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Inside Jabu-Jabu’s Belly (Dungeon 3) Walkthrough

Ocarina of Time 100% Completion Walkthrough20 chapters
CoversThe fish that opens Lord Jabu-Jabu, every room of Jabu-Jabu’s Belly in route order, the three Parasitic Tentacles, Big Octo, Barinade and Ruto’s reward
DungeonJabu-Jabu’s Belly (Dungeon 3, child). Dungeon item: Boomerang. Mini-boss: Big Octo. Boss: Barinade (Bio-electric Anemone). No small keys or boss key. Reward: Zora’s Sapphire.
RewardsBoomerang, Dungeon Map, Compass, 4 Gold Skulltulas, Heart Container, Zora’s Sapphire (third Spiritual Stone). There is no Piece of Heart in the dungeon.

Lord Jabu-Jabu’s Belly is the third and last child dungeon and the strangest. Princess Ruto is lost inside, and you carry her through most of the dungeon: she can sit on switches, be thrown across gaps and onto ledges, and sometimes act as a weapon. Bring the Slingshot and plenty of Deku Nuts and a few Deku Sticks. The Boomerang you find in the middle of the dungeon solves most of what comes after. Before you enter you need a bottle with a fish in it; the whole route there (Silver Scale, Ruto’s Letter, King Zora) is covered in Zora’s River and Domain.

Entering Jabu-Jabu

Show the letter, catch a fish, feed Jabu-Jabu

In short: get Ruto’s Letter from the bed of Lake Hylia (you need the Silver Scale from the diving game), show it to King Zora so he lets you into Zora’s Fountain, then fill the now-empty bottle with a fish from the shallow pond in Zora’s Domain (or buy a Fish for 200 Rupees). Release the fish in front of Lord Jabu-Jabu’s mouth. He swallows it, keeps inhaling, and pulls you inside. Full steps are in the previous chapter.

The mouth, the throat and Princess Ruto

Mouth room

You start in Jabu-Jabu’s mouth. Two Octoroks shoot Deku Nuts at you (reflect them with the Deku Shield or shoot the Octoroks), and two Shaboms (floating bubbles) drift around. Shaboms cannot be popped with seeds; use the sword. The only door is covered in slime. Look up: a white lump on the ceiling is a switch. Hit it with a Slingshot shot and the slime door opens.

Biri room

The next room is full of Biri, floating jellyfish that shock you on contact. Do not hit them with the Slingshot; dodge them or use a spin attack (hold B and release) or a lit Deku Stick, which damages them without hurting you. Cross to the opposite door.

Meet Ruto

In the next chamber, more Biri hover around and Princess Ruto appears. She is angry and runs away from you. She trips and falls into one of the holes in the floor. Jump into the same hole to follow her. Be careful of the large hole with vines on the side of this room: the hole Ruto fell through is the small one.

Lower level: carrying Ruto

Persuade her to be carried

Below you find Ruto, upset, and explains that the third Spiritual Stone is somewhere in this belly. Talk to her twice and she lets you pick her up (A near her). While carrying her you cannot use your sword, shield or items, so set her down before you fight. If you take her into a new room she goes with you; if you leave her behind she returns to where she stood, and if you take too long she wanders off, so backtrack to find her.

Shaboms and the Stinger pool

Carry Ruto through the door behind you into a tunnel with Shaboms, then to a pool with Stingers swimming in it. The Stingers lurk under the floor; step on the shadow and one pops up as a flying creature. Defeat them with the Slingshot (two hits each) or the sword. Throw Ruto onto the high ledge on the far side of the water, then swim to the switch in the middle of the pool and step on it: it raises the water level. Climb up and pick Ruto up again.

One of the Gold Skulltulas is here: on the vine-covered wall to your right as you stand at the start of the pool. Shoot it with the Slingshot while the water is low, then raise the water with the switch, swim over to the vines and climb them to take the token.

