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Z64
Walkthrough
Getting the Forest
Medallion - Helping Saria Out
Kakariko Village II
Allies here include:
Laughing Duo: They are now
by the Tree in the front of town. The one in blue says Dampé's
ghost, carrying a treasure, descended into his grave in the Graveyard.
Old Man: He knows that a man who built a truth-seeing
eye once lived where the Well is now.
Bearded Man: He says the lack of
water in the Well is quite mysterious.
Guru-Guru:
He's
mad because a kid with an Ocarina messed up the Windmill the day you got
stuck in the Sacred Realm. Show him the Ocarina of Time to learn
the Song of Storms.
Bazaar
Owner: He is in the House. His wares and prices are the
same as before.
Potion Man: He's now in the Empty Shop. The back door
is open and the wares are the same.
Man: He's worried because Impa hasn't returned from sealing
up the monster in the Graveyard yet.
Items here include:
Hearts
Rupees
Bombs
Magic Jars
Fairy Spirits: Buy some
from the Potion Shop if you need them.
Blue Potion: This elixir refills both Life and Magic Meters.
Each dose bought from Granny costs R100. It's worth it later on (like
when you have to fight Ganondorf).
Dampé's Diary: This notebook on the table in Dampé's
Shed tells of a springy toy Dampé once owned. He liked it
so much he probably took it with him to the grave.
Important locations here
include:
Tree: The Laughing
Duo is here.
Windmill: Visit
the Guru-Guru here to learn the Song of Storms.
Bazaar: The
House was here seven years ago.
Potion Shop: This
is where the Empty Shop was. The back exit is now open.
Well: It is
empty and a stone slab blocks the cave at the bottom.
Impa's House: The
Man here is very worried about Impa.
Red Shop: Granny
stays here from now on. The Blue Potion costs R100 per dose.
Dampé's Shed:
Enter
this as you please since Dampe is dead. Dampe's Diary is on the desk.
Dampé's Grave:
Look
for the grave on the hill marked with flowers. Pull it back to reveal
Dampe's Crypt.
A weather-control melody:
Song of Storms: This song
drained the Well years ago. Guru-Guru will teach it to you when you show
him the Ocarina of Time. It is usable at places where Navi goes green for
no reason. It has many various effects that are usually nifty. Its
tune is A, C-down, C-up, A, C-down, C-up. Learn it ASAP!
Area strategies include:
When you enter the village, you will notice
a few things have changed over the years. The Bazaar and Potion Shop
are now near the ruined Death Mountain Gate, and the Well is empty, with
a stone barrier at the bottom. You should talk to the Bearded Man
and the Old Man to learn about two new mysteries. You will want to
learn the Song of Storms from Guru-Guru as soon as possible, since you
need it a lot later on. You can buy anything you need at the Bazaar
or Potion Shop, if you need anything. You remember the Marked Grave
and the blocked wall behind the chest therein? Bomb it and you reveal
another Fairy's Fountain you can access at any time!
There is a notebook inside the hut the old
gravedigger once used. It says that Dampé had a springy toy
he liked to play with as a child. He took it with him to his grave,
so you have to find that first. On the left side of the graveyard
as you enter, there is another, newer grave with flowers in front of it.
When you pull it back, you can enter the underground maze of Dampé's
Crypt via a hole under the stone.
Dampé's Crypt
Your ally here:
Dampé: He is way livelier
than he was as a man. Follow him through the Maze. To mark his
trail, he drops flames that go out as you approach. You'll make it if you
go fast and avoid the flame. You can win the Hookshot, a Red Rupee, or
Heart Piece 16 if you do it right.
Items here include:
Hearts
Deku Nuts
Bombs
Magic Jars
Hookshot:This
device is your reward for beating the first race. It uses a spring-loaded
grappling hook to latch on to most objects or fight certain foes, getting
you in the Forest Temple. It serves as a replacement for the Boomerang.
A Longshot is available later on.
Rupees:Avoid
them in the Maze. A red one is your reward for beating the races
until you get Heart Piece 17.
Heart
Piece 17: Keep up with Dampé in a minute or less to win
this.
