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Shadow Temple (Dungeon 7) Walkthrough

Ocarina of Time 100% Completion Walkthrough20 chapters
CoversThe Kakariko Graveyard entrance, the Shadow Temple room by room, Bongo Bongo, the Heart Container and the Shadow Medallion
DungeonShadow Temple (Dungeon 7, adult Link only): Nocturne of Shadow, Lens of Truth, Longshot, Din’s Fire and the Fairy Bow needed; Iron Boots, Scarecrow’s Song and Farore’s Wind helpful; mini-boss Dead Hand; boss Bongo Bongo
RewardsHover Boots, Dungeon Map, Compass, Boss Key, 5 Small Keys, 15 Silver Rupees (three groups of five), 5 Gold Skulltulas, Heart Container, Shadow Medallion. No Piece of Heart

The Shadow Temple is the seventh dungeon and the first one built around the Lens of Truth: half of its walls, platforms and enemies cannot be seen without it. It sits behind a sealed door above the Kakariko Graveyard and can be entered only as adult Link. This chapter follows the order that gets you through the five Small Keys with the least walking back and forth, and picks up every Gold Skulltula and chest on the way. The reward is the Hover Boots, a Heart Container and the Shadow Medallion from Impa.

Table of Contents

What you need before you go in

Bring the Lens of Truth from the Bottom of the Well and a full Magic Meter, because the Lens drains magic while it is on. The Longshot from the Water Temple is needed immediately, and Din’s Fire, which you learned from the Great Fairy at Hyrule Castle, is required to open the temple and again to burn the spike walls in the Boss Key room. The Fairy Bow is used to hit a Bomb Flower and to stun the boss. Pack Bombs, plenty of arrows and a fairy or Red Potion for the boss, and wear the Iron Boots when the fans blow.

Learn these songs first: the Nocturne of Shadow from Sheik (after the Water Temple), Zelda’s Lullaby (for the boat), Sun’s Song (it freezes every ReDead and Gibdo in the temple) and, if you want the optional hearts and the Gold Skulltula on the boat, the Scarecrow’s Song with Pierre. Farore’s Wind is worth casting inside, since a Wallmaster or a fall can otherwise send you all the way back to the entrance. The Hover Boots themselves are found inside, so you do not need them to start.

The sealed door in Kakariko Graveyard

Warp with the Nocturne of Shadow

Play the Nocturne of Shadow as adult Link and accept the warp prompt. You land on a high ledge at the back of the Kakariko Graveyard, beyond the Royal Family’s Tomb. The song is also the quickest way back to Kakariko from anywhere, so memorize it.

Light the torches with Din’s Fire

Follow the tunnel behind the ledge to a round chamber lined with unlit torches. Stand on the middle platform and cast Din’s Fire. All the torches catch together, and the big door at the end of the room rises. Din’s Fire is mandatory here, and you need it again later for the spike walls in the Boss Key room.

First rooms: Dungeon Map and Hover Boots

The entry chasm and the fake wall

The Shadow Temple has four basement floors, shown as B1 to B4 on the pause map. The first room opens with a pit in the floor. Aim the Longshot at the far side and pull yourself across. The wall ahead looks like a dead end, but a voice tells you that you need the eye of truth: walk straight into it.

Dungeon Map room

Turn left once through the wall and put on the Lens. One of the skull plates in the wall is false, and a corridor lies behind it. Pass the two whispering rooms by following the right wall to a door. The room beyond has a ReDead and two Keese. Play Sun’s Song to freeze the ReDead, kill it and the Keese, and a chest appears with the Dungeon Map. The jars in the corner hold small refills.

Mini-boss: Dead Hand

Back out in the whispering rooms, keep to the right wall and slip into the hidden corridor between the two jars. The next room is a second Dead Hand arena, with more hands than the one in the well. With the Lens on, you can see a shadow on the floor where its body hides. Stay away from that spot and let a hand grab you, or throw a Bomb at the shadow to draw the body out, then mash A and B and hit its face as it leans in. The Biggoron‘s Sword makes this quick. The chest it leaves behind holds the Hover Boots.

The Hover Boots let you glide over a gap for a short time by running off an edge. They have almost no grip, so take them off for fighting and for narrow platforms. Walk back toward the entrance now.

