Starting a journey through Hyrule is a ritual for many gamers, whether it's on original hardware or modern emulated versions. This walkthrough focuses on the essential path for the early game, ensuring no critical items are missed while navigating the intricate puzzles of the first three dungeons. The goal is to move from a forest-dwelling child to the legendary hero who pulls the Master Sword from its pedestal.

The Beginning in Kokiri Forest

Link begins his adventure without the basic tools of a hero. Before meeting the Great Deku Tree, two items are mandatory: the Kokiri Sword and the Deku Shield.

To find the Kokiri Sword, head to the Forest Training Center located in the hills above the houses. There is a small hole in the wall at the back of this area. Crawl through it to enter a secluded maze. Timing is key here; watch the movement of the large rolling boulder and follow the path to the treasure chest. Inside is the Kokiri Sword, which should be equipped immediately in the equipment sub-menu.

Securing the Deku Shield requires 40 Rupees. While it is possible to find these in bushes or by smashing pots inside houses, the fastest method involves jumping across the square stones in the forest’s pond. Successfully navigating the platforms yields a blue Rupee (5 Rupees) each time. Once the funds are gathered, visit the Kokiri Shop—the building with the red roof—and purchase the shield. With both sword and shield, Mido, the self-appointed boss of the forest, will finally allow passage to the Great Deku Tree.

Inside the Great Deku Tree

The first dungeon serves as a tutorial for basic mechanics like climbing, jumping, and using project weapons.

Navigation and Map

Upon entering, climb the vines on the wall to reach the second floor. Follow the circular path until you find a large treasure chest containing the Dungeon Map. This is vital for visualizing the tree's internal structure. Continue further to find a door leading to a room with a Deku Scrub. Deflect the nuts it shoots back at it by holding the R button (Shield). Once hit, the Scrub will offer advice and unlock the door to the next room.

The Fairy Slingshot

In the next chamber, cross the floating platform to reach a chest containing the Fairy Slingshot. This weapon is essential for distance puzzles. Use it to hit the ladder hanging above the entrance to return to the main room. To progress to the lower levels, jump from the third-floor balcony onto the giant spider web in the center of the first floor. The momentum will break the web, dropping Link into the basement.

Basement Puzzles and Boss Preparation

In the basement, use the Slingshot to hit the switches (often eyes above doors). One room requires lighting a Deku Stick from a lit torch and carrying it to an unlit one to open the way. The final puzzle before the boss involves three Deku Scrubs. They must be defeated in a specific order: center, right, then left (or 2-3-1). After they are defeated, the door to the boss lair opens.

Boss: Queen Gohma

Defeating Gohma is a matter of patience. Wait for her to climb onto the ceiling. When her eye turns red, hit it with the Slingshot. She will fall to the floor, stunned. Approach and slash her eye with the sword. Repeating this process three times usually ends the battle. Collect the Heart Container and step into the blue light to receive the Kokiri’s Emerald.

Meeting Princess Zelda and Learning the Songs

After leaving the forest, cross Hyrule Field toward Hyrule Castle. It is advisable to reach the castle before nightfall to avoid the Stalchild enemies that roam the field at night.

Inside the Market, speak to Malon near the fountain. She provides a Weird Egg that will hatch into a chicken after one game day. Proceed to the castle gates. Since the guards block the main entrance, climb the vines on the right wall to bypass the gatehouse. Sneak past the guards in the courtyard until you reach a sleeping man named Talon. Use the hatched chicken to wake him up. Once he flees, push the two crates into the water to create a platform that allows Link to crawl through a small opening into the inner castle.

After the meeting with Princess Zelda, she provides Zelda’s Letter, which is necessary for entering restricted areas. On the way out, Impa, her caretaker, teaches Link "Zelda’s Lullaby." This song is the most frequently used melody in the game, often used to trigger royal mechanisms or prove Link's connection to the crown.

The Journey to Goron City

Before heading to the second dungeon, a quick detour to Lon Lon Ranch is beneficial. Playing Zelda’s Lullaby for Malon in the center of the ranch leads to learning "Epona’s Song," which will be crucial for the adult phase of the game.

Next, travel to Kakariko Village at the base of Death Mountain. Show Zelda’s Letter to the guard at the mountain gate. He will allow passage. Follow the trail up the mountain, dodging rolling rocks, until you reach Goron City.

The Goron leader, Darunia, is currently in a foul mood because the cavern where they gather food is blocked by Ganondorf’s minions. To cheer him up, Link must travel to the Lost Woods (accessible from Kokiri Forest) and find Saria at the Sacred Forest Meadow. She teaches "Saria’s Song." Returning to Goron City and playing this upbeat tune for Darunia will cause him to dance and grant Link the Goron’s Bracelet, which allows the lifting of bomb flowers.

Dodongo’s Cavern: The Second Stone

With the ability to lift bomb flowers, head back down the mountain path to the ledge overlooking the entrance of the cavern. Throw a bomb flower over the edge to blow up the rock blocking the cave.

Main Hall and the Map

The main hall of Dodongo’s Cavern is filled with lava and moving platforms. The goal is to use bomb flowers to blow up the cracked walls on the left and right sides. In one of the side rooms, push an Armos statue onto a blue switch to keep a door open. Eventually, Link will encounter the Dungeon Map and the Compass in different wings of the cavern.

The Bomb Bag

The most important item here is the Bomb Bag. After defeating two Lizalfos in a mini-boss fight, Link will reach a room on the second floor with a long bridge. Below are the giant eye sockets of a fossilized Dodongo. Drop bombs from the bridge into the eyes to make them glow red, opening the mouth of the statue. This leads to the boss room.