Heart Piece 18: This is
on the High Ledge in the Windmill.
Important locations here
include:
Start Room: This
is where you begin. Four pots are in the near corners and Dampé
floats ahead.
Maze: This is
the course. Avoid all Rupees you see!
Doors: Pass
through these points ASAP or the race will end. Pink torches highlight
the first two.
Gorge: Follow
the path around this pit to reach the final Door. Beyond is the Treasure
Room.
Treasure Room: The
chest appears on the center of the platform. Ahead is the Exit Hall.
Exit Hall: Remove
the Time Blocks ahead with the Song of Time to reach the Windmill.
Windmill: You'll
arrive on the ledge you saw. The spinning platform takes you to the
High Ledge.
High Ledge: Heart
Piece 17 is resting on this.
Area strategies include:
When you enter, you can pick up a few supplies
from the pots in the corners. When you ap-proach the hovering Dampé,
he will talk to you automatically. When he moves into the tunnels,
keep him in sight as you avoid his fireballs. If you are hit, just
roll or swing your sword to extinguish the flames. You must avoid
the Rupees as you go, since they lead to dead-end paths and slow you up,
of-ten forcing you to start the race over. After the first door,
you should head into a large courtyard full of rocks and such.
The next door leads to a cross-shaped intersection
with Dampé heading to the left. You fol-low, and arrive at
the edge of a circular abyss, with two torches at its upper rim.
When you get around the edge, you will go into the Treasure Room with Dampé.
For keeping up with him, he will give you the Hookshot in a large treasure
chest, like those you see in dungeons. The way to go from here is
through the Exit Hall to the two blue blocks.
A Navi scan will confirm that the symbols
on them are identical to the one on the Door of Time. Play the Song
of Time to send them back seven years and you can access the tunnel beyond.
When you reach the Windmill, you can ride the moving platform to Heart
Piece 18 on its ledge. You should also learn the Song of Storms now
if you did not get it earlier. Saria is the girl Sheik men-tioned
and she is in big trouble, so you should head home. Once you exit
Kakariko, all you need to do is head south a while and enter the path guarded
by dead trees.
Kokiri Forest II
Allies here include:
Kokiri: They all call you "Mister"
because you're an adult. Their Deku Shield is only for kids.
The monsters came back because the Deku Tree died and Ganondorf took over.
All of them are bored in-doors.
Other allies here include:
Know-it-All Brothers: Where
are Saria and Mido during such troubling times? Saria apparently
left to stop the evil wind blowing from the Forest Temple. You need
to help her now!
Foes here include:
Big Skulltulas
Big
Deku Babas: These weeds
infest Kokiri Forest. Kill one for Deku Nuts or a Deku Stick.
They take 4 hits each.
Mad
Scrubs: They also live here now. They are just as hard
as before.
Octoroks
Gold Skulltula: One is on the roof of the House of Twins at
night.
Deku
Babas
Items here include:
Hearts
Rupees
Bombs
Magic Jars
Skull Token
Deku Nuts
Deku Sticks
Important locations here
include:
Houses: Look
in these to find the Kokiri.
House of Twins:
Check
on the roof to find a Gold Skulltula by night.
Kokiri Shop: You
may buy Deku Sticks, Deku Nuts, or Recovery Hearts here now.
Lost Woods Gate:
Go here once you talk to everyone and do everything.
Area strategies include:
When you arrive, odds are it is night, good
for you Skulltula hunters. If it is still day, you can play Sun's
Song to bring on the stars. Regardless of what time it is, you will
meet all sorts of new monsters brought about by the fall of the Great Deku
Tree. You can only get the Gold Skulltula here before beating the
Forest Temple so grab it while you can! When you try to approach
the Great Deku Tree's vale, you will find Big Deku Baba and Big Skulltula
blocking the path. Because the mouth is closed, you can no longer
access the dungeon inside, sorry.
Saria and Mido are nowhere to be found in
the village. The Know-It-All Brothers say Saria went to the Forest
Temple to combat an evil wind. The route to the Lost Woods is the
same as before, up the ledge behind Mido's House. You will find a
Mad Scrub on the way, but that is no big worry if you fought them before.
