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The Legend of Zelda: Ocarina of Time/Fire Temple

'Beneath the roaring flames of Death Mountain resides the Fire Temple. It is a symbol of strength and courage, fueled by a burning heart. Many old heroes are remembered in its wake.'

The Fire Temple is the second major dungeon of the adult-Link portion of the game. It is located inside Death Mountain Crater, which can be accessed through Darunia's Chambers in Goron City. Due to the intense heat, Link can only enter the place while wearing a Goron Tunic. The Fire Temple consists of four floors filled mostly with burning lava. The major treasure is the Megaton Hammer and the boss is Volvagia, a dragon. The Fire Temple's Sage is Darunia and its warp song the is the Bolero of Fire.

Goron City
Since you've traveled through time and changed into an adult, the cloud around Death Mountain has turned red and flared up. The sky near the mountain is blurred with smoke and ashes, and the summit is very violent and active. It's time to find out the source of its strange activity.

Make your way to Goron City. You should find that it is deserted, except for one small, rolling Goron. Use your bombs to stop him (you can do this anywhere, unlike the "Hot-Rodder" Goron seen as a child). The Goron tells you his name, and it's the same as Link's! He is Darunia's son. He explains that Ganondorf has captured all the Gorons and has imprisoned them in the Fire Temple. Darunia's son also reveals that his father is a descendant of an old Goron hero who killed Volvagia using a "Legendary Hammer." Darunia's son gives you a Goron Tunic to protect you from the intense heat of the temple and tells you of a secret passage to the temple from his father's room. Once you talk to him, he opens up the Goron Shop and Darunia's room.

Special note: You can do this in preparation as well. If you like to save time, do this first with the warp song then later on you can warp back instead of having to ride the horse and running all the way back to the Fire Temple without any interruptions.

The Frail Giant's Knife

Inside one of the several chambers blocked with rocks, on the same floor as Darunia's son, you'll find Medigoron, a very large Goron who has crafted the Giant's Knife that took him seven years. You can buy it for 200 Rupees, but it is very frail and after a few strikes it will shatter to 1/4 of the length and become the Giant's Knife (Broken). Because of this, you're allowed to buy replacements at the same price over and over, but it's really not worth it. The weapon causes more damage than the Master Sword, but since there's a permanent option, it's best to go for that if you want to handle more power. Biggoron, a Goron the size of a small mountain, can forge you the blade, but you need to complete a trading quest if you want him to be in prime condition to work.

Death Mountain Crater
Move the statue centered on the wall in Darunia's room to reveal a passage to the Death Mountain Crater. After entering, look to your left and you should see a bridge with a broken section near you. Use your Hookshot on the wooden post above the working section of the bridge to get across. Walk a little further along the bridge and Sheik will appear at this time to teach you the Bolero of Fire, the melody that will lead you to the Fire Temple.

 *  The Bolero of Fire
 * Nintendo 64: C-down, A, C-down, A, C-right, C-down, C-right, C-down
 * GameCube: Z, A, Z, A, X, Z, X, Z
 * Wii Class Controller: ZR, A, ZR, A, X, ZR, X, ZR
 * Nintendo 3DS: R, L, R, L, Y, R, Y, R

Head down the bridge and turn left onto the path that leads into the side of the mountain. If you decide to drop all the way down the hole with the ladder you'll take some damage from the massive fall, so either climb from the top or jump down to the ladder from the opposite side. Turn around and you'll be facing the temple entrance.

Darunia
Once you enter the temple, head forward and climb the stairs. Watch out for the Fire Keese as you run to the left and go through the unlocked door. You will see Darunia straight ahead. He tells you a short story about how Ganondorf locked up all the Gorons to feed to the legendary dragon Volvagia. He goes to seal the dragon even though he doesn't have the "Legendary Hammer" (or the Boss Key!).

Goron #1
After talking to Darunia, turn left and make your way across the three platforms - you'll land near a switch. Step on it to open the cell, then speak to the Goron - he will tell you the pillar in the ceiling of the main room must be manipulated in order for you to follow Darunia's path. When he finishes talking, open the chest to collect a Small Key. Jump back across the platforms the way you came in and go back to the main entrance room - now that you have a key you can go through the locked door to the east.

It's worth noting that every cell opens with a switch, and most of the cells contain chests with Small Keys. Also, be sure and to talk to the Gorons as you free them - each one will tell you about switches in the temple, destructible walls, fake doors, strange dancing enemies, and even reveal secrets in the temple.

Goron #2
In this next room, run straight forward across the bridge - there is a gap near the end, but if you keep running you'll have enough momentum to jump across. Be wary of the Fire Keese that lurk here - kill or avoid them. After crossing the bridge, turn right and cross the wooden plank. Run along the wall (you will have to step through the lava but don't worry, a brief encounter won't harm you), and go straight to the golden brick platform. There is a small brick area on the wall in the shape of a door - if you strike it with your sword you'll notice a slightly different sound instead of the usual clang. This sound is a cue to Bomb the wall - enter the opening to find another Goron. Talk to the Goron, then retrieve another Small Key from the chest.

Goron #3
As you leave the opening in the wall, retrace your steps to the right, and continue all the way to the other side of the chamber. Along the far wall will be another gold brick area. The door here is already uncovered, and a Time Block rests on the balcony above it. Go inside the door and follow the path to find another switch and another locked Goron. Free him, talk to him, get another key.

Two puzzles
Retracing your steps again, head back to the end of the bridge with the locked door - unlock it, and as you enter the room you will notice a rather large fence in front of you. Hookshot just above the solid square-shaped opening - you will grab onto the fence (alternatively, and slightly more difficult, you can cross the plank and walk up to the fence on the other side). Climb to the top and kill some Keese from a distance with the Hookshot (there are two each to the right and left). Gingerly make your way to the right side, then hop down and push the large block off the edge into the geyser of lava erupting from below. Immediately jump down on top of the block (as you jump off, press backwards to stop your forward motion) because it will be propelled up to the second floor. Inside the small room, unlock the door and move on to the next large room.

You'll see a trapped Goron here, but ignore him for now because you can't do anything for him at this moment. Go left and climb the ledges with the moving fires on them - the fires are actually being produced by slow moving enemies called Torch Slugs, and you can kill them if they are giving you problems. It takes two hits to kill them - once to extinguish their flame, one more to finish them off (hit them once with your sword, wait for them to turn white to finish them off). Climb up to the top of the ledge and jump to the other ledge on the right. You will see a new type of switch, the crystal switch, but don't bother hitting it yet. Push the block on the ledge down and then jump down and pull it as far that it can go. Make your way around it and then jump onto it and then onto either the fence or the nearby platform. Climb the fence up one level - though you can't see it from where you are, there is a fire preventing you from climbing out of this room, so go to the edge right above the crystal switch. Take aim and hit it with the Hookshot, or drop a bomb down by it, then quickly climb up to the upper level and then scramble up the fence before time runs out. Enter the door at the top.

Gorons #4 and #5
There are two Gorons in this large room - unfortunately, there are also giant boulders rolling around the room to keep you at bay. First turn left (up, as the camera will turn) and stay along the outer wall until you reach an alcove with a door. Go through it to to find the first Goron. Free him, take the key, then exit the room and head back to where the boulders are. Keep going around the perimeter of this room and you will find the second Goron (look for the nearby switch!). Make sure to get the key! From the second Goron head straight out until you see the first break in the wall to the left - head diagonally through it, continuing to follow the wall, and where it turns up sharply you will find a locked door. Open it and exit the room.

Dungeon Map
Go through the door and in the next room do not fall off the narrow ledge! If you do, you will fall back into the first room you unlocked to the east of the entrance to the temple. To your right is a barred door. Look for an eye switch and shoot it with an arrow to open the door. Go to the door carefully. Inside the room behind it is a chest with the Dungeon Map. Go back to the narrow walkway and enter the locked door. Cross the narrow beam to the other side. Once you step on the metal grate at the end of the beam fire starts forming behind you and forces you to go forward. Cross until you are at the other side (if the fire catches up to you, you can hop onto the columns with the hearts, located about halfway across, for safety), then enter the door.

