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The Legend of Zelda Ocarina of Time 3D Walkthrough

Steer through Link's exploits in Hyrule. Our The Legend of Zelda Ocarina of Time 3D Walkthrough provides item locations, boss tips, and how to complete the adventure.

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GameSpot is proud to present a republication of our classic The Legend of Zelda: Ocarina of Time Game Guide, first released in 1998 for the Nintendo 64.

  • Walkthrough: A general walkthrough that will keep you going in the right direction.
  • Weapon Descriptions: A list of all the weapons (and the places you'll find them) that you'll find throughout your travels.
  • Item Descriptions: The things Link can buy or find in the land of Hyrule.
  • Enemy Descriptions: The dangers you'll face and strategies for tackling even the trickiest boss.

What's New:

  • July 22, 2011: Version 1.0 (2.0?) of this Guide is here. This is a republication of our 1998 The Legend of Zelda: Ocarina of Time Game Guide.

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Weapon Descriptions

This section will give you the low-down on the ins and outs of every weapon you'll find and use in the game. There is a wide variety of tools at your disposal, and knowing which weapon works best with which enemy will be crucial to your success in the game, so get reading, Boy Scout! As they say: "Be prepared!"

Biggoron's Sword

This massive sword is twice as powerful as the Master Sword. To get it, as an adult, Link must obtain the Pocket Egg from the Cucco Girl in Kakariko Village. Follow her instructions, and the wild chain adventure they lead you on, and eventually, Biggoron's Sword will be yours. Due to its size, Link cannot hold a shield at the same time as this sword, but its length and power will often make up for any defensive compromises.

Bomb

These simple explosives are best used for gaining access to hidden areas or for blowing up the occasional boulder. Always keep a good supply on hand, however, as you'll need them to defeat certain enemies. When using these bombs, make sure to release them quickly, as they detonate very quickly. If Link is too close to the bomb when it explodes, he'll suffer damage as well. Dropped or thrown, bombs are powerful weapons to be used carefully.

Bombchu

The Bombchu is an ingenious invention that acts like a sort of homing mine, except that it cannot be steered once released. With this item, Link can cause explosions in areas he cannot reach with regular bombs. These can be found in the market.

Boomerang

Found in the gigantic Jabu-Jabu fish's belly, of all places, the Boomerang is a sigh of relief once you've found it. By the time Link locates the Boomerang, chances are the majority of his Deku Seeds will be gone - with a good measure of your patience as well - limiting your long-range capabilities. An economical weapon, the Boomerang never runs out of ammo, since it always comes back. So feel free to lock on to the nearest bad guy, and bang him again and again. The Boomerang is also indispensable for the young Link in retrieving objects that are out of reach.

Deku Nut

In Zelda's kingdom, you get what you pay for, and the Deku Nut is free. Found in ample supply throughout the kingdom (wherever bushes can be cut down or bought in shops), the Deku Nut is used to stun enemies with its bright flash when thrown. Unfortunately, this tactic doesn't work on all enemies, so it's best used when surrounded by multiple foes, giving you precious time to deal with them at a more reasonable pace.

Deku Stick

As basic a weapon as you're likely to find, the Deku Stick is surely adequate for whacking an enemy over the head, just don't expect it to last very long. Although this stick breaks easily, it can be used for other purposes, like lighting torches. This stick can be bought in Merchant Shops or collected after defeating certain enemies.

Din's Fire

Din's Fire is one of the first spells Link learns at Hyrule Castle. If he finds too many enemies getting too close for comfort - no problem! Switch on Din's Fire and blaze away! Surrounded by a ring of fire, Link can barbecue his foes as long as his magic meter holds out.

Fairy Bow

After spending the majority of his youth brandishing the Slingshot, Link eventually graduates to the Fairy Bow. A considerably more powerful weapon, the Bow is one of Link's most valuable weapons, indispensable due to its range. Over the course of the game, you'll find the Ice Arrow, Fire Arrow, and Light Arrow, each of which gives your shots various effects. The Fairy Bow is found in the Forest Temple.

Fairy Slingshot

Armed with a satchel full of Deku Seeds, Link can strike down any number of foes from long-range using the Fairy Slingshot. Basically his only long-range weapon until finding the Boomerang, Link will need the Slingshot to shoot down pesky bats, activate switches, and take care of any other out-of-reach objectives. The Slingshot is found in the Deku Tree.

Farore's Wind

Farore's Wind is actually a magic spell that Link will learn in Zora's Domain. Using this spell, Link can create a Warp Point. Once the Warp Point is created, Link can warp back to any time he chooses. He can also relocate the Warp Point to a new spot if needed. However, Link can only use Farore's Wind in certain locations.

Fire Arrow

Discovered in the regions of Lake Hylia, Link will learn the beneficial effects of the Fire Arrow. While using a small dose of Link's magic, the Fire Arrow combusts upon release and expands into a screaming ball of fire, much to the dismay of its intended target. It's useful against just about every enemy.

Hookshot

Possibly the most useful tool in the game, the Hookshot serves not only as a weapon, but also as a grappling-hook Link can use to hoist himself up to high perches. He can also use it to retrieve objects out of reach. The Hookshot can be upgraded to the Longshot later in the game. Link can find the Hookshot in the Water Temple.

Ice Arrow

While the Fire Arrow burns Link's enemies to a crisp, the Ice Arrow immobilizes them instead. Once trapped in a block of ice, Link can then dispose of his foes any way he sees fit. Link can pick up the Ice Arrow at Gerudo Fortress.

Kokiri Sword

Thankfully, this is one weapon that never runs out of ammo. Found in the Kokiri Forest where Link grew up, the Kokiri Sword is indispensable to the young Link who will need its sturdy steel to combat the many perils he faces as a young lad. You must find the Kokiri Sword and a shield before you can progress onto your first real challenge in the game. The sword is hidden in a little hole in a wall that leads to a secret area.

Lens of Truth

This handy little tool reveals false walls and hidden items normally undetectable by Link. This item uses small amounts of magic power, but the payoff is worth the cost of power spent. This item is found in the Kakariko Well.

Light Arrow

Revealed to Link at the Temple of Time, the Light Arrow is an awe-inspiring weapon that will cause enemies to cringe at the very sight of it. The Light Arrow uses twice as much magic as either the Fire or Ice Arrows. Consequently, the damage delivered is substantially greater as well. Best used sparingly, the Light Arrow is formidable indeed.

Magic Bean

Magic Beans can only be bought from a merchant by Zora's River. These beans must be planted by a young Link so that, seven years later, he may reach heights previously inaccessible. You can tell a good place to plant seeds when you find a barren patch of soil.

Megaton Hammer

Found in the Fire Temple, Link is first clued in to the existence of the Megaton Hammer by Darunia, leader of the Gorons. This mighty hammer can be used, not only to squash the opposition like bugs, but also to smash boulders and activate rusted-over switches.

Master Sword

The Master Sword is found in the recesses of the Temple of Time. Only the Hero of Time could pull this sword from the stone. Luckily, Link is the Hero of Time. The Master Sword is also the key to travelling forward and backward through time.

Nayru's Love

Naryu's Love is a spell Link will learn from the fairies in the haunted Wasteland. Essentially a force field, Naryu's Love protects Link from harm for a short period of time. Like most spells, it uses a sizable amount of Link's magical energy.

Ocarina

Not so much a weapon, but rather an integral item necessary to your success in the game, the Ocarina is the instrument (literally) that opens, activates, perpetuates, and relocates just about every crucial item, object, time, and place in the game. The first Ocarina you receive is given to you by your friend Saria. The Ocarina Saria gives you is the Fairy Ocarina. Later on in the game, Princess Zelda will entrust you with the safety of the Ocarina of Time.

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Item Descriptions

The kingdom of Hyrule is a big place, and, as such, there's a lot of stuff to be had, bought, found, caught and taken here. This handy reference guide will act as your mini-Farmer's Almanac and provide you with the insights and wisdom of knowing what's what and how to use it. Item knowledge is essential to any hardy traveler who would uncover all of Hyrule's secrets, so now's the time to bone up on all that info! Get crackin'!

Deku Shield

This shield is available to the young Link practically from the get-go. After a little rummaging, Link can scare up enough Rupees to buy this from the Kokiri Village merchant. While the Deku Shield is sturdy enough, it will disintegrate after shielding Link from too many fire attacks.

Empty Bottles

As Link will discover, bottles can be used for carrying all sorts of things. There are four bottles in the game, and they can be found in Kakariko Village, Lon Lon Ranch, Lake Hylia, and the Market. They can save Link's tiny butt if filled with the right stuff.

Gold Scale

While fishing at Lake Hylia, if the adult Link beats the all-time record for snaring the biggest Lunker, he will be awarded the coveted Gold Scale. This scale lets Link dive even deeper than the Silver Scale.

Golden Gauntlets

Possessed of even greater strength than the Silver Gauntlets, the Golden Gauntlets give you even more lifting power. Concealed in Ganon's Castle, it's apparent that Link must head straight into the lion's den to gain possession of these magical wonders.

Goron Bracelet

After giving Darunia, the Goron leader, a small sampling of his virtuoso skills, the big galoot in turn gives Link the Goron Bracelet. The bracelet grants Link great strength, and as a result, Link can uproot heavy bomb flowers and even some rocks.

Goron Tunic

Found seven years later in the Goron City, Link obtains the Goron tunic from Darunia's son, interestingly named Link as well. Honored to be in the original Link's presence, Darunia's son gives Link the tunic, which provides him with the protection necessary to withstand Death Mountain Crater's extreme heat. Without it, Link wouldn't last longer than a minute. Remember to equip it when you go to the Crater.

