- Chapter 1 – Temple of Fire
- Chapter 2 – Temple of Wind
- Chapter 3 – Temple of Courage
- Chapter 4 – Ghost Ship
- Chapter 9 – Wet Waters
- Chapter 10 – Having a Blast
- Chapter 11 – Chilly
- Chapter 12 – Gems
- Chapter 13 – A’mazing
- Chapter 14 – Ancient
- Chapter 15 – Times End
2.1 Back to Mercay Island
Once you have completed the Temple of Fire, make your way back over to Astrid’s house at the west end of the island. After speaking with her, she rewards Link with his first Power Gem. After the chit chat, make your way back over to the boat to set sail.
NOTE: There are other goodies for us to find here at the Isle of Ember, but we will need additional items to reach them. There are, however, a pair of red rupees that can be collected at the moment, both found within trees that Link can roll into. One of these is found at the north end of the island, just east of the torch. A second tree can be found directly north of the entrance to the Temple of Fire on the second to lowest tier.
Nothing new has opened up on the Great Sea. You still don’t have enough rupees to buy any notable goodies at Beedle’s shop, so for now just travel back to Mercay Island.
Once you arrive back at Mercay, you’ll find that the Shipyard is open for business. There haven’t been many opportunities to find ship parts yet, but if you head inside you’ll find a treasure chest containing one. Once you are ready, make your way back over to the Temple of the Ocean King.
2.2 Temple of the Ocean King II
As you enter the temple, you’ll be joined by Linebeck and Oshus. Once you gain control of Link, climb up on the altar and tap on the hourglass to acquire the Phantom Hourglass. This item will prevent Link’s life from draining while in the Temple, but at the moment it only holds 10 minutes of the Sand of Hours. Once depleted, Link’s life will begin to drain.
When standing on the purple safe zones, the time left in the hourglass will remain constant. As soon as Link steps out of the safe zones, the timer will begin to run. Quickly run north and tap on the door. Leaf will use its power to open it up, so head down to floor B1.
The Phantoms on this floor cannot be defeated. Wait until the nearby Phantom has moved to the southeast part of the room and then quickly run to the northeast corner. Slash at the switch, causing a torch at the south end of the room to light up. There is a second unlit torch just to the left of this lit torch. Avoid the Phantom and make your way towards these two torches. Use the Boomerang on the lit torch to light up the second torch. This will cause the nearby flames to go out. Quickly run over to the safe zone at the southwest portion of the room.
Wait until the Phantom is at the top of the screen and then run to the safe zone to the west. Now wait until the Phantom is at the bottom of the screen and run northward. Around the corner there is a floor switch that will open the pathway to the small key at the top-left portion of the room when stepped on.
There are a pair of red pots nearby. You can lift one up and toss it to any spot on the floor to create a small safe zone. It is a good idea to use a safe zone somewhere on the west side of the room to avoid the Phantom.
Grab the small key and then carefully maneuver from safe zone to safe zone, avoiding the Phantoms. Use the key on the locked door at the northeast part of the room and then head down to floor B2.
There is a Phantom to the left that stays put, just turning to look in different directions. This phantom is guarding a lever that needs to be pulled. Additionally, there is a crystal switch just south of the entrance, along with a second crystal switch to the west of the Phantom. From the entrance, wait until the Phantom is looking away and then run southward. Slash at the crystal switch here.
The noise will draw the attention of the Phantom, so quickly run to the far left and then up, where you will find a second crystal switch. Hit this switch and, with both orbs activated, a small key will appear within the room.
If you have time, run over to the lever that the Phantom was previously guarding and pull at it. If you are in danger, you can always run back to the safe zone at the northeast corner of the room. If the Phantom has already retreated, move into his line of vision and allow him to chase after you. Run around the room and pull the lever that he is guarding, causing the nearby flames to lower.
Run to the west end of the room and break the red pot, causing a small safe zone to appear. Stand in the safe zone and use the Boomerang to trace a path to the crystal switch that is found just south of the flames. Hit it to cause the flames to lower.
There is a Phantom at the right side of the room here. Wait until he is at the bottom-right part of the room and begins to walk northward. At this point, quickly dash to the southeast corner of the room. Hit the red jar to create a safe zone that you can stand in.
