Ocarina of time walkthrough n64 pdf




















Software Images icon An illustration of two photographs. Images Donate icon An illustration of a heart shape Donate Ellipses icon An illustration of text ellipses. EMBED for wordpress. Want more? Head back into the Great Fairy Fountain and have her heal you, it should start at the maximum time. Leave the Death Mountain Crater and speak to the owl perched upon the sign. He offers to lend you a ride back down the mountain, accept his offer and he will drop you onto a roof in Kakariko Village, not just any roof, a roof which you would have difficulty accessing any other way.

We need to take advantage of this opportunity. Here's what to do, after you are dropped off on the room, walk slowly to the southeast most corner of the roof. Look at your map to judge this, you should be beside a wall and just above the chicken coop where you threw all the chickens.

Directly below you should be kind of a little roof cover thing for the chicken coop, what you want to do is walk very slowly and hang off the edge, then drop onto this roof cover. Beside you is a secret entrance into the house, take it.

Anyway now that you have access to the bombs there are a number of things you can do that you couldn't do before without them. Head there now, each game costs 30 Rupees and you'll likely be playing a lot so be sure to bring a lot of money with you. Here's how it works, there are a number of prizes which are randomized.

Each game gives you a total of ten Bombchus and three targets, the first and final targets are always identical while the middle one is randomized. You can lift one Bombchu into the air with the B button, once lifted the bomb is activated and it's on a timer so do not lift until you are fully ready to throw. A Bombchu will go in a straight line ahead of where you throw it, but it will not explode when it hits a wall, rather it will climb that wall.

You have to use your geometric knowledge and angles and such to win this game: 1 - For this one, the easiest one all you have to do is stand in the middle in front of the blue arrow and throw a Bombchu straight ahead. It should go into the hole in the middle and explode, taking down the wall.

The easiest is when the target appears in the middle. Before you only had to deal with the spike trap obstacle but now you have to get it past that and the Cucco as well. Wait for the Cucco to move or when it's about to move and throw your Bombchu straight ahead.

The next possibility is for it to appear on the far left. For this one stand a couple black notches left of the middle and look straight ahead. Tap the analog stick extremely lightly to the left and throw to get it in. The third and final possibility is that it will appear on the far right. This is similar to the one on the far left however I find you have to stand closer to the right wall for this one than stood close to the left wall for the other one. Rather than standing a few notches off the centre, stand a few notches left or the right wall and tap the analog stick weakly to the right.

It should go down and then into the hole. Instead stand exactly where you would stand if it was on the far left, about two or three black notches left of the middle arrow. Now tap the analog stick on a 45 degree angle to the upper right, or northeast then let loose. If you're lucky it will curve around the wall and into the hole eventually.

With those two important items now in your possession, it's time to head for the Hyrule Castle again. If you want to save ten Rupees you can climb up the vine and drop down behind the gate, or you can just approach the guard and give him ten Rupees, he'll let you through.

Just past the gate there is a fork in the road and the path leading right leads to a large rock. Now that you have bombs, pull one out of your bag and use it to destroy this rock standing in your way, then enter the crawlspace behind it.

This turns out to be one of the Great Fairy's Fountains. Head into it and approach the water, just like before you have to take out your Fairy Ocarina and play it while standing on the Triforce emblem. Play Zelda's Lullaby, left, up, right, left, up, right and a Fairy will appear in front of you. After that she heals you up and sends you on your way. The easiest way to get out of here is to just get caught. Return to Hyrule Field. Directly west of the drawbridge leading into Hyrule Castle Town there is a rock just sitting out there in the field, take out one of your bombs and use it to blast that rock to bits.

How very not worth it. Anyway there is only really one other thing of note on this field. At the very northwest corner of Hyrule Field, west of where you just were there is another rock across the stream. Below it you will find a normal Fairy Fountain with a number of faeries flying around just waiting to heal you up or be caught in Empty Bottles for use at a later time.

Leave the fountain and head all the way back to Kokiri Forest where you began the game. Enter The Lost Woods here. Make a right at the first fork and a left at the second. Here you will come across a boulder which you can blow up using one of your bombs. Leave this place and then take the door to the right of the hole in the ground then left at the spring.