You will need to find Mido before you can reach the Sacred Forest Meadow
and Saria.
Lost Woods II
Allies here include:
Guy: This weird man near the
Single Stump is lost and about to become a Stalfos. He was the strange man
napping by the tree at night in Kakariko Village.
Other allies here include:
Mido: He guards the way north of
the Pond. He lets you through when you play Saria's Song. He
is sorry for bullying you, and guards the way at Saria's request.
Saria: If you play Saria's Song, she asks to be rescued from
the evil in the Forest Temple. She went there after the forest spirits
called her, but the monster caught her.
Sheik: He reappears at the Upper Meadow. He says that
no one can change time's flow, which is dif-ferent for everyone.
Memories of the past don't change, though. After that, he'll teach
you the nifty Minuet of Forest, which warps you here. Before vanishing,
he says you'll meet again.
Foes here include:
Skull Kids: They hate you as an adult. They disappear
when you hit them with the Hookshot. If you defeat one, you will
win a Huge Rupee!
Moblins: These giant brutes patrol the Hedge Maze. If
they spot you, you'll be run through with spears. A hit in the back
from the Hookshot makes one vanish in a cloud of green smoke.
Club Moblin: This Moblin chief wields a sledgehammer
that sends you flying if you get hit by the shock wave. Three hits
to the back will beat it. It guards the Path up to the Upper Meadow.
Items here include:
Hearts
Rupees
Bombs
Magic Jars
Huge Rupees: If you can mortally wound a Skull Kid, you
will get one of these topaz gems. Each one is worth 200 Rupees, a
hefty sum in Hyrule!
Important locations here
include:
Single Stump: The
Guy is resting near here.
Double Stump:
The Skull Kids here are now hostile.
Pond: Mido won't
let anyone go north of here unless they can play Saria's Song.
Hedge Maze:
This is now overrun by Moblins.
Passage: The
Club Moblin guards this area.
Upper Meadow:
You didn't realize how sacred this place was the first time you were here.
As you gaze at the empty tree stump, Sheik appears to teach you the Minuet
of Forest.
Warp Tile: You
go to this hexagonal tile when you play the Minuet of Forest.
Forest Temple Gate:
Now you can reach it with the Hookshot. You must shoot up from below
the log.
Warp song 1:
Minuet of Forest: This nifty
melody warps you to the hexagonal platform in the Sacred Forest Meadow
with the Triforce and Forest crest on it. It is the first of six
warping songs you may learn. It goes A Button, C-up, C-left, C-right,
C-left, C-right. Sheik (of course) teaches it to you.
How do you get through
this area?
When you enter the Lost Woods, you can explore
a little, but all you find are a couple of an-gry Skull Kids. You
can try to defeat them, but it is almost impossible due to their great
agility. You can Bomb the boulders to find various goodies, but nothing
special. When you find Mido, he blocks your way forward. To
bypass him, you will have to prove your intentions by playing Saria's Song
for the diminutive bully. This lets you know that Saria had a crush
on you, in case you didn't know.
You can now head to the Sacred Forest Meadow
as you did as a child. When you enter the Hedge Maze, Navi will warn
you of monsters that lurk in the narrow passages. These are Moblins,
huge ogres clad in chain mail shorts and wielding very nasty spears.
When they turn their backs on you, you can Hookshot them, or just slash
them as they go by. There is a Fairy's Fountain in the area if you
need a health recharge, in the pit between the ledges. To get there,
you need only climb the ladder near the Passage and jump into the exposed
hole to the south.
When you face Club
Moblin, keep in mind that he is vulnerable to Bombs you toss from the
front. It is easy to attack him, though, with sword strikes to his
back. When you reach the Upper Meadow, Sheik will appear and undergo a bit
of philosophical musing. He will vanish after you learn the Minuet of
Forest, one of six needed warping songs in the game. When you can move
again, Hookshot up and you can go through the entrance in the stone. Saria
is somewhere hidden inside this, the Forest Temple.