Hover Boots

Found in the Shadow Temple, the Hover Boots are fairly self-explanatory. These boots give Link considerably more hang-time than he normally experiences after a timely jump. However, there is little traction to be found with these boots, so it pays to be cautious while using them.

Hylian Shield

Available for purchase at the Bazaar in Kakariko Village, Link must buy this shield at some point. Although it's too heavy for him to wield as a child, the younger Link can still carry it on his back, providing limited protection should his Deku Shield burn up. The older Link can carry it like the younger Link carries the Deku Shield. Made of metal, the Hylian Shield is indestructible.

Iron Boots

Used in conjunction with the Zora Tunic, the Iron Boots let Link stay at the bottom of any watery area. The additional weight keeps him glued to the ocean floor, where he would normally float away. Useful in windy areas as well, Link is not capable of running with these shoes on.

Mirror Shield

Found in the Spirit Temple, the Mirror Shield is absolutely crucial to Link's success in this difficult level. Capable of reflecting sunlight, spells, and energy attacks, the Mirror Shield is integral to completing Link's objectives in this Temple.

Silver Gauntlets

These Silver Gauntlets impart a super-human strength to whomever wears them. Hidden in the Spirit Temple, these gloves will come in handy as Link attempts to complete his quest.

Silver Scale

If Link can beat the Zora's challenge, he will receive the Silver Scale - a handsome accessory that lets Link dive deeper than usual.

Zora Tunic

In the Ice Cavern, you'll soon discover that King Zora has been imprisoned in a block of Red Ice. Once you obtain the appropriate material for thawing him out, you'll be given the Zora Tunic, made entirely of fish gills. Once equipped, you can remain underwater indefinitely without drowning.

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Enemy Descriptions

Depending on where you are and when, assorted enemies will pop up (literally!), like the Skeletons at night and the Wolfos by Sacred Forest Meadow. Navi will usually have advice on how to defeat these enemies, so it's important that you take heed when it yells out "Hey!" This is a list of the more persistent enemies you'll face in the game, including bosses. Keep in mind that every enemy (except bosses) regenerates, so if you kill a monster and leave the room, when you come back, it will be there again. This can be useful if you need hearts or other supplies a creature often leaves behind. As long as you know how to deal with each individual creature you should have no problems.

Bats

The plain ol' black kind or the kind that ignites in flames, either way, do yourself a favor, lock-on and pick 'em off with your Slingshot or Hookshot. In a pinch, you can always slap 'em away with your sword.

Deku Scrubs

These little twerps can be a pain, mostly due to their surprise attack; they shoot you with a Deku Nut. Lock-on to these punks, lower your shield, and reflect their attacks back at them to give them a taste of their own medicine.

Deku Baba

These big tulips are straight out of "A Little Shop of Horrors." Be careful around these buggers, since they snap hard and fast. One good shot will stun one though, and while immobilized, you can sweep in for the kill. The usually leave behind Deku Nuts or Deku Sticks.

Gohma (Boss)

This sticky beast will cling to the ceiling, seemingly out of range. If you act fast, lock-on to this freak and zap it in the eye with your Slingshot. Once it drops to the ground, slash it in its red eye. Repeat this pattern a few times, and Gohma will be a goner. If it manages to spit out a few Gohma Eggs, simply hack away at them and repeat the process again.

Tektites

These spidery/crabby monsters are found on the Death Mountain trail. You must slash at them while they're jumping in mid-air. Depending on your age and sword, a couple of good hits should do each one in.

Lizalfos

Deku Nuts will come in handy with these cold-blooded beasts. Stun them, and then hack them. If you're really good, you'll lock on to these guys and alternately block their hits with your shield and then swat them with your sword after their strike. Do yourself a favor and let these guys come to you. It takes a little patience, but these guys aren't too difficult.

Armos

Some of these cranky looking statues must be pushed and pulled to progress in the game. Others just don't like that kind of treatment and will often attack if you get too close. Get out of their way when they're attacking and go crack them over the head when they stop moving. Use Deku Nuts to accelerate this process if you're in a hurry.

King Dodongo (Boss)

This cocky lizard is a firefighter's nightmare with all the fire breathing he does. Fortunately, this boss's pattern is easy to figure out. When he opens his mouth, throw a bomb in his gullet. After it explodes, he cries out (in lizard-tongue) for an Alka-Seltzer. While he's whining, go up and smack him on the nose with your sword. He gets up and then curls up into a ball in an attempt to run you over. Simply move to the inner ring of the lava pool (without touching the lava) and avoid his charge. After he crashes, he'll turn around and try the fire-breathing thing again. Repeat until he's cooked.

Octoroks

They look familiar, but that doesn't mean they're good to look at. Treat these eight-armed armored punks like a Deku Scrub. Use your shield to reflect their attacks back at them. One shot will do for these weaklings.

Bari

These nasty little jellyfish move about as slow as maple syrup - thankfully. Avoid slashing them with your sword, since you'll receive a violent shock if you do. The Boomerang cuts 'em up real good, but the Slingshot must do until you find the Boomerang.

Barinade (Boss)

You'll need the Boomerang to tackle this gross collection of pulsating pods. Whack the core with your locked-on Boomerang, and when it starts sending out its feelers, slash away at these offending tentacles. Keep moving to dodge Barinade's electricity attacks. Once you've cut away at the tentacles, rush in to beat up on Bari's brain. Repeat until the migraine is too much for the monstrosity. You'll know you're done when it starts to explode.

ReDead

Seven years into the future, and it gets all zombified, huh? Get too close to one, and you'll become a still-life for a few precious seconds. Often, its enough time for these zombie monkeys to jump on your head and get a few bites in before you can shake them off. If you must engage in hand-to-hand combat with these creatures, hack away as quickly as possible and get it over with fast. Playing the Sun's Song will freeze these guys, letting you pummel them or simply run away. ReDeads will, more often than not, drop magic when they are killed.

Poe

Even if you lock on to these pesky ghosts, you can't hit them if they turn invisible. Wait until they reappear and give 'em the business end of your sword! Use your shield to block their attacks when necessary. You can collect their essence after their defeat and sell them if you wish.

Moblins

These porcine goblins can be a lethal pain in the butt. Swordplay will get you nowhere fast with these porkers. Arrows and a carefully aimed Hookshot will do these fellas right, just make sure to stay out of range. Get hit by these guys, and you'll lose a full heart of health.

Stalfos

First found in the Forest Temple, these skeletal jerks are unaffected by Deku Nuts or Din's Fire. Keep your shield ready and put these clowns to rest with a good old-fashioned sword swipin'.

Phantom Ganon (Boss)

A fairly challenging boss, defeating Phantom Ganon requires good timing and fast reflexes. Put yourself in a corner (if you can call it a corner) close to the gate you came in. Two Phantoms appear to ride out of the framed pictures, but only one will actually come out. You must shoot it with an arrow four or five times. After you've shot him off his horse, he'll float in the air and shoot electric balls at you. Swat them back at him, volleyball-style, with your sword, until he gets hit. Be careful, because he'll swat your swats back and forth. After he drops to the ground, rush in and spank him with your steel. Repeat this until he disintegrates in a poltergeist poof!

Fire Bubble

These fiery, flying skulls can be a real nuisance! Block them with your shield to extinguish their flames and then knock them out with your sword. Or, if you've got the ammo to spare, take 'em out with your bow.

Volvagia (Boss)

This serpentine sissy will peek its head out of any one of the numerous holes found in the platform it calls its home. Take the Megaton Hammer and knock him right on the head. Volvagia will then get ticked off and rise up to the ceiling, causing all kinds of rocks to fall to the ground. Watching for shadows and avoiding these pebbles shouldn't be a problem. When he's finished, he'll glide down and pull the same routine. Play whack-a-Volvagia with him until he learns his lesson.

Morpha (Boss)

This gelatinous jerk is easy fodder for Link's Longshot. Avoiding the tentacles it constructed from the water it came from, Link must merely harpoon the center of its core, drag it out, and hack it to bits. As is often the case with bosses like this, you must repeat until you're done. Make sure to avoid the arms, or you'll get tossed around like a birdie in a badminton game.

Bongo Bongo (Boss)

This percussive punk's strength is also its weakness. When the giant drummer starts to do his Ricky Ricardo on the ground, shoot his hands with a couple arrows. Once his paws are frozen, use the Lens of Truth to see where his eye is. Shoot the eye, and his body will be stunned. Move in and beat up the body, Excalibur-style, and do what you do best.

Leever

Another floral freak, this cactus has nothing but bad news written all over it. Deal with this guy however you want, just do your best to stay away from it.

Iron Knuckle

This wanna-be mime tries to fool you by sitting still until you wander too close. Show him who's smarter by whacking him once to get him going, then move around to his unprotected back and give it to him. While using the pillars for shelter, Link can grab hearts as Iron Knuckle cuts them down, piece by piece.

Twinrova (Boss)

Twin elemental siblings, Koume and Kotake use the powers of fire and ice. Using the Mirror Shield, reflect the fire sister's power at the ice sister, and vice versa. Once they've had enough of that, they merge into a single form. Then, they launch a single attack at Link. Once you've absorbed three of the same type of attacks into the shield, it begins to discharge the power all over Twinrova. Once they're prostrate, quickly move in and give them a good talking to with your sword. After four more of these "treatments," the sisters fold under the pressure and disappear for good.

Ganondorf/Ganon (Boss)

In your first confrontation with this big jerk, use the same tactics you used when you fought Phantom Ganon. Basically, it'll be like John McEnroe and Jimmy Connors volleying back and forth. Swat, swat, swat! Smack his shots back at him and you'll eventually feed him a forehand that he won't be able to block. While he's suspended in the air, stunned, it's the perfect time to feed him a Light Arrow. Next, lock on to Ganondorf and snag him with your Longshot. When you pull him "Doublemint" close, give him a taste of your Master Sword. Bad dog! Hack away as much as you can until the red-head starts to get up. Repeat until cooked.

