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Walkthrough Legend of Zelda Ocarina of Time: How to Beat the Early Game
The adventure in Hyrule begins in the quiet Kokiri Forest, but the path to becoming the Hero of Time is filled with intricate puzzles and dangerous foes. This walkthrough covers the essential opening arc, ensuring every critical item and strategic advantage is secured before stepping into the wider world. Navigating the initial hours of this masterpiece requires a blend of exploration, combat precision, and keen observation.
Securing the Sword and Shield in Kokiri Forest
Link begins his journey without a weapon or protection. Before the Great Deku Tree allows entry, two items are mandatory: the Kokiri Sword and the Deku Shield.
To find the Kokiri Sword, head to the Forest Training Center located on the hill above the houses. There is a small hole in the wall near the back of the training area. Crawl through this tunnel by pressing the action button. Once on the other side, navigate the small maze while avoiding the rolling boulder. The chest at the end contains the Kokiri Sword. This is a permanent item, so ensure it is equipped immediately in the sub-screen.
The Deku Shield is not found but must be purchased from the Kokiri Shop for 40 Rupees. Generating this currency is the first minor hurdle. One efficient way to collect Rupees is to enter the houses and break pots, or jump across the stones in the pond near the shop. Each successful jump to a stone often yields a Blue Rupee (worth 5). Additionally, cutting the long grass behind the houses is a reliable source. Once 40 Rupees are collected, buy the shield and equip it to the R-button.
With both items equipped, speak to Mido, who guards the path to the Great Deku Tree. He will reluctantly let the "boy without a fairy" pass.
Inside the Great Deku Tree: Floor by Floor
The Great Deku Tree serves as the game’s first dungeon, introducing the core mechanics of puzzle-solving and combat.
First Floor: The Slingshot Quest
Upon entering, climb the ivy on the walls to reach the second floor. Follow the circular path until a large chest is visible. Inside is the Dungeon Map, which allows a full view of the tree's internal structure. Continue following the path to a door. Inside this room, a Deku Scrub will fire seeds. Use the shield to reflect the seed back at the scrub. Once hit, chase it down; it will provide a hint and unlock the door to the next room.
In the following chamber, use the floating platform to cross the gap. The chest here contains the Fairy Slingshot. This projectile weapon is vital for hitting distant switches and enemies. To leave this room, look up at the ladder above the entrance and shoot it with the slingshot to bring it down.
Second and Third Floors: The Compass and the Web
Return to the main vertical chamber and climb the ivy to the third floor. Watch out for the Skulltulas (spiders) hanging from the ceiling. They are invulnerable from the front when their purple shells are facing Link, so wait for them to turn around or use the slingshot to stun them.
On the third floor, find the room containing the Compass. This item reveals the location of every chest in the dungeon. To escape this room, light a Deku Stick at the lit torch and carry it to the unlit torch near the door. This mechanic—using fire to solve environmental puzzles—is a recurring theme throughout the game.
The Descent to the Basement
To reach the boss, return to the third-floor ledge overlooking the giant spider web on the ground floor. The goal is to jump from this height and land directly in the center of the web. The velocity of the fall will break the web, granting access to the water-filled basement floors.
In the basement, swim to the shallow area and step on the floor switch. This lights a torch. Use a Deku Stick to carry the flame to a nearby web blocking a side passage. In the next room, a silver eye switch sits above a locked door. Shoot the eye with the slingshot to progress.
The next puzzle involves a moving platform and a spiked log. To lower the water level, dive down (press the A button while swimming) to hit the underwater switch. Once the water is low, ride the platform across to the other side. Push the large block under the high ledge to climb up and enter the final pre-boss chamber.
The "23 is #1" Riddle
The final room before the boss contains three Deku Scrubs. A scrub encountered earlier mentioned a specific order: "23 is 1." This means the scrubs must be defeated in the following order: Middle (2), Right (3), and then Left (1). If done correctly, the final scrub will surrender and give a clue about how to defeat the dungeon's queen. He mentions that her eyes turn red when she is about to attack.
Boss Strategy: Parasitic Armored Arachnid Gohma
Queen Gohma clings to the ceiling of her lair. To initiate the fight, look up at her red eye using the C-up view.
The primary strategy involves the Slingshot and the Sword. Watch Gohma’s eye carefully; when it turns bright red, she is vulnerable. Shoot her eye with a Deku Seed to stun her. Once she falls to the floor, rush in and perform a jump attack (L-target + A button) followed by a flurry of sword swings.