Head straight at this next junction and then left at the one after that, blow up the rock and drop down the hole. There are two Deku Scrubs here, fire your Fairy Slingshot at both of them. Be sure to take advantage of this offer. Head back and take that secret shortcut that brings you to Goron City. Make your way down to Kakariko Village, but before you actually go into the village, make sure it's night time.

When you enter the village, take a look on the back of the large house on the north side, it should be right near you. That's about it for optional stuff although Din's Fire isn't optional, you'll have to get it at some point eventually. What you want to do now is head out to Hyrule Field and then make your way east from the entrance to Kakariko Village.

Locate the river flowing along and the source of the river is your destination. At the northeast side of Hyrule Field you will find a large enclosed area where the river flows from, follow this to reach Zora's River.

He says the Zora do not let just anyone in, a person must have some connection to the royal family. Right now as you probably already know, Zelda's Lullaby is your connection to the royal family so keep that in mind. Equip bombs onto one of your C buttons and then blow up all the rocks which are blocking your path. Before you proceed, note the tree on your left. Run up and roll into it to make a Skulltula fall out of the tree.

Make your way along the path and around the corner, you'll come across some guy just sitting there. Walk up to him and speak with him. Plant this Magic Bean in the little hole beside where the guy is sitting. For now it will remain a little shrub but eventually it will grow tall into a mighty beanstalk. Keep speaking to him and he will continue to sell you Magic Beans.

Every Magic Bean that you buy is more expensive than the last by ten Rupees. For example the first one costs ten however the second one costs twenty, the third costs thirty and the tenth costs one hundred you can only purchase ten. If you wish to buy all of them now it's going to cost you a total of Rupees so you would be making a few trips back and forth to fill your adult wallet. Don't worry too much about it right now, I'll be sure to cover it soon enough.

Before you came across the fat guy eating the beans you probably noticed a Cucco walking around among all those rocks. Go back and pick up the Cucco above your head. Remember that while holding a Cucco you can jump further than you normally can, this will come in handy very soon. With the Cucco in hand jump across the river. Make your way east until you reach that little waterfall and then jump across to the north. While you are going up this hill you should be able to see the Piece of Heart up on the platform from here, that's the one we're going for.

At the top of the hill keep going straight and jump across the river to reach the north side. Now turn and keep going east, you should pass by a log of some sort on your right, this means you're going in the correct direction. When you reach the ledge, throw your Cucco up to the higher part and climb up yourself, grab the Cucco again when you get up there.

Hop down into the water beside you, it's only knee deep, then throw your Cucco up to the next ledge and climb up yourself. From here go as far south as you can without jumping, then turn and face southwest.

You should see a small platform of land way down there, and a long ladder coming up from it. With Cucco above your head, glide down to that stretch of land. Throw your Cucco in the river and ignore the consequences while you begin to ascend. When you reach the top turn around and jump across to the platform to the south, there is a hole in this platform which you can drop down.

Leave this little cave and jump back across again. Here you will find a large boulder surrounded by small rocks. If you place a bomb beside this boulder and blow it up, it will reveal the way to a Fairy Fountain in case you need to restore your health or anything like that. Leave the fountain when you're done, now it is indeed time to get that heart piece.

Grab hold of the Cucco which just happens to be wandering around here and go over to the east side. Here there is a very thin bridge leading north to the other platform, face north and press the L button to centre your camera, walk across this extremely slowly with the Cucco above your head. Since the Cucco you had likely just dropped off and committed suicide, head back to the beginning of the river and grab the original one.

Take this Cucco along the same way you did with the other one. Everything is the same until that point where you face southwest and jump way down to the platform with the ladder on it.

Don't do that this time, instead turn around and throw your Cucco across the water onto the hill then go across and get it. Continue along the path, across the bridge and you will reach an area with all sorts of criss crossing land bridges.

Stay on these land bridges with Cucco in hand and make your way to the waterfall, or just in front of it.

You should find a kind of grey platform in front of it, ignore that and keep going up on that path to the highest part you can possibly reach. There is no longer any reason to keep that Cucco with you.

If it's not night time right now then play the Sun's Song so that it becomes night time, then drop down in front of the waterfall, the water isn't very deep here so you can run around.

On the kind of northwest part of this little land bridge area, directly below where you collected the Piece of Heart there is a ladder and on that ladder is an enemy. Now that you have twenty tokens there is something to do, and a couple other non related things to do as well.