The bird statue and the Beamos corridor

Point the statue at the real skull

In the entry room, a bird statue stands in the centre of a ring of skull torches, and the barred door across the chasm is the next goal. The statue asks you to face its beak toward the skull of truth. With the Lens on, you will see that all but one of the skulls are fakes, and the real one changes place from file to file. Push or pull the statue until the beak faces the real skull. A wrong choice sinks the floor around the statue, so step back after you set it. When it is right, the bars open.

Hover across to the tongue

Equip the Hover Boots, back up for a run-up and sprint off the edge. You just reach the carved tongue on the opposite side. Follow the hall behind it to a Beamos.

Beamos corridor and the Compass

This small room has four exits. The Beamos in the middle needs two Bombs and respawns whenever you re-enter, so ignore it, or kill it and play the Song of Storms to make a healing fairy appear. The side walls are false. Take the right-hand passage to a room with two Gibdos, play Sun’s Song, and strike them from behind. A chest then appears with the Compass.

Scythe room and the first Small Key

Silver Rupees: group 1

Cross the Beamos room to the door hidden in the opposite wall. This room has two grim-reaper statues with scythes that sweep the floor. Duck with R or roll under the blades, and stay at the outer edge. Gather five Silver Rupees: two in the middle, two in side alcoves and one on a stack of logs that you must reach with the Longshot (the Hover Boots help you get close). Collecting all five lifts a grating on a cell and shows a chest with the first Small Key.

Bomb the bone wall to the locked door

Return to the Beamos room. The two false walls are already open, but a third wall, made of bones, is solid. Bomb it to expose a locked door and use the first key on it.

Skulltula corridor and guillotine cavern

Down the winding ramp

This S-shaped ramp is full of Big Skulltulas that drop from the ceiling, so go slowly and use the Longshot on each. At the bottom, drop down and run through the first guillotine, kill the Skulltula waiting after it, and run through the second.

Floating platforms

Round the corner Navi warns of a Wallmaster. If it catches you, it drops you at the temple entrance, so run past or kill it. Then comes a row of platforms with swinging blades over a pit. Hover Boots do not help here because their slide throws you into the next blade, so jump normally. A Red Bubble on the third platform is best blocked with the shield, after which it leaves. On the last platform a Stalfos appears, and you can back it into the pit with repeated stabs. Navi turns green here, so the Song of Storms calls a fairy.

Invisible Scythe Room and the first Gold Skulltula

Invisible platforms

Before you jump to the next level, turn left and put on the Lens. Hidden platforms line the outer wall, and you can hop or hover along them to a door. In the room beyond, a round pattern on the floor hides an invisible scythe statue, so wear the Lens and keep to the edge while you kill the Keese and the Like Like.

Chests and the token

Defeating them opens a barred area. Two chests are inside, one visible only with the Lens, holding arrows and a replacement shield (a Blue Rupee instead if you do not need the shield), and Gold Skulltula number one is on the wall. Two Recovery Hearts float in the corner and can be grabbed by playing the Song of Time next to them. Cross the platforms back to the Stalfos platform.

Rising platform and Silver Rupee group 2

The moving platform

Defeat the Stalfos again, then look at the opposite side for a platform that rises and falls. Wait until the nearer platform has dropped to its lowest point and jump onto it, ride it up, and drop onto the lower ledge on the right. Hover Boots can tip you off the rising platform, so use normal boots here.

Beamos and Blade Traps: group 2

A narrow bridge leads to a Beamos circled by two Blade Traps. Five Silver Rupees are here: one near the ledge, one against the wall, two between the blades and one under the Beamos. Bomb the Beamos to free the last one. The grating over the door ahead lifts when all five are yours.

Falling spikes room: Small Key 2 and Gold Skulltula 2

The stone umbrella

Spiked ceilings slam down all over the room, and a sign tells you to bring a stone umbrella. With the Lens, spot the stone block hidden in a niche in the wall. Pull it out and push it along the marks on the floor until it holds the spikes up at the right spot, and then you can walk beneath them. Gold Skulltula number two is in a cell on the left, behind a fence.

The key chest

Run to the other end and pull the block toward the edge, climb on it and then onto the slanted tops of the spikes. A chest of Rupees sits behind a gate nearby. Step on the floor switch on this side, and a second chest appears across the room. Reach it over the other spiked platform (the Hover Boots help on the slanted tops) or with the Longshot, and open it for the second Small Key.

