10.2 Water Temple  |
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| ~ Getting The Dungeon Map ~ |
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- Before we begin, I need to explain something. This temple is
generally considered the hardest in the game, puzzle-wise. Reason being,
because you have to return to the same rooms multiple times and from
different directions in order to progress through the temple. It's a
somewhat monotonous and aggravating temple if you don't know where to go and
what to do as well as when... The best advice I can give is, "try to go
EVERYWHERE," for every water level. You'll see what I mean shortly...
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Highest Level - East
- As you start off, float up from the entrance and emerge into the main
room of the temple. Breathtaking isn't it? These two Tektites in the center
will continually reappear each time you enter the room, so be forewarned.
First off, swim over to the entrance on your right (east). Follow the path,
sink into the water and continue. You'll shortly come to a giant red block.
We'll be able to push that block again from another direction much later, so
forget about it for now and return to the main room.
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Spike | Threat
Attacks
Contact
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- These simple enemies only come after you when you get close, spinning
slowly towards you. They're only really deadly underwater and can be
easily avoided by running away. If you wait long enough or they hit
you, they'll curl into a rock. At any point you can Z target
them and use your Hookshot to force them into their cocoon, and then
do away with them. |
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Lowest Level - East (Ruto Room)
- This time, sink down to the very bottom. You'll probably have an
encounter with the Spikes here. Use your Hookshot to kill them and, again, enter the west
entrance (the one with the torches). As soon as you round the "S" shaped corridor you'll witness a cut
scene with, *gasp*, the adult Princess Ruto! She's grown and she... doesn't
wear clothes...
- After an awkward and surprising one-way conversation in
which she claims to be your fiancée, she will begin floating up. Take off
your boots and follow her all the way to the top to find that she's
disappeared. =(
- We won't see her again for awhile so, again, forget about her as well.
enter the door nearby.
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Dungeon Map Room
- In this small room, you'll be thrown into the midst of four Spikes all
at once. try to kill them from afar to avoid taking
damage. Should you decide to get close, Deku Nuts are easily the most
effective weapon to stun them all at once. After they've all been killed, a large chest appears containing the
Dungeon Map. Nice.
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| ~ First Triforce Symbol And Key ~ |
First Triforce Symbol
- Go back to the previous room and stand in front of the Triforce symbol
on the wall. In case you haven't caught on yet, every time you see one of
these symbols throughout the game, you're supposed to play Zelda's Lullaby
(which is also in that shape). Doing so will cause the water to go down all
the way to the floor! This is the first of three places you can change the
water level that Ruto was talking about.
- Jump down and you'll see two torches against the door. Now that there's
no water, the single torch in the center of this small room is lit. Hmm...
Either shoot arrows through the one torch to light the other two or use
Din's Fire. Once both torches are lit, enter the small room.
Shell Blade Room
- Inside, you'll find a new enemy known as the Shell Blade. Either kill
them from afar by Z targeting one at a time with either ranged weapons or your
sword when their mouth is open, or just get close to all of them and kill them
in one go with Din's Fire. Snag the Small Key in the chest that appears, then
return to the main room.
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Shell Blade | Threat
Attacks
Contact
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- These giant clams will spin around and "chomp" towards you, pointing the
spikes on their back in your direction. Running away and then
turning to face them is usually your best option. Once you get
close, they'll reveal their weak mouth for a split second. Shoot
them with a ranged weapon or dive in for the kill with your sword.
In large groups, it may be wise to use Din's Fire, which can kill
them all in one hit... |
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Lowest Level - South
- Now take the south entrance (directly on your left), which leads to
a dead end. But you'll notice the floor has a crack in it, so whip out a
Bomb and blow open hole in the floor. Sink down and you'll immediately come
across a Shell Blade. At this point, you can either kill it with your Hookshot, or take off your boots and swim over it. In either case, go up on
the other side and pop out above the water.
