Skip to content
Gigantum.net
Video games

Spiritual Stone of Fire - Kakariko Village Walkthrough - The Legend of Zelda: Ocarina of Time Remake Guide - IGN

Welcome to IGN's Guide to The Legend of Zelda: Ocarina of Time Remake. After 28 years, Ocarina of Time has been fully remade, and while much of it remains

· 3,694 words· updated November 5, 2026 at 12:43 AM

Welcome to IGN's Guide to The Legend of Zelda: Ocarina of Time Remake. After 28 years, Ocarina of Time has been fully remade, and while much of it remains the same, there's plenty of new differences to be found while exploring Hyrule. After finally meeting Princess Zelda of Hyrule, Link has been enlisted to track down the remaining Spiritual Stones, starting with the Spiritual Stone of Fire held by the Gorons of Death Mountain.

To reach it, Link will first need to pass through Kakariko Village and learn more about the land, and there's also a quick detour to made a Lon Lon Ranch. Note that from this point on, the time of day will naturally flow from day to night, even if you're in a town (but the drawbridge leading back to Hyrule Castle Town will remain open at all times).

Before sprinting off toward Death Mountain, there's a quick but important detour to be made straight ahead of Hyrule Castle Town: Lon Lon Ranch. By now you've already met the owner Talon and his daughter Malon, and now that they're back on the ranch you can visit the place to see all of its features.

Getting around Hyrule Field as a child can be a bit taxing, and in the original N64 game you could move slightly faster by rolling. In the Remake, you can now simply hold A after rolling, and Link will start moving at a faster pace! Unlike some other Zelda games, this mode of travel will not drain any stamina!

Entering the ranch, you should first make your way directly past the buildings and over to the main part of the ranch housing all the horses in a large field (assuming its still daytime). In the middle, you'll find the girl Malon singing her iconic song to a young horse that will bolt away when you draw close.

Malon will introduce you to her "friend", whose name is Epona. Apparently she's very shy, but opens up when she hears the tune Malon sings. Malon will ask if you have and instrument to accompany her with, so oblige by pulling out your Fairy Ocarina. Follow along with her tune:

Enter the prompt, and you'll learn Epona's Song, and the horse will immediately come running!

Note that some Threads of Time, like "Malon's Friend", aren't entirely essential to complete your main story objectives, but are important side quests that you can start at any time, and complete them later in the story.

You can't do anything more with Epona for now since she's too small to ride (as are you), but there are a few other things to take note of in the ranch.

From the large field, head to the large crumbled tower in the far southwest corner of the ranch and head inside. There's a storage area here with nine milk crates, and a large metal grate at the end. Pull out the closest crates to empty two spots in the middle column, and then pull back the crate in the middle against the wall. This will reveal a small gap you can crawl through.

On the other side you'll find your first Piece of Heart! For every four pieces you find, you'll earn a new Heart Container to add to your total health!

If you speak to Malon again, she'll urge to to visit her father inside the main building. Another ranchhand, Ingo, can also be found in the stables in the smaller building, who seems really unhappy with his current lot in life, and blames it on the lazy owner. Sure enough, Talon is asleep amid a pile of chickens, but will wake up when you talk to him.

He'll offer to play a little game with you: Find all three of his "Super Cuccos" amid the gaggle of other Cuccos in the room. Find them all before time is up, and you'll win a prize: A bottle of Lon Lon Milk (including the bottle itself!).

The trick to finding them is to pay close attention to the mannerisms of the Super Cuccos. Compared to the regular ones, they are stiff and upright, wings angled down, and holding their heads high and flapping dramatically on occasion. Once Talon throws them into the group, look for their distinct animations to find them all quickly.

Win, and you'll get yourself a second Empty Bottle to use! The Lon Lon Milk will also heal a good amount in two servings, making it a good item to have when you get into danger.

Finally, be sure to check around the northeast side of the ranch, behind the main house Talon is in. There's a small yard area with a wooden tower, and two trees. Roll into the tall and narrow tree, and you can dislodge a Gold Skulltula here! There are others hiding on the ranch that come out at night, but you won't be able to get them just yet.

When you're ready to move on, exit the ranch and head to the northeast and up the stone stairs to Kakariko Village.