You'll know when you've whipped his butt good, because the game will switch to a different perspective and you'll get to watch Ganondorf freak out! As he begins to revive himself, Longshot over to the stained glass or simply jump back across the gap. As the tower begins to rock 'n' roll, follow the newly liberated Zelda out of the castle. Look out for additional nasties, which are trying to get their last at-bats. You've got 3 minutes to get out of the castle and it may take a few tries to successfully do it.

Outside, you'll witness the transformation of Ganondorf into Ganon. At this point, prepare yourself for the loss of your Master Sword. Surrounded by a wall of fire, you must lock on to his tail and maneuver your way around to his backside. The easiest way to do this is to shoot him in the face with Light Arrows, which will blind him temporarily. Give his tail a whack with your Megaton Hammer. After a few hammer hits, the wall of fire will dissipate, giving you the perfect opportunity to go get your sword back. Look out for Ganon's wild lunges and whatnot as this wretched creature goes berserk trying to finish you off. He becomes much faster now, so you must put a Light Arrow in his head, stunning him, then give some chop-chop to his tail, and the big sissy will go down in no time.

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The Walkthrough

If you're reading this guide, chances are, you already own what is possibly the most highly anticipated game of all time - The Legend of Zelda: Ocarina of Time. The fifth in the legendary series, Zelda has been hailed by many as the greatest game ever made. At the very least, it's a monstrous quest filled with tons of objectives, ingeniously designed puzzles and traps, unique enemies that require careful planning to defeat, and plenty of friends to meet along the way. It's a rewarding game and a breathtaking experience, provided you actually finish it. Keep in mind, Zelda is no walk in the park, but a little knowledge goes a long way, and we're here to give you the tools you'll need to get through the game.

Consequently, we'll steer away from the obvious stuff like basic fighting techniques and weapon use (the in-game tutorials will walk you through these things quite well). We'll also refrain from revealing too much about the storyline, since that would take away from the thrill of discovery. What we will provide is a handy traveler's guide to help steer you along the correct path through your exploits in Hyrule. After all, saving the kingdom is no easy task for a child (or an adult year old for that matter!), and Link will need all the help he can get. So, with controller in hand, get ready for the adventure of a lifetime.

Every adventurer, no matter how wise and knowledgeable about the ways of the world, will get lost from time to time. Hey, it's bound to happen at some point, and that's why we've sewn together this neat little walk-through for the novice and seasoned-pro alike. The Legend of Zelda: Ocarina of Time is one of the biggest games you'll ever experience in both scope and size. What this walk-through will do is serve as a guide to keep you headed in the right direction. Keep in mind that there are tons of little mini-games to play, items to find, and hidden places to explore that won't be mentioned here, for two reasons:

  • We want to leave as many surprises in the game as we can, for you to find by yourself, thereby preserving the sense of discovery.
  • We want to provide you with the most straight-forward path through the game.

You are obviously free, at any time, to fulfill any mini-quest or to go exploring as you see fit. We're here, mainly, to point you in the right direction, for when you want to complete the game.

Kokiri Forest

After watching the opening cinemas, you'll awaken in your tree-house. Your first mission will lead you to the ancient Deku Tree, the sage plant that watches over Kokiri Forest. Unfortunately, a punk by the name of Mido won't let you up the path unless you have a sword and shield. Buy a Deku Shield from the merchant with coins found in houses and bushes. The Kokiri Sword can be found in a small hole in a rock wall. Kokiri Forest isn't too big, so take a look around, and you should find it in no time. Once you've got these things, go back to where Mido was guarding the path and show him a thing or two!

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Deku Tree

If you haven't got some by now, make sure to get some Deku Sticks either from the Kokiri Merchant or by beating up on some Deku Babas. You'll need them on the inside of the tree. Once you've been properly introduced to the tree, you'll venture inside for your first mission.

Upon entering the tree, your first enemy encounter will involve a Deku Scrub. Thank goodness for your Deku Shield. Lock on to the little punk and lower your shield, it'll reflect his attack right back at him, and he'll give you some useful information after you've approached him.

After your scrubby experience, look around for a ladder that doesn't quite reach the ground. Obviously, it's too high to reach, so now would be the time to pull out your Slingshot. Aim at the ladder and give it a shot. Magically, the ladder will drop. How convenient, eh? Being the smart lad Link is, the next course of action would be to climb up the ladder and move into the next room.

Be sure to listen to your fairy, Navi. While it may occasionally repeat itself, it always has something useful to say. That said, pull out a Deku Stick and light it on the lit torch. Once it's lit, light the unlit torch and check out what happens. Do yourself a favor and put the stick away after you've lit the torch, so it doesn't burn up completely. This way, you can use the stick later.

When you meet up with the giant Skulltulas, wait until they turn around and expose their soft underbellies. A quick hack to the midsection will make short work of these arachnids. Either way, make your way up to the third tier and look at the ground below you. You must jump from the third tier and land smack dab in the middle of the webbing. Your momentum will send you plunging through to the level below.

Once you've landed, look for the webs covering a wall. Pull out a Deku Stick and light it from the available torch. You must cross the water where it's shallow, or your flame will go out. Run over to the webbing and burn it, which will reveal a door. Head in.

While it may seem impossible to progress after you've gotten this far, don't despair. The answer is as simple as this: turn around and look at the end of the hallway behind you. Above the door is an eye just waiting to get poked. Boink it with your Slingshot and watch as doors open before you.

In this room is a pool with a spiked log rolling over it. Jump into the drink and look for a switch in the water. Dive down and press it and get back to where you came in quickly. Jump onto the floating platform before the water rises back up. Pull out your shield to duck and jump across to the other side when your platform gets close enough.

At this point, you'll be in a room where you must light a torch, but the lit torch is on the other side of a deep water channel that will extinguish your torch. Move the blocks around to create a bridge of sorts between the two sides. Now, you can light the torch. Next, you'll meet three Deku Scrubs. Hopefully, you'll remember the numerical sequence the other Deku Scrub told you before: 2-3-1. As before, lock on and deflect their attacks back at them. Defeat each Scrub in that order to open the next door.

This is where you'll encounter your first boss: Gohma.

Gohma (Boss)

This sticky beast will cling to the ceiling, seemingly out of range. If you act fast, lock-on to this freak and zap it in the eye with your Slingshot. Once it drops to the ground, slash it in its red eye. Repeat this pattern a few times, and Gohma will be a goner. If it manages to spit out a few Gohma Eggs, simply hack away at them and repeat the process again.

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Hyrule Field

After you beat that nasty Gohma, you'll trigger a cutscene where more of your destiny is revealed. From this point, the Deku Tree has told you it is time to venture out into the world beyond. The first place you see outside Kokiri Forest is Hyrule Field. As you're leaving, your friend Saria will give you an Ocarina to remember her by. As you might imagine, this Ocarina will be crucial to your adventure. As words are exchanged, Saria will watch as you leave behind the only village you've ever known. Saria is a good friend and will help you throughout the game.

Hyrule Field acts as a conduit to all the other areas in the land of Zelda. Anywhere you must go, you'll usually cross Hyrule Field to get there. Unlike the towns and villages, when you're in Hyrule Field, time passes quickly. You can literally watch the sun or moon travel through the sky. Should you find yourself travelling through the field as the sun sets, get ready to meet up with some creatures of the night, mainly Skeletons who have nothing but malicious intent in their hollow minds. They're easy to crack though, and a few shots later, you'll be home free.

Anyway, your next objective is to get to the Market. You must enter through the drawbridge, but if you're travelling at night, you must wait until the sun rises. The locals pull up the drawbridge at night for security reasons.

The Market

As you enter the Market area, you'll first pass a building you can enter through the available door. Inside is a guard and a room full of vases. Surprisingly enough, the guard is bored to death and actually encourages you to vandalize the joint. Pick up the vases and chuck them against any wall to collect the gems found inside. Hey, it's free money! Yeah! Get as much as you want, and if that isn't enough, leave the building and then go back in again. Any vases you destroyed will be replaced and you can start all over again. Generous!

Upon your arrival in the market, you should look for a girl named Malon. She'll have a little favor to ask of you, and in return, she'll give you an egg. It's nice of her to give you your compensation before you've done a thing, huh? Regardless, you must find her father and get his sleepy butt home before Malon freaks out.

Before you head over to the castle to find Malon's dad, there will be a number of places you might want to check out like the Bazaar, the Potion Shop, the Happy Mask Shop, the Treasure Box Shop, Bombchu Bowling, the Shooting Gallery, and the Bombchu Shop. Check 'em all out and talk to the various store owners. They all have neat things to buy and do. If you have enough Rupees, you might want to pick up a Hylian Shield at the Bazaar.

Your next move will be to head up to Hyrule Castle. It's easy to find. All you must do is run around the Market area until you see the Castle in the background. Then, just run up the path to the Castle.

Hyrule Castle

Once you approach the Castle, you'll realize that the way in is heavily guarded. It's really not that difficult to sneak past the guards though - just stay out of their line of sight. A little trial and error, and you'll get past the first wave in no time. The hardest part is getting past the guards near the flight of stairs. Instead of trying to sneak past them, look for the wall beyond the farthest guard, and you'll notice that there's a patch of vines and stuff you can climb. Shimmy up this part of the wall and jump into the water. Go to the opposite end of the water and climb out the other end where the hill slopes down. You're in the clear! Keep travelling in that direction, and you'll come across Malon's father, snoozing away. Conventional methods of waking someone up don't seem to work on this lazy-bones, so cut to the quick and unleash the chicken, who by now should have hatched. Cock-a-doodle-dooo indeed!