Ceiling switch and the lift

At the end of the room is another slimy door with a ceiling switch above it: shoot it with the Slingshot. In the next room an Octorok guards a platform that rides up and down. Put Ruto down while you shoot or reflect the Octorok. When the platform descends, take Ruto up with you (stand as close to the door as you can before throwing her, or she may land in the water). The lift takes you back up to the Biri room.

The junction and the Boomerang

Back through Ruto’s room

Go through the Biri room to the room where you first met Ruto. Do not fall in the small holes again; the large vined hole on the left is a way down you will use later. Cross carrying Ruto and leave by the far door. In the following hall, Tailpasaran, long worms with a sting in the tail, lurk in the ground. Lock on and avoid them, or set Ruto down and kill them from behind. Tailpasaran are dangerous and give a small shock when they die.

The hall then forks. A red tentacle and a blue tentacle block two doors for now, and the middle one is blocked too. Take the path to the right first. A switch waits at the end of it. It needs more weight than you have alone: stand on it while carrying Ruto and it stays down, which opens the door at the end.

Boomerang

Stinger room: Boomerang

This room contains four Stingers and you are locked in until they are dead. Set Ruto down. Step on the Stingers’ tails (the floor shadows) to bring them out of the floor, then hit each as it charges. A Deku Nut stops them in the air first. When all four are dead, a large chest appears in the middle: it holds the Boomerang.

Equip the Boomerang on a C button. It travels to the thing you have locked onto and returns, stunning enemies, cutting objects, hitting switches and collecting distant items such as Rupees, hearts and Gold Skulltula tokens. You use it for almost every foe in the rest of this dungeon. Pick Ruto up again.

Parasitic Tentacles, Map and Compass

Red tentacle: Dungeon Map

Return to the fork and take the left path. A switch pops back up when you step off it, so set Ruto down on it, which keeps the door open, and go through alone. A red Parasitic Tentacle hangs from the ceiling. Lock onto the narrow part of its body and throw the Boomerang at it, moving sideways to avoid its lashing. It drops from the ceiling and retracts when you back away, so stay near it; four hits kill it. A chest appears with the Dungeon Map. Ruto will complain if left, but on a switch she waits.

Shabom room: Compass

The tentacle also blocked a door leading off the Map room. Go through it (the first left after the Map room), pick up Ruto and enter the room full of Shaboms. You have a short time to pop them all; throw the Boomerang, use Deku Nuts or Din’s Fire (if you have it), or sword them, standing in the middle. When the last bubble pops a chest appears with the Compass. If the timer runs out you lose a heart and must try again.

Blue tentacle

Go back to the Boomerang room and look at the map: a door in the northeast corner has opened. In the room beyond is the blue tentacle, which dies in the same way (four Boomerang hits at its narrow point). No chest comes from it, but its death opens the central path from the fork.

Green tentacle

Back at the fork take the middle path. Biri guard the green tentacle at the end. Clear the Biri with the Boomerang, then kill the tentacle. Its death clears the big hole on the north-west side of the room where you met Ruto, which was previously plugged.

Big Octo and two more Gold Skulltulas

Drop through the hole

Go back to the Ruto room (carrying her) and drop through the north-west hole that the green tentacle blocked. You land on a platform in a room you saw from below. Two Gold Skulltulas hang on the north and north-west walls near the door to the Big Octo’s chamber. Set Ruto down. You cannot lock onto them: aim the Boomerang by hand and hit each one, then fetch the tokens with the Boomerang. Pick Ruto up and enter the west door.

The Sapphire

A glowing jewel sits on a central platform. Ruto wants it and demands that you throw her up. Throw her onto the platform; she snatches the jewel (the Zora’s Sapphire), but the platform lifts her up out of reach. Something falls through the ceiling in her place: Big Octo, the mini-boss.

Big Octo

Big Octo

The room is circular with spikes on the central column that turn in the opposite direction to Big Octo. Big Octo chases you around the room. Stay away from the spikes and keep moving. Throw the Boomerang at it to stun it: it stops and spins, then either faces you or turns its back. When it turns its back, stun it again, then run behind and slash the green growth on its back with the sword (a jump slash with a Deku Stick or two sword hits finish it). Repeat if needed. It leaves hearts or Rupees. Step on the central platform to ride up to the upper level.

