Wind Temple
Items/Weapons: Iron Boots, Hookshot, Hurricane Spin Attack
Heart Pieces: 3 // 43/44
Treasure Charts: 5 // 41/41- #s 36, 35, 5, 25, 27
Special Charts: 1 // 11/12- Ghost Ship Chart
Great Fairies: 0 // 8/8
Empty Bottles: 0 // 4/4
Songs: Wind God’s Aria
To proceed, you need another item found within an island’s cave. Warp to D6 (Southern Fairy Island) and sail east to E6 (Ice Ring Isle). This island is the exact opposite of Fire Mountain (at first), but you’ll see how similar it really is. Get close without getting frozen and shoot a Fire Arrow at the cavern entrance (a dragon’s mouth). The island is partly melted, allowing access. Like last time, you have 5 minutes to navigate inside and get the treasure. Climb up on the ledges at the back of the island and go along to reach floating platforms. Everything is ice, so be careful not to fall into the water. Expect some slip-sliding along. Hop along these platforms until you reach the dragon’s mouth, now open for business. If you have 2:00 or more left on the clock, you’re in good shape. If not, return to your boat and retry. Once inside, slide along the narrow icy bridge and onto a platform. Take out any Keese with your Boomerang. If at any time you fall in the water, swim to a stony ledge and grapple the wooden pole, then pull yourself up onto it. Climb onto another icy path to a stone ledge. At the end is a chest and inside are the Iron Boots. These handy boots are a recurring item from Ocarina of Time and serve the same purpose: to allow you to navigate through windy areas without being pushed back. The clock disappears, allowing you easy time to backtrack out of the cavern. Before moving on, find the frozen treasure chest on the east side of the island. Shoot a Fire Arrow at it to melt it and open it for Treasure Chart #36. Now, warp to D2 (Windfall Island) and sail north to D1 (Gale Isle). Notice the island’s name. Could this be home to the Wind Temple? At the island, a powerful wind blows from a rock-covered cavern. Wear the Iron Boots and walk to the cracked entrance. Use your Skull Hammer to smash through it and enter. At the tablet, take out your Wind Waker and learn/conduct a new song, Wind God’s Aria. Fado, a sage of Kokiri ancestry (a tribe from Ocarina of Time) appears and asks you to find the new sage who plays the violin. Hmm… Warp directly to F6 (Forest Haven) and climb up to the platform with two waterfalls ahead of you. You’ll hear soft music and see cute little music notes from the waterfall. What ho? Grapple the pole above the waterfalls and aim lower to swing into the waterfall. You’ll come across a secret cave where Makar is practicing a new song. Conduct the Wind God’s Aria in front of him and he will become the new sage of the Wind Temple. With Makar sitting on the King of Red Lion’s head, you’re all set. Warp and sail to D1 (Gale Isle) again and at the tablet, conduct/play the Wind God’s Aria to shatter the tablet and enter the temple. Makar is used the same way as Medli in the Earth Temple, but Makar has very different and useful skills. To start, carry Makar through the door to go forward. Defeat the Wizzrobe here with arrows, and the Stalfos that appears. Also, bomb the blocking on the Warp Jar in case you need it later. As Makar (with the Command Melody) fly forward onto the landing and press the switch to stop the wind gust. Release control with R and drop into the recess as Link. As Makar, fly to two mounds of soil and press A when it flashes to plant a seed and grow a tree in each spot. A chest appears with an Orange Rupee inside. Also as Makar, fly to the north end and release control. Collect that rupee reward, then climb onto a springboard near the chest. Equip the Iron Boots to weigh it down. Take off the boots to spring up, then glide with the Deku Leaf to the north end. Carry Makar into the next room. Place him by the entrance (hope he brought a deck of cards) and defeat two Armoses. Facing the pinwheel, blow wind with the Deku Leaf to flip the wall up, revealing more space. Go past the blade trap that moves across the room horizontally then, as Makar, fly to the north end and plant two seeds in the mounds to unseal the door. As Link, carry Makar through to the next room. As Makar here, fly to the three ledges and plant a seed in each mound. The doors will unseal...but unfortunately poor Makar is kidnapped (Korok-napped?) by Floor Masters. We’ll rescue him later, don’t you worry. Take the right door for now. This is part of a big main room with three levels. Defeat the Peahats and head east, defeating two Armos Knights. Take the door there. Defeat two Peahats, then move past the blade trap. Stand on a cracked floor tile and equip the Iron Boots to break through. Defeat the Floor Master, then activate the pinwheel with your Deku Leaf to flip the wall up. Spring up on the springboard near the pinwheel to the floor above you. Find a chest with a Joy Pendant in the north alcove. Take the door right of the tablet forward. Glide south with the Deku Leaf right into an updraft for extra momentum, then left onto a platform. Step on the switch to open the gate, then glide on through. If you fall at any time, climb the vines on the wall to get back up to the beginning. Defeat the Wizzrobe, then glide through the next gate to the ledge. Open the chest for the Dungeon Map. Glide again north into an updraft, then onto a platform. Refill your magic meter from the plants. With a full (or nearly full) meter, glide through the rightmost (new) gate and steer into another updraft, landing on a platform. Defeat a Wizzrobe and three Peahats, then glide to the ledge beyond, using yet another