Now that this fat, Mario-looking guy is out of the way, you can move those big crates around so you can jump across to the entrance in the wall. After you've crawled through the hole (assuming it's daytime), you must cross a series of obstacle courses, namely guards who are on patrol. You simply must study their patterns, and you'll get by these guards with no problem. Even so, should you get caught, you'll just start at the point where you left Malon's father, so don't give up! Try and try again!

Once you've gotten past the last guard, you'll meet up with Princess Zelda herself. Right on, brother! She's a cutie! After some revealing conversation you'll meet Impa, Zelda's Sheikah guardian. After another short chat with the lady-warrior, you'll once again leave the kingdom, this time for Lon Lon Ranch.

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Lon Lon Ranch

Upon entering Lon Lon Ranch, there are two buildings, one on the left and one on the right. On the right is a stable with Talon's stablehand, Ingo, working inside. A really bitter fellow, give him a listen and then head back across to the other side. Inside you'll find Talon, surrounded by a flock of Cuccos. You can choose to play his game if you wish (he'll explain it) and should you win, you'll walk away with a gallon of Lon Lon Milk, something that'll definitely come in handy should your health run low.

After you're done horsing around with Talon and Ingo, make your way to the center of the ranch, where you'll meet up with Malon. This melodic girl will teach you a song that, of course, will become useful later on. Don't worry if you have a bad memory, the melody will be logged in your songbook, which is accessible via the pause screen. During this time, you'll also meet the pony of your dreams, Epona. After you're finished with your music lesson, head back into Hyrule Field. It's off to Kakariko Village you go!

The Lost Woods

At the top of the hill, in Kokiri Forest, is an entrance to the Lost Woods. You'll know you're headed in the correct direction when you find the vines you can climb. Once you've gotten to the top, enter the Lost Woods. At this first area, if you go left, you'll encounter a critter on a stump. You can't do anything with him right now, but remember this place for future reference. If you go right at the first area, at the next area make a left. In this next area, you can go straight, left, or right (keep in mind that some of these entrances might not be accessible just yet), but you'll want to make a right. At this point, the area you're in should have a little pond with a stone monument sticking out of it.

Facing the pond, make a left into the next area. In this room, go forward again. In the next area, make a left. When you get to this area, make a right, and you should land in Sacred Forest Meadow, where you'll face a small maze. Keep an eye out for Deku Scrubs and remember to lock on and block with your shield. After a little maneuvering through the maze, you should arrive at two stone pillars that signify the entrance to the Forest Temple where Saria awaits you. There, she'll teach you an Ocarina melody with which you can contact her at any time.

Kakariko Village

In Kakariko Village, you'll discover a number of mini-missions and not so mini-missions for you to spend some time on (like Skulltula House, Cucco woman, and so on) as well as some mini-games for you to play. However, Kakariko Village also serves as a gateway to the Graveyard, where you'll learn an important Ocarina melody, and to Death Mountain, another important destination. To get up the path to Death Mountain, you must show the guard at the gate the letter you received from Zelda. Suitably impressed with your name-dropping, he'll let you pass.

Death Mountain Trail

The path to Death Mountain is littered with Tektites, so keep an eye out for these spidery creatures and deal with them as they come. You'll find that Death Mountain envelops a number of eventual destination points: Goron City, Dodongo's cavern, the Great Fairy's Fountain, and The Crater. The entrance to Dodongo's Cavern is at the top of the first part of the path. You can tell by the boulder that blocks its path. Instead, you'll want to continue following the path until you begin to encounter the loaf-like creatures called the Gorons. Talk to each one you see, as they'll provide you with important information. As a word of advice, make sure to check out every sign you see, since they'll most likely point you in the right direction. At no time should you find yourself in Goron City.

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Goron City

Upon your arrival at Goron City, you'll be treated to a vertigo-inducing view of the city. Make your way down the spiraling paths until you get to the bottom. Talk to the sleepy Gorons you come across and listen to what they have to say. Once you get down to the bottom of the city, you'll come across the Royal Crest, which is on the floor in front of a door blocked by metal bars. Remember this tip whenever you see the crest: Always play Zelda's Lullaby. Play the tune, and the door will open for you. Run inside and light a Deku Stick on the lit torch; then run outside and light the torches out there.

When you find Darunia, the Goron leader, play Saria's Song for him. Other songs will amuse him, but it's Saria's ditty that really gets him going. After he's done making a fool of himself, he'll offer you a challenge involving the Goron's Ruby and King Dodongo. Fortunately, he also gives you the Goron's Bracelet. This lets you pick up rocks and Bomb Flowers. Bid the big guy farewell and head off to Dodongo's Cavern.

Back near the entrance to Goron City, you'll find a single Goron near a single Bomb Flower. At this point, pick up the Bomb Flower and heave it over the ledge. Throw it where the fence is shorter than the rest. It may take a couple of tries, but you should blow up the boulder blocking the entrance to Dodongo's cavern.

Once that's been taken care of, run down to the entrance and head in. Run and jump to the platform in the center, avoiding the Beamos situated in the middle. Jump across to the west side and use a bomb on the false wall. Inside is a chest with a Dungeon Map. Grab that and run back across the middle platform to the east ledge. Use another bomb on the doorway at the top, and you'll open up a new path.

Here, you'll find two Armos and a switch. Grab and pull one Armos on top of the switch to hold it down. This will open a door to the next room. Inside this room will be two Lizalfos. You can throw Deku Nuts at them to stun them while you attack, or you can lock on and alternately use your shield and sword to dispatch them. Once defeated, a new door will open.

Bomb your way past the rock wall and pull out a Deku Stick. Use the stick to light the three unlit torches in the room. Head through the door on the west side. Step on the switch in the hallway to open the door on the other side of the main entrance. Jump across and enter the doorway. Here, you'll find a large column with two rows of Bomb Flowers running along its right and left side. Grab a Bomb Flower from the wall behind you and place it in between the gap between the two rows of Bomb Flowers. This should set off a chain reaction that reveals the column to be a large set of stairs.

Mount the stairs and head into the maze of Razor Traps that litter the next room. This room is all about timing. Wait for your opportunity to pass and do so, step by step. Once you reach the other side, pull the block out and climb up to the exit.

Here, you'll encounter a path blocked by a wall of fire. Unsheath your Slingshot and aim for the eye set in the wall above the exit. Plunk that sucker and watch as the flames disappear. Head through the exit, and into the next room you go!

Run across the bridge and locate the holes in the middle. There are two holes, conveniently situated above the two empty eye holes in the enormous skeleton below. What you must do here is make a short run up to the holes and drop a bomb through each one. Provided the bombs land in the eyes, you will open up access to the next area.

Once you arrive in this room, you must run around the side tunnels until you find the block you need to push into the middle of the floor. This room can get a little confusing, but after a little while, you can figure it out. No problem! Complete this task, and a door will open for you. It's time to meet King Dodongo.

King Dodongo (Boss)

This cocky lizard is a firefighter's nightmare with all the fire breathing he does. Fortunately, this boss's pattern is easy to figure out. When he opens his mouth, throw a bomb in his gullet. After it explodes, he cries out (in lizard-tongue) for an Alka-Seltzer. While he's whining, go up and smack him on the nose with your sword. He gets up and then curls up into a ball in an attempt to run you over. Simply move to the inner ring of the lava pool (without touching the lava) and avoid his charge. After he crashes, he'll turn around and try the fire-breathing thing again. Repeat until he's cooked.

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Zora's River

As you walk up the path to Zora's River, you'll eventually come to a Magic Bean salesman. You'll want to buy as many as you can; but as you buy more, you'll notice that the price goes up. Look to the bare patch of ground next to him, and you'll see a spot where you can plant these beans. Keep in mind that similar spots are located all around the land of Hyrule, so anywhere you see one, try and plant a Magic Bean. Other things like bottled bugs can also be put in the ground for interesting results.

Once you've bought as many Magic Beans as you want or need, run back to where the river bends, near the circle of rocks just before the salesman. That's the point where you'll want to jump across the river. Anywhere else will simply put you in the drink. Follow the path until you reach the top, right in front of the waterfall (make sure to keep an eye out for those annoying Octorok's along the way). Look at the ground in front of the waterfall, and what do you see? The Royal Crest, that's what! Bust out Zelda's Lullaby, and you'll be in business. When the waterfall stops flowing, get yourself through the entrance to Zora's Domain.

Zora's Domain

Shortly after your arrival in Zora's Domain, you'll eventually run across a Zora or two. Listen to what they have to say, since it's always informative. Make your way to the top of the cavern, and you'll see King Zora. Doubtless, you'll find that this fat fish isn't the chatty kind, so Link must take his efforts elsewhere. Facing King Zora, run to the left down a short passage, where you'll find a Zora diving instructor. Take him up on his challenge to dive for Rupees, and should you win, you'll receive a Silver Scale. Using this scale, you can dive longer than you previously could. Look around the pool in the cavern, and you should find a small entrance submerged in the water. Dive down, enter the doorway, and you'll emerge in Lake Hylia.

Lake Hylia

Once you surface in Lake Hylia, look around until you find a bottle. Dive for the bottle, and you'll find that it has a letter inside it. You must show this to King Zora eventually. But for the time being, take the time to look around. In the region of Lake Hylia, you'll find the Lakeside Laboratory, the Scarecrow Dancers, and the Fishing Pond. Check out the Lakeside Laboratory and talk to the old man if you want. After that, go over and talk to the Scarecrows. One of them will ask you to play a special melody for him. It's entirely up to you what melody you play, but make sure it's one you can remember easily.