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- Get on the small platform and step on the switch to raise the water
level in this room just a little bit. Climb up one level and now the statue
that was submerged has raised, revealing a Hookshot target. Zip across and
kill the two Tektites. I find it easier to maneuver past them before facing
off because I don't have to worry about falling in the water.
- After that, go stand in front of the gate and you'll notice a crystal
switch on the other side. You'll have to use a Spin Attack to activate it,
thus opening the door. Snag the Skulltula token and goodies, then return to
the main room.
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#72 |
Water Temple (Future) |
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| ~ Small Key And The Dragon ~ |
Lowest Level - West
- Next, go through the west entrance (on your left). By standing atop
the block, you can push the red block all the way back until it falls into a
hole and clicks in place underwater. Sink down and back up on the other
side.
First Water Pillar Room
- In this small room, you need to get to the other side. Should you fall
down into the pit, you can Hookshot your way back up. Smack the nearby
crystal switch with your sword and jump onto the water pillar that raises
up. Jump across to the other side and run right past the Tektite to the
door.
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Spinning Water Room
- This small room has a giant pool of water that spins around rapidly.
Jump in and you'll quickly see that the water will take you with it if
you're not heavy enough. There's an iron dragon statue-like thing underwater
that weaves in and out of the walls, try to land on its body in the opposite
corner of the room from the door using your Iron Boots.
- Once you've safely landed there and aren't moving, hit the crystal
switch in the dragon's mouth with your Hookshot to open the nearby door.
It's only open for a few seconds, so Hookshot to the target on the wall in
the alcove and run towards the door.
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- There's two Shell Blades in here that make this process terribly
annoying. You can either draw them out into the deeper water and kill them
(usually takes multiple tries) or just avoid them as best you can. The
latter is much faster and less aggravating in my opinion. To do so, just
take off your boots as you're approaching the entrance and float up into the
small area.
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- Once you make it, climb up and open the chest for a Small Key. Nice. Now
hit the crystal switch in here and swim back to the entrance. I like to use
a Bomb to ensure I have enough time, but using your sword works just fine as
well. Once you get back, go through the door.
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First Water Pillar Room
- back in the room from a moment ago, kill the Tektite and
Hookshot to the target across the way or simply shoot the crystal switch
with an arrow. Work your way back to the main room. At the end, you'll have
to use your Iron Boots and Hookshot to get onto the platform.
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| ~ Second Triforce Symbol And Hidden Small Key ~ |
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Center Pillar
- You should have two keys at this point. At long last, enter the
locked door in the center pillar of the main room. Inside, run forward, turn around, a Hookshot up to the target on the side of the platform above you. Once you
climb up, play Zelda's Lullaby for the second Triforce to bring the water to
the mid level.
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- Now, this is the part that stumps most people: In that little cut scene
where the water's rising, it showed that platform that floats rising, which
reveals a hidden hole that you can sink down into. Get on top of either of
the platforms here, equip the Iron Boots and step between them to land
safely on the platform below (as opposed to the spikes). Sink down the hole.
Temple's Flooded Basement
- Round the corner and you'll find a lone crystal switch. Hit it from afar
with your Hookshot, which will open up a gate above it, dropping down
baddies to confront you. Defeat them one at a time while slowly inching your
way forward until they're all gone, which opens the gate above on the other
side.
- Float up and snag the Small Key from inside the chest. Nifty. Work your
way back to the room where you just changed the water level and go through
the door.
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Mid Level - East (Compass Room)
- Now that the water's at the mid level, there's a few more rooms we
can access. To help in finding all the keys, let's snag the Compass (which
is totally optional of course). Enter the east wing, (with the two lone
jars,) and it'll lead to some spikes. You could have actually gone here when
there was water filling it as well, but there's lots of Stingers underwater.
- Anyway, Hookshot onto the platform across from the spikes on the floor,
then turn around and Hookshot to the farthest target from you on the
ceiling. This will take you all the way up. Now, we need to open the chest,
but the crystal switch's timer doesn't last very long. Either lay a Bomb or
shoot it from across the way to open the chest in time.