Goron #6
You are now once again in the room with the rolling boulders, but now you are on top of one of the walls. Try not to fall, or you'll have to go around again. Jump to the platform straight ahead with a crack in the ground and a Torch Slug. Kill the Torch Slug, then stand on top of the crack. Navi will tell you she hears Goron voices below. Use a bomb and blow up the crack, then either jump down (you will lose one heart) or climb the fence and you will be in the room where you once saw a Goron but couldn't reach him. However, now you can free the Goron and get the key. Go back to where you just dropped down and climb back up.

Goron #7
Once you are at the top jump to the platform that has a switch. Avoid jumping when boulders are passing by because they can knock you back to the floor below. Step on the switch to open a Goron's cell. Go to the gate that just opened. Free the Goron and get the key. If you fall, the Goron will leave but the key will still be there.

Go back through the door that brought you to the upper level in this room. There is a door on the western, middle side of this room. Jump from the metal grates to the platform (it looks like its too high, but you can make it) and open the locked door. Hurry, because the fire will now form and sweep by from behind you. You'll now be in a small hallway; simply run through the door on the other side.

A hot maze
Be careful in this room, it's a large maze. If you get too close to some places, walls of fire appear. You'll get used to it after a while. There are some fake doors in this room, so before trying to open a door use a bomb on the door if it looks odd (fake doors stand out from the wall, real doors are inset). Head to the right and go through the door to the northeast to grab the Compass. Then go back into the maze room. Carefully navigate this room to the locked door (the door exits northward) on the south side of the central area (stick to the left side and the outer wall to get around easily). Watch out for the statues/totem poles that spurt flames; some are timed, and some shoot out based on proximity like the flame walls. Go into the locked door and pass through the hallway, past the Goron for now and straight out the other door.

You are now on the other side of the maze room. There is a switch that will extinguish the fire at the end of the maze. Stepping on the switch will trigger a timed event that will let you exit through the door to the west. Scout out a path to the platform with constant flames, then head back to the switch and step on it. Run towards the door, and remember to be careful since fire walls are everywhere. This may take you a few tries to get the correct path down if you don't figure it out before hand. Once you get up the ledge at the end of the maze, don't go in the door right away. Use a bomb first because the real door is hidden by a fake one that will damage you if you open it. Head into the real door when you are able.

The Flare Dancer
The mini-boss will appear here. It is a Flare Dancer. The Flare Dancer is not difficult to defeat but it may be hard at times to fight.

When it is spinning around in one spot or running around the room, throw or place a bomb next to him or ahead of him (or you can target him and use the hook-shot). After it explodes, it will knock its body out of its fire clothes. Alternatively, stand on the platform in the middle of the room and shoot the Flare Dancer with your Hookshot whenever it spins in place. The small body will run around in circles after it loses its clothing. Chase it down and attack it with your sword or hookshot. The spin attack works best as it has more power than just your sword alone, but the timing may be difficult to get right.

The Flare Dancer will respawn its clothing from the fire in the center of the room, recovering health if it didn't receive enough damage. The color of the clothes represents the amount of damage it has received: red means undamaged, blue means moderately damaged, and green means its on the verge of dying. When it dies, hop onto the elevator in the middle of the room to reach the top floor.

The Megaton Hammer
Once at the top, take the door and turn to your right. Climb the fence. Then throw a bomb at the crystal switch or hit with the Hookshot to trigger the switch to make the flames disappear briefly; climb up when you can and enter the next room. This next room is in the shape of an octagonal doughnut.

Climb up the steps to the left, but don't hit the switch. Use your bow to pick off the three Fire Keese located around the room. When you hit the switch, you'll have about 15 seconds to run along the tight path in the middle of the room to the top where the fires are and open the large treasure chest. The next part is tricky, and if you mess up you will have to spend a long time running back; because of this it's advised that you use Farore's Wind a little ways away from the switch. Hit the switch when ready, then run and jump onto the platform and quickly run up to the treasure chest and open it. You have to hurry or the fire will re-ignite. When running, it's possible to never have to slow down, but if you're not confident don't push yourself or you may fall off anyways. The main thing to remember is "do not fall down the hole!" If you do, you'll fall back to the narrow ledge, or worse, even further to the room you unlocked first! If you need to, use Farore's Wind in here to make getting here easier if you fall. When you get to the top, open the chest to get the Megaton Hammer.

This is the Legendary Hammer. It takes both hands to hold since it's so heavy, but it can smash things and send a shock wave radially across the floor. Go back down the stairs and look for a block with a tiki face on it. It's by the switch and the door you entered this room in; smash it with the Megaton Hammer and it will fall down. Drop down the hole and hit the statue with the hammer in this room to get rid of it (once strike per block). Enter the door behind it.

Watch out for the Fire Keese in this room. At the edge of the empty pool area there's a lone block that sticks up from the edge with one of those smiley faces on it; hit block with the hammer. This makes the floor turn into a stairway. Grab one of the small boxes behind you, then hop down the stairs and put it on the blue switch at the bottom of the staircase to unbar the door.

In this next room step onto and hammer the tiki block and it will drop down and become a block that leads to both the pillar you need to hit and a barred door. Don't hit the pillar yet. Instead, hop up to the barred door. There is a switch to open it, but it is rusted and won't budge. Hit the switch with the Megaton Hammer to press it and the door will unlock.

Goron #8
In this next room is a Time Block on a ledge on the other side of the room. Play the Song of Time while still across from the Time Block. It now serves as a platform in the gap between the two sides of the room. Jump down onto the blue block and then onto the other side of the room. Pound the rusted switch down with your hammer. This will open the gate that holds a Goron. Jump down to where the Goron is and go and talk to him. Get the key and then leave from the same way you came in this room (you should be able to get up by using the Time Block).

Back in the fire maze room, jump over the tiki stone you dropped and land on the roof of the temple-like structure in front of you. Hit the tiki block in the middle with the hammer. This is actually the pillar you needed to hit. You will fall down with the pillar and land in the middle of the lava pool between the 2 doors in the room where you met Darunia. Exit this room through the normal door so you are once again in the first room of the whole temple.

There is a statue to the right of the stairs when you are first walking into the temple. Use your Megaton Hammer to eliminate the statue. Enter the locked door. In this next room simply kill all the Fire Keese and Torch Slugs to unlock the next door. In this room, avoid the Like-Like and the tiles and run straight to the exit. The Like-Like will suck you in and take your shield and tunic. If it does, simply kill it and get your items back, but remember, do not leave the room or it will digest your items permanently; forcing you to buy new ones (280 Rupees in total).

Flare Dancer's Encore
In this next room is another Flare Dancer. This time, take your trusty Megaton Hammer and slam it right by the Flare Dancer to knock it from its clothing and then chase and strike it. Do this until it is defeated and explodes. A small chest will appear. There are bombs in the chest if you want them. Enter the next room.

Boss Key
There is another rusted switch in this room. Hit it with the hammer and free the last Goron and get the Boss Key from the intricate chest. Go back to the room where you met Darunia and jump straight over onto the pillar in the middle and then to the Boss Door. If you want, stock up on Fairies in the room. There are two Fairies in jars on a platform to the far right. Use your Hookshot to get there. There are also bombs you can stock up on. Open the boss door to enter into the final room. Notice that you need to have the red fire tunic on, to withstand the heat.

Boss: Volvagia
In this room, use the stone platform to jump onto the main platform in the middle - it has several lava holes scattered about it. The stone platform will then sink down in the lava, trapping you in the center. Suddenly, the middle hole of lava will erupt...bringing you face to face with none other than the Fire Temple boss.

The boss of the Fire Temple is: Subterranean Lava Dragon: Volvagia.