Let's start heading back. On your way back through Zora's River, remember that part where I mentioned a log on your right that you passed, around the middle of the area? Head back there and climb up onto the log, there is a small space where you can stand and you get the message saying the frogs are looking at you. Stand on this place and pull out your Fairy Ocarina. These frogs really like their music and you're the one benefiting from it.

Now head back to the very beginning of Zora's River and speak to the fat guy, use all the money you just got from those frogs to purchase Magic Beans. Now leave Zora's River and return to Hyrule Field. Make your way west through the river and back to the stairs leading up to Kakariko Village.

When you get into the village make a right and go up the stairs to the House of Skulltula. There should be another guy here with a broken curse since you have collected twenty Skulltulas. Basically he just gave you a Spider-sense. Anyway that's about all there is to do in this village. The next thing is just a recommendation. Return to Hyrule Castle Town, right at the entrance and go through the door to that room with all the pots.

Now that you have the charge up spin attack, you can destroy all the pots in this room easily and collect over a hundred Rupees in barely a minute. Spend the rest of it on any more Magic Beans you can afford, you're going to have to buy them all eventually anyway and you might as well get most of it out of the way, don't worry if you can't afford all ten, just buy as many as possible.

Now it's time to head for Zora's Domain. You've been there before once already but it's time to go back again. Return to the large waterfall in the area with all those natural criss-crossing bridges. When you stand in front of the waterfall you will find a special grey square, whip out your Fairy Ocarina on this particular spot and play the song which connects you to the royal family, Zelda's Lullaby left, up, right, left, up, right.

Jump across the gap and take the door which leads right into Zora's Domain. At the top there is a big, gross, thing. Ignore it for now and make a left turn, follow the path through the tunnel leading west and speak to the Zora at the end. You will have the option of playing the Diving Game for 20 Rupees. The Diving Game is one of the easiest minigames ever, your goal is to jump down into the water and collect all five of the Blue Rupees. This should give you a nice view from above which will allow you to see your shadow.

Position yourself close to one of the five Blue Rupees and hold the A button to dive down. At the bottom, hold the analog stick in whatever the direction the Rupee is in, in the event you are not directly over top of it.

You should be able to collect them all for sure. After successfully collecting all five Blue Rupees, head back up to where you started the game and speak to the Zora there once again. After this you can still play the game as much as you like and make money off of it.

More money in fact, now the Zora will throw Red Rupees in the water along with the blue ones. Some green ones two, but you'll still make a lot. Before we proceed with the game there is still one more thing to do.

Remember that big ugly thing at the top of the stairs? Well that's the King of the Zora, we still don't want to speak to it, but we do want to go up to that room. Notice that on your right there is a lit torch, and one that is not lit at the bottom of the stairs. You know what to do, equip one of your many Deku Sticks and set it on fire. Bring it down the stairs and use it to light the torch at the bottom.

Now put it away and bring it out again, so it doesn't burn out. Light another Deku Stick on fire using the torch at the bottom of the stairs and then run down the path.

Make a left at the first chance you get and another left, there is a torch here. This torch is not a permanent one, it will burn out. Quickly de-equip and then re-equip a Deku Stick and light it again right here. Run across the shallow water and light the torch beside that circle of rocks, then make a left and stay very close to the wall as you make your way toward the waterfall so you don't have to go underwater.

Behind the waterfall are two final torches and when these are lit, a large treasure chest will appear. If it doesn't then it means one of the previous ones probably already burnt out. Make your way back up to the king of the Zora and speak with him. You can speak to him by pressing the A button at the top of that little staircase. It seems that someone has gone missing, how very unfortunate.

Here's what we want to do, make a left and go through the tunnel that leads you to the Diving Game. Jump off the edge of the waterfall and dive down into the water. Remember by now you should have acquired the Silver Scale. Swim over to where the underwater door can be seen and dive down.

Head through to Lake Hylia. Before you bring it back to the King in Zora's Domain there is some stuff to do here first. Make your way to the east side of the lake and you should come across a door. This is the Fishing Pond. Speak to the guy at the counter and tell him you wish to go fishing, it only costs 20 Rupees. Here's how to play. Wiggle the lure in with the analog stick and reel it in using the A and R buttons.