Boss: King Dodongo

King Dodongo is a massive fire-breathing dinosaur. His attack pattern is predictable: he rolls around the room and breathes fire. When he opens his mouth to inhale for a fire breath, throw a bomb into his mouth. The explosion will stun him, allowing for sword strikes. After he is stunned, he will roll around the perimeter; simply stand in the lava (in the safe corners) or hug the inner wall to avoid him. Repeat this until the beast is defeated. Darunia will then present Link with the Goron’s Ruby.

Zora’s Domain and the Third Stone

To find the final stone, head to Zora’s River, located east of Hyrule Castle. Use a bomb to clear the entrance rocks. Following the river leads to a waterfall. Stand on the grey tile and play Zelda’s Lullaby to open the path to Zora’s Domain.

Inside, go to the top floor and speak with King Zora. He is distressed because his daughter, Princess Ruto, is missing. To find her, participate in the diving minigame nearby to win the Silver Scale, which allows for deeper diving. Use the underwater shortcut in the domain that leads to Lake Hylia. There, dive to find a bottle containing a letter from Ruto. Show this letter to King Zora.

To enter the third dungeon, Lord Jabu-Jabu’s Belly, Link needs a fish. Catch one in a bottle from the shallow waters in Zora’s Domain and present it to the giant whale-like deity at the back of the domain.

Inside Lord Jabu-Jabu’s Belly

This dungeon is unique because Link must carry Princess Ruto through most of it. She acts as a weight for switches and a projectile to hit high-up targets.

Moving Through the Anatomy

The dungeon is fleshy and filled with jellyfish (Biranis). Using the Boomerang, found mid-way through the dungeon after defeating a series of mini-bosses (the tentacles), is the key to safely navigating this area. The Boomerang can stun the jellyfish and hit switches from around corners.

Boss: Barinade

Barinade is a bio-electric anemone attached to the ceiling. Use the Boomerang to cut the three tentacles connecting it to the roof. Once it drops, target the central mass while avoiding the rotating jellyfish guards. It is often safer to keep a distance and use the Boomerang to stun the core before moving in for sword attacks. After Barinade is destroyed, Ruto gives Link the Zora’s Sapphire.

The Temple of Time and the Seven-Year Gap

With all three Spiritual Stones in hand, return to Hyrule Castle. A cinematic sequence will play where Zelda flees and throws the Ocarina of Time into the moat. Dive into the water near the drawbridge to retrieve it. Link will receive a psychic vision of the "Song of Time."

Go to the Temple of Time, located in a quiet corner of the Market. Stand before the altar and play the Song of Time. The three stones will fly into place, and the heavy Door of Time will open. Inside lies the Master Sword.

Pulling the sword initiates a time jump. Because Link is too young to be the Hero of Time, his spirit is sealed in the Chamber of Sages for seven years. When he wakes, he is an adult, and Hyrule has fallen under the dark rule of Ganondorf. From this point, the walkthrough shifts from collecting stones to awakening the Six Sages in much more difficult temples.

Essential Tips for the Hero of Time

While following the main path is necessary for progression, several side activities make the journey easier.

  1. Empty Bottles: These are perhaps the most valuable items in the game. One is obtained from Talon’s chicken game, another from the letter in Lake Hylia, and a third from finding all the runaway chickens in Kakariko Village. Bottles can hold fairies (for automatic revival), potions, or milk.
  2. Gold Skulltulas: There are 100 Gold Skulltulas hidden throughout Hyrule. Collecting their tokens allows Link to break the curse on the family in Kakariko Village. Reaching milestones like 10 or 20 tokens provides early rewards like the Adult's Wallet (holds 200 Rupees) and the Stone of Agony (vibrates near secrets).
  3. Heart Pieces: For every four Heart Pieces found, Link gains a new Heart Container. Many are hidden in Hyrule Field or behind walls that require bombs. Increasing health early is highly recommended before entering the Adult era temples.

Combat Strategy and Best Practices

In Ocarina of Time, the Z-Targeting system (or L-Targeting on modern controllers) is the foundation of combat. It allows Link to circle enemies while keeping his shield raised.

  • The Jump Attack: While Z-Targeting, press the sword button while moving forward to perform a jump attack. This deals double damage and is effective for finishing off enemies like Lizalfos or Stalfos quickly.
  • Shield Usage: The Deku Shield is flammable. If it catches fire in Death Mountain or from a Fire Keese, it will be destroyed. Once Link is an adult, or even as a child after earning enough Rupees, the Hylian Shield is the preferred choice as it is indestructible. However, Child Link is too small to use the Hylian Shield effectively while standing; he will hunker down under it like a turtle.
  • Deku Nuts: Often overlooked, Deku Nuts are incredibly powerful. They stun almost any non-boss enemy instantly, giving Link an opening to attack or flee. They are particularly useful against the fast-moving enemies in the Forest and Fire Temples.

The Path Ahead

Upon emerging as an adult, the world is much more dangerous. The first destination should be Kakariko Village to secure the Hookshot from the grave of Dampé the Gravekeeper. This tool is required to enter the Forest Temple, which is the first true test of the Adult Link era.

Navigating Hyrule requires a blend of curiosity and precision. By following the sequence of gathering the stones and mastering the Ocarina melodies, the transition to becoming the Hero of Time becomes a manageable and rewarding experience. Each dungeon builds upon the last, teaching the player to look beyond the surface of a puzzle to find the hidden lever or the invisible path.