After the short scene with Volvagia flying around, he'll drop down through one of the pits in the ground. You'll then see a small burst of fire from one of the holes - this indicates which pit he's going to emerge from (for now). After the fire burst, he will stick his head out of the ground - this is the time to strike. Run up and hit him with the Megaton Hammer - this will stun him and allow you to strike him with your sword. If you jump attack with the Megaton Hammer while he is stunned it will do more damage than a jump attack with master sword. A jump attack Biggoron's sword does the same amount of damage as a jump attack with the Megaton Hammer. However, if you don't time it right and fail to stun him, he will blast you with fire breath or take a swing at you while you're still recovering from the hammer swing, so watch out. After he is damaged he will sink back in his hole. You'll again see another small burst of flame from one of the pits, but ignore it - you won't be able to hit him because this time he's going to come out, fly around and shoot fire at you. To avoid taking damage, simply walk slowly off the edge of the platform and hang there while he floats around. He'll then sink back into a pit and the process repeats itself. Look for the fire burst, stun with hammer, hit with sword, he goes back to ground. However, the next time he comes up to fly around he will drop boulders from the ceiling, so you will definitely want to hang off the side at this time to avoid any mishaps. You can fire arrows at him while he is flying to get him down faster.

Note: If you fall or get knocked into the lava for any reason during the boss fight, you can climb back up the sides of the center platform in order to escape the lava and resume the battle.

Once you've damaged him enough, he will deviate slightly from the above pattern - he'll try and trick you by blowing fire out of several pits before deciding to come up from another. However, as long as you stay far enough to the edge of the platform you should be able to keep all the holes in view and thus see which one he'll ultimately come out of. Also, he'll return to the hole a little quicker than before, but this shouldn't be a problem as long as you stay on top of him.

If you're going after him with just three hearts, you're going to want to beat him as efficiently as possible - this means only striking him with leap attacks with the Biggoron Sword (three hits and he's toast!), and definitely hanging off the edge when he begins dropping rocks.

After you defeat him he will fall back into a lava pit, fly out one last time then disintegrate into bones, falling apart to the ground. His head lands beside you and burns away, revealing a Heart Container. Get it, then enter the circle of light.

Another Medallion
With Volvagia gone and the Gorons freed, the fiery cloud orbiting Death Mountain returns to normal in a giant eruption. As a result, the ashy skies near the mountain and in Kakariko Village clear up. You will be transported once more to the Chamber of the Sages where Darunia will appear and speak to you. He has become the Sage of Fire and the guardian of the Fire Temple. He gives you his thanks, then gives you the  Fire Medallion  which, contains his power. Now you and he are true brothers!

After this, you will be transported back to Death Mountain Crater. The bridge back to Goron City is still out so you will have to cross it with the Hookshot, or you can play one of the Ocarina songs to transport out.

Double your Magic Power
As you approach the entrance to back to Goron City, head left - you'll find a cave blocked by two red boulders. Crush them with the Megaton Hammer and enter the passage - you'll end up at a Great Fairy's Fountain. Play Zelda's Lullaby, and the Fairy of Wisdom inside will extend the size of your magic bar.

Water Temple Quest
Ice Cavern is the next place for you to go. But if you've done with that main quest, you can skip it without any trouble. So save yourself the trouble and teleport to where the Water Temple is.


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The Legend of Zelda: Ocarina of Time/Forest Temple

'Amongst the ruins of past and mysterious secrets lies the Forest Temple. It is a long forgotten dungeon, filled with undergrowth, monsters, and the remains of faded souls.'

A Changed Forest
Upon entering the Kokiri Forest, you should find that it is severely overrun with monsters. Because of this, the children have barricaded themselves in their homes. Head into the Lost Woods. On your way to the Sacred Forest Meadow, you should eventually find Mido blocking your path. Play Saria's Song for him. He will be convinced that you are a friend of Saria's, and he will let you pass. If you play the song to hear Saria, she will tell you she is in the Forest Temple and needs your help.

To get through the Lost Woods to the Sacred Forest Meadow, go right, left, right, left, straight, left, right.

Remember the song
If you decided to go to Lake Hylia as a child and play a song to the scarecrow Bonooru, go back to Lake Hylia and play it again. Bonooru will remember it and you will have the  Scarecrow's Song  to play. Now the wandering scarecrow Pierre will appear if he hears your song in some places. He will become a stationary target that can be latched onto with the Hookshot. If Navi flies to a far away spot, try playing the song. You can actually get to places faster this way. It even lets you skip the maze in the Sacred Forest Meadow if you want to do that.

Sacred Forest Meadow
Instead of Mad Scrubs populating the area, there are Moblin Guards, monstrous, dog-like guards patrolling the corridors. If they see you, they will ram you into the wall. This time, there is no top-down view when navigating the area. To safely traverse the meadow, wait for a guard to pass you or change direction. When it does, sneak up behind it and use the Hookshot to kill it. If you are an advanced player, use the walking sideways technique (which Navi describes to you before navigating the meadow) to check to see if it is safe to progress though a certain spot. If you play the Scarecrow's Song, you can bypass the maze by using the Hookshot on Pierre at the start. When you finish navigating the maze, you will find a much larger guard, a Club Moblin, much more menacing because it holds a club. He will ram his weapon into the ground to send a vibration that will knock you down and injure you. Run straight towards him, but dodge the tremors that he sends. When you are behind him, attack him with your sword three times to receive a lot of Rupees upon his defeat. Alternatively you can use Bombchus to defeat him from a safe distance.

At the end of the meadow, there is a silence as Link walks to the tree stump where Saria sat, only to find that she isn't there. Sheik then appears out of nowhere, and teaches Link a melody that will transport the player to the Forest Temple entrance at any given time: The Minuet of Forest.

 The Minuet of Forest

 * Nintendo 64: A, C-up, C-left, C-right, C-left, C-right
 * Nintendo GameCube: A, C-Stick (up), C-Stick (left), C-Stick (right), C-Stick (left), C-Stick (right)
 * Wii Classic Controller: A, Right Stick (up), Right Stick (left), Right Stick (right), Right Stick (left), Right Stick (right)
 * Nintendo 3DS: L, A, X, Y, X, Y

For now, Sheik will use a Deku Nut to disappear, but not for good, because for the rest of your quest, every time you are about to enter a new temple, Sheik will appear to teach you a song that will lead you to its entrance. The spot you will be transported to is a fairly large white platform with a marking of the Sage Medallion in the center. For instance, the large, white platform at the entrance to the Forest Temple is where you will be transported if you play the Minuet of Forest.

Take out your hookshot and aim it at the tree hanging over the broken stairs. You should see a red dot when you aim at it (if you can't, move closer). Hookshot to it and enter the temple. Occasionally you will land on top of the tree, and from there you can jump down into the entryway. However, if you jump forward far enough, instead of running in you'll fall through the floor! (It's probably a glitch.)

Entering the Forest Temple
Immediately when you enter the temple, kill the two Wolfos and then climb the vines to the east. Climb up, run and jump across to the other tree (or use the hookshot on the chest), and open the chest to get the first small key. For all of the dungeons as an adult, you will use these keys to progress. Enter north into the next room.

Make quick work of the Big Skulltula and enter the next room. If you use the Hookshot to hit the Skulltula, you don't have to wait for it to drop and turn its underbelly towards you (the Hookshot kills it instantly).

The Poe Sisters
This is the main room of the temple. You will see four poes, the Poe Sisters, who steal the fire from the torches surrounding an elevator, its power source. As a result, the elevator goes down and shuts off. You must re-light to the torches to reactivate the elevator, which leads to the Boss Room. In order to re-light the torches, you must kill the four Poe Sisters.

Miniboss: Stalfos
Go straight into the room in front of you. Kill the Blue Bubble (the flying skull surrounded by blue flames) by using your shield to defend against it (if it runs into you, it will lose its blue flames) and then attack it with your sword. You can also throw a bomb to distract it. When the bomb goes off, it will lose its flames, and is left open to attack.

Enter the next room. Here you will fight two Stalfos, restless skeleton armored warriors. Z-target them and then use your shield (it's best to use the Master Sword for this fight). Their attacks will damage your health severely, so be careful when fighting them. When one attacks, dodge it, and then attack it (simply defending won't always work as they use an arced strike that can go behind your shield). They have shields, too, so don't let them counter your attacks. Your hookshot can also stun them if the shot is timed right. Kill both of them and retrieve the small key from the chest that appears and go back to the main room. There is a fairy in one of the pots in the back of the room.