Forest Temple
Allies here include:
Saria: She appears in the
Chamber of the Sages once you beat Phantom Ganon. She gives you the
nifty Forest Medallion, the second of six. She will remain your friend
even though destiny keeps you in different worlds.
Deku
Tree Sprout: He is the son of the great Deku Tree. He
pops up once you warp from the Chamber of Sages. He knows your scary
true ancestry. His arrival destroys the monsters in Kokiri Forest.
Foes here include:
Wolfos
Big Skulltula
Big Deku Babas
Deku Babas
Octoroks
Gold Skulltula: The five here are in Rooms 2F-1, 1F-3, 2F-2,
1F-7, and B2-1.
Blue Bubbles: These are the first new monsters you encounter.
Knock the flames away with the Hylian Shield and slash twice to beat each
one.
Stalfos: These living skeletons guard crucial areas.
Target one and dodge the other if two appear. Strike when its guard
is down to harm it. Sometimes they rebuild if you don't beat them
fast enough. They are what people stuck in the Lost Woods become
after a time.
Skullwalltula: Use the Hookshot to kill them if you can reach
them.
Joelle: This red ghost is the first
Poe sister you must beat. Shoot her three pictures to reveal her.
On the ground, shoot her with five Arrows while she's visible. Beating
her gets you a Small Key.
Beth: She is the second Poe sister and trickier to force from
her paintings. Beat her as you did Joelle for the Compass.
Her uniform is an icy blue.
Wallmasters: These severed hands drop if you stand still too
long and carry you to the dungeon en-trance. If you can dodge, slash
before they can return to the ceiling.
Floormasters: These are ground-dwelling Wallmasters. Block
their charge attacks with the Hylian Shield. After two slashes, one
breaks into three. Slash before they can reform a big hand.
Green Bubbles: These skulls have temporary flames as defense.
A single Arrow is all it takes to knock one out. They come in pairs
most often and are less mobile than Blue Bubbles.
Amy: This green ghost is the third
Poe sister. Once you shoot her painting, make the blocks look like
her picture before the timer runs out and she'll appear. This may
take several tries due to luck. Five hits win you some Arrows.
Meg: This purple ghost is
the leader of the gang. Being cunning, she creates three false duplicates
to confuse you. The real one spins around once before circling you.
After she takes a fifth hit, she crumbles, and her torch will relight.
Ganondorf: He is almost impressed when you beat Phantom Ganon.
He says, though, that your fight against him will be much harder.
He calls you "kid" a lot.
Evil Spirit From Beyond:
PHANTOM GANON
PHANTOM GANON: Though he
looks like Ganondorf on his steed at first, the face vanishes to re-veal
a hideous skull. When he leaps from the paintings, hit his horse
with Arrows while dodging his firebolts. After three hits, you must
bounce his firebolts back with the Master Sword. Slash away when
he falls to the floor, stunned. Repeat until he's banished by Ganondorf
to the gap between di-mensions as a worthless creature.
As a ghost, he weighs about 5 pounds.
The horse, though, weighs up to 1000 pounds. Phan-tom Ganon is 6.75
feet tall. The Mutoh is described as an "evil spirit from beyond
[the grave]." You must slash the dismounted Phantom Ganon fourteen
times before he is considered dead.
Items here include:
Hearts
Rupees
Bombs
Magic Jars
Deku Nuts
Deku Sticks
Skull Tokens
Small Keys: These trinkets are
a must for all dungeons henceforth. You find them in hidden chests.
However, you may only use them in the dungeon they're found in. Here,
check Rooms 2F-1, 1F-3, B1, 2F-7, and 1F-11.
Fairy Spirits: If you need some, check a pot opposite the door
in Room 1F-5.
Dungeon Map: Beat the Blue
Bubble in Room 2F-3 to win this. The 28 Rooms in this dungeon are
spread over 4 floors, making it very spread out and twice the size of Inside
the Deku Tree.
Fairy Bow: This is the adult's
Fairy Slingshot. Beat the three Stalfos in Room 2F-8 to win it.
You may get 3 magic Arrows for it. It comes with the Quiver.
Quiver: This device strapped to your back holds up to 30 Arrows.
Two bigger versions are available.
