The Legend of Zelda: Ocarina of Time/Jabu-Jabu's Belly

Magic Spell: Din's Fire
‎ The Great Fairy at the summit of Death Mountain mentioned that another of her kind lived near Hyrule Castle, so you make your way there. After going through the market, you climb the vines you see on the right just as before. On the other side of the gate and straight ahead, you see a sign. Beyond it you find a big boulder. After using one of your new bombs, the boulder is no more. Crawl into the tunnel that was hidden behind it.

As with the previous Great Fairy, you go in and play Zelda's Lullaby on the Triforce symbol. This time the fairy grants you Din's Fire. This magic causes fire to erupt all around you, injuring enemies and starting fires. You then exit the area and return to Hyrule Field. (Note: this is not necessary for this part of the game, though you may want to go back and get it later before getting the master sword.)

A Missing Princess
Your next destination is Zora's Domain which lies to the East. It is south of Death Mountain and Kakariko Village and north of the Kokiri Forest and the Lost Woods. From Hyrule Castle, look at the town's moat. The water for it extends to the East, so you follow it upstream. Eventually, you arrive at an area where you must leave Hyrule Field in order to follow it any farther. At this point you enter the area called Zora's River.

Making Your Way Upstream
As you enter, Kaborea Gaborea the owl is waiting for you once again. Once he is gone, use your bombs to get rid of the boulders blocking your path. Soon, you will find that you can not continue along this side of the river. You must use a nearby Cucco (chicken) to help you reach the other side.

You should notice some purple monsters constantly jumping out of the water to spit rocks at you, and then retreating into the river. They are called Octorocs. To defeat them, use your Deku Shield to bounce the rocks they spit back at them or use your slingshot to attack them. If you get too close to them, they will disappear into the water.

You should be able to reach the end of the river with ease. You should find a waterfall at the end. Stand in the middle in front of the waterfall, pull out your Ocarina, and play Zelda's Lullaby. Then jump through the opened part of the waterfall.

The Silver Scale
This is Zora's Domain, the residence of Hyrule's aquatic beings. Here you will need an item that will enable you to dive deeper, the silver scale. Stay on the path and follow it, until you have to choices, up or down. Go up to King Zora's Chamber. After talking to him, he tells you that Princess Ruto is lost. Afterwards, go to your left and you will see a Zora at the waterfall's edge. Talk to him to play the Diving Game. (See Mini Games Section) It costs 20 rupees and you have a minute to collect five rupees from the waterfall bottom. If you are successful, you will be awarded the Silver Scale. This will increase the depth you can dive from 3 to 6 meters. Dive down to the water and look for an underwater tunnel that leads to Lake Hylia. Once you find it, dive down and navigate through the passageway. You can also reach the Lake on foot. The path to it, from the field, lies in the southwest. There is a ladder on the right side that you will need to access to get past the gates.

Letter in a Bottle
‎ Once you get to Lake Hylia, go forward and Navi will spot a submerged bottle. Z-Target it (L-Target on gc and vc). The cursor should turn turn green. Dive down there to get the item. You will find a letter in it. It is from the alleged missing princess, saying that she is waiting for you in the belly of Jabu-Jabu. (the Zora's deity) Return to Zora' Domain and show the letter to the King. He will allow you into Zora's Fountain, the dwelling place of Jabu-Jabu.

Fish Offering
Before accessing the fountain, you will need a fish. Go back down and go to the path that lead to the lower section and follow that until you reach some shallow water. You will see a few fish swimming around. They should be near an underwater circle of rocks. Use your empty bottle and catch one in. You can also buy one at the shop for 200 rupees. Go back to King Zora's Chamber and walk through the new path to enter into the next area. Upon entering Zora's Fountain you should see a humongous fish. That is Lord Jabu-Jabu. Release the fish from the bottle directly in front of Jabu-Jabu. He will suck it in, and you will be pulled in as well.

Parasitic Invasion
Jabu-Jabu's Belly is a strange dungeon full of odd places and strange new enemies. You will first encounter two Octoroks when you enter the belly. Try to get past them and head up to the door. It looks nothing like a regular door though, and a strange gunk covers its surface, locking it shut. Turn around and look up. Then Z-target/L-target on the switch (white, protruding object) and hit it with your slingshot, and the door will unlock. Go into the next room.