Invisible spikes: Silver Rupee group 3

Reach the locked door

Back in the cavern, look at the little island with a single guillotine. With the Lens on, two invisible platforms appear, one fixed and one that slides. Use them to reach the locked door and open it with the second key.

ReDeads and the rupees

This room has rows of invisible spikes (the Hover Boots make you immune) and two ReDeads. Use the Lens, freeze the ReDeads with Sun’s Song and kill them, and a chest appears with Blue Rupees. Five Silver Rupees are here: one in the middle, two against the walls that you reach with the Longshot targets above them, and two in the air in a corner. Longshot the invisible target there and float over with the Hover Boots. The far door opens when all five are yours.

First skull room: Small Key 3 and Gold Skulltula 3

Keese and the Bomb Flower

Kill the four Keese in the room (two become Fire Keese by touching the blue torches, so use the Bow), climb up the ledges for the rest, and pick the Bomb Flower near the entrance. Throw it into the mouth of the giant flaming skull, and keep at it until one lands.

The key and the token

When the skull bursts, the third Small Key drops out. Behind where the skull stood, Gold Skulltula number three clings to the wall, and the Longshot reaches it. Go back to the Invisible Spike Room.

Fan corridor and the Wind Room

Longshot target above the locked door

Put on the Lens and look at the ceiling over the locked door for a hidden Longshot target. Pull yourself up to it and open the door with the third key. This is the Fan Corridor, with spike traps and fans that blow in cycles. Run when the fans are quiet, or wear the Iron Boots. At the first turn, creep forward until a Big Skulltula appears and shoot it.

At the second turn there is a pit with a fan beyond it. Either wait for the fan to stop and Hover over, or wear the Iron Boots and Longshot the beam on the far side. Then drop into the Wind Room.

Wind Room

The Wind Room is a long bridge between two walls of fans. Wear the Iron Boots to walk it. The door at the far end is optional, and the eye above it shoots fire, which you can block with your shield or put out with an arrow.

Optional ReDead room

That door opens onto a room with two ReDeads. Freeze them with Sun’s Song and kill them, then use the Lens to find a fake wall hiding a chest of arrows. Playing Sun’s Song in the centre gives a big fairy, and a skull picture on the wall hints at the next puzzle.

Hover across the fan lane

With the Lens, find the fake wall on one side of the Wind Room in the lane closest to the door. Wait for the fan to stop, stand before it, put on the Hover Boots, resist until the fan is at full force, then run with the wind to reach the far side. Go through the door.

Gibdo room and Small Key 4

Play Sun’s Song as soon as you enter, to freeze the two Gibdos, and kill them. A small chest with a Blue Rupee appears. A pile of dirt with a red crack in the corner can be bombed, and it looks empty, but the Lens shows a hidden chest containing the fourth Small Key. Unlock the door.

Boat room: block shortcut, Gold Skulltula 4 and the ride

Set the block shortcut

The large boat room has a big stone block on your left. Pull it out and push and pull it along the groove until it clicks into the slot next to the ladder. This opens a hidden passage that links back to the first scythe room, so a death or a Wallmaster costs you far less later. Save with the block in place so it stays open.

Gold Skulltula 4

Climb onto the boat and look back above where the block was: a Gold Skulltula waits on a high ledge. Play the Scarecrow’s Song to call Pierre and Longshot over, or simply hit it from the edge of the ship with the Longshot.

Zelda’s Lullaby and the Stalfos

Stand on the Triforce mark on the boat and play Zelda’s Lullaby. The ship sails and two Stalfos land on deck, one after the other. Din’s Fire kills them instantly, or you can hang off the edge until they jump off. Do not jump into the dark water, or you will return to the start of the room. When the ship hits the far wall, jump to the platform on the left before it sinks, and go through the door at the end of the ledge.

Invisible maze: Small Key 5, Gold Skulltula 5 and the Boss Key

The maze of Floormasters

The room beyond is made of invisible walls, and two Floormasters wander in it. Switch the Lens on to see the walls, and off to see the Floormasters through them. There are three doors besides the one you used, so cast Farore’s Wind here. Take the south door first.