Press A and down to set the hook when you feel a hit. That's about all there is to it. The pond is filled to the brim with fish so if you want to catch anything big you're going to have to prepare yourself in advance. Look around the pond and even swim around the pond trying to find the biggest fish you can. The one you are looking for is almost always situated around the middle, in a tiny little area around one of those logs, he's bigger than everything else so he should stand out.

Launch your line from a distance and try to catch this particular fish, really he's the only one you're going to be interested in. Leave the Fishing Pond and swim across to the north shore, there you will find two scarecrows.

It's time to learn the Scarecrow Song, sort of. Stand in front of the lower scarecrow and play your Ocarina. Any tune consisting of eight notes that you play, the scarecrow will memorize and you have to memorize it as well. Remember the tune you play for the scarecrow as you will need it later. If you ever want to change the tune, simply stand in front of the scarecrow and play it again, it will overwrite the first one. Take a look at your map and notice that big thing which goes out way over the water, this is a bridge and you are now going to want to take that bridge.

Head over to the building where it starts and begin to cross the bridge. Ignore the owl in the middle as you continue to cross the other bridge to the southeast. When you reach the tree, look east to see a small island with two pillars on it. Swim over to this island and play the Sun's Song if it isn't nighttime already right now. Now head to the north end of Lake Hylia and take the exit to Hyrule Field.

There is a ladder here on your left, take it up and then jump down on the other side in the field. Make your way to the far west side and enter Gerudo Valley. Just follow what I say and you'll be able to get away with the best payload. Right at the very beginning take a look on your right to see some rocks on the ground, under one of the rocks are some little bugs.

After lifting the rock, equip your bottle and use it to capture one of these bugs. Now head across the bridge just past this area and notice the Cucco here. You can't progress any further normally so don't even try. Grab hold of the Cucco and run over to the southwest cliff. When you look across the gap to the southwest just down a little bit you should see a tiny ledge with a single box, this is your destination. With Cucco in hand, jump off the cliff and glide down toward that ledge. Now pick up your Cucco again assuming it is still here.

The next thing you are going to want to do is jump off the ledge and glide down toward the platform below. Way, way down at the very bottom there is a long ledge and on this ledge you will find a person, a cow and a hole. Break the crate and get the Rupee or whatever falls out of it, now equip your bottle and stand in front of the hole.

Release the little bugs on top of the hole and they will crawl into it, after that a Skulltula will jump out. After doing this you had may as well plant one of those Magic Bean seeds you have into the hole here. Finally what you want to do while still on this ledge is run all the way to the north end and jump into the water. Swim behind the waterfall to the north and in the middle you will come across a ladder leading up.

Now that you have all this stuff out of the way it's time to proceed with the main game once again, here's how to get where you want to go. From here jump back into the river at the bottom of the Gerudo Valley and follow the current until it eventually takes you to Lake Hylia.

When you arrive in Lake Hylia swim east until you reach that underwater door that takes you back to Zora's Domain. Make your way up to where the king is sitting. Stand on the platform in front of him and use the Letter in the bottle.

On the right side of the room take the sloping path up and enter ate area beyond the domain. As you enter the fountain make a sharp right and get into the water south of the enormous monster. At the very southeast corner you will come across an area of land. Notice there is a conspicuous tree on this bit of land, I think we all know what to do in the event of finding a conspicuous tree.

Also make note of the large blue-ish coloured rock here, when you place a bomb beside this rock the entire wall will explode next to it!

It turns out this is the entrance to another Great Fairy's Fountain. Head inside and stand on the Triforce emblem, you need to whip out your Fairy Ocarina and play Zelda's Lullaby.

This technique can be sued to create and warp to warp points in the game's many dungeons. Now leave the fountain. You may notice that when you approach the mouth of the giant beast here, nothing really happens of any interest. Don't fret, head back to Zora's River for a moment. Jump off the great waterfall beside the king's room and when you land in the water.

Make your way around to the area of water that is swallow enough to run in and equip one of your bottles. Locate a bunch of fish and run up to them, then use the Empty Bottle to catch one of the fish.

Now it's time to head back up to the king's room and return to Zora's Fountain. Remember on your way back that just beside this shallow water is the Zora Shop if you're interested, I believe I may have neglected to mention it earlier but there isn't much of interest there anyway. So back at Zora's Fountain again, approach the giant fish head and use the Fish you caught. First of all we are in the belly of a giant, thing. Second of all the enemies here aren't exactly what most would call normal.