In the second room there are several jellyfish called Biri. Keep away from them. They are invulnerable to Deku Seeds from your Slingshot and give you a shock if you try to kill them with your sword. However, remember the Spin Attack you learned? Utilize that attack on them so that they won't injure you. If you hold the attack long enough, it will grow more powerful and you can release a Super Spin Attack that reaches further. However, it takes magic to use this attack. Some enemies drop Magic Jars you can use to keep your magic meter filled.

Princess Ruto
Try to get past the Biri and head into the next room. However, someone else is in here, as well: its Princess Ruto! However, she is in an angry mood and doesn't want to talk to you. She will try walking away, but will fall into one of the hole that are in the floor. Follow her through the same hole. Talk to her twice, and she will allow you to carry her.

Up to the Top
Pick up Princess Ruto and go into the door behind you. You'll enter a room with a a tunnel that leads to a pool of water. Go through the water over to the other side, and throw Ruto onto the ledge above. (Throughout this whole dungeon, you have to keep Ruto away from high water and bring her with you into each room. If Princess Ruto dissapears, backtrack and you'll eventually find her.) Note that several Stingers swim through the water. Stepping on a Stinger's tail will make it emerge into the air and fly around after you. Hit the switch in the center of the pool of water to raise its level, then climb up to Ruto.

Carry her again and go into the next room. Wait for a platform to come all the way down and then jump on it to go to the top floor again. However, there is a hidden grotto in the water that takes you to a Business Scrub if you need supplies. Wonder what a creature like him is doing in Jabu Jabu's Belly?

from Biri to Bari
The platform will take you back up to where the Biri are. Go through the door again to find the room where you first met Princess Ruto. Try not to fall in any of the small holes again, or else you'll be making a repeat performance of what you just did. As you head for the other side, watch out for the Biri, and keep a look out for Bari, the stronger version of Biri. Avoid them as they drop down from above and try not to fight them, because they can electrocute you quickly. Not only that, a Bari is really three Biri spliced into one, and killing it separates it into the Biri.

A Slimy Obstruction
In this room, one of the holes is blocked by a slimy green tentacle. Don't go near it, or you'll get shocked. Right now, head on into the next room.

The Tailsparan
This room forks into several different paths. Some paths have moving floors that drag you along if you stop moving. Be extremly cautious in this room, because there are paracitic Tailsparan in the ground that chase after you if you get near them. The Tailsparan are lethal, and it would be unwise to attack them. Not only that, but a red and blue tentacle block two doors right now, so take the path to the right. There is a switch here, but it requires some extra weight to press it. Step onto it while holding Princess Ruto and the combined weight will force it down. The door at the end of the path will open. Go in.

The Boomerang
This room has several inside, and you're trapped inside this room until you get rid of them all. Step on their tails to provoke them into the air and strike each of them with your sword as they come by to eliminate them. Once you kill them all, a chest will appear in the middle of the room. Open it to receive the Boomerang. Put the boomerang on one of the C-buttons (C stick on gamecube, right stick on vc). You can now reach things from a distance.

The Red Tentacle
Go back outside and find Princess Ruto. No matter how many times it happens, Ruto doesn't take too well to being left behind. Pick her up and come right back to the fork in the room. This time, take the left path. Place Ruto on the switch to open the door and then enter the room. A red paracitic tentacle dwells in this room. Approach it and it will pop out of the ceiling. Look for a section on the tentacle shorter than the rest. Z/L-Target it and hit it with the boomerang. It takes only a few hits to rid Jabu-Jabu of this tentacle. A chest holding the Dungeon Map will appear. Grab it and head out.

Pop go the Shabom
Find Ruto again and pick her up. You can find the Compass in the room that red tentacle was blocking. Killing it caused it to disappear, and now you can go through the door.

There are a lot of Shabom floating around in this room. You have only 40 seconds to kill them, or you'll lose one heart and have to do it again. Take the boomerang and pop all the Shabom to make a chest appear, which holds the Compass. The room right next to the one where you the Boomerang has opened up, so head back and enter it.

The Blue Tentacle
Now you'll encounter the blue paracitic tentacle. The weak spot is in the same place, so you'll know how to kill it quickly.