The Abandoned Courtyards
Head to the northwest to find a Time Block with the symbol from the Door of Time on it (it's southeast of you when you exit the room). Play the Song of Time and it will disappear. Enter the room.

Avoid the Octorok and the Big Deku Baba (if you haven't seen them before, it's an enlarged Deku Baba). Go to the right side and use your Hookshot to kill the Skullwalltulas that are on the vines. You may have to step further away from the wall to reach the third. Or, if you really can't reach it, climb up the right side of the vines and avoid the top one; it's easiest to just ignore it (if it turns purple, it will attack you!). However, there is an alternate way. Did you remember to get Bombchus? Use one and aim it at the last Skullwalltula. That takes care of the third! Climb the vines to the door at the top. Enter the next room and kill the Blue Bubble inside to get the Dungeon Map and unlock the doors.

The next room is actually one of the balconies above the northeastern courtyard. Kill the big Deku Baba then use your Hookshot to hit the black target with a crescent moon (it looks like two concentric circles from far away) on it on the northern wall (to your left as you come onto the balcony). You will be pulled toward the spot and fall down on another balcony. Step on the red switch to drain the water from the well. Now jump or climb the vine down to the ground and into the well (you'll be in the long hallway of B1). There is a small key in a treasure chest you need near the western wall.

After you get the key, climb up the vines behind the chest (this will take you back to the northwestern courtyard). Climb out of the well and head towards the Big Deku Baba and turn right into the door (the main room). Stay to your right, climb the little step and go up the stairs to the western door. It's locked, so you'll have to use one of the small keys you found to open it (just press the A button in front of it like a normal door). Head through the door and kill the Big Skulltula.

Block Puzzle Maze
In the next room a Blue Bubble will come after you. Just go around it and walk forward (west) until you reach the ladder: climb up both of them. Head around the corner through the archway into a small room. There are three yellow arrows painted on the ground (Navi will remind you).

Look to the left and you'll see a big greenish-blue block behind a yellow arrow. Pull the block until it can fit through the passage to the right. Walk around to the left side of it and push it along the arrow until it hits the wall (the puzzle success sound will trigger).

Before venturing onward, go back and climb the now uncovered ladder, then go around the corner to find a red block. Push it until it hits the wall.

Go back down the ladder and find the green block. Climb atop it, then jump up to the next ledge on the right (it is kind of hidden).

Walk around the corner and you'll be reunited with the red block. Push it all the way until it clicks into place. Climb up onto the red block and then up to the pathway above.

Run around the corner to the right and climb up the ladder. Up here are two Blue Bubbles (you don't need to fight them) and a locked door; if you can, just ignore both of them. Enter through the locked door into the next room.

The Evil Hand
Strangely enough, this corridor is twisted. Just walk straight through it and go into the twisted room at the end of the passageway. Be careful, a devious enemy called a Wallmaster lurks in this room. It will fall from above to capture you, and you'll be at the start of the dungeon afterward. Avoid it while it drops by running (you'll see a small shadow appear on the ground), then when you see it drop, kill it for a Rupee bounty. If you look around this room you'll notice an intricate chest is on the wall. Navi will comment on it if you target it. Don't try to latch onto it, though, as the Hookshot can't pull you towards chests like that and you might get snagged by a Wallmaster. After jumping across to the platform to the right of where you exit the twisty corridor continue through the door.

The Fairy Bow
Go down the two flights of stairs (make note that a Poe Sister appears in one of the three paintings randomly here) and enter the mini-boss room. Kill the first Stalfos in this room without falling into the hole (you can try to use your Hookshot to stun him from a safe distance). After you kill the Stalfos a platform will come down in the middle with two more Stalfos. After you kill one of them his remains are still on the ground. After about a minute he will get back up. You need to have them both killed at the same time. This can be tricky at times. A treasure will appear in the middle of the room once the Stalfos are gone. Open the chest, and you will receive the Fairy Bow! Now you can shoot arrows, which you need to get through this strange, mysterious temple.

The First Two Poe Sisters, Joelle and Beth
Go back to the previous room. In this room, there are three paintings of a Poe Sister on the wall. Two are blank. Use an arrow to shoot the painting with the Poe. If you get too close to it the Poe Sister will disappear and go to a different painting. Shoot the three paintings and then fight the real Poe Sister. This is Joelle, the Poe Sister who stole the red torch. When fighting her, she will often disappear and swing her torch towards you. Simply use your Hylian Shield to protect yourself until she reappears, but don't Z-target her. You can use the Fairy Bow (your most powerful option), the Hookshot, or the Master Sword to defeat her. You can also get her in a corner and then repeatedly use the no-charge spin attack, which you use by spinning the analog stick once and then pressing the attack button really fast,in this way you can kill her in 4-5 seconds. Once she's defeated she will lose the red flame, so the red torch will light in this room and by the elevator in the main room of the dungeon. Upon Joelle's defeat you will see a chest appear that has a small key inside. Don't forget to grab it! Now go back through the mini-boss room where you got the Fairy Bow and into the room on the other side. Here you have to go through the same sort of fight again, but with the second Poe Sister. She is Beth, the Poe Sister who took the blue torch. Kill her and the blue torch will light like the red one did and a chest will appear which has the Compass. Don't go through the locked door at the top of the staircase in this room yet. You need another key first.

The Boss Key
Go all the way back out to the room you reached at the end of the block puzzle (right before the twisted corridor) with the two Blue Bubbles. After leaving the twisted corridor, turn around and shoot the silver eye with the Fairy Bow. The corridor will untwist. Walk back down the now non-twisted hall and jump down to the floor to find the beautifully decorated blue and yellow chest that you saw on the wall.

Inside it is the Boss Key. This key allows you to open the door to the Boss Room. For the remainder of the game, all of the Boss Keys will be in this type of chest. Now you need to get another small key. Watch out for the Wallmaster, because it still lurks in the room. Jump down a hole in the floor to find a small room. Kill the two Blue Bubbles to open the door in the room and then go through it.

The Other Evil Hand
You will be in a familiar room (the large one to the northwest of the main room) but on a ledge. Be careful, because what ever you do, don't fall from the ledge!. Kill the Big Deku Baba and go in the door that is the furthest on the right side (if you check the Dungeon Map you'll see a chest inside). There will be another strange hand called a Floormaster in this room. Attack it with your sword but when it turns green it is invincible and will swoop after you, so hold up your shield. When you think you've killed it, it will split into three smaller Floormasters. Kill all the little Floormasters with Din's Fire and get the key from the chest that appears in the room. Do this quickly, because the mini-Floormasters will attempt to latch onto you and drain your magic power to regenerate themselves.

The Third Poe Sister, Amy
Leave the room and go through the door to your right (the southern door at end of the ledge). You'll once again be in the room with the block puzzles but at a different ledge (kill the Blue Bubble with a shot from your Fairy Bow or ignore it). Jump down, then head to the greenish-blue block. Climb up the ladder in the middle of this area, then when you see the little rope barrier, walk over to it and shoot the golden eye to get a bundle of arrows. From there, go all the way up to the top of the corridors again and then shoot the silver eye above the door that leads through the corridor again to re-twist the hallway. Go through the twisted room, avoid the Wallmaster, jump across the platforms into the next room, and go down the stairs where Joelle was. Head through the mini-boss room, and then up the stairs where Beth was and unlock the door.

The Poison Puzzle
You will come out in another twisted room. There's a Wallmaster in here, so kill/avoid it and jump over to the platform on your right - it conveniently has a ladder you can climb if you don't make the jump. This will lead you to another corridor, although this one is not twisted...yet. Walk through the corridor carefully, because there is another enemy introduced here: the Green Bubble. It spins in a circle and tries to hit you if you get near it. Stun the two Green Bubbles with your Hookshot to eliminate their flames, and then kill them with an arrow and unlock the next door. Or, you can just shoot them with an arrow, even if they have their flame on.