Toward Barinade

Biri room and the jelly blocks

Upstairs, destroy the Biri or run past them and leave by the south door. The next room has an Octorok and two jelly-like blocks that serve as platforms. They are alive and electrified until stunned. Hit each with the Boomerang, then jump across them quickly to reach the east door.

The second visit to the Biri room

You arrive in the second Biri room again, higher up. Two platforms are separated by a gap; jump across and the gap closes. The ledge becomes a bridge to a locked door with a switch. Ruto is not with you, so use a box: take a wooden box from the crates on the far side of the room, carry it to the switch and drop it on top. The door opens. Ignore the Biri, or kill them with the Boomerang.

Pre-boss room: last Gold Skulltula

The last room before the boss has Biri wandering the halls; clear them with the Boomerang first. A tall wall covered in vines stands on the north side. The room’s final Gold Skulltula is on the vine-covered wall to the right of the far end: walk straight in until you reach the wall, then turn right and slightly back to spot it. Hit it with the Boomerang (or Slingshot) and take the token. Climb the vines to the ledge at the top and look toward the middle of the room. A switch on the far side sits behind a see-through barrier that blocks a straight shot; throw the Boomerang so it curves around it, or drop a box on the switch from the other side. The boss door opens in the north. Jump down and go through.

Barinade

Barinade

Barinade, the boss of Jabu-Jabu’s Belly.

Phase one: the ceiling tentacles

The boss room has Barinade hanging from the ceiling by three tentacles, with Biri clinging to its body. Keep moving, because electricity arcs through the whole room. Lock on to the tentacles and hit each one with the Boomerang. When all three are cut, Barinade comes down and the Biri start spinning around it.

Phase two: Biri and the body

Wait for the Biri to stop spinning, or stun the body with the Boomerang to hold them still, then pop the Biri with the sword or the Boomerang. When the Biri are gone, the core is exposed: stun it with the Boomerang and hit it with the sword (jump slashes do the most damage). Barinade rises again with a faster ring of Biri; repeat the same sequence.

Phase three: the finish

After a few hits the creature fires bolts of electricity in all directions. Keep circling, stun it with the Boomerang, and slash as many times as you can before it recovers. Eventually it bloats and bursts.

Heart Container and Zora’s Sapphire

Barinade drops a Heart Container; take it. Step into the blue light. You return to Zora’s Fountain with Ruto beside you. She asks whether you want her reward; whatever you answer, she hands over the Zora’s Sapphire, the Spiritual Stone of Water, and tells you the story of the engagement it stands for (Zora custom ties it to a promise of marriage). You now hold all three Spiritual Stones.

Before you go, consider the Boomerang tokens in Zora’s Fountain and Lake Hylia, and the mop-up described in Transition to Adulthood. When you are ready, go to Hyrule Castle Town.

Chapter checklist

TypeNameWhereRequirement
Dungeon itemBoomerangChest in the Stinger room, right path from the forkCarry Ruto onto the switch; kill four Stingers
Dungeon itemDungeon MapChest in the red tentacle’s room (left path)Boomerang the tentacle
Dungeon itemCompassChest in the Shaboms room off the Map roomPop all Shaboms in time
Gold SkulltulaVines beside the Stinger poolLower level, first pool roomSlingshot, raise the water, climb
Gold SkulltulaWall near the Big Octo door (two)Room under the north-west holeBoomerang, aimed by hand
Gold SkulltulaVines before the boss doorPre-boss roomBoomerang or Slingshot; climb the vines
Mini-bossBig OctoZora’s Sapphire roomBoomerang stun, then slash
Boss rewardHeart ContainerBarinadeBoomerang the tentacles, then the core
Spiritual StoneZora’s SapphireRuto, outside Jabu-JabuBeat Barinade

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