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Ice Ring Isle

To completely restore power to the Master Sword, you need the Iron Boots From Ice Ring Isle. Sail for Quadrant E6. After getting there, you see it's pretty cold. Shoot a Fire Arrow into the cavern entrance's "cloud." You then have 5 minutes to go on the island, get in the cavern, and get the boots.

Go to the islands west side and jump onto the island. Run around counter-clockwise around the island until you get to the icy floating platforms. Run-Jump across the platforms until you get inside the cavern. You're good if you have at least 1:45 on your clock, if not, go out and wait for another try. From your starting postition in the cavern, slide across the slides and use your boomerang to destroy the Keeses opverhead. On the big slide, gently turn using the analog stick. At the end is a chest. Open it and you get the Iron Boots. After that, go into the light and go jump into the Red Lions.

Gale Isle

To access the Wind Temple, go to Gale Isle (D1) by warping to Windfall Island and sail north. Now that you have the Iron Boots, you'll be able to face the wind and destroy the big Tiki head shaped rock blocking the entrance to the inside of the island with the Skull Hammer. Get inside the island and stand between the 2 torches in front of the big rock. You'll have to play the song written on the rock which is the Wind God's Aria(A,A,v,>,<,>). Fado's ghost (Ganondorf stole his soul to break the Master Sword's power) will appear and ask you to find his descendant, the sage of the Wind Temple, who possesses the same violin as him. Makar is the one. So head for Forest Haven(F6).

Forest Haven

You'll find Makar inside a little cave behind a waterfall that you grappling across, playing with his violin. (Go where the Grapple thing is over the waterfalls and use your Grappin Hook. Stop the rope from swinging with R and slide down. Face the right waterfall and swing toward it. Release the rope when you are near the waterfall and you should end up behind the waterfall. Go in the little cave, go down the ladder and you'll see Makar). Talk to him and show him the Wind Waker and play the new song you just learned, the Wind God's Aria. He'll replay it after you and will meet with his ancestor, Fado. He will then awakened as the Wind Temple sage. Now, with Makar, head back to Gale Isle.

Gale Isle

Stand between the 2 torches again and play the Wind God's Aria song. Makar will play it after you, opening the way to the Wind Temple.

THE WIND TEMPLE

NOTE : *If you save and quit the game in the middle of the temple, always remember in which room you left Makar. You'll start back at the entrance of the temple and Makar should be in the room you left him the last time, next to the last door you entered with him.*

1F Room 1

Take Makar with A and proceed to the next room.

1F Room 2

Drop down in the hole and kill the Wizzrobe with your bow. Continue further and kill the Stalfos. Use his bludgeon or a bomb to break the wooden thing covering the top of the green warping vase. Play the Command Melody(<,O,>,O) to take control of Makar. See these 2 soft soils on the ground of the hole? Well, press A to plant a seed and a tree will grow. Do the same for the 2 soft soils and a chest containing an ORANGE RUPEE will appear. Retake control of Makar and fly (tapping A) to the other side of the room, passing under the wall of wind. Stand on the pressure switch there and the wind wall will disappear. Return to Link. To go back up, stand on the spring you see there and put up your Iron Boots. Then, take them off and you'll bounce back on the ledge over you. Go on the other spring next to you and do the same thing. When you'll be high enough, use the Deku Leaf to fly over to the other ledge where Makar is waiting for you. Go through the door.

1F Room 3

Kill the 2 Armoses in this room and use the Deku Leaf to blow wind on the pinwheel you see in the middle. It will start spinning and the gate will open. Watch out for the 2 steel blades there and cross to the other side. Take control of Makar and plant seeds in the 2 soft soils you see there. Trees will grow and the door will open. Enter the next room.

1F Room 4

Take control of Makar and fly up to the platform in front of you. Plant a seed in the soft soil. Fly up to the next platform and plant a seed. Fly up again and plant another seed. The doors will open but 4 Floormasters will appear and take Makar away. You can't save him now so return to Link and go through the now open door on your right.

1F Room 5

You'll notice Makar stuck behind a gate with a statue blocking the entrance. You can't free him so go east and kill the 2 Peahats, and the 2 Big Armos Statues by throwing a bomb into their mouth and proceed through the door there.

1F Room 6

Defeat the Peahats, avoid the steel blade therem and drop down in the hole using the Iron Boots. Kill the Floormaster that attacks after you fall. Use the pinwheel so the gate will open. Return on the spring next to you and go back up using your Iron Boots. You can now cross to the other side of the room by walking on the now open gate. Open the chest in the little alcove in the wall on your left for a JOY PENDANT. You need Makar to open the left door, so enter the room on your right.

1F Room 7

Use the Deku Leaf to fly over the wind cyclone to reach a platform on your left with a switch on it. Press it to open a part of the gate on your right. Fly up there and watch out for the Wizzrobe. Kill him with your bow. Fly through the gate on your left to reach a chest with the DUNGEON MAP inside. Drop down below and return at the beginning of the room. Return where you were before flying through the left gate and this time fly through the gate on your right. Use the wind to reach the platform filled with skulls there with your Deku Leaf. 3 Peahats and a Wizzrobe will try to hit you but don't mind them and fly to the other side using the cyclone but try not to get hit by the enemies. (You could also hit them with your arrows). Go through the door on your right.

1F Room 5 (Part you couldn't reach)

Throw a bomb at the Warp Jar to break the thing covering it. Stand on the switch in front of you and put on your Iron Boots to press it. The floor will open so drop down below and enter the door at the bottom (To not lose hearts, use a deku leaf to break your fall.).