- Return to the main room; just be careful when you jump down not to land
on the spikes. ;)
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| ~ Remember The Cracked Wall? ~ |
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Lowest Level - East (Ruto Room)
- Next on the agenda: Blowing up a mysterious wall we saw earlier...
Sink down to the lowest level and go back through the east entrance (with
the two torches) where we met Ruto. Take off your Boots and float up, where
you'll find a cracked wall all by its suspicious self. Blow it up and snag
the Small Key inside the little treasure chest. Go back to the main room.
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| ~ Third Triforce Symbol ~ |
Mid Level - West
- You should have three keys at this point. Go through the locked door
on the west side.
- Here you'll find another water pillar that's obviously activated by the
crystal switch across the room. Before jumping for it, walk near the water
pillar to lure a Tektite from above. After killing it, use either a Bomb or
Arrows to activate the switch and go up.
- Once you come out the door, you'll find yourself in a small alcove in
the main room next to the final Triforce symbol. Play Zelda's Lullaby once
more to lift the water back to the original height.
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Highest Level - West
- Now, you should have two keys at this point. If you don't, you'll have
to change the water levels a couple times and refer to previous points in
the walkthrough to figure out which ones you missed. Anyway, if you do
indeed have two, enter the locked door on the east again at long last. |
Waterfall Room
- Inside, you'll find an enormous room with a huge waterfall. First of
all, kill the two Keese before they brew any trouble. Then jump down to the
lowest platform directly below you. You'll probably notice there's a
Skulltula on the wall that's too far to get to. We'll deal with that later.
Anyway, jump to lone stationary platform near the bottom on the right if you
think it'll be easier for you.
- Wait until you have a good chance, than Hookshot across to the platforms
falling down. Obviously, you have to work your way up to the opposing door,
which can be slightly frustrating as you're losing "ground" so to speak.
When you finally get high enough, Hookshot onto the platform and enter the
locked door.
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Statue And Tektite Room
- In this room, you'll have to hit the crystal switch in the center of the
room with your Hookshot to raise and lower the water level repeatedly.
By raising it, you'll make the statues float up, revealing targets.
Should you fall in while the water is low, you'll have to equip the Iron
Boots and hit the crystal switch with your Hookshot to get back to the
platforms. First of all, I suggest raising the water, then luring the
Tektites over to the starting platform where you can kill them off. Now,
to the actual puzzle:
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- | Raise the water. Hookshot to the next platform (clockwise). |
| - | Lower the water. Hookshot to the target on the left side of the next platform. Climb across the statue head. |
| - | Raise the water. Hookshot to the last platform. |
| - | Lower the water. Climb on top of the head of the statue. Raise the water again to go up. |
- Kill the two Blue Tektites up here, then kill the Like Like across
the spikes. You can do so with a Spin Attack or Bombs. Hookshot the
target on the ceiling to appear on the other side. Be sure to grab the
goodies in the jars, a mini-boss is up ahead.
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Room Of Illusions
- This is one of the coolest rooms in the whole game. It looks like an
endless sea of water, with bits of ruins and a single tree in the
middle. If you walk along the edges of the "room" though, you'll find
there's invisible walls that clang like metal when you slash them with
your sword, so you are still confined. At first, it may seem like
nothing, so walk over to the opposite door and turn around. You'll see
something next to the tree in the middle...
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Mini-Boss:
Dark Link |
Water Temple (Future) |
| Navi:
"Dark Link
Conquer yourself!" |
| Threat:
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Attacks:
Rolls/Jumps (evading).
Slash.
Jump Attack Counterattack.
Jumps onto your sword if you stab, and slashes (occasionally).