You must remember it later - about seven years later! Lastly, swim over to the Fishing Pond for some fishing fun. To make a long story short, the bigger the fish, the bigger your prize. Don't bother turning in the fish unless the proprietor says something like, "Wow, this is a real lunker!" because it won't be big enough to get a prize. You'll know you've achieved your best prize when you get a Piece of Heart from him. Make sure not to waste too much time here. There's a kingdom to be saved! Now, it's back to Zora's Domain!

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Jabu-Jabu's Belly

Back in Zora's Domain, run back up to where King Zora is perched. Pull out the bottle with the letter in it, and fish-head will snap out of his trance. After a brief conversation, King Zora will slide to the side and let you meet Lord Jabu-Jabu, the gigantic fish deity of the Zoras. Before you head out to meet the big fish, make sure you have a fish in one of your bottles. You can either buy one or, if you head back to the shallow water close to where you were diving for Rupees, use the bottle to scoop up a fish where you see small schools of fish swimming around.

Equipped, head outside to meet this Jabu-Jabu. When you get right in front of his snout, pull the fish out, and he'll open his gaping mouth. Once inside, you'll find that a closed membrane impedes your progress. Look at the ceiling, and you should find a dangling tonsil, which would make great target practice for Link and his Slingshot. Shoot that flapper and watch in amazement as the wall opens up.

You'll run into the Princess Ruto, who, after giving you much royal grief (Zelda was never like this!), will leave with you provided you carry her on your shoulders. While this may be a pain in the butt at times, there are other moments when it will prove useful. Unfortunately, with this royal pain on your back, you can't fight or swim. When you must do either of these things, you must put her down or throw her. Don't worry, she's tougher than she looks. If you should lose her or throw her somewhere you can't reach her, just go back to the room where you originally found her. She'll be waiting for you right there.

In this level you'll have four objectives: Find Princess Ruto, find the Boomerang, defeat Bigocto, and defeat Barinade. Through a series of well-thought-out puzzles, you must first find the Boomerang located straight through the room where you found Ruto. Then, go to the right. On the exact opposite side where you find the Boomerang is the Map. Down the hallway leading to the map is a branch to the room where you'll find the compass. Once you find the Boomerang, your life will become much easier. You'll never run out of ammo, and you can whack the nasties in Jabu-Jabu's belly from a distance.

After you've found the Boomerang, you can take care of the large Parasite Tentacles that hang from the ceilings around Jabu-Jabu's belly. Lock on to the nasty appendage and hurl the Boomerang. It will withdraw into the ceiling and stay there unless you lure it out by creeping closer to it. Move closer, and when it comes down, backflip out of the way and throw the Boomerang as it extends itself. After you've destroyed the green tentacle, jump into the hole it leaves, and Ruto will find Zora's Sapphire. Get ready for some eight-armed fun.

In the basement level of Jabu's gut you'll encounter the mini-boss Bigocto. The tactic here is to run along the inside of the circular path and catch up with Bigocto's backside. Lock-on to him and throw the Boomerang. While he's stunned, run up to him and hack him up with your sword.

After you beat Mr. Octopod, take the platform for a lift to the next room. Whack the swinging sponge with your Boomerang to chill it out and hop across to the room with the ledge. Head up and place a box/crate on the switch, which will open a door close by. You'll see another dangling tonsil hanging from behind an impenetrable web. Lock on to the dangling tonsil and angle yourself so your Boomerang curves around the side of the web. After you hit it, a door will open up to a room where Barinade awaits.

Barinade (Boss)

You'll need the Boomerang to tackle this gross collection of pulsating pods. Whack the core with your locked-on Boomerang, and when it starts sending out its feelers, slash away at these offending tentacles. Keep moving to dodge Barinade's electricity attacks. Once you've cut away at the tentacles, rush in to beat up on Bari's brain. Repeat until the migraine is too much for the monstrosity. You'll know you're done when it starts to explode.

After you beat this membranic monstrosity, you'll get a Heart Piece. Princess Ruto will also be there to simultaneously chastise you and give you Zora's Sapphire. Cheeky brat! While instinct (and Navi) encourage you to head straight for the castle, instead, buy as many Magic Beans as you can and plant them wherever you see a good spot. In a very short time, you'll be glad you did.

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Hyrule Castle

Once you return to Hyrule Castle, you'll trigger a cutscene that will alert you to the first real turning point in the game. Watch this impressive sequence, and once the smoke has cleared, jump in to the moat. After a quick look, you should see the Ocarina of Time that Zelda threw at you during her getaway. After another short sequence, you learn the Song of Time.

After you're done, go climb the vines near the entrance to the Castle and look for the rock near the bridge. Bomb that sucker and hop in the hole. Here, you'll meet the Great Fairy, who'll teach you Din's Fire magic. Head back to the market (where you can play some games before you… well, go play some games now if you want) and make your way to the Temple of Time. After playing the Song of Time at the altar, the three Spiritual Stones will appear and settle in the altar. A door will also open behind the altar. Head inside and pull the Master Sword from the Stone. You go, Link! After another cinematic sequence, you will awaken seven years later and meet Sheik. Now, it's really time to get busy!

Seven Years Later

One of the first things you should do upon your return to the great land of Hyrule is revisit the Graveyard. Head toward the back of the Graveyard where the two Composer Brothers' tombstones lie. Defeat the two of them again to gain some insight about their work and play Zelda's Lullaby where the Royal Crest is emblazoned on the ground. Then, drop down into the hole where the Royal Tombstone once was. Inside the Royal Tomb, you must kill four bats. You might miss the first one if you run into the chamber too quickly, but it's there. After you squash all four blood-sucking bastards, a door at the rear of the chamber will open. Go to the back wall and read the inscription. Now, you'll have learned the Sun's Song, a tune that comes in handy when you can't wait for night to turn to day. When you're finished here, head for Sacred Forest Meadow.

Sacred Forest Meadow

When you get back to the Sacred Forest Meadow, follow the same path you did when you first came here (assuming you're coming in from Kokiri Forest): east, north, east, north, north, west, north. At one point during that sequence, you'll come across that punk Kokiri Mido, who, once again, won't let you by unless you can prove you're a friend of Saria's. Take this kid to school and play him Saria's Song. That should sort him out.

Once you arrive at the maze, where there were once Deku Scrubs, there are now Moblins, which are substantially more dangerous than Deku Scrubs. Try to avoid getting right in their path, since they will always run you over, guaranteed. Instead, try to angle yourself into the alcoves and whack 'em with your Hookshot. While they're immobilized, feed them with an arrow or bomb, once again, from the alcove. These guys go down quick as long as you don't try to take them head-to-head.

Once you get to the flight of stairs, you must contend with a Moblin that sends shockwaves down the path you're attempting to take. When he sends the quake your way, sidestep it and run up to him (make sure to lock on) and throw a Bomb. Or, if you have the Bow, shoot him. Either way, his pattern is easy to figure out, so make short work of him and move on to the Sacred Forest Meadow. Saria won't be there, but the Sheik will. After you learn the Minuet of the Forest, enter the Forest Temple.

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Forest Temple

From the very first time you set eyes on the entrance, you'll know that Link can't jump up to the doorway. That said, quick thinkers will realize that it's time to break out the Hookshot and use it on the overhanging tree limb, which extends over the doorway. Pull yourself up. But, before you enter the Temple, look around, and you'll see a treasure chest. Grab the key inside the chest and head in to the main chamber. Go straight across the chamber to the room on the opposite side and dart inside. Two Stalfos will attempt to assault you with extreme prejudice, but lock on to these bony jerks. When you're done carving them up, a chest with a key will appear.

Head back out the way you came. In the northwest corner of the room, there will be a block, er, blocking your way. Play the Song of Time and go out to the inner courtyard. Climb up the vines on the wall and climb into the room with the floating Bubble. A chest will appear with a dungeon map. Go across to the opposite door, and you'll wind up on the balcony. Pull yourself across to the other balcony, courtesy of your Hookshot, press the switch, and watch as the water drains from the well. Scoot down to the bottom of the well and grab the key from the chest.

Keep moving, and you should eventually come to a room where you must move a couple of blocks to advance. Take notice of the arrows painted on the floor. These will serve to remind you where the blocks must go. You must pull the greenish block out of its spot and push it down the hall until you hit the wall. Double back and run around to the other side of the green block and push it into place. Climb up over the block to the next level. Here, you'll find a red block that, again, you must to pull out. Move it as far as you can and run around until you can get to the other side of the block. Once you do, you can push it into its final resting spot.

When you get to the funky twisted hallway, run through to the other side. Be careful of the Wallmaster (it looks like a big hand) that clings to the ceiling. You'll know you're about to get pounced on when you see its shadow begin to descend on you. Keep running to avoid it, and you can hack it with your sword if it lands on the ground. Keep going, and you'll soon come across the room where you'll find the Fairy Bow. Once you've acquired the mythical weapon, head back to the twisty corridor. Look for the eye symbol set above the doorway. Shoot it with your bow, and the corridor will straighten out. Head back down the formerly twisty corridor and back into the room that contains the Wallmaster. You'll find a blue treasure chest with a key to the boss chamber. Grab it and keep on movin'.

After you find the Compass, you'll come across a room with four columns. You'll see a fiery torch in the middle of the constantly turning room and an icy eye switch on the wall. You must time a shot from your Fairy Bow to go through the fire straight into the ice eye. Nail it and run down another twisty hall. Run down the hall until you find a hole in the floor. Move forward a little bit, and the ceiling will come down. Don't rush forward the first time. Instead, coax the ceiling to drop and get a look at where the spaces in the ceiling are. It makes it easier to plan your path this way. Be prepared for the monsters that will attempt to get in your way as you race for the open spots. Hit the switch along the way and make for the door on the far side.