B Room 1

You're in a room full of spikes and cracked tiles. Stand on the second last one from the right of the cracked tile on the ground in front of you and put on your Iron Boots. The floor will sink and you with it. You're now under the floor. Grab the block with the spring on it and push it on a lonely tile with a symbol on it at the end of the room. Grab the other block and push it right next to the one with the spring on. Use it to climb on the spring and put on your Iron Boots. Take them off and you'll bounce back at the surface. Now you're behind the spikes and you can open the chest there for a SMALL KEY. The spikes will disappear after you open the chest so leave this room and reenter it. Put on your Iron Boots on the cracked tiles and you'll fall down. Kill the enemies there and return to the surface using the spring. Repeat the process with all the cracked tiles. Each time you'll face different enemies. When all the cracked tiles are gone, a chest containing a TREASURE CHART will appear. Leave this room.

1F Room 5

Now you can use your key on the other door at the bottom to unlock it. Go through the door.

B Room 3

Mini-boss in a arena time. A Wizzrobe will appear. It will summon enemies after you. Kill the summons first and then take care of the stalfos. When you're done, a chest will appear. You get the HOOKSHOT! To open the door, you'll have to use the HookShot and aim at the target on one of the upper walls. Once on the platform there, pound the switch with the Skull Hammer to open the door.

RESCUE MAKAR!!!

In 1F Room 5, use the HookShot to aim at the target on one of the wall to be lift up on a platform. Repeat this with all the targets until you can't go up anymore. Use the Deku Leaf to fly to the other side of the room where you can see a chest in an alcove into the wall. Open the chest for the COMPASS. Use the spring there to go up on another platform and then use the HookShot to go from platform to platform and use another spring to be on the highest platform. Hookshot yourself to the last target near the cage where Makar is being held. Put on your Iron Boots and aim for the target on the statue's head blocking the entrance to the cage. The statue will fall revealing the entrance of Makar's cell. Open the chest in the cage for a JOY PENDANT. Ok so now you have Makar back with you... so fly and go thru 1F Room 4. (Don't forget to bring Makar with you)

1F Room 4

Defeat the Wizzrobe and HookShot to the Makar's Trees. Bring Link and Makar to 1F Room 8.

1F Room 8

This is a stepped platform room. HookShot the Blue Bubbles and smash them with your sword. Let Makar make trees and HookShot up to the top of the room (the top is 2F Room 1). Defeat the Floormaster and go to 2F Room 2 (a part of 1F Room 5.)

2F Room 2

We're back in the huge room once again. Drop Makar on one of the switches you see on the ground and stand on the other one. Two gates will open, including the one at the very bottom of the room. Use the Deku Leaf to fly up to the alcove on your left and you'll find a chest containing a JOY PENDANT. Take control of Makar and drop down at the bottom of the room. Not the very bottom under the big fan, just the bottom over the fan. You'll notice two soft soils in an alcove. Plant seeds over there. The huge fan will start spinning, creating a wind tornado. Use that wind to be lift back up to the top of the room. Return to Link and use the Deku Leaf and the wind tornado to reach a door at the very top of the room. Go through it.

2F Room 3

Again, mini-boos time... Simply kill all the Armos Statues in this room and a gate will open revealing a chest. Open it for a SMALL KEY. Go back to the big room.

2F Room 2

Control Makar and fly him over to 1F Room 6 in the east. Do the same w/Link and go inside.

1F Room 6

Clear the room like before and drop down in the hole, make the pinwheel in the center spin with your Deku Leaf and go back up using the spring. Cross to the other side on the gate and you'll see one of the big rocks. Stand in front of it and play the Wind God's Aria. Makar will make the rock break up, revealing another door. Go through it.

1F Room 9

Mini-boss time. Defeat the 3 Darknuts. To beat them, use parry attacks only and fight them one at a time. After they lose, a chest will appear. Inside you'll find the BIG KEY for the boss door. Go back to 1F Room 5.

1F Room 5

Go under the fan and go into the east locked door w/ Makar.

B Room 4

You'll face a Wizzrobe and two Stalfos. Take care of the Wizzrobe first and kill the Stalfos before they kill you. Use the targets and your HookShot to get on top of the room. Up there on a platform you'll find a switch. Stand on it and put on your Iron Boots to open the door. To get the chest in this room, you'll have to destroy all the enemies in this room. You already got ride of three of them but two more are still missing. They are hidden inside the head shaped statues on the walls. To make them fall, put on your Iron Boots and hookshot the target on the statues' head. The statues will fall so kill the last 2 enemies. One of them is on a wall at the top of the room. Inside the chest that will appear after you kill them all, you'll find a TREASURE CHART. Enter the next room.

B Room 5

Kill all Sheilded Bokoblins and Armos Knights Statues. Take control of Makar and fly over the wind to the other side. Plant a seed in the soft soil there and a tree will grow. The wind will stop so return back to Link. Hookshot yourself to the other side using the tree as a target. Kill the Floormaster and enter through the door on your right.

B Room 6

Last room before the boss... It's a huge puzzle to get past the wind. Push the first block so it will be blocking the way of the two steel blades so you place it between them. That way they won't be in your way. Put on your Iron Boots to stand against the wind and push the second block into the pit at the end of the room. Push the third block over the one in the pit and then push it again so it will be in the way of the other steel blade, stopping it from moving in your way. Take Makar and cross to the other side of the room to enter the opening in the wall. Go downstairs and play the Wind God's Aria in front of the big rock. Makar will reveal a new room behind it. You can throw a bomb on the Warp Jar to blow up its cover. Break the pots and catch some fairies in your bottles. Enter the boss room using your big key.

Go to my boss guide on how to beat Molgera.

Link, Makar and Fado will play the Wind God's Aria to give back the power to the Master Sword. Now you still have to go into the Earth Temple and awaken its sage if not already done to return all its power to the Master Sword.

 

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