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Ocarina of Time Great Fairy Locations: All 6 Fountains and the Order to Get Them

Six Great Fairy Fountains, six blessings, and one of them is gated behind an item you can only find inside the final dungeon. Here is every location, every unlock requirement, and the order that actually makes the rewards useful when you get them.

Published July 28, 2026·10 min read·By Mythras
The interior of a Great Fairy Fountain in Ocarina of Time, showing the two lit torches, the pool, and the gold Triforce tile on the floor where Link plays Zelda's Lullaby.

Darunia flat-out tells you to go see the Great Fairy on top of Death Mountain. Most players hear it, nod, and keep walking. Then twenty hours later they are standing at the Shadow Temple entrance with two unlit torches and no idea why the door will not open, because they never picked up the one spell the game genuinely requires.

There are six Great Fairy Fountains in Ocarina of Time. Three hand you spells, three upgrade your body, and the last one is locked behind an item you can only find inside the final dungeon — meaning the intended route has you walking back out of Ganon's Castle to claim it. Here is where all six are, exactly what unlocks each door, and the order that stops you from collecting spells you have no magic to cast.

Zelda's Lullaby is the key, the Magic Meter is the lock

Every fountain looks the same: two torches, a pond at the back, and a Triforce symbol carved into the floor in front of it. Stand on that symbol, play Zelda's Lullaby, and the Great Fairy inside comes out and blesses you. That is the entire ritual, and it is identical at all six. The wall color even telegraphs the gift — blue or red depending on whether you are getting a spell or an upgrade.

The catch is the sequencing. Five of the six blessings are useless without a Magic Meter, and the Magic Meter itself comes from one specific fountain on Death Mountain. Grab Din's Fire before you have magic and you own a spell you physically cannot cast. That is the single most common way people fumble this.

One thing worth knowing regardless of route: once you have claimed a fountain's blessing, you can come back, play Zelda's Lullaby again, and the Great Fairy will fully restore your hearts and your magic. Six free full-heals scattered across Hyrule, including one directly outside Ganon's Castle. Use them.

All six Great Fairies at a glance

FairyLocationBlessingWhat unlocks the door
Great Fairy of PowerSummit of Death Mountain TrailMagic Meter + magic Spin AttackReaching the summit as child Link
Great Fairy of WisdomDeath Mountain Crater, western sideMagic Meter doubled, 48 to 96Megaton Hammer
Great Fairy of MagicPath to Hyrule CastleDin's FireChild Link, Ocarina, Zelda's Lullaby
Great Fairy of MagicZora's Fountain, back wallFarore's WindBlowing open a destructible wall
Great Fairy of MagicDesert Colossus, north of the oasisNayru's LoveBombing a cracked wall
Great Fairy of CourageRoad to Ganon's CastleDefensive Power, damage halvedGolden Gauntlets

Three of them go by the name Great Fairy of Magic and hand out the three goddess spells. The other three introduce themselves as Power, Wisdom, and Courage, which is about as on-the-nose as this series gets.

The three power fairies

These are the ones that change how Link functions rather than what he carries.

Great Fairy of Power: Death Mountain Trail summit

This is the one Darunia points you at, and it is the most important fountain in the game. She grants the Magic Meter — 48 points of it — along with the ability to charge your Spin Attack into a magic-powered version with extended reach. Every spell, every Lens of Truth activation, and every Fire, Ice, or Light Arrow you fire later in the game runs off this bar.

You get there by climbing Death Mountain Trail as child Link. The northern stretch of the climb is the problem: Death Mountain is an active volcano in the child era, and the moment you start up it the mountain starts spitting rocks. Equip the Hylian Shield before you make the climb, or you will get knocked back down repeatedly. Kaepora Gaebora perches near the fountain entrance and will fly you back down to Kakariko Village once you are done, which saves a genuinely annoying walk.

Great Fairy of Wisdom: Death Mountain Crater

Straight upgrade: she doubles your Magic Meter from 48 to 96. Her fountain sits on the western portion of the crater, and the entrance is buried under giant boulders that nothing but the Megaton Hammer will shift. That hard-gates her behind the Fire Temple, which is exactly where the Hammer lives.

The lava-filled interior of Death Mountain Crater in Ocarina of Time, where the Great Fairy of Wisdom hides behind boulders on the western side.