If Gohma climbs back to the ceiling, she will attempt to lay eggs that hatch into Gohma Larvae. You can prevent this by shooting her eye while she is still on the ceiling. If the larvae hatch, focus on them quickly with sword horizontal slashes before returning attention to the Queen. Repeat the stunning process three to four times, and she will dissolve, leaving behind a Heart Container. Step into the blue light to receive the Kokiri’s Emerald.
Crossing Hyrule Field to the Market
After leaving the forest, a lengthy cutscene introduces the owl, Kaepora Gaebora. He provides guidance on reaching Hyrule Castle. Hyrule Field is vast and features a day/night cycle. At night, Stalchildren (skeleton enemies) emerge from the ground. It is generally safer for new players to stick to the dirt paths or travel during the day.
Head north toward the massive stone towers of Hyrule Castle. If the drawbridge is closed at night, wait until morning. Once inside the Market, there are several activities to engage in before meeting the Princess.
Market Side Activities
- The Guard House: Just inside the entrance to the Market is a room filled with pots. Breaking these and leaving/re-entering is an infinite way to farm Rupees. There is also a Gold Skulltula hidden inside one of the crates.
- The Shooting Gallery: For 20 Rupees, Link can play a target-shooting game. If all ten targets are hit, the prize is a Bullet Bag upgrade, allowing Link to carry 40 Deku Seeds. The targets appear in a fixed pattern, so memorization is key.
- The Dog Lady: At night, a woman in the back alley loses her dog. The correct dog (Richard) is a white dog found behind one of the stalls in the main bazaar. Lead him back to her house to receive a Piece of Heart.
Sneaking Into Hyrule Castle
To meet Princess Zelda, move past the Market to the castle exterior. Malon, a girl from Lon Lon Ranch, will be standing near the vine-covered walls. Speak to her to receive the Weird Egg. This egg will hatch into a chicken after one full day-night cycle (or immediately if you stand near a fire/sunlight).
Climb the vines nearby and jump over the gate. To avoid the guards, stay off the main paths. If caught, Link is thrown out and must start from the gate.
- The Moat: Once past the first gate, climb down the ladder and swim across the moat to the right side of the castle.
- The Sleeping Guard: Use the hatched chicken on Talon (the sleeping man near the crates). Once he wakes up and runs off, push the two crates into the water to create a platform.
- The Crawlspace: Jump from the crates to the small water opening in the castle wall. Crawl through to enter the courtyard.
The Courtyard Stealth Section
The courtyard is a maze of hedges and guards. Timing is essential. Watch the patrol patterns; usually, waiting for a guard to pass a corner provides a window to run to the next hedge. Do not use the Slingshot here, as the sound can alert them. Once through the final hedge, Link will reach the window where Princess Zelda is waiting.
After a series of cutscenes, Zelda will give Link a Letter. On the way out, speak to her attendant, Impa, who will teach Link "Zelda’s Lullaby." This song is fundamental for interacting with the Royal Family's artifacts and progressing in various dungeons.
The Lost Woods and Saria’s Song
Zelda suggests visiting the Great Deku Tree's friend in the forest. Return to Kokiri Forest and climb the high ledge to enter the Lost Woods.
The Lost Woods is a labyrinth where taking the wrong path resets the player to the entrance. To find the correct path, stand near the openings and listen to the volume of the music. The correct path is always the one where Saria's Song is loudest.
Following the music leads to the Sacred Forest Meadow. Here, Link must navigate a small maze guarded by Mad Scrubs. At the end of the meadow, Saria is waiting on a stump. She will teach Link "Saria’s Song," which allows long-distance communication with her and is required to cheer up the Goron King later in the quest.
Essential Tips for the Journey Ahead
As the world of Hyrule opens up, keep these tactical suggestions in mind:
- Z-Targeting: Always use the L-trigger (or Z-trigger depending on the version) to lock onto enemies. This centers the camera and allows for sidestepping and backflipping, which are crucial for avoiding damage.
- Gold Skulltulas: There are 100 Gold Skulltulas hidden throughout Hyrule. Collecting their tokens and returning them to the House of Skulltula in Kakariko Village yields permanent upgrades, such as larger wallets and the Giant’s Wallet.
- Rupee Management: Avoid carrying the maximum amount of Rupees. If the wallet is full, chest rewards for Rupees are lost. Upgrade the wallet as soon as possible by finding Skulltula tokens.
- Empty Bottles: Bottles are the most versatile items in the game. They can hold fairies (which revive Link upon death), potions, or even fire. Always seek out the four available bottles early.
The path from the forest to the castle is merely the prologue. With the Kokiri’s Emerald in hand and Zelda’s Lullaby learned, the next destination is Death Mountain to visit the Gorons. Mastery of these early steps ensures Link is well-equipped for the trials of the fire and water temples that follow.
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