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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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