Two logistics notes. First, you need the Goron Tunic or the crater's heat will kill you — without it you get a timer, and the length of that timer scales with how many Heart Containers you are carrying. Second, the Bolero of Fire warps you straight to the crater's warp pad, so this is a two-minute detour rather than a hike back up the mountain.

Double magic is the single biggest quality-of-life upgrade in the game if you use Din's Fire or the Lens of Truth at all, and the Lens is mandatory for the back half.

Great Fairy of Courage: the road to Ganon's Castle

She halves all damage you take. Permanently. It is the closest thing Ocarina of Time has to a difficulty slider, and it is also the most awkwardly placed reward in the game.

Her fountain sits at the end of the road leading to Ganon's Castle, blocked by a Monolith — a huge black stone pillar. There are only three Monoliths in all of Hyrule: one inside the Fire trial, one blocking the door to the Light trial, and this one. All three require the Golden Gauntlets, which you find in the Shadow Barrier room inside Ganon's Castle.

The Golden Gauntlets from Ocarina of Time, the item required to lift the Monolith blocking the Great Fairy of Courage.

So the route is: enter the final dungeon, clear the Shadow trial, take the Gauntlets, walk back out across the Rainbow Bridge, lift the pillar, get double defense, and walk back in. It feels like a sequence break the first time you do it. It is not — it is the intended path, and skipping it means fighting Ganondorf taking full damage.

Here is the detail that makes this fountain a genuinely nice piece of design: it sits on the same stretch of road that, seven years earlier, held the Great Fairy of Magic who gave you Din's Fire. Same ground, different era, different fairy.

The three spell fairies

All three introduce themselves as the Great Fairy of Magic and may well be the same person. All three hand you a goddess spell.

Din's Fire: the path to Hyrule Castle

The earliest spell fountain, hidden near Hyrule Castle and reachable as child Link. Din's Fire drops a dome of flame that expands out from Link's body, costs 6 magic points, and lights torches as well as damaging enemies.

The Din's Fire spell render from Ocarina of Time, the red flame dome granted by the Great Fairy of Magic near Hyrule Castle.

More importantly, Din's Fire is the only spell required to finish the game. You need it twice, both times in the Shadow Temple: once outside, to light the two torches at the entrance simultaneously and open the way in, and once inside, to burn away the spiked wooden wall trap that guards the Boss Key. There is no alternative solution to either. If you are wondering why your Shadow Temple run has stalled at a closed door, this is almost always why.

A small version-difference footnote for the remake crowd: on the N64, the platform outside the Shadow Temple where you cast Din's Fire has a Fire Medallion symbol on it. The 3DS version removed it, apparently because it referenced a feature that got cut from the original. Cute detail, and one more entry for the N64 versus 3DS ledger.

Farore's Wind: Zora's Fountain

Tucked at the back of Zora's Fountain, behind a destructible wall past where Lord Jabu-Jabu floats. Farore's Wind costs 6 magic and plants a warp point you can teleport back to from anywhere.

Two restrictions people trip over. It only works in dungeons that contain a dungeon Map — cast it anywhere else and nothing happens. And warp points are era-locked: adult Link cannot return to a point child Link set, and vice versa. Set one deep in a long dungeon and it is a real time-saver, especially in the Water Temple. Set one and forget about it and you have spent 6 magic on nothing.

Nayru's Love: Desert Colossus

The furthest fountain from anywhere. Head to the Desert Colossus, find the oasis southeast of the Spirit Temple, and look north of the oasis — the fountain entrance is sealed behind a cracked wall. One bomb opens it. Your Bomb Bag is the dungeon item from Dodongo's Cavern, so if you have made it across the Haunted Wasteland you are already carrying what you need.

The Nayru's Love spell render from Ocarina of Time, the blue diamond barrier granted by the Great Fairy of Magic at the Desert Colossus.

Nayru's Love wraps Link in a diamond barrier for exactly one minute and costs 12 magic, double what the other two spells run. Inside the barrier you take zero damage — but you still get knocked back, you cannot cancel it early, and you cannot use any other magic-draining item while it is active. That last clause is the real cost. Pop Nayru's Love in a fight where you wanted Light Arrows and you have locked yourself out of them for a full minute.