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 Copying your every move. |
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 Clang! |
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 Don't stab with the Master Sword! He counterattacks! |
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 No Z targeting, slashing towards him. You can hit him, but he might hit you as well... |
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- This battle can be intimidating at first, but after you begin seeing the
patterns in his attacks and simply avoid the moves that cause
him to react, he can be quite easily defeated. Basically, he
mirrors your every movement at first, but then gets more
aggressive as the battle progresses.
- Avoid using the Jump Attack
(Z + A) and stabbing with the Master Sword (Z + B + Forward). Each of those cause him
to counterattack, not that regular slashing doesn't, but those
two are guaranteed to fail every time (unless you miraculously catch him at
a good time right after he attacks, very rare, not worth it).
Z targeting: More safe, can sometimes trick him.
No targeting: Risky, tend to take damage yourself at the same time. Much
faster.
- There's two ways to go about this fight: Z targeting or without. While targeting, he mirrors your every move more accurately, but at
the same time, you can angle your slashes as to get past his
defenses, so while it's harder it's also easier to score a hit
if you watch him closely.
Without Z targeting, you can run around and your slashes have a
chance to penetrate his defenses. An example: run away from him,
turn around quickly and use a downward slash on him, or stand
side by side facing opposite directions and continually just
press the B button, eventually your sword will curve around and
hit him in the back because he's using a different type of slash
that won't hit your sword after awhile. A combination of the two methods
will throw him off guard (because he'll continually only roll,
or only be aggressive, etc).
- This battle is quite memorable and hard if you only use the
Master Sword and tricks to defeat him. If you
want this to go quick or are running low on life, you can always
just use other attacks, seeing as he ONLY has the Master Sword,
you can take advantage of that. In other words: Din's Fire or the Biggoron's
Sword. The larger sword + stab is very effective because he doesn't have
that same stab counterattack. Z targeting and just regular slashes are also
very effective.

Din's Fire will always hit, but doesn't hurt much. |
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You can stab with the Biggoron's Sword... |
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...or take advantage of the long range. |
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- If you're out of magic and don't have the Biggoron's Sword, your best
bet is to either have no Z targeting and try to inch your way
along his side while you slash continually. Otherwise, to Z
target and angle your attacks with the Analog Stick to try
getting past his slightly delayed attacks (just don't stab with
the Master Sword). It does work, it just takes a little
persistence.
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Summary:
- If you choose to fight with the Master Sword, don't stab or Jump Attack.
Z target + Analog Stick to angle your attacks and get past his defenses. No
targeting + pressing in his direction = you both might take damage. Riskier, but
faster.
- If you want this battle to be easy and quick... Use Din's Fire and/or Biggoron's Sword. |
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- After you've defeated him, the room's illusion will cease and it'll
revert to normal as well as open the next door. Spooky.
Longshot Room
- Open the large chest to find the Longshot! With that in hand, stand
next to the Time Block on the other side of the chest and play the Song
of Time to remove it. Fall down into the cavern below.
| New Item: Longshot |
Water Temple (Future) |
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- This improved version of the Hookshot goes twice the length of the last
one! Yeah, that's it. |
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| ~ Don't Get Sucked Into A Vortex! ~ |
Raging Water Cavern
- This long, twisting corridor is filled with rushing water and "vortexes"
that will suck you in and make you start the room over again if you're
not careful. There's two ways to go about this: use the Iron Boots, or
risk swimming. It may seem logical that using the boots is by far the
better option, but because of the way the ground can make you slip (some
of the angles make you slide down repeatedly) it can actually be
detrimental to your progress. I suggest swimming for the most part,
taking it slow, the pressing B to swim fast when you need to.
- To start off, jump in the water and head to the end of the first
section, hug the left wall and make it past the first vortex.
- At the next corner, put on the boots and use your Longshot on the Gold
Skulltula on the wall. Take off the boots and round the corner, hugging
the right wall.
- Ahead, there's two vortexes. If you use your Iron Boots here, it's very
hard not to get sucked in. Swim along the right wall towards the little
ledge with the two jars. I like to climb up and get my bearings.