The sleepy village of Kakariko is quite peaceful and laid back compared to the bustling of Hyrule's Castle Town, but that doesn't mean there isn't a lot to do here.

The guard at the entrance will helpfully point you toward the biggest points of interest, and if you want to quickly get on your way to traverse Death Mountain, you need only take the stairs up to the left to find the sealed gate. However, there's plenty more to do here before moving on, so let's get started.

Most times, a Master Craftsman can be spotted by a large central tree yelling at his incompetent workers (at night his ill-tempered son will slink over instead) as they scurry around the village to build up a new structure on the right side of town. You can actually roll into the narrow tree to dislodge a Gold Skulltula!

Taking the right path up to the south past the building under construction, you can find a large home that used to belong to Impa, and has now been donated to the public. Below it is a distraught Cucco Lady, who seems to be missing all seven of her Cuccos! It's worth your while to help her out, so let's go over their hiding spots:

The first cucco is close by, in the construction site near the Cucco Lady herself, wandering around the scaffolding in the middle.

The second cucco is near the entrance to Kakariko Village itself, just by the gate.

The third cucco is inside a wooden crate near the center of town, on the side of the building where the lady cooking food for the village resides.

Before returning this cucco to the pen, bring it up to Impa’s house, and use it to glide down to the fourth cucco, which is found on top of the nearby pile of bricks.

The fifth cucco is found on the main path up towards Death Mountain Trail, heading north up the stairs past the tall wooden tower.

The next two cuccos are a bit harder to reach. Take any of the previous cuccos and bring it up to the windmill on the west side of town. Using the cucco you’re already holding, you can glide over this gap in the fence to reach the other side. Once over here, throw the cucco back over the fence so it doesn’t become stuck on this side. One of these Cuccos is on the other side, below the closed Potion House.

While you're here, be sure to look in for an open hole in the ground leading to a Grotto with a Treasure Chest holding 5 Rupees! After tossing the last two Cuccos over the fence toward the well so you can collect them, climb up the nearby ladder to a hilltop behind the windmill, where you'll find the final Cucco.

When you grab the Cucco on top of the hill behind the Windmill, make sure to leap over to the roof of Granny's Potion Shop (which is sadly closed for the time being). Carefully move to the other side of the blue roof closer to the wooden tower, and you'll find a man lounging on the lower roof section. He'll be so happy someone's come to see him that he'll give you a Piece of Heart!

When you've returned all seven Cuccos to the Cucco Lady, she'll award you a new Empty Bottle to keep, giving you even more room to store milk, potions, and bugs!

You may be wondering about the creepy cobweb-covered house on the north side of town below the Windmill. Enter it, and you'll find a horribly cursed family who have become half spider. Doomed by their greed, their only hope of being restored is by defeating the Gold Skulltulas that can be found all across Hyrule. For every 10 tokens you collect, you can earn new rewards (up to 50, and then a final reward for getting all 100):

At this point, it's a wise idea to always keep a Bug in one of your Bottles. If you ever run into a patch of soft soil, release a Bug into it, and it will force out a Gold Skulltula in hiding! Each soil patch contains one! You can usually find some hiding after cutting grass in areas like the garden plot near Impa's House, or the one just outside the village in Hyrule Field.

If you want to earn that first reward right now simply walk outside the Cursed Spider House and wait for nightfall. A small golden spiderweb just to the left of the door is its hiding spot, where the Gold Skulltula will appear only at night!

With 10 Gold Skulltula Tokens, return to the house, and speak to the leader of the family. He'll reward you with the Adult's Wallet, which allows you to carry around up to 500 Rupees at a time!

There are plenty of other Gold Skulltulas hiding around Kakariko Village, possibly due to the proximity to the cursed house:

Once night has fallen, inspect the building under construction on the south side of the village, near the Cucco Lady, and you'll find a Gold Skulltulla on a high ledge of the red brick wall, and you can use the scaffolding to reach it.

Another Gold Skulltula similarly only appears at night, and can be found along the ladder of the tall wooden tower in the center of town, along the pathway up to the Gate to Death Mountain. Hit it with your slingshot and then climb up to retrieve the token.

One final Gold Skulltula is hiding out of view, and likewise only appears at night. To the south of the wooden tower and Potion Shop is another building where a little boy lives (usually out playing in the graveyard), and if you circle around the back of the house, you can find a Gold Skulltula in its web along the building wall.

