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The Legend of Zelda: The Wind Waker for Nintendo GameCube
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Dexter Comics

Wind Temple

Written by Hutz

With Makar following you, walk up to the stone slab and play the Wind God's Aria. Makar will play it on his leaf cello, and the way forward will be opened. Continue through and jump in the pit to enter the dungeon.

Through the first door is a large spring. First, jump down into the pit and defeat the flying wizard, then continue a bit and destroy the club-wielding skeleton. Use a Fire Arrow to burn the top off the warp pot, then use the Command Melody to gain control of Makar. Jump down into the pit with Link and use A to plant seeds on each of the soil patches, which will sprout into large trees. When they're both planted, a treasure chest appears that contains 100 Rupees. Fly up to the elevated area at the back and step on the switch to turn off the two gusts of wind. Return to Link, and step on the spring, then put on your Iron Boots to depress the spring. Once you take off the boots, you'll be propelled up in the air, where you can land back on the upper area. Use the same method on the spring there, coupled with the Deku Leaf, to glide to the other side of the room. Pick up your friend and continue forth.

Put Makar down near the entrance and defeat the two statues, using arrows to stun them and your sword to slice at their backs. Use the Deku Leaf to spin the propeller in the center of the room to rotate the wall onto the ceiling. Go on through and use Makar to plant seeds in each of the soil patches, opening the next door.

Take control of Makar and fly up on each of the elevated platforms, planting seeds wherever you can. Each of the doors will be opened, but a bunch of purple hands will appear and take him to a nearby prison. Head to the right of the entrance of this room.

Once you approach Makar's cell here, he'll plea for help. You can do nothing without the dungeon's item, though, so ignore him for now. Continue through the door to the east.

Defeat the Peahats in this room and drop down below, making sure not to land near the purple hand. Defeat it when you land and spin the propeller with the Deku Leaf, then head forward and defeat another hand. Stand behind the spring and spin the propeller again, making sure the ceiling doesn't crush you on the way down. Now you can use the Iron Boots on the spring to flip back to the upper part of the room. You can't go through the stone slab for now (remember where it is, though), so head on over to the right of it, through the next door.

Use the Deku Leaf to glide over the platform on the left, using the updraft to gain height. Hit the switch to open the way forward, and continue gliding forward. Before continuing, use an ice arrow to peg off the annoying wizard, otherwise he'll knock you out of the sky. Jump to the left and glide forward towards the treasure chest, which contains the dungeon's Map. Glide back to the updraft, and turn right to land on a safe platform. Jump and glide through a hole on the fence near you, then hit the updraft and continue forward, defeating another wizard on the way, as well as a few Peahats. Directly ahead is the next room, so fly on over.

To the right is another warp pot; you know what to do. The switch ahead requires a firm stature, so put on your Iron Boots. The floor ahead is now opened up. Jump in and carefully fall to the bottom, using the Deku Leaf to slow your fall near the bottom. The only door available is to the south, so head on through.

Ahead are five cracks in the floor. Use the Iron Boots while on any of them to fall through. The enemies below are determined by which hole you fell through. From left to right, here's what's summoned: red Chu Chus, nothing, purple hands, gray statues (actually, the existing ones just come to life), and green Chu Chus. At the south end of the room is a marking on the floor (as well as your map). Pull the spring onto that marking, and pull up the regular block next to it. Climb up and pop up through the floor. To the right is a treasure chest with a key in it. The spikes will retract, so you can exit safely. If you'd like, you can get a Treasure Chart by destroying all five of the cracked areas.

Across this room is a locked door, for which you have a key now. Through it is the mini boss, which the Boss Strategies page will help you with. You'll earn the Hookshot at the end of this grueling battle. Use it to reach a stake on one of the upper platforms, and use the Skull Hammer to bash it into the ground, opening the door again.

Now it's time to release Makar from his cell, but first you must make your way to the top. To the left of the door you came from is a platform you can reach with the Hookshot. Keep using it until you get to the east of the room. Sail across to the other side with the Deku Leaf and collect the Compass in the chest, then use the spring to the right to reach the upper platforms, and use the Hookshot to move on up. Use the last spring to get within Hookshot range of Makar's cell. He'll whine some more, then when he's done put on the Iron Boots and use the Hookshot on the big head's forehead to pull it away, making sure to stand to the side and avoid being crushed. Voila! You've got your companion back.

First things first: to the right of where the cell is (to the west) is the area where Makar got kidnapped. Fly with Makar and use the Hookshot with Link to get back there. Now that you have the Hookshot, you can pull yourself up towards the trees that Makar planted before. Defeat the enemies first so as not to be surprise attacked, then reel yourself up to the next door, and get Makar to fly there.

Defeat the blue, flaming skulls with ice arrows first, jumping to the bottom part of the room to finish them off, then fly up with Makar and plant seeds in the soil heaps. At the top, stay far away from the purple hand while planting the last seed. Use Link's Hookshot to follow Makar up, going through the next door while avoiding the hand.

Step on one of the switches with Makar, and the other one with Link, and you'll open the floor at the bottom of the main area in this dungeon. Jump down and plant seeds in both soil piles with Makar, and you'll activate a large fan that you can use to sail upwards with the Deku Leaf. At the top floor to the south, you'll find a key after defeat a large army of gray statues. Your next destination is floor one, to the east. Pull out and put away the Deku Leaf to control your height while soaring upwards.

Defeat the enemies and jump into the pit as Link, being careful not to be grabbed by the hand on the way down. Destroy it quickly, then activate the propeller with the Deku Leaf. The way forward will be open, but be careful of another hand on the other side. Dice it up, then use the Command Melody to get Makar across the upper floor. Now activate the propeller again and jump upwards on the spring as Link. Ahead is one of those stone slabs. With Makar close by, conduct the Wind God's Aria, and the stone will shatter apart. Carry your little buddy through the next door.

You've got quite a few armored knights to deal with here. Try to isolate them to prevent them from teaming up on you. Or, if you wish, you can circle them all as a group and try to get them to attack each other inadvertently. Once they're done for, the Big Key is revealed. Snag it and head back to the bottom of the center, main room, below the fan blades. Go through the locked door.

If you'd like to receive a Treasure Chart in this room, you can defeat all the enemies in this room, including the ones hiding behind the hanging faces (use the Hookshot/Iron Boots combo to remove them). Otherwise, simply dodge all the creatures and make your way up the platforms with the Hookshot, then use the Iron Boots on the switch at the top to open the way forward.

Leave Makar for the time being and defeat all the enemies ahead, then take control of Makar with the Command Melody. Fly high over the wind gusts and land at the soil patch, planting a seed there. Use Link's Hookshot to reel yourself over, then dice up all the enemies before carrying Makar through the next door.

Before getting to the boss chamber, you and Makar must get past all the wind and spiked traps with some clever tricks. First, with the Iron Boots on, go to the left and push that block forward until it blocks the two sliding spikes from hitting the left wall. Push the block to the side a little so there's room to slide a second block through the space. Next, grab another block and push it all the way into the trench near the end of the room (between the left wall and the first block), then take the remaining block and push it over the one that bridges the trench, blocking the sliding spike. You're free to grab Makar and carry him safely to the other side of the room without fear of reprisal from the sharp, pointy things. At the very end is the final stone slab. Play the Wind God's Aria, and the way forward will be opened. Before fighting the boss for this dungeon, burn the wood off the warp pot in case you falter. Check out the Boss Strategies page for more details about the boss.

 









 

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