In this room there are four revolving pillars jutting out of a poisonous pit and rotating around a central column with a torch on it. Look to the right and you will see a platform with a frozen eye switch above it. There are two ways to melt the ice: jump onto the platform and use Din's Fire, or you can hop on one of the pillars and attempt to shoot an arrow through the lit torch on the central column - the arrow will ignite and melt the ice if timed correctly. If you use Din's Fire there is absolutely no need to shoot the switch once it thaws - doing so actually reverses the twisting of the corridor, so unless you feel like wasting magic or making trick shots with the bow, avoid this. If you happen to fall while traversing this room, there's a ladder on the frozen eye platform you can climb to get back up, or you can also use the hookshot on the torch on the middle column.

Maze of Doom
Go through the door and back into the twisted corridor to reach the twisted room. Drop down the hole in the floor to land in another weird room with a checkered floor. In this room the ceiling falls on the floor, but there are holes in the ceiling that you can safely stand underneath. You'll have to take advantage of these holes to make it across, but be careful because there are skulltulas around, and your shooting accuracy with the Hookshot and Fairy Bow is thrown off in this room. There is a chest with arrows halfway across the room if you want or need to restock while in this room. Reach the switch on the floor and hit it to enter the next room.

Amy's Puzzle
Here there is a big painting of the Poe Sister Amy. Pay close attention to its details. Then, shoot it with an arrow and five blocks will fall on the floor. Push and pull them so they fit together and match the picture of the Poe Sister above. One of them is a piece of Beth's picture, darker than the rest. Ignore it, because you have only one minute before they return to where they were. The block in the north west corner doesn't need to move. Push the north east one into place right next to the other, push the south west block up into the other one to form a L shape, then pull the darker block away from the group and push the final block into place.

If you arrange the picture correctly then the third Poe Sister will emerge from it. This Poe Sister is Amy, the Poe Sister who snatched the green torch. Kill her just like you killed the other two Poe Sisters. The green torch will light both here and in the main room.

Leave the room and kill the Big Skulltula in the next one.

The Last Poe Sister, Meg
Now in the main room again (but at a previously unreachable spot) you'll notice the fourth Poe Sister crying over the deaths of her sisters just below you. Drop down and approach her to begin combat.

Unlike the other Poes, you're in for a surprise; her name is Meg, the Poe Sister who snagged the purple torch. Because you killed her sisters, she wants revenge! She will make three copies of herself, so this can be tricky at times. The moment she and her clones appear, look for the one that briefly spins: that's the real one you need to destroy.

If you didn't see the correct Poe Sister (such as one of the two that appeared behind the camera), you need to quickly take them out with the bow. Turn towards the ones behind or entering the camera view, Z-Target, and fire the bow. Alternatively, you can use a charged spin-attack to kill the images, and quickly follow with an arrow. You may also use the hookshot.

After a few hits, she will be defeated; all the torches will light up, and the elevator will be reactivated.

The Final Puzzle
The elevator will come back up. Get on the elevator and go down. In this room, there are two barred passages on the blue sides. Look through them. Two giant sections of the wall stick out into the center of this room (they are sitting on the two red sections of the floor) and are pushable from either side (like giant levers). Go next to them and push until the room starts to shift, opening new passages. Go and look to see what new doors opened up. Three switches are down here, hidden behind the walls. First, head to the western lever and push it southwards. Hit the first switch to raise the bars blocking the second. From there, continue to push the wall south until you reach the second switch, which will raise the cage blocking the third. Continue spinning the wall until you hit it open up the path to the Boss room. On the Boss Door is a gold lock with horns. The Boss Key will open it, so hopefully you already got it.

Boss: Phantom Ganon
Enter the room and climb up the stairs on the right. You will find that there is nothing in this room. If you try to leave, the boss will make his entrance. The exit gets blocked off by iron bars, trapping you inside the room. You will see someone who appears to be Ganondorf. It is not the real deal, but it is the boss of the Forest Temple: "Evil Spirit from Beyond: Phantom Ganon."

Dangerous Paintings
For the first half of the battle, you will watch Phantom Ganon and his horse enter one of the paintings on the wall. After Ganon reaches the end of the painting, he will turn around and two of him will be coming towards you. Identify the positions of the two and then look for the more colorful Phantom Ganon. A small, purple portal will form in front of the real Phantom Ganon when he reaches the front of the painting to allow him to emerge from it. He is your target. With your Fairy Bow ready, shoot him when he comes out of the painting (while he's still white). If you aim for the decoy, it will turn around at the last second. If you miss your chance to hit Phantom Ganon and he emerges, he will shoot a ball of magic onto the floor with his scepter. If you look in the middle of the floor, on the edges of the blue, are six yellow arrows. These arrows show the direction of the magic beams emanating from the magic ball Phantom Ganon throws onto the floor. Stay clear of it. After you hit Phantom Ganon with three arrows, he will stop entering paintings and let his horse ride off. This is now the second part of the boss battle.

Magic Attacks
When the fight starts, Phantom Ganon will begin floating around the room somewhat close to the ground shooting bright yellow magic bolts at you. You can block them easily enough with your shield, but this is purely defensive and won't advance the fight - Navi advises that you need to counter these attacks with one of your own. Z-Target Phantom Ganon and while you're locked on, swing your sword as one of the bolts approaches - if you time it correctly, the bolt will reflect back towards Phantom Ganon! While he's close to the ground it's best to dodge his attacks - the reflected bolts will ricochet away from Phantom Ganon. However, after a moment or two he will float higher into the air, pause momentarily and then fire a slower moving magic ball at you: this is the time to fight! Strike the ball as it approaches, and you'll begin a batting war between you two - each time someone hits the ball it speeds up. If you can survive about four or five volleys (tip: stand as far away from him as you can so you have more time to act) Phantom Ganon will inevitably mess up and the ball will hit him, stunning him and dropping him to the ground, opening himself up for your attack! If you have the Biggoron Sword switch to it as fast as possible, do a jumping attack and then strike him several times. The same strategy applies with the Master Sword, although it will take more strikes to finish him - either way, keep this up until you win.

Keep in mind that when he's almost defeated, Phantom Ganon may launch a sparkling white ball of magic at you in a furious charge - you'll have to use the Spin Attack to counter it. If you aren't fast enough to defend yourself, you'll lose 3 hearts! However, Phantom Ganon does not always use this attack. Just be prepared if he does, and use the Goron sword if necessary.

A glitch that works almost every time is, when you hit Phantom Gannon with his attack, if he lands at the gate that blocks your way out, you can continuously hit him until he is defeated as if a barrier prevents him from recovering.

When you defeat him, you will find out that the real Ganondorf was watching. He becomes frustrated with his creation and banishes it to "the gap between dimensions." Enter the blue light that appears to leave the Forest Temple. That is, after you grab the Heart Container, of course!

Saria and the Forest Medallion
After stepping into the blue light, you will be transported to the Chamber of the Sages again, the place where you met Rauru. Saria will emerge from a green platform in front of you like the yellow one Rauru was standing on. She reveals that she is the Sage of the Forest and her duty is to protect the Forest Temple, so she and Link cannot live in the same world. After speaking with her, she will give you the  Forest Medallion , which contains her power. As you leave the Chamber of Sages, she will tell you she will always be your friend.

Even though Saria is now a sage, you may still talk to Saria with "Saria's Song" at any point in the game. Right now, she will tell you she didn't want to become a sage at first, but that she is glad to be helping you on your quest.

The Deku Tree's Sprout
You will find yourself in front of the Deku Tree. Link notices a root. It suddenly sprouts from the ground, revealing a large sprout with a smiling face, the Deku Tree Sprout. He reveals to him that Link is not a Kokiri, but a Hylian. This is why Link became older unlike the Kokiri. The Deku Tree Sprout reveals that Link was brought to the Deku Tree by his Hylian mother during a time of war before Hyrule was unified. The Deku Tree could sense that Link was the child of destiny, so he took him in and raised him as a child of the forest. As for his mother, she passed away from the injuries she took from the war. The Deku Tree Sprout tells you that you were always destined to leave the forest and to break the curses on the other temples. As for the Kokiri Forest, it has returned to normal and the Kokiri are back outside.

The Prelude of Light
Return to the Temple of Time. Sheik reveals that there will be a time where Link will need to return to the temple as quickly as possible, and so she will teach you the melody for when that time comes: The Prelude of Light.