Aside from these major things, you're more than welcome to explore the village to your heart's content, including getting great views from the top of the tower, speaking to the loopy music guy in the Windmill Hut searching for the right song (which you don't have yet), or talking to the townsfolk.

When you head up the stepts to the gate to Death Mountain, a guard will inform you that the path is blocked on account of the danger of falling rocks, and none but those on important Royal business can proceed. Show him Zelda's Letter to change his tune (not that he takes it seriously), and he'll open the gate for you.

As a bonus, the guard will warn you about the falling rocks along the Death Mountain trail, and suggest you head to the Bazaar at Hyrule Castle Town to purchase a stronger Hylian Shield that won't burn away. He'll even put in a good word to discount the shield from 80 down to 60 Rupees. In return, he'll ask a small favor in checking out that new Happy Mask Shop that just opened, and seeing about getting a mask that he doesn't have the time to get himself.

We'll definitely want to make a detour back to Castle Town in a moment, but not because we need a discounted shield. In reality, there's a way to get a Hylian Shield without spending a single Rupee, and it lies further west past the Windmill...

The moody and foreboding Graveyard behind Kakariko Village holds the graves of the Sheikah Clan, guardians of the Royal Family that founded this village. There's a surprising amount of secrets to find here, hiding behind every gravestone!

By day, a small boy from the village will wander among the graves doing his best impression of the old gravedigger, Dampe, who only comes out at night. Annoyingly, if you try to interact with any of the graves, the kid will threaten to tattle.

At the very least, you can head up the steps on the left side to find a plot of soft soil on the other side of a small tree. Drop a Bug from your bottle (if you don't have one, look under the stones at the Graveyard entrance), and it will fish out a Gold Skulltula for you to defeat!

By night, Dampe the Gravedigger will wander the grounds, and despite the kid's threats during the daytime, he really doesn't care if you pull on any the headstones. What he does offer is Dampe's Heart-Poundin' Grave-Diggin' Tour!

Request to play Dante's Grave-digging tour, and he'll reveal several dirt mounds all across the graveyard area. You can guide him to any of the dirt mounds and interact with them to pay Dampe 10 Rupees to dig in the spot. Whatever comes up is yours to keep... provided something is actually buried there. Sometimes you'll get a few Rupees, other times nothing at all, but keep at it until he detects something heavy and asks for another 5 Rupees to keep at it, as it contains his special prize: A Piece of Heart!

As for the gravestones themselves, you can try pulling them from the back to reveal secrets: Some are empty, others can hold a Green Rupee, and some hold the restless dead known as Poes. These ghosts carry lanterns, and will turn invisible if you try and target them with ZL, before charging at you with their spinning lantern. Run away from the attack until they become visible, then sprint at them and roll after landing a hit to anticipate their retreat and strike again to finish them off.

When Poes are defeated, they'll leave behind their essence, which you can actually capture in a Bottle. Unfortunately, you don't know anyone who wants a Poe in a Bottle, and trying to "drink" them yourself will just poison your hearts.

A select few graves are actually hiding small tombs below, but the dangers within might be a little daunting at the moment. First, it's recommended to turn your attention to the large monuments at the back of the Graveyard. A large stone emblazoned with the royal crest is flanked by two other ornate graves in shape of harps.

Interact with them, and you'll summon one of two spirits: Sharp the Elder, and Flat the Younger. The spirits of these two Composer Brothers will attack on sight, much like any other Poe. This means you'll need to retreat and refrain from targeting them until they reveal themselves before dashing in to strike.

Once defeated, they'll both realize your not one of Ganondorf's agents and tell you their half of the story about how they were comissioned by the King of Hyrule to compose one half of a special song. When Ganondorf came looking to take this power, they hid its secret in the royal tomb nearby, where you can "prove yourself" as a royal envoy. Do so by standing on the crest and playing Zelda's Lullaby to open a dramatic entrance to this royal tomb, leading to A Song of the Royal Family.

Inside the tomb's first room, the doors will seal, locking you in combat with dangerous bats known as Keese. They hide in the walls until you draw close, then take to the air to start divebombing you. If you spot them early, take out your Slingshot to even the odds, or otherwise block their attack with your shield then slice when they turn to flee.