Keep going, and you'll reach a room with big protruding "walls." Push these protrusions, and you'll gain access to each blocked room one at a time. Once you've hit all the switches, you can get through the last door.

On your way down the stairs, you'll come across a number of picture frames at the end of each flight. What you must do is shoot these ghosts with an arrow, but only when they appear in the frames. Sometimes, you must do it from far away. These Poes are shy, and if you get too close, they'll disappear. Sometimes, it'll help if you go down a flight and look back. As long as they're in the frame, you can shoot them. "Eliminate" three of them and head back to the main hallway where you first came in. Provided you defeated the previous three, one more Poe will appear, and you must defeat it the same way.

Finish off the last Poe, and an elevator will appear in the middle of the hall. Take the elevator down and prepare to face Phantom Ganon.

Phantom Ganon (Boss)

A fairly challenging boss, defeating Phantom Ganon requires good timing and fast reflexes. Put yourself in a corner (if you can call it a corner) close to the gate you came in. Two Phantoms appear to ride out of the framed pictures, but only one will actually come out. You must shoot it with an arrow four or five times. After you've shot him off his horse, he'll float in the air and shoot electric balls at you. Swat them back at him, volleyball-style, with your sword, until he gets hit. Be careful, because he'll swat your swats back and forth. After he drops to the ground, rush in and spank him with your steel. Repeat this until he disintegrates in a poltergeist poof!

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Death Mountain Crater

After you vanquish that naughty Phantom Ganon, head back to the Temple of Time. Once again, the ever-mysterious Sheik will be waiting for you with another important bit of knowledge (why doesn't the Sheik do it all himself?). This time around, he'll show you how to slip back and forth through time.

However, don't jump at the first opportunity to turn back into a seven-year-old just yet. Instead, head over to the Goron City and look for the lone Goron, rolling like a bowling ball around the middle level. Plant a Bomb in front of him to go off just as he runs into it. This'll stop him in his tracks and give you an opportunity to talk to him. It turns out Darunia named him after you (what an honor!). Anyway, after some chitter-chatter, your like-named Goron counterpart will hand over a Goron Tunic. This will protect you from the incredible heat of Death Mountain Crater. Say good-bye to your little pal and make your way to the crater.

At the mouth of the crater, you'll see some boulders stacked by the entrance. Bomb these out of the way and look for the entrance to the Great Fairy's Fountain. If you play the appropriate melody at the Tri-Force symbol, she'll double your Magic Meter. Later, when you get to Death Mountain Crater, you'll notice that there's a sizable gap in the middle of the bridge. Hey, that's what Hookshots are for. So fire away and get your butt over to the other side.

Fire Temple

Once again, on the other side of the bridge, the Sheik appears again. Learn another song from him, and now you know the Bolero of Fire in case you ever want to come back to this tropical zone.

When you get inside the temple, do yourself a favor and whack the bats while you get your bearings. This level can get confusing. Head up the stairs and go through the door on your left. When you get into the next room, you'll meet Darunia who will suggest that the two of you team up to achieve separate goals. Basically, it's an "I'll go this way, and you go that ways" kind of thing. Your goal now is to free the Gorons that have been imprisoned by Ganon. Look around, and you'll find a switch that will unlock a door that leads to a Goron in the first room. Inside the cell where he was held captive is a small chest that contains a key. Every Goron you free will have a key in his cell, letting you unlock other doors one by one.

Next, make your way across a small wooden board into an area surrounded by a tall cage. Climb the cage and kill the two bats you find on the top of the cage. Hop down to the block just below the top of the cage. Push the block over the geyser of fire that periodically erupts and jump on top of it as you do so. Ride the block up to the next level. There, you'll find a switch that must be struck, which will deactivate a fiery wall that blankets a wall you must climb. It may take a few tries because the timing is tricky, but when you get it right, scramble over to the next area.

You'll come out in a sort of labyrinth where numerous keys and switches lie. Watch out for the rolling boulders while you look for the passage that will take you to the top of the labyrinth. When you get to the top, look for the doorway that'll take you to the next area. Looking down, you'll see a metal grating that you can run across. When you do, a wall of fire will spring up behind you, forcing you to get moving lest the flames scorch you. Run to the middle grating and jump up to the ledge by the doorway on the left side of the wall. Go through the door, and you'll enter an area that looks harmless, but is actually a maze of fire. When you approach a pillar, if fire starts to materialize, don't go there. Instead, look for the spots where fire doesn't appear and run through those sections. Make your way to a door that'll get you to the other side.

When you meet the Flame Dancer, lock on to the fiery punk and Hookshot its chest. While it's stunned, spank him with your sword and repeat the process until it's dust. Eventually, when you get the Megaton Hammer, you can simply pound this guy out of commission.

You'll eventually come to a room where you can step on a switch, which will extinguish the flames surrounding a treasure chest. Timing is everything here, as you must get to the chest before the flames come back. Open the chest, and you're now the proud owner of a Megaton Hammer. You can use this bad boy to smash boulders, switches, funny-looking statues, and heck, all kinds of stuff. Keep going, and you'll find a room with a small island floating in the middle. This is where you'll fight Volvagia.

Volvagia (Boss)

This serpentine sissy will peek its head out of any one of the numerous holes found in the platform it calls its home. Take the Megaton Hammer and knock him right on the head. Volvagia will then get ticked off and rise up to the ceiling, causing all kinds of rocks to fall to the ground. Watching for shadows and avoiding these pebbles shouldn't be a problem. When he's finished, he'll glide down and pull the same routine. Play whack-a-Volvagia with him until he learns his lesson.

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Ice Cavern

From fire to ice, it's off to Ice Cavern you go! In case you're confused, Ice Cavern is actually Zora's Domain. Unfortunately, it's seven years later, and Ganondorf has frozen the entire joint. In fact, King Zora himself is frozen in a block of ice. You must venture out into the water where Jabu-Jabu used to be. Head across the ice floes into the Ice Cavern. There, you'll find reservoirs of blue fire that you can use to thaw out the red ice. Capture the blue fire in your empty bottles and equip it to use it. Keep going, and you'll enter a room with Silver Rupees and a sliding block. Push the block and follow the order of the Rupees.

When you're done collecting the Rupees, the block should rest near a suspended blue block. Play the Song of Time, and the block will move forward, letting you jump on it from the ice block. The last major obstacle you'll find in the caverns is the White Wolf. Use the same tactics you used on the wolves in the Sacred Forest Meadow, and you'll beat him in no time. When you finish kicking his butt, you'll get the Iron Boots. Now that you've finished up here, grab a couple of bottles of blue fire and head back to Zora's Domain. Thaw out King Zora first, since he'll give you a Zora Tunic that lets you breathe underwater. After that, use the other bottle to thaw out the entrance to the Zora Merchant Shop. Stock up on anything else you might need and head to Lake Hylia, where you'll enter the Water Temple.

Water Temple

As you attempt to leave the Ice Cavern, it's time for your daily music lesson! The Sheik will now teach you the Serenade of Water, which you can use to transport yourself to Lake Hylia from anywhere in the whole wide world! Now, get your butt over to Lake Hylia and equip your Zora tunic and Iron Boots. You'll need them to walk and breathe underwater. Enter the temple and familiarize yourself with the map because this level can get kind of tricky. When you arrive on the first floor, scour every available entrance and tunnel for keys. You'll need these keys to access certain doors on higher levels. If you jump into a pool of water, make sure you have your Iron Boots on so you can sink down. When you need to go up, unequip the boots, and you'll float upward. This can get kind of annoying, going back and forth through the inventory screen and the game, but it's unavoidable, so bear with it.

Whenever you see a Tri-Force symbol, play Zelda's Lullaby, and the water will change levels. Also, keep an eye out for circular targets placed on walls and ceilings that you can grab with your Hookshot, as this will also let you reach higher platforms. More keys await you on the second floor. On the third floor, you'll find a map and the compass, so try and get to those as fast as you can, since they'll help you navigate the temple much easier. As a side note, even if you raise the water level to the third-floor and realize you must get to some doors on the first or second floor, you can go back to where you saw the Tri-Force symbol and lower the water level by playing Zelda's Lullaby. This game doesn't let you do anything that would permanently screw you up, so don't worry.

Inside the temple, you'll find Ruto standing around. She's a lot sexier now, but she's still a fish, for Pete's sake, so forget it! After a little tete a tete, she'll offer some suggestions and then take off, leaving you to your own devices. Next, you'll come to a room with some unlit torches, with one flaming torch close by. Shoot an arrow through the lit torch and hit the unlit torches to light them or simply use Din's Fire. A door will open for you. Next, head back to the room on the opposite side of the first floor, whack the crystal switch, and jump on the rising geyser before it reaches the ceiling. Jump from the geyser to the other side of the room. Crush the Tektite like the nasty bug that it is and enter the door. When you're done there, look for the room with multiple platforms with circular symbols on them. Pull yourself up with the Hookshot and do the Zelda's Lullaby thing, filling the temple with considerably more water.

After finding all the keys and whatnot, you'll eventually want to fill the temple up to the third level. When you've done that, head to the door on the west side and enter there. Shoot the two bats with your Hookshot and descend the waterfall. When you drop to the second platform, you'll see that the moving platforms in front of you have circular symbols, perfect for grabbing with your Hookshot. Swing over to the other side and hoist yourself up one by one. When you reach the top, kill the two Tektites. Then, hit the big blobby thing with the Hookshot to stun it and slash it twice with your sword to kill it. Move into the next room and use the Hookshot to alternately raise and lower the statues by hitting the crystal switch. Kill the Tektites and take whatever hearts they give you and go into the next room.