The bubbles that are floating around, those can be killed using your sword. The Octoroks on the other hand funnel mouthed things that pop out of the water cannot be killed with your sword, similar to the Deku Scrubs. Remember that you should still have your Deku Shield, equip that now and use it to deflect the attacks of the Octoroks back at them and kill them.

Now that the enemies are out of the way we can focus on the room itself. You may notice that you can't actually get through the door leading into the next area. What you have to do is walk back and equip your Fairy Slingshot. Use it to fire up at that little thing dangling down from the roof of his mouth and the path will open.

You irritated his throat I guess. The first thing to note in this particular room is that you cannot kill the weird jellyfish things, in fact you will be hurt yourself in the process if you try. Just leave them be for the moment. If for some reason you really want it dead, then bombs will get the job done. Make your way across and head through the door at the end. Enter this room and watch the scene, unfortunately it seems your quest into the best is not quite over yet.

After the scene you will automatically be placed directly beside some kind of hole in the ground, make sure this is the one you drop down. Speak to the princess twice and she curls up into a ball to be carried.

Press the A button to lift her up and head through the door just behind you. There are many bubbles in this room, and the great thing is that stupid princess can be used as a weapon. An ineffective one, but a weapon nonetheless.

Head through the hall until you come to the edge of the ledge. When you drop down, you can throw the princess up to the other side but you can't actually get up there yourself. Don't worry too much about it, just throw her and then take a look up on the wall with the vine. There is a Skulltula on this wall, higher up. Equip your Fairy Slingshot and fire at it until the enemy is dead.

Now jump onto the yellow button in the middle and this will raise the water level up. Mercay Island 2. Temple of Fire 3. Ocean King Part II 4. Temple of Wind 5. Temple of Courage 7. Ghost Ship. Ocean King Part IV 9. Goron Temple Temple of Ice Ocean King Part V Mutoh's Temple Ocean King Part VI.

Spirit Tracks. The Beginning 2. The Forest Realm 3. Tower of Spirits 2 4. The Snow Realm 5. Tower of Spirits 3 6. The Ocean Realm. Video Walkthrough 7.

Tower of Spirits 4 8. The Fire Realm 9. Tower of Spirits 5 The Sand Realm Tower of Spirits 6 The Dark Realm. Skyward Sword. Skyloft 2. Faron Woods 3. Skyview Temple 4. Eldin Volcano 5. Earth Temple 6. Lanayru Desert 7.

Lanayru Mining Facility 8. Isle of Songs 9. Lake Floria. Ancient Cistern Lanayru Sand Sea Sandship Volcano Summit Fire Sanctuary Thunderhead Song of the Hero Sky Keep Final Showdown. A Link Between Worlds. Eastern Palace 2. House of Gales 3. Tower of Hera 4. Hyrule Castle 5. Thieves' Hideout 6. Desert Palace. Hollinger ,. James Ratkos ,. Don Tica. Detailed maps of every city and dungeon Strategies for defeating all the enemies Locations of all Heart Containers and Gold Skulltulas Solutions for all puzzles Bonus items revealed All hidden items revealed.

Get A Copy. Paperback , pages. Friend Reviews. To see what your friends thought of this book, please sign up. To ask other readers questions about The Legend of Zelda , please sign up. Lists with This Book.

This book is not yet featured on Listopia. Community Reviews. Showing Average rating 4. Rating details. More filters. Sort order. Aug 24, Andy Carrington rated it it was amazing. This held my hand tightly through a very dark period of my life. Aug 15, Leah Markum rated it it was amazing Shelves: visual-art , other-nonfiction , favorites , childhood , read-as-a-teen , owned-shelves.

One thing about some of these video game guide books is that, especially as a kid, I often admired the art more than the useful information in the text. Good memories. This book led to the greatest tragedy in my childhood only a slight exaggeration.

An infant in our home completely tore out most of the Water Temple walkthrough and we couldn't for the life of us figure out what to do in it. We were convinced we'd used a wrong key somewhere and it was impossible to proceed Reddit taught us otherwise MANY years later. Anyway, up until it was ripped to shreds this book was an incredible resource and beautifully put together.



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