 The Prelude of Light

 * Nintendo 64: C-up, C-right, C-up, C-right, C-left, C-up
 * Nintendo GameCube: C-Stick (up), C-Stick (right), C-Stick (up), C-Stick (right), C-Stick (left), C-Stick (up)
 * Wii Classic Controller: Right Stick (Up), Right Stick (right), Right Stick (up), Right Stick (right), Right Stick (left), Right Stick (up)
 * Nintendo 3DS: A, Y, A, Y, X, A

Sheik will also tell you that you can return to the past by putting the Master Sword back in the Pedestal of Time. Sheik will disappear again, and the temple will suddenly be illuminated in light. You may now return to the past to complete any sidequests, although these may be performed when you head to the spirit temple.

Quest for the Biggoron's Sword
If you have received Cojiro from Anju the Cuckoo lady in Kakariko Village, you can continue the item trading sequence in the forest. It is a long series of tradings, and it is best if you have Epona with you for some of the tasks. If you haven't received Cojiro, you can get him by waking up Talon with the pocket Cucco. Talon can be found if you go down the stairs leading away from the well in the house to the right.

 * Odd Mushroom: Upon entering the Lost Woods, head to the left. You should find a strange looking man asleep. He is Grog. Awaken him using Cojiro. Apparently, he is the original owner of the bird. He will give you the mushroom to take to the potion lady in Kakariko.
 * Odd Medicine: You have only three minutes to deliver the mushroom to the potion lady. If you have Epona, this task will be a whole lot easier. To get to the potion lady's abode, find the potion shop that relocated from the market. There is a back door on the left. Now enter the barn on your right. Give the mushroom to the lady.

NOTE: You cannot use warping melodies to help you. If you do, the time will automatically drop to 1 second.
 * Poacher's Saw: Take the medicine back to the person who gave you the mushroom. He is gone. You will find Fado, a blonde Kokiri in his place. She claims that he is gone and that the medicine you carry belongs to the forest. After she demands it back, she will give the saw he left behind.
 * Broken Sword: Unlike some of the other steps, the Kokiri girl does not tell you what to do with the Poacher's Saw. Take the Poacher's Saw to the Carpenter boss in Gerudo Valley. He will give you the broken sword.
 * Eye Drop Prescription: Take the broken sword to the top of Death Mountain. Show it to Biggoron, and he will give you the eye drop prescription.
 * Eyeball Frog: Next take the eye drop prescription to King Zora. He will give you the Eyeball Frog. (NOTE: If you have not gotten him unfrozen, you must unfreeze him with blue fire, from the Ice Cavern.)
 * Eye Drops: Give the Eyeball Frog to the scientist at Lake Hylia. He should give you the Eye Drops.
 * Biggoron's Sword: Finally, the last step, take the eye drops to Biggoron and give them to him. He will give you a claim check for a sword. If you play the Sun's Song and go ahead about 4 days, it will be finished.

Quiver Upgrade
The Shooting Gallery relocated from the market to Kakariko Village. The building lies between the Windmill and the House of Skulltula. The game still costs 20 rupees and you still have 15 shots. They are in the same positions as last time, but their appearances have been scrambled. If you win, you will receive a Bigger Quiver and be able to carry a maximum of 40 arrows.

Other Quests
If you're eager to do the dungeon in the Bottom of the Well after you get the Storm Song to play to the Windmill, this is the time to do it. Unfortunately, you can't get to the Spirit Temple without two things: Longshot and Eye of Truth. Your childhood missions will be complete if you got at least two items and cross the desert as an adult. You can warp between young and adult after you complete Forest Temple.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


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The Legend of Zelda: Ocarina of Time/Gameplay

Starting a new game or loading a game
Upon starting the game, the title screen appears which shows Link riding Epona in Hyrule Field and various scenes from the game. Pressing Start (or the Plus button for the Wii Classic Controller) once will display the game logo, as will simply waiting as the scene plays out. Pressing Start (or the Plus button for the Wii Classic Controller) while the logo is fully displayed opens the file select screen.

In this menu three save game slots are shown, along with the options to erase or copy a saved game. Furthermore, there's an options menu which allows you to change sound settings, the way the Z-targeting system works and some shades of black and grey to help set the brightness setting on television. Highlighting a save game slot and pressing the A button and choosing Yes opens that saved game. If no saved game exists, selecting a save game slot opens the file name screen. Entering a name and choosing End will create a new game save file.

Movement
The first thing to learn is how to run around using the Control Stick. Pressing it a little bit will make Link walk very slowly, which is good for navigating small walkways. Pressing it all the way to the edge will make Link run as fast as he can, which is necessary to Jump. If the players walk off a ledge, Link will fall a bit and hopefully grab the ledge, otherwise he will fall straight down and may take damage based on the distance of the fall.

Jumping
In The Legend of Zelda: Ocarina of Time there is no jump button. Instead, Link will jump off of ledges if he approaches them while running. There must be caution on positioning, because it is easy to fall long distances.

Falling
If Link happens to fall off of a ledge, he will either hit the ground and take damage, or roll. To roll, the players must simply hold the control stick in the direction he is moving (most often Up).

HUD
The action button shows you what A button will make Link do. For instance, if you have your sword in hand and you are standing still, the action button will say Put Away. Pressing the button will cause Link to sheath his sword. If you are running, the action button will change to Attack, and pressing the A button will make Link do a somersault.
 * Action button

At the top right of the screen are the three button assignments. These act as a way to keep track of what items are currently assigned to. By pressing a button with an assigned item, Link will pull out the item immediately and use it (draw an arrow and aim the bow, load and aim the slingshot, swipe with an empty jar, use a filled jar, etc.). You can change the button assignments by using the pause menu and navigating to the inventory section. Pressing a button while an item is selected will assign that item to the button pressed.
 * Item assignments

The buttons for the items are:
 * Nintendo 64: C-left, C-right, C-down
 * Nintendo GameCube: C-Stick (left, right, down) or Y, Z, or X
 * Wii Classic Controller: Right Control Stick (left, right, down) or Y, X, Zl/Zr
 * Nintendo 3DS: Y, X, and buttons on the Touch Screen

The minimap appears in the bottom left corner of the screen. This helps you quickly keep track of your location in a room, the direction Link is facing, and the floor or zone you are in. A world map is available on the pause menu outside of dungeons, and a larger dungeon map is while inside of them.
 * Minimap

Press L to turn the minimap on or off.

Pause menu
The pause menu can be viewed by pressing Start (Plus button for the Wii Classic Controller) Here you are able to save, view the world or dungeon map (depending on your location), view and equip items, and view additional items.

 * Inventory

Your inventory helps keep track of what items you've acquired, what items are currently assigned to the C buttons, how much ammo you have left, and whether or not you have anything contained in jars.

 * Heart pieces

While on your adventure, you might stumble upon a Heart Piece; these rare items will automatically combine into an extra Heart Container (your maximum health will increase by one) if you find four of them. The inventory tracks how many Heart Pieces you have by filling in the heart container diagram until you form a new Heart Container.

 * Songs

After you receive an ocarina, you will be able to play songs that have special powers. These songs play an important role in solving puzzles and traveling quickly throughout the game.

 * Gold Skulltulas

One of the many secret items you can collect in Ocarina of Time is the Gold Skulltula Token. These are acquired by killing a Gold Skulltula and then grabbing its token.

Equipment

On the equipment page, you will be able to toggle between the different armor and weapons that Link has acquired. These will come in handy when maximizing your offensive and defensive capabilities, and when necessary to solve certain puzzles.

Throughout the game you'll acquire stronger swords and weaponry to help you solve increasingly complex puzzles and defeat enemies more efficiently.
 * Weapons

 * Ammo

Some weapons require ammunition to use. If you run out, they will be unable to function, so try to keep a good supply on hand, or keep track of where you can find more. Remember that destructible objects and enemies have a chance to drop items such as ammo.

Saving your game
During the game, you can save your game at any time by bringing up the pause menu with the Start button (Plus button for Wii Classic Controller), then press B. Select "Yes" at the confirmation screen. The menu will close. The game has now been saved.