It will look like a vast, clear lake with a small tree in the middle and a doorway on the other side. Run across the patch of dirt where the tree stands and watch in horror as your shadow disappears! Turn around before reaching the opposite doorway, and you'll see your shadow is now Dark Link! This is definitely one of the creepier moments in the game. It'll help if you have a full Magic Meter, an auxiliary bottle full of magic potion, a bottle with a fairy inside, and Din's Fire. Lock on to the creepy jerk and block any attacks with your shield. When he's close, use Din's Fire. Keep on using it until your meter's empty. Drink your magic potion and repeat until your meter is empty again.

Now, you must switch to cagier tactics. Don't equip your bottled fairy. Instead, keep it in your inventory, so if you die, the fairy will bring you back to life. When your magic runs out, keep yourself locked on, but don't swing pointlessly at this guy - forget the charge attack, too. What you should do is keep trying to do a jumping sword slash. Make sure to keep yourself pointed in the right direction as you do this, or you'll definitely receive some lumps. After you've beaten him, you'll get the Longshot, an improved version of the Hookshot. Go back to the door on the east side of the main room on the third level (gasp!).

Drain the water halfway and go to the door where the eye switch lies beneath it. Shoot it with an arrow and Longshot the circle-symbol on the wall in front of you. Go inside, and you'll see that same block you just pulled. You must now push it until you uncover a new passage. Go get that key. Make your way back to where you beat Dark Link and go into the room on the other side. Pass the whirlpools with your Iron Boots and your Longshot. Pull yourself across the spiky obstacle and watch out for the boulders as you progress. Drop down and pull the block. Bomb the corner of the pool, which will expose the rear end of the hallway. Push the block on top of the switch you'll find. As the water level raises, climb up to the door at the top of the stairs. Head right, sink down into the water, and look for the key above the Shell Blade. After you get that, shoot the Longshot at the statue and make your way up to Morpha.

Morpha (Boss)

This gelatinous jerk is easy fodder for Link's Longshot. Avoiding the tentacles it constructed from the water it came from, Link must merely harpoon the center of its core, drag it out, and hack it to bits. As is often the case with bosses like this, you must repeat until you're done. Make sure to avoid the arms, or you'll get tossed around like a birdie in a badminton game.

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Kakariko Well

After you restore the Water Temple to its former glory, you'll find that Ruto is too sage to marry you anymore (thank God!). Back on the bridge at Lake Hylia, where the plaque says something about shooting something into the sun, let fly with an arrow, and it'll start raining Fire Arrows. Grab 'em and get back to Kakariko Village. The place is a wreck, and the Sheik will reveal what happened. He'll also teach you another merry tune called the Nocturne of Shadow.

Head to the Windmill if you haven't already coerced the guy with the organ grinder to teach you the Song of Storms. It's now time for you to make a blast to the past and come back as a kid. After you're done doing the Temple of Time thing, come back and play the Song of Storms inside the windmill to drain the well. Drop to the bottom and brace yourself for a confusing journey. Walk straight ahead through two fake wall and under the big wooden X. You'll fall to the bottom. Leave the main chamber and walk in between the two torches to obtain the Dungeon Map. Grab all five crystals to open the door back out of the room.

Head back to the main chamber and turn left. Press the right wall around the corner and pass through another fake wall to get the compass. Head back to the main chamber and lower the water by playing Zelda's Lullaby at the Tri-Force symbol (as always!). Go back to the place where you first entered the dungeon and jump in the hole. Make your way through the tunnel and kill the big Skulltula you find there. Go through the door to meet up with the next boss: Dead Hand.

Dead Hand is easy to beat. Simply let one of the arms grab you and then hack at it when Dead Hand exposes itself. Repeat this process until it's dead. As a consolation prize, you'll receive the Lens of Truth. With the Lens, you can see holes in the ground you'd otherwise need a Rumble Pak to find, and you can also see through fake walls. Use the Ocarina to warp yourself to the Temple of Time and return to the Shadow Temple as a grown-up Link.

Shadow Temple

After you've aged yourself (seven years to be precise), play the Nocturne of Shadow to get yourself to the Shadow Temple. When you've entered the temple, you'll see a ring of torches that must be lit. Use Din's Fire to light them all at once. That was easy! Next, run around the corner (be careful of the sudden drop) and use the Lens of Truth to reveal a hidden passage. Check the sign and push the block with the bird on it so that the beak faces the skull on the column. You can use the Lens to figure out which is fake and which is real. Go through the fake wall on the left. Go through the door and walk through the plaque until you get to a new hall. Go to the right and kill all the enemies inside to get a chest with a Dungeon Map.

Head through a fake wall outside the room you just left and fight the Dead Hand again. After you beat it again, you'll get the Hover Boots. Head back to the main chamber where there was a gap to big to cross before. Get across as quickly as possible using the Hover Boots. Go down to the next room and kill all the creatures in this room to get the Compass. Go back to the room with the Beamos in it and bomb the rock wall. Look for a false wall and move into the room with the big blades. Look for a plaque on the wall. You can't do anything here yet, so go back and collect all five crystals found in the room. Go through the gate to get the small key.

In the room with the Beamos, go through the locked door and kill the giant Skulltulas and look for the hall with the swinging pendulums. You'll emerge high above the surface. Equip the Lens of Truth and jump from platform to platform. Kill the Stalfos who blocks your way. Use your Hover Boots to jump to the moving platform. When it get really high, jump to the next ledge. Kill the Beamos that is in your way and grab the White Rupees. A gate unlocks, so run down the hall into the green room. Watch the spikes as they drop and look around for the block that you can pull out. Pull it out so it blocks the spikes. Then, you can climb up to the higher platforms.

Enter the tomb, kill the bats, and climb the staircase. Throw a Bomb at the blue, flaming skull. Grab the key it leaves behind. Bomb the garbage in the corner to clear the junk away and use the Lens to reveal a chest.

When you get to the ship, stand on the Tri-Force symbol and play Zelda's Lullaby - just don't act surprised when the ship starts moving. As the ship sinks, move toward the left side of the ship. Equip the Hover Boots and jump. Behind you, a wall of wooden spikes will try and impale you, so equip Din's Fire and make kindling out of the planks!

Hopefully, you'll find yourself on a platform where you must pull out the Lens of Truth. On the other side is a large statue of a bird that has bomb flowers at its base. Shoot an arrow at the Bomb Flowers, which will fall and make a bridge. Cross to the other side to meet up with Bongo Bongo.

Bongo Bongo (Boss)

This percussive punk's strength is also its weakness. When the giant drummer starts to do his Ricky Ricardo on the ground, shoot his hands with a couple arrows. Once his paws are frozen, use the Lens of Truth to see where his eye is. Shoot the eye, and his body will be stunned. Move in and beat up the body, Excalibur-style, and do what you do best.

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Gerudo Fortress

In case you haven't already wandered over to the village of thieves, now's the time to head over to Gerudo Fortress, a town inhabited only by women. Almost immediately, you'll get thrown in jail. Look up, and you'll see a wooden plank you can snag with your Longshot. You must enter the fortress through the ground floor and slowly but surely free four carpenters (male) from their jail cells. In the way are numerous Gerudo guards who are difficult to beat. Shoot them with your arrows, which will render them unconscious. Stay out of sight while you do it, because if they see you, you'll get thrown back in jail and must repeat the process all over again.

In any case, get used to seeing the jail cell a lot. As you free each carpenter, you must fight a Gerudo warrior each time. Lock on to the bully and keep your shield up. After they swing at you, stun them with your Longshot. While they're stunned, take a whack at them. If you get hit too many times yourself, you'll wind up back in your cell. It takes a lot of hits to beat these warriors, so be patient. There's no quick way to beat these characters. When you free all the prisoners, a Gerudo warrior will come and congratulate you, obviously impressed with your stamina and fortitude. She'll also give you a Gerudo Membership Card, so you can stop shooting all her comrades now!

There are a couple things you can do here that will prove necessary for your continued success. One is a shooting-range test, where you'll get to show your prowess with a bow. Beat the requirements and receive a piece of heart for your efforts. The big challenge is to defeat the Gerudo Training Grounds. The Lens of Truth and the Scarecrow's Song will come in handy on this mission. Use all the skills you've learned so far to complete the training grounds, and you'll receive the Ice Arrow as a reward.

Go to the gate on the lower left corner of the Gerudo Fortress to have the guard open the gate to the Haunted Wasteland.

Haunted Wasteland

Out in the desert of the Haunted Wasteland, you must use the Hover Boots to keep from sinking. Follow the flags until you see a big rock in the distance. Longshot your way over there, and you'll meet a ghost guide. Use the Lens of Truth to keep him in sight and put it away when you reach the Spirit Temple, where he'll disappear.

Eventually, you'll reach a salesman on a flying carpet. Use the Hover Boots to get over to him, and he'll sell you some Bombchus. Later, when you reach the oasis, play the Song of Storms to drench this extra-dry patch of land. Fairies will appear and heal any wounds Link might have. Look around for a crack in some rocks and use a bomb to expose another passage to the Great Fairy herself. She'll teach you your last spell, Naryu's Love, which will come in really handy quite soon. Use it sparingly, however, since it only lasts a short while and uses a lot of magic.

To enter the Spirit Temple, you must go in through the left side. Unfortunately, Link is too big to crawl in, and he must travel back in time so that his younger frame can get through. Warp back to the Temple of Time, and the Sheik will be there to teach you the Requiem of Spirit. With this little ditty in your journal of popular songs, you'll be able to quickly warp back and forth from the Temple of Time to the Spirit Temple with little inconvenience to yourself.