Compass: Beat Beth in Room 2F-9 to win this.
Mutoh Key: In the five Temples,
this breaks the chains over the Mutoh's lair. Untwist room 2F-6 to
make this go on the floor there. The chest is covered with an ornate
design.
Arrows: These appear all over once
you get the Fairy Bow. You may only carry up to the capacity of your
Quiver.
Heart Container: This is by the entrance to the gallery in Room
B2-2 when you beat Phantom Ganon.
Forest Medallion: Saria gives this to you at the Chamber of
Sages. The power of her friendship and that of the good forest spirits
is contained within.
Temple tricks include:
Room 1F-1: Beat
the twin Wolfos guarding the door ahead. The vines lead to Room 2F-1.
The treasure there is a must.
Room 2F-1: On
the east side of the room is a Gold Skulltula. On top of the tree
across the way is the chest holding your first Small Key.
Room 1F-2: Kill
the Giant Skulltula here with the Hookshot to proceed.
More Temple Tricks include:
Room 1F-3: As
you near the central pit, the four Poe sisters rise from their torches
and make the ele-vator sink into the floor. When you beat Amy, return
here to fight Meg and recreate the elevator. Near the north door
is a Gold Skulltula.
Room 1F-4: This
is north of Room, 1F-3. Beat the Blue Bubble here.
Room 1F-5: Kill
the two Stalfos here for a Small Key. The Fairy Spirit in the pot
opposite the door regenerates when you leave the room.
Room 1F-6: This
is behind the Time Block in Room 1F-3. Ignore your other foes and
shoot down the two Skullwalltula you can reach. Sneak past the third
to reach Room 2F-2.
Room 2F-2: This
is right above Room 1F-6. For now, you should just go through the
door on the ledge. If you can reach the other platforms here, you
can get a Gold Skulltula.
Room 2F-3: Beat
the Blue Bubble here for the Map. Go through the door with the seal
above it af-terwards.
Room 2F-4: Hookshot
over to the other balcony and hit the red switch to lower the water in
the well below.
Room 1F-7: The
well leads to Room B1. There's a Gold Skulltula in this room as well.
Room B1: This
long hall connects Rooms 1F-7 and 1F-6 from below. In the center
are two Hearts and below Room 1F-6 is a Small Key in a chest. After
this, go through the west door in Room 1F-3 to enter Room 1F-8.
Room 1F-8: A
Giant Skulltula blocks your way here.
Room 1F-9: Dispose
of the Blue Bubble on the entry level. Up the blocks, move the green
block to create a stair to Room 2F-5. The ladder also goes there.
Room 2F-5: Move
the red-brown block to create a stair up to the top. The Hookshot
doesn't affect the eye switches. On the top level, you will see several
Blue Bubbles that try to swarm you.
Room 2F-6: The
first part of this room is a twisted hall you can't untwist yet.
In the chamber be-yond, the Mutoh Key is on the wall and Wallmasters guard
the ceiling. When you can straighten the hall, the Mutoh Key is on
the floor, near the hole leading to Room 1F-10.
Room 2F-7: You
can't force Joelle out of her paintings without the Fairy Bow. The
lower door leads to Room 2F-8. When the paintings are destroyed,
Joelle will fight.
Room 2F-8: The
first Stalfos you see can walk over the hole. The platform holding
the other two floats down when he's destroyed. Beat all three before
they can regenerate for the Fairy Bow.
Room 2F-9: Beth
lives in the paintings here. When you beat her, the Compass appears
above the bat-tleground in a large chest. Before you go through that
door, untwist Room 2F-6.
Room 1F-10: This
is in the hole below Room 2F-6. Beat the Blue Bubble patrol to raise
the portcul-lis over the door to Room 1F-6.
Room 1F-11:
Beat the Floormaster here for a Small Key. It connects to Room 1F-6.
Room 2F-10: This
is beyond Room 2F-9. However, the branching hall off the room is
straight. The hole below leads to Room 1F-12.
Room 2F-11: Use
Din's Fire to unfreeze the eye switch and close it. This twists Room
2F-10 up.