The green tentacle
Go down the middle and final hallway you haven't ventured into and you'll find the door the blue tentacle guarded. Go through the door and you'll encounter the green tentacle. Recognize it? It's the thing blocking the hole in the room you saw before. However, this tentacle holds more importance than the red and blue ones did, and as a precaution, several Biri are guarding it. Kill them off first, then make your move on the tentacle. It has a weak point just like the other two. Eliminate this final tentacle to open up passage into the hole it blocks.

With Princess Ruto, go back to the room where you first met her. Find the hole that the green tentacle blocked. It is on the far right. Drop down through and you will land on an unfamiliar platform in a familiar room. You'll be able to enter a new door now.

Mini-Boss: Big Octo
Once you find this room, Princess Ruto will notice a strange gem. It's the Zora's Sapphire! Excited, she demands that you throw her up onto the platform it resides on. Once you throw her up there, an unexpected lurch sends the platform up. In the room above, Ruto encounters a monster, and then it comes down into the room you're in! It's Big Octo, the Mini-Boss!

Once this battle begins, Big Octo will be running around the room, chasing after you, along with several spikes on the platform whirling around. There is only one way to make Big Octo stop running: throw your boomerang at him. For a moment, it will stun him, then the enlarged Octorok will spin in a circle. When he stops, he will either turn to face you, or turn his back to you. If he turns his back, quickly hit him with the Boomerang to stun him again. This will reveal a large green blob on Big Octo's backside. Slash away at it to injure him. If you're more focused on moving on than battling him, jump-slash the blob once with a Deku Stick to kill him. If not, continue fighting him with the same strategy until he dies. He usually drops three hearts after his defeat. Once this monster is gone, you can use the platform to ride up into the upper level of the room, where you can find some pots to smash open and find several goodies, including a helpful fairy. One problem presents you now: where's Princess Ruto?

Electric Jelly
Head on into the next room. Two Octoroks are waiting for you, but you can kill them easily. There is are two strange jelly blobs in the room that look like platforms that reach a nearby ledge, but you'll find they don't take lightly to outsiders. Hit them both with your boomerang to stun them and use them as platforms to reach another door.

Extending the Path
There is a ledge right below you that seems to look odd. Jump onto it and it will lower into place. If you remember this room, it is where you first encountered the Biri, the second room of the dungeon. The ledge you jumped onto has now become a bridge to another door, but it is locked. The switch by it needs something to hold it down. On the other side of the room are crates. Grab one and take it to the switch. Don't bother with the Biri. Place the box on top of the switch to open up the door.

A Tricky Switch
There are several Biri moving around the halls of this room. Get rid of them all with your boomerang to save yourself some trouble. There is a big wall covered in vines. Climb its face until you see a small ledge. Hop onto it and turn around to see a switch. However, a sheet of glass keeps you from having a straight shot at it. Hitting the switch requires a clever use of the boomerang. Back away from the glass, Z/L-target the switch and then unleash your boomerang. If it moves in the right way, it will curve around the glass and hit the switch. The door to the boss will open. Jump down and then go through the door to find the boss.

Boss: Barinade
As you enter this room, several Biri seem to be acting up. They've noticed you! They swarm around a strange monster and attach to it as it awakens.

The boss of Jabu-Jabu's Belly is Bio-Electric Anemone: BARINADE. This beast is the monster reaking havoc upon Jabu-Jabu. When you come face-to-face with Barinade, you'll se three tentacles coupled to the ceiling. Z/L-Target the tentacles, and throw the boomerang at them. This will detach Barinade from the ceiling, but there are several electric tentacles attached to it that will constantly shoot waves of electricty at you as you do this. The moment Barinade is uncoulped, hordes of Biri will detach from its body and it will start spinning around with them tethered to it. Wait for Barinade to stop spinning and you'll have a chance to kill some of the Biri by using your boomerang. Once Without the Biri covering Barinade, the center of its body will be exposed. Hit it with the boomerang to stun it and then with the sword. Doing this will cause Barinade to rise up higher and release a second set of Biri. They will be spinning much faster than before, so wait for them to stop and kill them off. Now unprotected, Barinade will start firing electric waves at you again. Toss the boomerang at its body until you manage to stun it, then strike it as many times as you can with your sword. Watch out, because once Barinade takes a few hits, it will relentlesly shoot electricity from all directions. If you can get around its attacks, you can finish it off for good.

