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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.
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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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