Spirit Temple - Young Link

After you enter the temple as a lad, you'll encounter Nabooru, who is trying to steal the Silver gauntlets. Naughty girl! Don't you know that Link needs them? After you rationalize with this woman, you'll find a room where you must kill all the bats and Armos to unlock the doors. In the next room, you'll see a Bubble hovering over the gap between Link and the other door. Spank the Bubble with the Boomerang and use the Boomerang to hit the switch on the other side of the grating. The gate will lower to become a bridge. In the next room, you'll pass a razor trap and find an Anubis shooting firFe balls at you. Hit the switch and lure the puppy into the wall of fire that ignites. Next, kill the Wallmaster and bats in the next room. This will cause a bridge to drop, letting you light the torches on the other side. A chest with a key will appear.

Next, you'll find a Sun Switch lying on the floor. Use a Bombchu to scale the wall, where you see a crack. Blast it open, and sunlight will pour in, triggering the switch. In the following room, you must push an Armos onto the switch that will light a switch. Light a Deku Stick, jump down, and light the two other torches there. You'll reveal a treasure chest and Dungeon Map. Next, kill the Beamos in the next room and pull the block with the sun symbol on it into the sunlight. Grab all the Rupees in the room to ignite the torch. Use a Deku Stick to light the three torches in the hallway. You'll get a small key for your efforts. Make your way into the next room to meet the mid-boss: Iron Knuckle.

Iron Knuckle

This wanna-be mime tries to fool you by sitting still until you wander too close. Show him who's smarter by whacking him once to get him going, then move around to his unprotected back and give it to him. Be careful though, since his sword-swipe slashes in a 180-degree arc. If you have a good supply of Bombchu's, you can lock-on and feed him some explosives one-by-one. While using the pillars for shelter, Link can grab hearts as Iron Knuckle cuts them down, piece by piece.

Beat the big hunk o' junk, and the door that holds the Silver Gauntlets will be yours for the taking.

Spirit Temple - Adult Link

As soon as you grab the Gauntlets, you'll see Nabooru getting whisked away by a whirlpool and a couple of ugly witches. Time to fast-forward seven years and come back as a 17-year-old hero with some Silver Gauntlet action on the side! Using these, push the giant block away from the entrance. Look out for the razor trap and the Beamos in the middle of the room once you get inside. Bomb the Beamos and look at the ceiling, where you'll see a switch you can hit with your Longshot. In the next room, a quick rendition of Zelda's Lullaby will cause a chest to appear. Use the Hover Boots to cross over to the ledge without getting caught in the quicksand. Open the chest to get the compass. In the room on the opposite side, you'll get a chance to avoid some more rolling boulders. Use the Hover Boots to grab the Silver Rupees. Move into the next chamber and get ready for the blob that drops from the ceiling. Shoot it with some arrows and get the key.

In the next room, turn the statue to reflect light onto the three switches. One reveals a door, another a treasure chest, and the last a Floormaster. In the next room, use the Hover boots to jump to the left hand of the giant statue. Play Zelda's lullaby, and a chest will appear in the right hand. Longshot over there and get the key from the chest.

Make your way down the hallway and hammer the switch you find at the end. Pass through the main door and push two blocks out of the way. Hammer the switch to activate a moving platform. This creates a shortcut to the inside of the temple.

In the next room, dispatch the three Anubis with Fire Arrows. Next, in the following room, tease one of the Armos' so that it jumps on the switch while you're waiting by the door so you can get through quickly. Head down the hallway and defeat Iron Knuckle again, and you'll receive the legendary Mirror Shield. Back in the Armos room, use the shield to shine some light on the Sun Switch. Look for the key that reveals itself. Head back down the hallway, and you'll come to a wall you must climb while avoiding some moving blocks. When you get to a room with Fire Slugs and Attacking Doors, hit the ground with your hammer to flip the slugs. Hit the doors with the hammer, too, and shoot an arrow into the eye switch you find. Make your way up the blocks of ice and look for the switch that will extinguish the fire, where you'll find the boss key.

Make your way to the labyrinth that surrounds the mirror room. Here, you must do a charge slash to hit the crystal switch behind the bars. After that, you'll fight a Lizalfos. Finish him off and then set about turning the Cobra mirrors onto the giant mirror. Now, you must shine sunlight from the giant mirror onto the Sun Switch using your Mirror Shield. You'll be lowered into the next room. Use your shield to shine light onto the big statue. You'll get to fight Iron Knuckle yet again, and following that, Twinrova.

Twinrova (Boss)

Twin elemental siblings, Koume and Kotake use the powers of fire and ice. Using the Mirror Shield, reflect the fire sister's power at the ice sister, and vice versa. Once they've had enough of that, they merge into a single form. Then, they launch a single attack at Link. Once you've absorbed three of the same type of attacks into the shield, it begins to discharge the power all over Twinrova. Once they're prostrate, quickly move in and give them a good talking to with your sword. After four more of these "treatments," the sisters fold under the pressure and disappear for good.

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Ganon's Castle

Head back to where Hyrule Castle was, and you'll find that it is now Ganon's Castle (cheeky invader!). As you creep closer to the edge of the chasm between him and the castle (which is now a floating castle), Sauru appears to lend Link some words of wisdom. By creating a rainbow bridge, Link can cross the chasm and venture forth into the castle.

But before you go and do such a rash thing, take a moment to return to the Temple of Time, where you'll receive the Light Arrows. Head back to the castle and prepare for a series of challenges that will use just about every skill you've learned so far.

Forest Medallion

Kick the Wolfos' butt and use Din's Fire to light the four torches. A Fire Arrow will sort out the fifth torch.

It's time for the Hover Boots! Grab the Silver Rupees and bomb the Beamos. Press the switch and Longshot the column. Grab the rest of the Rupees. Obliterate the barrier with a Light Arrow.

Water Medallion

Smash the ice stalactites out of the way with your sword and use some blue fire to melt the barrier.

Move the two blocks around until you can get yourself up to the ice barrier. Use the blue fire to melt it away.

Shadow Medallion

This level is a series of platforms that must be triggered by Fire Arrows, which in turn, will cause small bridges to appear. Look out for the nasty blob sitting in the middle of the area and keep going until you get to the last platform. A chest will appear. Inside are the Golden Gauntlets that you can grab with the Longshot. Pull out the almighty Lens of Truth, which causes a hidden path to materialize. Hit the switch with the Megaton Hammer. Go back, look for the exit, and take the next hidden path out of here!

Note: After obtaining the Golden Gauntlets, save your game and go back outside the castle. When leaving the castle, make a left at the rainbow bridge and run down the path until you see another black obelisk. Pick that sucker up and heave it elsewhere. Inside the cave you'll find the Great Fairy of Courage, who'll raise your defensive might by 200%. Cool!

Fire Medallion

Equip the Hover Boots to safely cross this liquid magma-filled area. Have no fear, Hover Boots are here! Grab the Silver Rupees!

Look for the giant column and use the Golden Gauntlets to lift this giant chunk of obsidian out of the way.

Light Medallion

Use the Lens of Truth to see what's really hidden in these treasure chests. Kill them all, and you'll get the real deal! Move into the next room and jam out on Zelda's Lullaby where you see the Tri-Force. Get the key, kid!

In the last room, get ready to smack a Wallmaster around. When you're done, use the Lens of Truth to find your way through to the next barrier.

Spirit Medallion

By skillful rearrangement of the Armos statues, Link can avoid a pointy beating of the razor trap variety. As usual, grab the rupees and head to the next room.

Use a charged sword spin attack to activate one switch and a Bombchu to hit the other. Smart lad!

Clear the cobwebs with a Fire Arrow and reflect the resultant sunlight with your Mirror Shield to hit the switch next to the door.

Ganondorf's Tower

After what seems like an eternity of stairs, all the while fighting Iron Knuckles and Stalfos, Link finally comes to a door where he uses his final key. Basically, it's time to beat the crap out of Ganondorf, and as we all know by now, you're good and ready to do that, aren't you?

When you enter the chamber, you'll see Zelda enclosed in a pink prison made of crystal. Ganondorf, in typical over-the-top Vincent Price fashion, is banging away on some hideous church organ. What a great time to flex his musical prowess! Get ready to enroll him in a major Spank-A-Thon.

Ganondorf/Ganon (Boss)

In your first confrontation with this big jerk, use the same tactics you used when you fought Phantom Ganon. Basically, it'll be like John McEnroe and Jimmy Connors volleying back and forth. Swat, swat, swat! Smack his shots back at him and you'll eventually feed him a forehand that he won't be able to block. While he's suspended in the air, stunned, it's the perfect time to feed him a Light Arrow. Next, lock on to Ganondorf and snag him with your Longshot. When you pull him "Doublemint" close, give him a taste of your Master Sword. Bad dog! Hack away as much as you can until the red-head starts to get up. Repeat until cooked.

You'll know when you've whipped his butt good, because the game will switch to a different perspective and you'll get to watch Ganondorf freak out! As he begins to revive himself, Longshot over to the stained glass or simply jump back across the gap. As the tower begins to rock 'n' roll, follow the newly liberated Zelda out of the castle. Look out for additional nasties, which are trying to get their last at-bats. You've got 3 minutes to get out of the castle and it may take a few tries to successfully do it.

Outside, you'll witness the transformation of Ganondorf into Ganon. At this point, prepare yourself for the loss of your Master Sword. Surrounded by a wall of fire, you must lock on to his tail and maneuver your way around to his backside. The easiest way to do this is to shoot him in the face with Light Arrows, which will blind him temporarily. Give his tail a whack with your Megaton Hammer. After a few hammer hits, the wall of fire will dissipate, giving you the perfect opportunity to go get your sword back. Look out for Ganon's wild lunges and whatnot as this wretched creature goes berserk trying to finish you off. He becomes much faster now, so you must put a Light Arrow in his head, stunning him, then give some chop-chop to his tail, and the big sissy will go down in no time.

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