cyclone for help. Take the door there to return to the main room. Bomb the blue Warp Jar, then activate a heavy-duty switch with the Iron Boots on to open the floor. Drop down to the basement level, using your Deku Leaf to parachute and avoid losing health. Defeat the Peahats here, then take the south door (the only one unlocked). Drop through the leftmost floor tile and defeat the ChuChus. Push the block with the springboard under a dark floor tile to the south line them up. A chest on the upper part holds a Small Key. Spring back up and crash through each of the five floor tiles, defeating a set of enemies for each (the next four have Armoses, Floor Masters, nobody, then four Red ChuChus). A chest with Treasure Chart #35 appears. Take the door back to the previous room. Unlock and enter the north door. Defeat the Wizzrobe mini-boss and any enemies it summons. Focus on the Wizzrobe as much as possible so that you can beat him and stop the onslaught of enemies. After his defeat, open the chest that appears for the Hookshot. This handy item, another recurring item from Ocarina of Time and Majora’s Mask, can act as a weapon, but is mainly used to attach yourself to target objects and pull yourself towards them. Practice this now by hookshotting a target above the north platform to pull yourself to it. Hammer the peg there to open the south door and head on through. Clear the room of Peahats, then navigate the platforms along the perimeter of the floor with your Hookshot, making your way up. Start at the north end’s target, then on the third platform, turn northeast. On the fourth spot, glide west with your Deku Leaf to the alcove with a chest. Inside is the Compass. Springboard up and glide to the higher platform there. Hookshot up, then turn northwest and ascend two more platforms. Spring up to a long platform just below Makar’s cell. Hookshot onto the target at right to the cell. Target the symbol on the stone head blocking the doorway with the Iron Boots on to knock it down. Open the chest inside Makar’s cell for a Joy Pendant. Drop down to the platform in front (below) the cell and hookshot to the west alcove. As Makar, fly there as well. Carry Makar through that door. Defeat the Wizzrobe here, then hookshot to the trees Makar planted, making your way to the north end. As Makar, easily fly up there & carry him through to the next room. Now you can defeat Blue Bubbles with ease. Target them with your hookshot and when they are pulled towards you, their magic dispels and you can slash away with your sword. Do that for the two closest Bubbles, then have Makar fly to the first mound and plant a tree. He’ll be safe. Hookshot there yourself and eliminate the last two Blue Bubbles. Have Makar plant trees up to the east end, then have Link hookshot to them. Leave Makar by the door and defeat the Floor Master, then carry your little friend through the next door. Place Makar on a switch, then step on the other yourself to open a gate. As Makar, drop to the basement level and plant two trees in the mounds there. This activates a giant fan, sending a huge updraft up the three levels of the main room. As Link, glide with your Deku Leaf to the highest level and onto the east alcove. Open the chest for another Joy Pendant. Then, ride the updraft to the south end on the same level and through the door (leave Makar alone for now). In the arena that follows, defeat six Armoses to unseal the north door. Open the chest here for a Small Key, then return to the previous room. Hop down when the fan is off to the next lowest level (1st floor) and glide to the east end. Defeat the Armos Knights, then have Makar fly to that same spot. It’s good to have Link near the edge of the alcove so that you can see him as Makar. Carry Makar through the door there. Drop to the lower level and activate the pinwheel. Spring up & carry Makar to the tablet and play the Wind God’s Aria to dismantle it. Go through the door revealed. Defeat three Darknuts in this room (a really fun battle, if I do say so myself). This opens the west door, but first open the fancy chest in the east alcove for the Boss Key, then carry Makar through that door, activate the pinwheel & go back through the door ahead. Drop to the basement level. When the fan is off, drop between the blades to a secret spot and carry Makar through the locked door. Defeat two Stalfoses and a Wizzrobe, then hookshot up to the highest platform where a heavy-duty switch lies. Activate it with the Iron Boots to open the east door. Before you leave, pull down all the stone masks with your Iron Boots and Hookshot to reveal two Bokoblins hiding inside. Defeat them to reveal a chest with Treasure Chart #5. If you get knocked down by the statues (which is likely), use arrows to beat the Bokoblins from a distance. If you run out of arrows, exit and re-enter the room to reset it (this goes for any room in the dungeons). Head through the east door with Makar. Defeat three Shield Bokoblins and two Armos Knights. Remember, if you fall, climb the vines up. Carry Makar past the horizontal wind drafts, then as Makar, carefully fly to the mound and plant a seed, avoiding the Floor Master at all costs. If he gets caught, you’ll have to find and rescue him in that cell in the big main room. As Link, hookshot to the new tree and defeat the Floor Master and four Peahats. Carry Makar through the door to the next room. Set him down by the entrance to solve this puzzle solo. Push a block forward and box in the first blade trap. With your Iron Boots on, box in the next trap with another block. Push the third block to the opposite end and into the ravine. Pull the block