- Now, our next objective is to swim across to that little platform
opposite, between you and the closed corridor. I suggest jumping into the water close
to the platform in the corner with the two jars, waiting until you're
floating safely on the surface, then swim between the raging waters and
climb up. It's really pretty easy. If you're worried about it, use the Iron
Boots to get close, then take them off to climb up.
- Whip out your Fairy Bow and shoot the golden eye switch on the wall
across from you. This opens up the doorway for a few seconds. Jump across
and open the chest for a Small Key.
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 Swim along the left wall when rounding the corner and press B to go fast. |
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 Here, use your boots to sink down and snag the Skulltula on the wall. |
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#73 |
Water Temple (Future) |
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 Stay hard on the right side, swim to the corner. |
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 Swim between the vortexes and climb atop the small platform. |
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 Shoot the golden eye switch directly across from you. |
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 Jump through the opening while it's open. |
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- Jump down into the spinning room with the dragon we tackled earlier,
work your way back to the main room, just like we did before.
- When you return to the main room, the water should be at its highest
point. To the north is the boss room, but we can't get there since we don't
have the Boss Key yet. Before we change the water level, enter the west
door, which leads back to the room with the descending platforms on the
waterfall you had to Hookshot up through.
- Now that we have the Longshot, you should easily be able to snag the
Skulltula on the right wall. Return to the main room.
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#74 |
Water Temple (Future) |
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#75 |
Water Temple (Future) |
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- With Longshot in hand, we can finally access two more rooms that
you've probably already investigated with little results. The first one we
need to inspect is on the second level, so sink down to the bottom of the
main room and go through the east corridor (where we met Ruto), float up and
change the water level to the bottom.
- Next enter the center pillar, Longshot up and play Zelda's Lullaby yet
again. Before we exit through the door, use your Longshot to snag the
Skulltula token hiding above you.
- Back in the main room, go and face the south corridor (with the golden
eye switch and the iron grating). You may want to lure the Blue Tektites
down and kill them before you tackle this. In any case, shoot the golden eye
switch with an Arrow to lift the grating temporarily. There's only enough
time to Longshot in (you couldn't reach before)
- Go down the corridor and you'll find the red block we pushed at the
beginning of the temple. Push it into the hole and go right to find a chest
containing a Small Key.
- We can't exit the way we came in, so instead, go the other way and
Hookshot up to the top level and return to the main room.
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Main Room (North)
- You should have two Small Keys at this point. The second room that's now opened to us is on the bottom level (but you
don't need to change the water level). Sink down and enter the north
corridor (the sandy area with the ditch and two Spike enemies). Sink down
and float back up to find yourself in a room with a spike wall blocking the
way to the door on the other side. Turn around and climb onto the ledge,
then Longshot the target on the other side of the room and enter the locked door.
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Rolling Boulder Room
- This room is filled with some crazy strong flowing water that zig zags
through the room with a couple vortexes, six Blue Tektites and two rolling
boulders. There's two ways to go about this, you can try to get across and
sneak past the Tektites and Boulders, or you can lure the enemies to your
side by either swimming out and back or shooting them. Luring them is safer,
but the more I play through the game, I just get impatient. Swimming across
is quite easy, just stay on the right side near the end and swim under the
Tektites. If you start heading for the vortex, just slip on the Iron Boots.
- Whichever method you choose, once you make it across and enter the next
door.
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Stinger Room
- To start off, kill the Stingers in this room. If you take too long, they
can actually begin flying around the room (glitch?) so I suggest using Z
targeting to shoot them with Arrows. Once they're dead, jump down into the
water.
- Okay, so first understand that this room has a walkway that's "U"
shaped, it goes behind the wall, which you can obviously blow up. There's
two places to do so, making the full circuit. Inside, you'll find a stone
block that's just begging to be pushed and pulled. Use both entries to do
just that and get it to land on the switch in the water.
- This will raise the water level in this room, allowing you to enter the
next door.