If you die and get a "Game Over", the game will ask you if you want to save, then if you want to continue. Choosing not to continue will send you back to the title screen.

Note that when you save the game, it does not save your location. Every time you start the game you will appear in Link's House in Kokiri Forest, if your last save was as a child. If your last save game was as an adult, you will start at the Temple of Time. If you save in a dungeon you will instead appear just inside of the entrance to the dungeon regardless of age.

Rupees
Like all Zelda games, Rupees are used as a currency within the game.

Objects
You will find objects throughout the game that can be interacted with or destroyed. Destructible objects have a chance to drop items such as ammo and rupees.

Dungeons
Dungeons are a primary part of the game. Each dungeon must be completed to finish the game. A dungeon is considered complete if the special item is found and, if there is one, the boss is defeated.

Dungeon-specific items
Certain items can only be found within dungeons. Some of these are dungeon-specific. That is, after you find them, they cannot be taken elsewhere and are only available when you are in that dungeon.

Special items
Each dungeon has a unique item that will help Link progress through the game. These special items are necessary to overcome puzzles and defeat bosses, so make sure you get them!


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The Legend of Zelda: Ocarina of Time/Gold Skulltulas

Many years ago, a wealthy family in Kakariko Village was cursed for their greed and were thus turned into Skulltula monsters. In order to break the curse, Link must destroy all one hundred of the Gold Skulltulas scattered about Hyrule and collect the Gold Skulltula Tokens that they drop as proof of his deed. When a certain number of Gold Skulltulas have been destroyed, a family member will return to human form and reward Link for his trouble.

Quest Rewards
As you defeat Gold Skulltulas, each family member released from the curse will reward Link. These rewards are:

If you are playing on the Wii's Virtual Console, the {{im/oot|Secrets|Stone of Agony will be totally useless. Anyone playing this version can safely ignore this feature. The GameCube version will ask you if you want to use the rumble feature (unless you're playing with the Wavebird, which renders this item useless). In the 3DS version, the Stone of Agony is replaced by the Shard of Agony, which chimes and appears in the top-left corner of the top screen when near secret locations.

Hunting Tips
Gold Skulltulas are scattered throughout the game world and can be found as both young and adult Link. Most often, Gold Skulltulas can be found at night, either clinging to walls or hiding in soft patches of soil. Here are some tips for hunting them:

Hunt at Night
Many Gold Skulltulas don't appear during the daytime. You should play the Sun's Song on your ocarina to change the time of day before beginning your search.

Use your Ears
Gold Skulltulas make a distinct "shuffling" sound every few seconds when they move around. The sound can alert you to the presence of a nearby Skulltula, although it is difficult to use to pinpoint the creature's exact location.

Check your Map
After you have defeated all the Gold Skulltulas in an area, a Gold Skulltula icon will appear next to the name of your current location on the map screen. If you don't see it, then there are still more Gold Skulltulas to find in the area.

 * Note : The world map DOES NOT cover Gold Skulltulas in Temples, Dungeons, the Kakariko Well or the Ice Cavern. To check if you have collected all tokens in those areas, you must enter that specific area and check the map of that place.

Check Common Hiding Spots
After releasing the captured bugs, quickly press the C Down button again. This will capture one of the three bugs you just released so you can re-use them later.
 * Nintendo 64

A Gold Skulltula resides in every patch of soft soil in Hyrule except for the one next to the bean selling man in Zora's River. To evict the Skulltula from its burrow, empty a Bottle of Bugs nearby.

To capture bugs, look for rocks on the ground as they have the highest rate of causing bugs to appear. Pick up these rocks to release the bugs underneath and then quickly capture one with a bottle. You can also find bugs by cutting grass. Bugs are always found under the same rocks and grass and are not random. You can also buy them from potion shop for 50 rupees.

Gold Skulltulas can also be found inside crates and trees. Roll into either one to dislodge a Skulltula.

If a Skulltula is on a wall or far away, Gold Skulltulas can only be reached with certain items, namely the Boomerang and Hookshot/Longshot. When hunting, be sure you have both items.

Gold Skulltula Locations
The following is a complete list of the locations of the 100 Gold Skulltula|display=Gold Skulltulas scattered about Hyrule.


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The Legend of Zelda: Ocarina of Time/Enemies

The following page lists all of the enemies that Link faces in his travels. They are listed according to the time period and location in which they are introduced.

Death Mountain Crater
Close relative of the Green and Blue Bubbles, the Red Bubble is found in fiery areas. Its attacks can even burn you. Extinguish the fire on its body to destroy it. Deku Nuts are the one thing that can stun them so you can attack them.
 * Red Bubble

Fire Temple
A slug with flames all over its body. If it's hit by one of Link's weapons, the fire on its body disappears. The hookshot will also stun it. It must be destroyed before it can re-ignite.
 * Torch Slug

The most disgusting thing you've ever seen, kind of like a slimey loofah: A tubey, worm-like enemy that sucks up Link's tunics and shields. It can be killed with arrows (which will keep it at a distance so it can't eat your gear) or a sword. It will give back the items it ate when you kill it. Just don't leave the room or you'll lose your gear and have to re-purchase it.
 * Like-Like

A deceiving enemy that poses as a door, but falls on you if you try to open it. It is distinguished by the fact that it sticks out from a wall. A bomb will eliminate one.
 * Door Mimic

The mini-boss of the dungeon. Only two exist. "Its flaming clothes must be extinguished before it can be damaged." Throw a bomb at it to get the middle to drop, then whack it with your sword. Another, possibly easier way is to use the hookshot on him when he still dances on the spot. This will drag him towards you and you can slash him with your sword. The Spin attack does a lot of damage. It will run away from you in a circle, but you can change direction to cut it off or use the hookshot to reel it back in. It will jump into the flames again a few more times when it gets away, and get faster each time. It also changes color for the amount of health it has. Red is around full, blue is middle, and green is when its almost dead.
 * Flare Dancer

The boss of the Fire Temple. The dragon that was sealed away with the Megaton Hammer, and revived by Ganondorf. It can be defeated by hitting with the Megaton Hammer each time it pops out of a lava hole, then slashed with a sword. It eventually becomes unpredictable and will pop out randomly. It can also breathe fire and pummel you with rocks. To avoid being pelted with either attack, cling onto the edge of the platform during each attack. You can also shoot arrows at it when in air to get it to come back down faster.
 * Subterranean Lava Dragon: Volvagia

Ice Cavern
An enemy made entirely of ice. It has the power to freeze you with its cold breath. Din's Fire is very useful against it, but your sword works as well. Freezards pop out of the ground when they attack, which is distinguished by a sudden rise of fog, allowing you to predict where they'll appear.
 * Freezard

Pots that easily pose as harmless ones, but they fly at you when you get near them. They break once they hit the ground, or hit your shield if you block them. They may have something inside that could be of use to you.
 * Bewitched Pot / Flying Jar

Keese that have come into contact with Blue Fire become these. They have the power to freeze you for awhile. Unlike Fire Keese, they don't lose their power after attacking. A long-range weapon like the Fairy Bow is good to use on them.
 * Ice Keese

A large Wolfos with white fur and red eyes that has double the strength of a normal Wolfos. Its back is its weak point like a regular Wolfos. It will die quickly if you jump-slash it in its back enough times when you get the chance.
 * White Wolfos

Water Temple
A metal ball with sharp spikes that rolls toward you. When hit with the Hookshot or your shield, it becomes a vulnerable rock you can attack from a distance.
 * Spike

A clam with teeth on its back. When you get near it, it will open its vulnerable mouth. Use the Hookshot or Fairy Bow on its mouth to kill it. Use your shield to avoid its teeth.
 * Shell Blade

A very formidable foe. This is a doppleganger version of Link. He blocks almost every sword attack, jumps onto Link at times to attack, and shifts his position whenever he gets hit. Because of this, the best weapon against him is the Megaton Hammer, since you (and therefore he) cannot block with this, and he cannot imitate it. You could also use Din's Fire, when Dark Link gets near you, but you'll want to bring at least 1 green potion. He takes many hits to defeat and can cause a lot of damage, so you'll probably want to have at least 1 fairy. The Hookshot also has a great usefulness on this mini-boss.
 * Dark Link