boxing in the second blade trap (closest to the ravine) and line it up with the block in the ravine, then over it to box in the last blade trap. Pushb the first block across the first two blade traps to box them both in. Head back to Makar and carry him across the room, with your Iron Boots after the first blade trap, to the tablet. Conduct and play the Wind God’s Aria to destroy the tablet. Collect small prizes from the pots and bomb the yellow Warp Jar. If you want a Joy Pendant using that Warp Jar, read on, otherwise enter the boss door (leaving Makar behind) and read the boss section on fighting Molgera. To get the Joy Pendant, take the Warp Jar here to a room near the beginning. Use the springboard & glide up to the north room and through it. Activate the pinwheel to flip the wall up. Step on the switch beyond the wall to flip it back. Hookshot the target above the switch pulling you into a secret alcove. Activate that pinwheel to change the wall into a platform. Go along the wall/platform and pull down the stone masks with your Iron Boots and Hookshot. One contains a Joy Pendant. To return to the Boss Door, drop through the cracked floor tile and go back one room. Take this & the next Warp Jar to the Boss Door. After defeating Molgera, collect the Heart Container and step into the warp to witness another sweet duet. A second power is added to the Master Sword, completing its restoration. Now it is as powerful as it was 100 years before. You are nearly ready to face Ganon. Well, not quite. Close enough. Upon returning to Gale Isle, you can complete some minor side quests before moving on. Warp to B7 (Outset Island). While here, you can acquire a new sword technique. If you have at least 10 Knight’s Crests, visit Orca and give them to him. He will teach you the Hurricane Spin attack, a neat gimmick, though not really useful. I think fighting the Darknuts for the Crests was more fun, but I digress…Also while here, you should find a huge black pig at the farm from when you gave small pigs to Rose. You can now lift the pig with your Power Bracelets on. Carry the pig across the pier to the dark soil patches at the east end. With a batch of All-Purpose Bait, put the pig down on the soil nearest the wall and spread the bait on the patch. The pig will dig up Heart Piece #42. Cool! From here, sail northwest to A6 (Diamond Steppe Island). From your boat, hookshot to the closest tree, then up to the peak. Drop through the hole to enter a secret cavern, which actually acts as a ship’s graveyard. The ship is a maze of Warp Jars and torches with Floor Masters lurking about. To navigate it, take the Warp Jar ahead of you. Defeat the Floor Master, then take the farthest Warp Jar behind the Floor Master. Get a Joy Pendant from the chest, then drop off the ship through a gap in the rail and enter the Warp Jar directly below at left. Defeat the next Floor Master, then enter the left Warp Jar behind it. Defeat that Floor Master, then open the chest beyond it for the Ghost Ship Chart. Drop off the side of the ship behind you and take the warp back outside. We’ll talk about the Ghost Ship a little later. Warp to E4 (Tower of the Gods) and sail east two quadrants to G4 (Thorned Fairy Island). Open up Treasure Chart #5 and uncover its treasure, Heart Piece #40. Warp to F6 (Forest Haven) and head inside the haven itself. Be prepared to try this long quest 1-2 times before getting it right and try not to get too frustrated over it. Still interested? Okay, scoop up Forest Water in an empty bottle to start a 20-minute time limit on this quest. Quickly, exit and in your boat, sail east to G6 (Cliff Plateau Isles). This will be the hardest part of the quest. Walk along the slope on a small isle, then hop across each one to the hole. Inside is a cavern with several obstacles. Hop across the small platforms and glide across to the higher part with a grassy area. You can also spin them with a blow of the Deku Leaf if that helps. Avoid the thorny walls and defeat a Boko Baba near a tree stump. Use its Baba Bud to reach a higher stump, then hop/glide to another. Shoot a Fire Arrow at the wooden gate to burn it away and glide through it to a warp. Once outside, open the chest quickly for Treasure Chart #25, and water the first Withered Deku Tree by L-targeting it. In your boat, warp to D6 (Southern Fairy Island) and sail west to C6 (Shark Island). Water the tree on the left side. Warp to B4 (Greatfish Isle) and navigate the corkscrew shaped island and water that tree. Sail southwest to A5 (Needle Rock Isle) and water the tree near the chest. Warp to E4 (Tower of the Gods) and sail south to E5 (Private Oasis), watering the tree on the right side near the lawn chairs. Warp back to E5 (Tower of the Gods) and sail north to E3 (Eastern Fairy Island) and water the tree there. Warp to C3 (Tingle Island) and sail northwest to B2 (Mother and Child Isles). On Child Isle, water the tree. Finally, sail north to B1 (Star Island) and water the final tree. If at any time during the quest, your Forest Water runs out of power, a notice will pop up and you’ll need to restart right back at Forest Haven. However, if you luck out, the last tree at Star Island will immediately grow and sprout a Heart Piece (#26). The route given here is right from an official guide and seems to work the best, so I’d stick to these instructions until you get the prize. Warp to E4 (Tower of the Gods) and sail south to E5 (Private Oasis). From the back of the cabana, hookshot a tree and walk the narrow ledge to a chest with Treasure Chart #27. That’s all for now. Let’s move on...
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