Room 1F-12: The
falling ceiling is all that blocks you from reaching Amy. In the
chest along the way you'll find Arrows. The other door takes you
back to Room 1F-7.
Room 1F-13: The
blocks on the ceiling fall when you shoot Amy's painting. Push them
together cor-rectly within the time limit to make her appear. Keep
up with her to beat her in this big arena.
Room 1F-14: A
Giant Skulltula here is all that blocks you from returning to Room 1F-3.
Room B2-1: This
is the last room shown on the Map. Behind the movable walls you'll
find three switches, a Giant Skulltula, a Gold Skulltula, and some Arrows
in a chest. The final portcullis blocks the way to the Mutoh chamber.
Room B2-2: Once
you enter the central gallery, wood spikes block your way back. The
paintings here are all identical. After the battle, the Heart Container
is by the barrier and the warp light is in the center of the gallery.
Chamber of Sages:
This is where you find Saria and receive the Forest Medallion.
Great Deku Tree:
This is where you warp out from the Chamber of Sages. Sprout
pops up from the leaves in front of the now-closed mouth.
Area strategies include:
When you enter the Temple, you can either climb
the vines or go forward. If you get too close to the door, a pair
of Wolfos will appear and attack you. You will find these creatures
a lot eas-ier to kill if you attack their hindquarters when they turn their
backs on you. When you defeat the Wolfos, climb the vines to the
right to reach Room 2F-1. Once you reach the top of the tree, you
can Hookshot the Gold Skulltula from the vines and grab the Skull Token.
With balance, you can Hook-shot or leap over to the chest holding the very
first Small Key.
When you have that, you can jump down
and enter the room below. Kill the Big Skulltula and you can go forward
into the vast main hall of the Forest Temple. When you enter, a cinema
will occur in which the Poe Sisters appear. By stealing the flames
from the four golden braziers, they force the elevator to meld with the
floor as they scatter. When you can move, head across the room to
the north door, but don't go in just yet. You can grab a second Gold
Skulltula by looking to the right of the door and using your Hookshot.
When you arrive in the next room, you will
meet an annoying Blue Bubble. If you toss a Deku Nut, Hookshot, or
block with your Shield, you can force the creature out of its flaming cocoon.
When you kill the creature, head through the north door to the next room.
You will face two fear-some Stalfos warriors in the next room, evil skeletons
that Z-Targeting helps against. When you beat the Stalfos, a second
Small Key materializes in a chest at the middle of the room. You
can find a re-appearing Fairy Spirit in one of the pots in the room, so
watch for it!
From the center of the main hall, you should
go down the corridor to the left of the north door. You can enter
the western courtyard by moving the Time Block with the Song of Time.
When you enter, you should head for the vine-covered wall guarded by Skullwalltula.
You can shoot down the first two with the Hookshot, but you must sneak
up past the third. In the room at the top, you will meet a second
Blue Bubble. After it dies, you should grab the Dungeon Map from
the chest and go through the door marked with the Forest seal.
In the eastern courtyard, there is a Hookshot
mark over a nearby balcony. After you kill the Deku Baba in this
balcony, you can launch over and depress the red switch. This will
lower the water in the well and allow you to climb down. You can
grab two Recovery Hearts and a third Small Key in the passage. When
you get back into the western courtyard, you should head back into the
main hall and go up the platform near the corridor. You can defeat
the Giant Skulltula beyond with ease, and then enter the room beyond.
When you enter, you will find a Blue Bubble
flying about and a ladder up opposite the door-way. You should climb
up after you kill the flying menace, and keep climbing until you reach
a large section. Navi will soon point out yellows arrows painted
on the floor near a green block. By pulling the block out and then
pushing it, you can access a ladder and push the block to form a stair
up to the next level. Up the ladder, you can push a red block down
the hall until it hits the wall near the green block. When you push
the red block from the platform above the green block, you form a staircase
up to the top of the room in conjunction with a ladder.
In the upper section, you will meet a pair
of Blue Bubbles guarding a locked door. You can see an eye switch
above the door, but the Hookshot does not work on it. Crossing the
twisted hallway beyond the door leads you into a room where Navi gives
you a Wallmaster warning. Jump onto the platform near the chest on
the wall and you can enter the last locked room. You will see Joelle
the Poe Sister in the paintings, but the Hookshot cannot force her out.