Invisible Floormaster room: Small Key 5

The south room locks behind you and looks empty. Put on the Lens and keep it on: an invisible Floormaster is here. Kill the big hand, then find and kill the small ones; Din’s Fire destroys them all at once. A small chest appears with the fifth Small Key.

Three spinning skulls: Gold Skulltula 5

The west door leads to a room with three skulls circling. The last Gold Skulltula is on the wall just behind them. Destroying the skulls with Bomb Flowers pays out a heap of Rupees.

Boss Key room

Enter the north door. Two walls of wooden spikes close in from both sides, and they are flammable, so burn them with Din’s Fire (Fire Arrows do not work). A ReDead in each corner follows, and Sun’s Song freezes them. There are two chests: the west one holds a Blue Rupee and the east one holds the Boss Key. Go back to the boat room.

Toppling the pillar and the boss door

Bomb Flower bridge

Across the abyss, a stone pillar stands over a group of Bomb Flowers. Shoot one with the Fairy Bow, and the explosion topples the pillar to make a bridge. At its base, the Song of Time reveals a block that hides two Recovery Hearts, and Pierre will carry you to a high platform with more.

Last locked door and the dark room

Open the locked door with the fifth Small Key. The next room is dark and has only the boss door in sight. Switch the Lens on, spot the small platforms, and cross them with the Hover Boots. Open the boss door, step into the bone-filled room, and drop into the hole.

Bongo Bongo

Boss: Bongo Bongo

The drum and the hands

You land on a giant drum floating over poison, and two huge hands pound it to bounce you around. Fall off, and you climb back up the side. Only the hands are visible at first. The Lens shows the rest of the creature. Bring fairies if you can. The Hover Boots stop the bouncing, but you slide when you swing, so choose what suits you. Hold R to duck its sweeping attacks and roll away from its punches and slams.

Stun both hands

Shoot the Fairy Bow at one hand. A stunned hand turns blue and drops to the drum. While you dodge the other, shoot it as it returns to its start position. The Longshot also works, and the Ice Arrows freeze a hand. If you are out of arrows, hit the idle hand with the sword, then run to the spot where the other will come back.

Hit the eye

With both hands stunned, turn the Lens on. The body appears and charges at you with its eye open. Hit the eye with an arrow, the Longshot or a spin attack to knock it down, then slash it as many times as you can. Bongo Bongo then recovers, and you repeat the pattern: stun hand, stun hand, eye, sword. The Biggoron‘s Sword (see the Biggoron Sword trading sequence) can end the fight in about a minute. See the Boss Guide for the other bosses. When it falls, it melts into poison, and a Heart Container appears.

Heart Container and the Shadow Medallion

Pick up the Heart Container and walk into the blue light. In the Chamber of Sages, Impa tells you that the princess will explain everything when the time comes and gives you the Shadow Medallion. See Medallions and Spiritual Stones for what each one does. From here the next adult stop is Gerudo’s Fortress.

Chapter checklist

TypeNameWhere
Dungeon itemDungeon MapRoom behind the skull plate, with a ReDead and two Keese
Key itemHover BootsChest after the second Dead Hand
Dungeon itemCompassGibdo room off the Beamos corridor
Dungeon itemBoss KeyEast chest in the north room of the invisible maze (burn the spike walls with Din’s Fire)
Small KeyKey 1Scythe room, after the first Silver Rupee group
Small KeyKey 2Chest that appears when you step on the switch in the falling spikes room
Small KeyKey 3Inside the flaming skull in the first skull room
Small KeyKey 4Invisible chest in the Gibdo room (bomb the dirt pile, use the Lens)
Small KeyKey 5Invisible Floormaster room off the maze
Silver Rupees15 (3 groups of 5)Scythe room, Beamos and Blade Trap bridge, Invisible Spike Room
Gold Skulltula1 of 5Wall of the Invisible Scythe Room
Gold Skulltula2 of 5Cell in the falling spikes room
Gold Skulltula3 of 5Behind the giant skull
Gold Skulltula4 of 5High ledge above the boat room shortcut (Longshot or Scarecrow’s Song)
Gold Skulltula5 of 5Behind the three spinning skulls, off the maze
Heart PieceNoneNot in this dungeon
Heart ContainerBongo BongoBoss room
MedallionShadow MedallionImpa, Chamber of Sages

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