnid -- GOHMA
-----------------------------------------

If you've ever played the original Legend of Zelda for the NES, you
already have a clue on how to beat this boss. Just like the 8-bit
incarnation of Gohma, this creature's weak spot is its eye. Z-target
Gohma and hit it when the eye is open. Gohma will collapse, and the
eye will look like it's dizzy. Run close and slash it repeatedly with
your sword. After a few hits, Gohma will recover and climb the wall,
and drop a few eggs. Kill the eggs before they hatch (the Gohma spawn
are easy enough to kill if they manage to hatch), and Gohma will drop
down on you. Repeat the process until Gohma is pushing up daisies.
You are rewarded with a heart container, and a teleport out of the
dungeon. Step into the blue circle to exit.

=======================================================================
Section 3 -- Hyrule Castle
=======================================================================

Goals: Sneak past outer guards, wake Talon, sneak past inner guards,
speak with Princess Zelda
=======================================================================

Getting from Kokiri Forest to the Market is a simple task that I am
going to assume you are capable of doing on your own. If night falls,
the castle drawbridge will close, so just run around and bash (or
avoid) skeletons until dawn, when the drawbridge will lower and you
can enter the Market. There is a small red-haired girl that you should
talk to, who will tell you that her father owns Lon-Lon Ranch and is
late back from delivering milk to the castle. On to the castle!

Goal 1: Sneak past outer guards
-------------------------------

Once at the market, there are several exits. Right now, the exit we're
interested in ist he one with the castle in the background. Go through
this exit and you will be on the grounds surrounding Hyrule Castle.

If you follow the path, you will come to a gate with a guard who will
let you pass if you bribe him with 10 rupees. While you can pay him
if you want, the more economical route is to climb some nearby vines.
When night falls, Malon will be standing next to the vines and start
singing Epona's Song (which you will learn later). Talk to Malon, and
she will give you a "Weird Egg." Carefully climb the vines and run over
to the gate, and climb down the ladder and go through the door.

Continue following the path, and eventually you will encounter two
guards blocking the path. Stay out of eyesight! If you run to where the
sign next to the boulder is and turn around, you can see the head of
the guard that's up on the hill, as well as the two guards on the
right. Run towards the half-way point between them until you reach a
trail in the grass. Follow this trail until just before it merges with
the path, and turn to the left. Notice the cobblestone on the far
wall? Run to it and climb it! Run up the hill to where the gossip
stone is, and jump down and into the moat. You are past the outer
guards!

Goal 2: Wake Talon
------------------

Once in the moat, swim downstream (that is, in the same direction as
the current carries you. You should see a corner that rises out of the
water that will let you climb out of the moat. Go left after you climb
out, and run towards the boxes near a tower. You will encounter Talon
sleeping here.

By now your egg should have hatched into a Cuckoo (chicken). If not,
wait for a day or so to pass and it should hatch in the morning. Set
the hatched Cuckoo to a C button, stand next to Talon and press the
C button to wake him up.

Once Talon is out of the way, you can move the boxes. Push one box over
the edge so that it falls down onto the platform below, and push the
second box so that it sits on top of the first box (You should hear
the Zelda 'you found a secret' melody when you are finished). If it is
nighttime, wait until daybreak before you jump across the moat! See
where the water is coming out? Crawl under there to enter the castle.

Goal 3: Sneak past inner guards
-------------------------------

What follows is a series of rooms with patrolling guards.

First Room: A single guard walking in circles around a square
hedge. Run past while he is on the other side of the hedge.

Second Room: Two guards, two fountains. Each guard is walking around
in circles around a fountain. Wait for both guards to be on the far
side of their respective fountains, then run past.

Third room: One guard running around a small wooden post with a few
rupees to entice you, with a stairway up to the covering above the
guard. Ignore the rupees (it's not like there aren't better, easier
places to get them in the game), climb the steps, and walk along the
overhead beam to the other side (Note that you cannot walk on the
transparent green canopy!).

Fourth room: Two guards walking around a statue at varying speeds. Wait
for them both to be on the opposite side of the statue, then run past
(Tip: the guards never look directly behind them, so don't be afraid to
shadow one of them as they are walking past).

Fifth room: two guards patrolling around a statue surrounded by hedges.
Again, run past them when they are both on one side of the statue. This
one requires a little more timing.

Run through the hallway to the left, and you will be in the courtyard
where Zelda is.

Goal 4: Talk to Princess Zelda
------------------------------

Easter egg: look through the windows to the left and right of the
courtyard.. don't those portraits look familiar? You've made it past
all the guards, so all that is left to do is to run up to Zelda and
speak with her! At the end of the conversation she will give you a
letter that you will use later. For now, walk over to Impa and she will
teach you Zelda's Lullaby, which is one of the most used ocarina songs
in the game. She will then escort you out of the castle, leaving you
on Hyrule Field. Next stop: Kakariko village!

Continue with walkthrough >>>


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