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Zelda and the Ocarina of Time Walkthrough: From Kokiri Forest to Meeting the Princess
Link’s journey begins in the secluded Kokiri Forest, a village where children live alongside their fairy companions. Unlike the others, Link starts without a fairy until Navi arrives to summon him to the Great Deku Tree. This initial phase of the game sets the mechanical foundation for everything that follows, including combat, puzzle-solving, and navigation.
Securing the Sword and Shield in Kokiri Forest
Before granted access to the Great Deku Tree, Mido, the self-appointed boss of the Kokiri, demands that Link equips himself with a sword and a shield. This is the first mandatory quest sequence.
Finding the Kokiri Sword requires navigating the Training Center located on the hill behind Link’s house. Look for a small hole in the wall at the back of the area. Crawling through this tunnel leads to a hidden grove where a giant boulder rolls in a square pattern. Timing is essential here; follow behind the boulder and take the first right turn to find a treasure chest containing the Kokiri Sword. This blade is Link's primary weapon throughout his childhood years.
Acquiring the Deku Shield involves a different approach. It is sold at the Kokiri Shop for 40 Rupees. If the wallet is empty, Rupees are scattered throughout the village. Cutting grass, throwing rocks, and jumping across the stones in the pond are reliable methods to gather currency. There are also blue Rupees worth five hidden in chests inside several houses. Once the 40 Rupees are collected, purchase the shield and equip both items through the subscreen. Mido will then grudgingly allow passage to the Great Deku Tree.
Entering the Great Deku Tree: The First Dungeon
The Great Deku Tree serves as the introductory dungeon. Inside, the atmosphere shifts from the bright forest to a dark, hollowed-out interior filled with Deku Babas and Skulltulas.
The First Floor and the Map
Upon entering, climb the ivy on the walls to reach the second floor. Follow the circular walkway until a large treasure chest appears. This contains the Dungeon Map, which allows for a full view of the tree’s layout. Near this chest, jumping across the gaps leads to a door. Inside, a Deku Scrub will fire nuts from its snout. To defeat it, hold the R button to raise the Deku Shield and reflect the nut back at the creature. Once hit, the Scrub will yield and offer a tip before fleeing. Proceed through the newly opened door to find the Fairy Slingshot in a large chest. This ranged weapon is vital for hitting switches and distant enemies.
To exit this room, look up at the ladder hanging above the entrance. Using the Slingshot to hit the ladder causes it to drop, providing a way back to the main chamber.
Descending to the Basement
Returning to the main room, look for the Compass on the third floor. This item reveals the locations of all treasure chests within the dungeon and marks Link's current position with a yellow arrow. After obtaining it, return to the first floor. Notice the giant spider web in the center of the room. To break through, climb to the highest point of the upper floors and jump directly onto the center of the web. The momentum from the fall will tear the web, plunging Link into the basement (B1).
In the basement, water and fire puzzles become more prominent. To proceed, step on the floor switch to light a nearby torch. Use a Deku Stick to carry the flame to an unlit torch near the door. Further in, a puzzle involves a moving platform and a spiked log. Dive underwater to hit a switch that lowers the water level, allowing the platform to pass safely under the spikes.
The Secret Order: 2-3-1
The final barrier before the boss room involves three Deku Scrubs guarding a door. Attacking them randomly will not work. Based on information found earlier in the dungeon, they must be defeated in a specific order: Middle, Right, then Left. In numerical terms, this is 2-3-1. Reflect the nuts back at them in this sequence. The final Scrub will provide a hint about the boss’s weakness and unlock the door to the lair of Queen Gohma.
Boss Strategy: Parasitic Armored Arachnid Queen Gohma
Queen Gohma clings to the ceiling of the large chamber. To initiate the fight, use the C-Up view to look directly at her. The battle cycles between two phases.
In the first phase, Gohma crawls on the ground. Wait for her large eye to turn red—this indicates she is about to attack. Immediately fire a Deku Seed from the Slingshot into her eye. This stuns her, allowing Link to approach and deliver several sword slashes. The jump attack (performed by pressing A while Z-targeting) deals double damage and is highly recommended.
In the second phase, Gohma retreats to the ceiling to lay eggs. These eggs hatch into Gohma Larvae, which can be annoying if they swarm Link. To prevent this, keep the Slingshot aimed at her eye while she is on the ceiling. When the eye turns red, fire a shot. She will fall to the ground, stunned for a longer duration than in the first phase. Repeating this process three to four times will defeat the Queen. Collect the Heart Container to increase Link's total health and step into the blue light to receive the Kokiri’s Emerald.