The boss of the Water Temple. It is a pink nucleus that swims through the waters of Lake Hylia it stole. It can manipulate water and form it into a tentacle. It can cause damage to Link if a tentacle hits him, but the damage is much more lethal if it is actually able to grab Link and thrash him around. If you latch onto Morpha with the now-upgraded Longshot, you can pull it out of the water and to you to hit it. After a while, Morpha creates two tentacles at once to avoid.
 * Giant Aquatic Amoeba: Morpha

Bottom of the Well
A larger than normal Green Bubble that stalks the corridors of the well. It does not remain stationary like its normal kind and is harder to avoid. It is the only one you'll face.
 * Giant Green Bubble

Gibdos are very similar to ReDead, since they shriek if they make eye contact with you and go to any Gibdos with them that die, but are wrapped in bandages and do not crouch like ReDead. Gibdos attack anyone who bothers them, and are a lot more unforgiving than ReDeads when they drain the life out of Link, taking away 1/2 of a heart per second. They freeze when you play the Sun's Song. A twisted mini-boss that has several hands sticking out of the ground. If you get too close to one, it will grab you and hold on. If that happens, Dead Hand will reveal his body and close in to attack. You can get out of a hand's grip by moving the Control Stick, but killing a hand is pointless because another one soon takes its place. The only way to defeat Dead Hand is to wait for his head to bend down to attack and slash it quickly. Dead Hand can also burrow back into the ground and churn up dirt that can injure you if it hits you.
 * Gibdo
 * Dead Hand

Shadow Temple
A slightly bigger Beamos that needs to be bombed twice in order to defeat. It can resist bomb explosions with its stronger armor.
 * Big Beamos

An eye switch that shoots fireballs at you when you approach it. One hit to its eye with an arrow will defeat it, but only when the eye is open.
 * Fake Eye Switch

 * Phantom Shadow Beast: Bongo Bongo
 * An evil shadow spirit that hides his body in the shadows and attacks with his hands. You must first stun his hands, then use the Lens of Truth to see his body and quickly shoot him in the eye before he is vulnerable to sword attacks. You can also use Ice Arrow on hand to get it to smash his frozen hand free which will automatically get to where you can stun eye without him running into you.

Gerudo's Fortress
Spear-wielding Gerudo that will capture you if they see you. You can pick them off with arrows or stun them with the Longshot, but you can in fact also use close-combat weapons on them, such as the Biggoron's Sword. Once you get the Gerudo's Membership Card, they are no longer your enemies.
 * Gerudo Guards

Only four are encountered in the game. They are much more skilled than the other Gerudo Guards because they have one purpose: to make sure prisoners don't escape. They wield two scimitars and are trained to block several sword attacks. The deadliest move in their arsenal is their spin attack, which is used to knock out the toughest enemies and capture them. The easiest and quickest way to defeat them is to use Biggoron's Sword.
 * Gerudo Prisoner Guards

Gerudo Training Ground
These beasts are Lizalfos that have evolved for battle. They take more hits to kill and cause more damage with their swords, and can be very elusive. An easy way to beat them is: Deku Nut, Jump Attack, Deku Nut, Jump Attack, repeat until dead. This works on Majora's Mask, as well.
 * Dinolfos

Haunted Wasteland
Small creatures that burrow out of the ground and attack in one direction. Most of the time, you'll be attacked by a group of Leevers, which makes it hard to escape them all. It's simple to just run past them, but if you want to make it to safety without getting hurt, use Nayru's Love.
 * Leevers

If enough Leevers are killed, this bigger and more dangerous Leever comes out of the ground. Unlike other Leevers, it can change its direction to attack you. However, its body is slower and much more sluggish than normal Leevers because of its bigger size.
 * Purple Leever

Spirit Temple (Young Link)
A dog-like mummy that hovers around narrow space and shoots fire at you if you approach it. They move just as you do (if you move to the left, he will move to his left.) The only way to defeat it is to engulf it in flames. There is a puzzle in the  room based on this, but Din's Fire or Fire Arrows will also work.
 * Anubis

A dangerous, armored behemoth mini-boss that wields a deadly axe. If you get clobbered by one, you'll take a lot of damage, so you might keep a Fairy or Red Potion with you. The best way to defeat it is with hit-and-run sword tactics to dodge its axe. Biggoron's sword is best because it's so powerful, which means you can take him out much more quickly. After several hits, the chest plate it wears will tumble off, and the Iron Knuckle will become more agile, but vulnerable to Deku Seeds or arrows. If you hide behind a pillar and let him smash it, hearts will fall out (Rupees if you have full health).
 * Iron Knuckle (Silver)

Spirit Temple (Adult Link)
This is the fourth and final type of Bubble you'll encounter. It drags a small white flame with it as it moves, then stops to spin. As it spins, hit it with an arrow or the Longshot to make it vulnerable to your sword.
 * White Bubble

This Iron Knuckle is the strongest one you'll face. It has a lot more health than normal and stronger armor than the rest. The axe it holds also proves more powerful. The only way to defeat it is with your sword, or bombs.
 * Iron Knuckle (Nabooru)

These two witches are the bosses of the Spirit Temple. Kotake attacks you with ice, and Koume with fire. To defeat them, you must deflect the attack of one sister with your Mirror Shield and aim it at the other sister. Z-targeting is very helpful here. Use it to target the sister who's firing first, and then quickly target the other when she flies by to hit her. After a few hits, they will combine into Twinrova.
 * Sorceress Sisters: Kotake and Koume

This is the form Kotake and Koume take when they combine into one. Twinrova holds two wands of fire and ice that you must avoid. To defeat her, you need to block three attacks of the same kind with the Mirror Shield, which will then be released as one big attack. Get close to Twinrova when this happens and aim the shield at her so she gets hit with her own attack. Then, you'll be able to use your sword on her.
 * Sorceress Sisters: Twinrova

Ganon's Castle
There is only one you face, and it is part of the final defense of Ganon's Castle. It has a little more punch to its axe, and is paired up with the stronger Black Iron Knuckle.
 * Iron Knuckle (White)

This Iron Knuckle takes the place of the White Iron Knuckle in case it falls in battle. It has even more power to its axe, and is the only one you ever encounter as well.
 * Iron Knuckle (Black)

Ganondorf is the final boss of the game, and the most dangerous. To defeat  the evil king, you must send back the magic attacks he sends at you which can destroy the non-metal platforms by swinging your sword until he is hit, then strike him with a Light Arrow. After that, you can strike him down with your sword. When Ganondorf is low on health, he'll use his ultimate magic attack on you, which you can stop with a Super Spin Attack, or just avoid it by using a Light Arrow on him before he fires the attack. The Biggoron's Sword is best for this, because it has a longer range when deflecting the magic attack and is more powerful than the Master Sword. If you're running low on health or magic, just drop down (rolling will stop you from getting hurt) and break some pots.
 * Great King of Evil: Ganondorf

The final form of the final boss, Ganon, is a giant monster wielding two large swords. At the start of the battle, you lose the Master Sword, and you must use the Biggoron's Sword or Megaton Hammer instead. You can strike his head with a Light Arrow or Deku nut to stun him or run under him to reach his tail. You have to strike Ganon's tail until you have a chance to get the Master Sword. When you do, Ganon will move faster than before, but the strategy is the same. Even when you get the Master Sword back, though, it's faster (and uses fewer Light Arrows, and therefore conserves magic) to use the Biggoron's Sword; however, once Zelda has him held down, the final blow must be delivered by the Master Sword. If you run out of magic, lead Ganon to a pillar and go behind it to make him smash it to reveal bombs, hearts, arrows, magic jars, or faries. When Ganon is defeated, you'll be treated to the ending.
 * Ganon


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Talk:Shelf:Game design

Noting the scope of Game Design
Recently there was an edit to make this page a member of Electronic Games, rather then games in general. While all books currently in this category are indeed currently about (video) game production, Game Design proper is a bit broader, and can cover things like board games, card games, etc. --Mbrickn (discuss • contribs) 18:31, 8 July 2021 (UTC)

title: Talk:Shelf:Game design