You will find an item you need against the Poe sisters in the next room.
You will see a pit into the room below in
the room you now enter. The first Stalfos you see can hover across
the pit as though it was solid ground, but you most definitely cannot.
When the first skeleton dies, two more will ride a platform down to attack
you and continue the fight. When you de-feat one Stalfos, its bones
do not vanish, meaning it can rebuild if you delay too long with the other.
You can find Hearts in the four pots around the room. You will find
the Fairy Bow in the chest that materializes when all three Stalfos disintegrate.
Go into the room you just left and you can
shoot the paintings with Arrows to burn them. When you destroy all
three paintings, Joelle the Poe will hover down to the room near the golden
bra-zier. When she appears, she will either whirl her torch around
her or just hover in midair. After one hit with Arrows or the Master
Sword, she will vanish until you block her spinning torch attack.
Joelle will disintegrate after five hits, leaving you a brazier with orange
flame and a Small Key in the chest. You should now cross the Fairy
Bow room to the chamber with the second Poe sister.
Beth is the next Poe, and she is trickier
to force out. When you do, the same battle strategy applies to fight
her. When Beth dies, the chest holding the Compass materializes in
the upstairs part of the room. You can use your last Small Key on
the locked door, but you should instead head to the room before the twisted
hallway. You can straighten the hallway and the room beyond by hitting
the eye switch with an Arrow. This moves the chest in the room, holding
the Mutoh Key, onto the ground near the hole.
When you grab the Mutoh Key, a Wallmaster
will try to descend onto you. When the shadow stops moving, get out
of there and you can wait until the hand descends. Killing a Wallmaster
is a good source of Rupees, if you need any. In the room down the
hole, you will meet a couple Blue Bubbles hovering about. By killing
them, you can open the door and return to the western courtyard, this time
on the ledges. Jump over to the arch above the stream and you can
reach the next Gold Skulltula with your Hookshot.
After you do that, you should jump back to
the ledge and kill the Big Deku Babas guarding it. There is a door
in one alcove, which leads you to a small room. When you see the
Floormaster turn green, you must block or dodge its charge attack before
moving into slash it. When the creature di-vides into three, the
Spin Attack is handy in killing them before they leech onto you and rebuild
the big hand. You will pick up the final Small Key by killing the
severed hand without dying because of its leeching children.
Once you return to the ledges, you can take
a right to go back to the lowest level of the block maze. When you
climb up to the third level, you can find a yellow eye switch off to one
side. You can shoot the eye to reveal a chest holding Arrows if you
need any, or you can continue on if not. When you reach the upper
level, you must shoot the eye switch open to restore the twisted hallway.
You should now go back to the room where you fought Beth the Poe.
You must enter the locked door to find a way to the last two Poe Sisters.
You will find another odd hallway after the
platform room, but this one is perfectly straight. When the Green
Bubbles lose their protective flames, a single hit will bring them down
and get you goodies. The room beyond is a room with platforms rotating
about a lit brazier. You will also see an eye switch frozen on the
wall above another platform. You can either shoot the eye switch
from a platform or stand below it with Din's Fire to activate it.
Doing either of those things will twist the hallway and reveal a hole in
the room beyond.
This hole will lead you into a long room just
east of the eastern courtyard. You can enter the door above the stairs
there and get the Gold Skulltula, but you really should not. When
you go south into the narrow room, Navi will warn you about the falling
ceiling. The ceiling must whatever you do, not trap you when it falls!
You should advance cautiously, always finding a safe hole just before the
ceiling falls. You can grab some Arrows from a chest near the door
into the next room.
You will see a giant painting of Amy the Poe
on one wall, which you should memorize. When you shoot it, five blocks
will fall from the ceiling onto the floor and a one-minute timer begin.
You must reconfigure the blocks into a picture of Amy identical to the
one on the wall before time runs out. If you don't, you get ten more
seconds and a different arrangement of the blocks. When the picture
is correct, Amy will appear as the blocks melt into the floor. You
can defeat her like the other Poe sisters, and you'll get Arrows when she
disintegrates.