The Journey to Hyrule Castle
After leaving the forest, Saria meets Link on the bridge to the Hyrule Field. She gives him the Fairy Ocarina, a parting gift of great significance. Stepping into Hyrule Field for the first time reveals the scale of the world.
Navigating Hyrule Field
Time moves dynamically in Hyrule Field. If it is daytime, head straight toward the castle visible on the horizon. If night falls, the drawbridge to the Market will be raised, and Stalchildren will rise from the ground to attack. It is often safer to stay on the paved path. Along the way, Kaepora Gaebora, the owl, will provide guidance. Listen to his advice, but be careful when he asks if you want to hear it again; the default option is often "Yes," which can lead to a loop of dialogue.
The Market and Malon
The Market is a hub of activity. While many shops are available, the primary goal is to reach the castle. Near the fountain, a young girl named Malon is looking for her father, Talon. Speak to her to receive a Weird Egg. This egg takes one full day-night cycle to hatch into a Cucco. This bird is necessary for waking Talon later. Proceed north past the guard post to reach the outskirts of Hyrule Castle.
Sneaking Past the Guards
Hyrule Castle is heavily guarded, and Link is not allowed inside. This section requires a stealth-based approach.
Reaching the Moat
First, climb the vines on the right side of the road leading to the castle. From the top of the wall, jump down and head toward the gate. Avoid the guards' line of sight. If caught, Link will be thrown back to the entrance. Once past the main gate, Link must navigate the castle gardens. Follow the path until reaching a stone wall near a moat. Jump into the water and swim toward the corner where Talon is sleeping.
By this point, the Weird Egg should have hatched into a Cucco. Stand next to Talon and use the Cucco from the C-button menu. The crowing will wake him, and he will run back to Lon Lon Ranch in a panic. With Talon gone, Link can push the two nearby crates into the water to create a platform. Jumping from these crates allows Link to crawl through a small water tunnel leading into the inner courtyard.
The Garden Stealth Mission
The inner courtyard is the final hurdle. There are several guards patrolling in circular or linear paths. The key is to watch their movement patterns from a distance.
- First Guard: Wait for him to move to the far right, then run past on the left.
- Second Guard: This guard circles a central monument. Stay behind him at all times.
- The Hedge Maze: Two guards patrol a more complex path here. Using the C-Up camera to peek around corners is essential. Move only when their backs are turned.
Once through the garden, Link reaches the courtyard where Princess Zelda is standing by a window.
Meeting Princess Zelda and Impa
Speaking with Zelda triggers a lengthy narrative sequence where she explains her visions of the "Man from the Desert," Ganondorf. She entrusts Link with the mission to collect the remaining two Spiritual Stones.
Zelda also provides a letter with her royal signature, which allows Link to pass through the guard station in Kakariko Village. Before leaving the castle, Link meets Impa, Zelda's protector. She teaches Link "Zelda’s Lullaby," a sacred song played on the ocarina that serves as a recurring puzzle-solving tool throughout the game. Impa then escorts Link out of the castle grounds, pointing him toward the next destination: Death Mountain.
Strategic Tips for Early Gameplay
To ensure a smoother experience during these opening hours, consider the following tactical suggestions:
- Rupee Management: The early game has a 99-Rupee limit. Do not waste Rupees on recovery hearts or common ammunition like Deku Seeds, as these can be found for free by cutting grass. Save funds for the bigger wallet upgrades or specific mini-game prizes in the Market.
- Combat Mechanics: Master the Z-Targeting system immediately. It centers the camera on the enemy and allows for side-stepping and back-flipping. These defensive maneuvers are far more effective than simply mashings the B button.
- The Market Mini-games: The Shooting Gallery in the Market offers a larger Bullet Bag for the Slingshot. This increases the maximum ammo capacity from 30 to 40. It is worth the 20 Rupee entry fee to gain this advantage before heading to the second dungeon.
- Exploring the Lost Woods: Before heading to Death Mountain, a quick trip into the Lost Woods (accessible from the upper level of Kokiri Forest) can be beneficial. Following the music leads to Saria’s clearing, where more secrets can be found, though the main quest will eventually require this visit anyway.
By following this progression, the foundations for the Ocarina of Time experience are firmly established. The transition from the isolated forest to the sprawling political landscape of Hyrule marks the true beginning of the hero’s journey.
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