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Second Water Pillar Room
- We treat this room the same as the last one, except there's more water
pillars and Tektites to deal with. You may want to lure them off first by
either jumping down and getting close to the other side, or shooting them
with arrows. One of the differences in this room from the last is that the
timer that activates the pillars also opens the door on the other side. |
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Rolling Boulder Room
- Now that we're up in one of the alcoves where the boulders come from, we
can get a Skulltula. Sneak out to the edge and snag the token on your right.
Wait for the boulder to pass, equip your Iron Boots and jump into the water,
go towards the waterfall and sink into the deeper water.
- Round the corner slowly, as there is a Shell Blade right around the
bend. Kill it with your Longshot. After you kill it (or fail to do so and
get frustrated) take off the boots and float up. Enter the locked door,
using your last Small Key.
- Open the pretty chest to find the Boss Key. Nice!
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#76 |
Water Temple (Future) |
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- Go back through the door and look before dropping down into the water,
the Shell Blade is back with a vengeance. I suggest waiting until he's
attacking towards the wall opposite where you need to go. Quickly jump in
and equip the boots, then round the corner. Look up and wait for the boulder
to appear before floating up. Jump down into the water and climb up the
ledge on your right.
- Work your way back to the main room.
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| ~ Getting To The Boss Room ~ |
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Main Room
- At long last, we're ready for the Boss Room. Go around making the water
to the highest level, then you can finally Longshot onto the target of the
dragon statue in the northern part of the room. Fill up your bottles with
Fairies in the jars nearby if you like, then enter the door.
Spike Trap Corridor
- In this small room, you'll have to run by the Spike Traps. Just stay on
either the left or right side and run straight. If you slow down at all or
roll, you'll slide all the way down, most likely getting hit in the process.
Once you get to the top, head on through the menacing door.
Boss Room
- As soon as you enter, Navi will exclaim that the water isn't natural.
Well, that's certainly comforting. Jump onto one of the platforms in the
middle to begin the boss battle.
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Temple Boss:
Giant Aquatic Amoeba,
Morpha |
Water Temple (Future) |
| Navi:
"Morpha
Master of the Water Temple. It
has absolute control of the water. Pull
out its nucleus and attack it!" |
| Threat:
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Attacks:
Contact (with nucleus).
 Squeezes you and hurls you across the room.
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 Watch out for the tentacles... |
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 ...they hurt a lot if they grab you! |
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- Alike the last boss, this one deals out quite a bit of damage
should you accidentally get caught. This boss is rather simple:
it really only consists of a single orb that controls the water
in this room (in the form of tentacles that try to grab you).
You can easily tell where the tentacles are coming from by the
noises they make.
- To avoid taking loads of hurting, simply stay a good distance away from
each tentacle as soon as you see them beginning to appear. It's
pretty easy to stay out of their range. Wait until the nucleus
attacks through a tentacle, use Z targeting and Longshot it.
Make sure there's plenty of room on the ground in front of you
for it to bounce around, lest it fall back into the water as
soon as you get it! As soon as you do get it, smack it with your
sword, quick-like.
- After several hits, it'll summon two tentacles at once, and eventually
three. Repeat the processes just like you did before. If you'd
like this to be a challenging experience, stay ONLY on the four
platforms in the water. If you'd like it the other way... just
hang out in the corner where it can't reach you... *GASP!*
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 Use your Longshot when it's in a tentacle... |
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 ...then slash away! |
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 Or just be a pansy and stay in the corner. |
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Summary:
- Keep your distance. If you hear bubbling or sounds like a spaceship
floating around, go the opposite direction. Z target the nucleus when it comes
up through a tentacle and Longshot it. Smack it with your sword before it hops
back in the water. Repeat.
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- After its been defeating, Morpha will explode into a pile of water,
leaving the rest of the possessed water in the room to suck up to the ceiling
and trickle away. Pretty sweet little cinematic really.
- Jump down and be sure to grab the Heart Container before entering the
glowing circle.
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