After taking so much damage in battle, Barinade will swell up like a balloon and pop like a zit, spewing acid on the floor. Such a disgusting end for a paracite. Grab the Heart Container and make your way to the portal. As you step into it, who should be waiting for you but Princess Ruto, lonely since you lost sight of her. Reunited, the two of you will leave Jabu-Jabu's Belly.

Terms of Engagement
Now outside of Jabu-Jabu, Link asks Ruto for the Zora's Sapphire, but she can't give it to him unless he does one thing: become engaged to marry her! After Ruto's mother gave it to her, she made her promise to give the stone only to the one she would marry. Now engaged, she gives Link Zora's Sapphire, eagerly awaiting marraige.

After traversing through the Deku Tree, Dodongo's Cavern, and Jabu-Jabu's Belly, you have all three Spiritual Stones. Zelda awaits you at Hyrule Castle. However, something is about to happen...

The Scarecrow's Song
Near the underwater entrance to Zora's Domain, you will find two Scarecrows, Bonooru and Pierre. Bonooru will ask you to play a song for him, which he claims he will remember. The song you play will be listed as the game's "Scarecrow Song." It is your own creation but must be eight notes long. You can change the song as you please. If you forget it, Bonooru will give you the melody you last played. Remember the Song, as it will be very useful one day.

You can also create melodies in front of Pierre, but they don't have to be only eight notes long. They can even have special tunes in them if you wish. The song you create for Pierre won't become a new song when you play it.

Beans, Beans, the Magical Fruit
Near the entrance to Zora's River, you will find a man sitting over by a fence. He is eating something. It turns out that he's selling magical beans. Buy one! It's only 10 rupees. But wait! The next one you buy costs you 20 rupees. And the next 30. Despite the increasing price, you figure these beans will be useful later, so you buy as many as you can afford. After the 100 Rupee bean has been bought, the man is sold out. You will plant magic beans in ten patches of soft soil scattered throughout Hyrule. With the exception of the patch near the salesman, you can use a bug to dig up a Gold Skulltula from the soil. (That's almost 10% of the population there!) The patches are located:


 * Next to the Magic Bean Salesman. (Zora's River)
 * Behind the Kokiri Shop. (Kokiri Forest)
 * In the section of the Lost Woods where the forest stage is located. (Two Business Scrubs will also be there.)
 * From the entrance to the Lost Woods, head left and then head left again. You should immediately find a patch of soft soil.
 * Near the south end of the row of graves on the left. (Graveyard)
 * Near the entrance to Dodongo's Cavern. (Death Mountain Trail)
 * Near the entrance to the Fire Temple. (Death Mountain Crater)
 * Next to the Lakeside Laboratory. (Lake Hylia)
 * On the left side of the Gerudo Valley river. (Use a Cucco to help you reach it. A Gerudo and her cow will be there.)
 * A little ways off to the right of the Spirit Temple. (Desert Colossus)

Magic Spell: Farore's Wind
‎ There is a hidden Great Fairy Fountain in Zora's Fountain. Head due east from the entrance to the fountain from Zora's Domain until you see a small spot of land with trees and a gray boulder. Place a bomb next to the gray boulder. The wall behind will collapse and you will be free to enter. Once inside, play "Zelda's Lullaby" on the triforce symbol. The fairy will give you the "Farore's Wind" magical spell. It can only be used in dungeons. If you activate it in a certain spot, you will be able to warp to that spot at any time and at any location in the dungeon. You may dispel it at any time as well to create a new warping location.

Mask Trading Sequence
At this point, you will be able to finish the Mask Trading sequence. If you have not already, obtain the Bunny Hood from the Happy Mask Shop owner. There is a man running around Hyrule Field now. He is usually resting in the northwest area by early day and rests somewhere near the Kokiri Forest entrance at night. Wear the Bunny Hood and speak with him. He will pay you a huge amount of money that fill your wallet. Pay back the money at the shop. You are now free to borrow the following masks:
 * Mask of Truth
 * Goron Mask
 * Zora Mask
 * Gerudo Mask

Deku Nut Upgrade
Borrow the Mask of Truth from the Happy Mask Shop and head to the Lost Woods. Enter the Forest Stage. Put on the mask. The Deku Scrubs will stare at your mask for a brief moment, titling their heads. They will confront their leader about this. They think your face is hideous, but they will give you a "prize" anyway. You Deku Nut carrying capacity will be increased by ten.