Meg is back in the main hall, so you should head into the door
below the painting. You will meet another Big Skulltula on the way,
but nothing besides that. When you approach Meg on the main floor,
she divides into a four and starts circling you. The real Meg always
spins once just after appearing, a fatal tactic for her. After five
Arrow hits, you defeat the ghost and the elevator will arise to your benefit.
Before you descend into the basement, there
are a few things you can do. You can pick up Fairy Spirits from the
regenerating pot in the north room on thus floor. You can also pick
up a Gold Skulltula from the wall of the eastern courtyard. You can
get it easiest by Hookshotting up to the chest with the Recovery Heart
and then going around to the wall. When you fee ready, you should
head down to the basement.
The secret to this new room lies in its rotating
walls. By pushing them counterclockwise, you can open new alcoves
and reveal hidden floor switches. You will also find the last Gold
Skulltula and a chest of Arrows in the chambers. When you trigger
the final switch, the large gate of wrought iron will rise and vanish into
the ceiling. Entering the Mutoh Key room, you will ascend into a
gallery of identical paintings. After a while, wooden spikes will
block your way back as Ganondorf appears be-hind you on his midnight-black
Gerudo stallion, armed with a fancy pitchfork.
"Ganondorf" soon loses his face to reveal Phantom Ganon's hideous
skull as the spook rides into one of the paintings. When the ghost
appears in a purple portal, you should shoot the horse with an Arrow to
injure it. After three such hits, you will play one game of a Hyrulian
sport called energy baseball. In energy baseball, your object is
to hit Phantom Ganon with his beam before he hits you. You can then
slash and Jump Attack the ghost before he can recover from the stunning
effect. After about seven innings of this, Phantom Ganon will begin
to dissolve.
Ganondorf then drops his creature into the
gap between dimensions, calling it worthless. He warns you that the
battle between you and him will be much harder. You can then grab
the Heart Container before you hop into the blue portal. This time,
a gleaming crystal will carry you to the Chamber of Sages, where Saria
awaits you. After talking, she will hand over the Forest Medallion
containing her powers. The portal then carries you back to where
your adventure began-the Great Deku Tree in Kokiri Forest.
When you approach a small tree, the emergence
of the Deku Tree Sprout throws you back. This is what he says to
you, revealing your true ancestry:
"Hi there," it says. "I'm the Deku Tree sprout! Because
you and Saria broke the curse on the Forest Temple, I can grow and flourish.
Thanks a lot!
"Hey, have you seen your old friends?
None of them recognized you with your grown-up body, did they? That's
because the Kokiri never grow up! Even after seven years, they're
still kids!
"You must be wondering why only you have grown
up! Well, as you may have already guessed, you are not a Kokiri!
You are actually a Hylian! I am happy to finally reveal this secret
to you!
"Some time ago before the King of Hyrule unified
this country a great war ravaged our world. Seeking to escape the
war, a Hylian mother and her baby boy entered this forbidden forest.
The mother was gravely ill, so she entreated the Great Deku Tree to accept
the boy as a Kokiri. The Deku Tree sensed the baby was a child of
destiny whose fate would affect the entire world, so he took him into the
forest. After his mother died, the boy was raised as a Kokiri.
"You are a Hylian, and were always bound to
leave this forest. And now, you have learned your own destiny.
So you know what you must do. That's right. You must save the
land of Hyrule! Now, Link, break the curses on all of the Temples,
and return peace to Hyrule!!"
Okay, so Link is a Hylian raised as a Kokiri.
You already have Navi, so there is no point in trying to deny that you
were raised as a Kokiri. You should head back to the Temple of Time
soon to talk with Sheik some more, but there are things to do first.
For one thing, you should get rid of those nasty clouds over Lon-Lon Ranch
by liberating Epona. You need at least R70 to do this properly, so
you should probably maximize your Rupee supply. Epona is a very useful
addition to your repertoire, and she makes traveling in Hyrule go a lot
quicker than just running hither and thither (here and there).
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