Getting here at all is the hard part: the Haunted Wasteland's two trials want the Lens of Truth plus either the Hover Boots or the Longshot to cross the River of Sand.

The magic math nobody explains

Your bar starts at 48 points and caps at 96 after the Crater fairy. Everything that drains it: the Lens of Truth, Din's Fire, Farore's Wind, Nayru's Love, Fire Arrows, Ice Arrows, and Light Arrows. Refill it with Magic Jars from cut grass, smashed pots, and defeated enemies.

Run the numbers on a 48-point bar. That is eight casts of Din's Fire, or four of Nayru's Love, or some mix, before you are dry — and the Lens of Truth is eating the same pool the entire time you are groping through the Shadow Temple or the Bottom of the Well. On a 96-point bar you stop thinking about it. This is why the Megaton Hammer detour is worth taking the moment you clear the Fire Temple rather than "later."

One genuinely useful trick that most players never learn: the magic Spin Attack has a free version. Charging with the B button burns magic, and holding it two or more seconds burns more for a bigger whirl. But if you instead rotate the control stick in a full circle and then press B, you get the magic-enhanced Spin Attack without spending any magic at all. Same visual, same reach, zero cost. Once it is in your hands you will not go back to charging.

N64 vs 3DS: four item slots changes the calculus

On the Nintendo 64 you have three C-buttons. That is your entire item loadout. Three spells plus the Lens of Truth plus the Hookshot plus the Bow plus bottles, all fighting for three slots, which is why most N64 players quietly stop equipping Farore's Wind and Nayru's Love after the novelty wears off.

Ocarina of Time 3D rebuilt that system: two items map to the X and Y buttons, plus two touch-screen slots labelled I and II. Four slots instead of three, and swapping is a tap rather than a trip into the subscreen. The remake also converted the Iron Boots and Hover Boots into items rather than equipment, which frees the boots out of the pause menu entirely.

The practical effect on this guide: on 3DS the spells are genuinely worth carrying, because parking Nayru's Love in a touch slot costs you nothing you were using. On N64 you are making a real trade every time, and Din's Fire wins that trade most days.

The order I would actually do them in

  1. Death Mountain Trail summit as child Link, Hylian Shield equipped. Magic Meter first, always. Nothing else works without it.
  2. Path to Hyrule Castle for Din's Fire, still as a child. You will need it in the Shadow Temple and there is no substitute.
  3. Zora's Fountain for Farore's Wind whenever you are passing through — it is on the way to the Ice Cavern and the Water Temple anyway.
  4. Death Mountain Crater the moment you have the Megaton Hammer. Bolero of Fire in, double your magic, Bolero out. Two minutes for a permanent doubling.
  5. Desert Colossus for Nayru's Love once you can cross the Haunted Wasteland. Bring a bomb.
  6. Road to Ganon's Castle dead last, after you have taken the Golden Gauntlets out of the Shadow trial. Halve your damage before the endgame, not after.

Skip the whole list and the game is still beatable except for Din's Fire, which is mandatory. Do the whole list and you go into the final fight with 96 magic, double defense, a free spin attack, and a full-heal fountain sitting outside the front door.

Quick Action Checklist

  • Stand on the Triforce tile and play Zelda's Lullaby — that is the trigger at all six fountains.
  • Climb Death Mountain Trail as a child with the Hylian Shield equipped to get the Magic Meter first.
  • Din's Fire is not optional: two Shadow Temple puzzles have no other solution.
  • Bolero of Fire back to Death Mountain Crater with the Megaton Hammer to double your bar to 96.
  • Bomb the cracked wall north of the Desert Colossus oasis for Nayru's Love.
  • Take the Golden Gauntlets from Ganon's Castle, walk back out, and lift the Monolith for double defense.
  • Rotate the control stick and press B for a free magic Spin Attack instead of charging.
  • Re-play Zelda's Lullaby at any claimed fountain for a full heart and magic refill.

Frequently Asked Questions

Six. Three are called the Great Fairy of Magic and grant the spells Din's Fire (path to Hyrule Castle), Farore's Wind (Zora's Fountain), and Nayru's Love (Desert Colossus). The other three are the Great Fairy of Power on the Death Mountain Trail summit, the Great Fairy of Wisdom in Death Mountain Crater, and the Great Fairy of Courage on the road to Ganon's Castle.

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