When all Keese in the room are rooted out and dealt with, continue into the next room. This creepy area is full of bubbling green goop that will damage you if you step into it. To make matters worse, terrifying undead known as Redeads stalk this room. If they spot you, they can let loose a shriek that will paralyze Link, and then stumble forward to latch on and steal your lifeforce until you can shake them off by mashing buttons.

There's a better way to deal with them, so for now, move slowly along the left side of the first bubbling pit, then dart along the middle to avoid the gazes of the two Redeads on the sides. Sprint out through the far door and into the next room.

At the far end, you'll find a poem inscribed on a stone plaque, and underneath will be a song you can commit to memory:

Complete the prompt, and you'll learn the Sun's Song! With this, you can turn day to night and night to day in the blink of an eye!

As you turn to leave, look along the crumbling pillars for a twinkling blue symbol you can have Navi inspect. It's Fairy Writing, left by another fairy, and may often have hints for you. In this case, the writing asks to hear the Sun's Song. Hints like these require you to play a specific song, and if you play the correct one, a Fairy's essence will spring out and fully heal you!

Return back to the previous room with the three Redead. Your Sun's Song has a secondary power - to put the restless dead to sleep. In this case, playing the song near these enemies will stun them for an extended period, allowing you to attack them without worry of being paralyzed or grabbed! Just make sure they are fully under the effects of the song before you assault them. Once they've been defeated, you can leave this area behind.

With the Sun's Song special power under your belt, it's time to dig up some more graves:

From the Graveyard entrance, head up the first small steps and look ahead among the first row of graves for the second to the top before the next stairway (where flowers have been planted and butterflies have gathered), and pull it back to reveal a tomb below. Unfortunately, the tomb's inside is sealed and you don't have the means to blast it open just yet.

Next, head up to the row of graves just before the steps up to the royal tomb. Pull back the second one on the right side of the pathway to reveal another tomb entrance. Inside is a Redead, but thankfully you have the Sun's power to stun it in it's tracks.

Defeat it, then open the Treasure Chest it was guarding to find a free Hylian Shield! No need to spend Rupees on this one!

Finally, pull back the grave at the far southern edge of this same row below the royal tomb, and you'll find one more tomb to drop into. No enemies here, but a large Treasure Chest holds a Piece of Heart -- which should be the fourth one you've found to grant you an extra Heart Container!

While you no longer need to buy a Hylian Shield, there's still a few things worth doing back at Castle Town if you have a moment to spare.

The Happy Mask Shop is now open for business, and follows a peculiar business model: You check out a mask at no initial cost as they become available, and then wear it when talking to people to gauge their interest. You can then sell it to an interested party, and then pay back the shop owner for the mask's original rate, regardless of how much you sold it for, and then check out the next mask to repeat the process!

Since you already know who's been asking for a mask, go ahead and check out the Keaton Mask, which normally has a value of 10 Rupees. You can then take it to the guard in Kakariko Village and sell it to him for 15 Rupees, earning a 5 Rupee profit when you pay the Mask Salesman back! You may also want to return and buy the Skull Mask next, since you'll have the chance to sell that one soon enough.

Before leaving Castle Town, wait around for nightfall, and look for the lady who's constantly doting on her little white dog named Richard. At this point, Richard will have gone missing, and you'll be tasked to find him amid all the other stray dogs that descend upon Castle Town in the evening.

To find Richard, head down the alleyway past the Bomchu Shop near where the lady and her dog live. Richard should appear around the back corner, not far from the Treasure Chest Shop (there are a few other white dogs in other parts of the alley, so you may grab the wrong one and need a do-over).

Interact with the dog to get it to follow you, then return to the lady. If it's the right dog, she'll be overjoyed and award you a Piece of Heart!

At this point, you've completed all the optional stuff that you possibly can thus far, and are in good shape to take the next step of your journey. With the gate opened, you can now leave Kakariko Village and take the trek up Death Mountain to visit Goron City and inquire about the Spiritual Stone of Fire.

Up Next: Spiritual Stone of Fire - Goron City and the Lost Woods Walkthrough

Gathered from external sources. Rights to this text belong to whoever originally published it.

Thursday, November 5, 2026

© 2026 Gigantum.net. Content gathered automatically from external sources; rights to each text belong to whoever originally published it.