Wait until the Phantom walks back westward and then run upwards. Step on the floor switch causing the nearby spikes to lower. While still standing on the floor switch, use the Boomerang to snatch up the small key that is located just to the left.
With the key in hand, it’s now time to make your way to the locked door on the left. You can carefully backtrack the same way you got here. Also, in the center of the room there are lowered blue blocks and a crystal switch nearby. You can run through this pathway and hit the switch, causing the red blocks to lower and allowing for quicker access to the locked door. Use the small key and head down to the next basement.
There are two Phantoms patrolling this room, one of which is holding a small key. At the northeast corner of the map there is a large safe zone and the goal is to bring all three force gems to this location. Run east and then turn northward. You will find a yellow pot that contains 30 extra seconds of sand. Continue westward and open the treasure chest to get the first force gem.
While holding a force gem, Link moves considerably slower. Make your way to the northeast corner of the room, carefully avoiding the two Phantoms. If at anytime a Phantom sees you, you can quickly drop the force gem and run into a safe zone. At the northeast corner of the map, drop the first force gem onto one of the three triangles.
After dropping the first force gem in place, walk to the right and around the corner. Before leaping off, pull out the Boomerang a trace a path to the nearby crystal switch. This will cause the floor spikes to remain lowered. Leap off the ledge and carefully make your way to the southeast corner of the map. Here you will find the second force gem, so carefully take it back over to one of the force gem pedestals.
Make your way all the way to the southwest corner of the map. Here you will find a red lever, so go ahead and pull it, causing the flames in the room to lower. Run over and climb the steps. You can break the nearby red pot to create a safe zone if need be. In this area there are two floor switches, each corresponding to trap doors that are built into the floor. Wait until the Phantom is standing over one of the false floors and then step on the switch to send the Phantom falling to the abyss.
Run over and grab the small key that the Phantom has left behind. Use the small key on the locked door at the bottom-left part of the room to reach the third treasure chest containing a force gem. Place the final force gem in the pedestal and the door will open up. Continue onward to the next room.
The time in the hourglass will not change while on this floor. Run over to the northwest part of the room and open the treasure chest to get the Northwestern Sea chart. Walk to the east and step into the blue portal to return to the entrance of the temple.
2.3 Cannon Island
Return to Linebeck’s ship and show Linebeck the newly acquired sea chart. The chart is dusty, so you’ll need to blow into the microphone to clean it up. Once you are ready, set sail with Linebeck.
If you try sailing northward, a whirlwind will appear and send you back to the center of the map. Instead, trace a path to the island to the southwest known as Cannon Island.
Once you arrive at the island, climb the steps and you’ll meet with the Postman. He’ll periodically deliver letters to you throughout your quest. Enter the building and speak with Fuzo. He opens the gate, allowing Link to navigate through much of the island.
Walk around the island and you will find a nearby treasure chest. Open it up to get the first Treasure Map. These will come in handy later on once we acquire an item that allows us to pull up treasure from the sea floor. Watch out for the bees and enter the cave at the southwest part of the map.
Defeat the enemy rats and you’ll find a pair of bomb flowers in the room. Pick one up and the bomb’s fuse will light. Quickly toss it over to the cracked blocks to the right, causing them to blow up, revealing a pathway.
OPTIONAL: In the next area, if you run to the southeast corner of the map, you’ll find a cracked wall. You can blow this wall up with a bomb flower as well, but you’ll have to be quick as it is quite a distance away. Beyond the wall you will find a treasure chest containing a Power Gem.
In this area there is a pushable block, but a cracked block is in the way. Grab a bomb flower once again and stand just south of the fence. Face northward and toss the bomb over the fence, causing it to blow up the cracked block. Now you can push the block to the right and get passed the fence.
On the right side you’ll find a second block. Grab hold of it and pull it down three times and then left once. There is a second block that can be moved above. Pull it right once and then up once, clearing the pathway.
Defeat the two rats and you’ll find another cracked block. Grab a bomb flower and quickly run through the maze, tossing the bomb at the cracked block to blow it up. Climb the steps at the end of the path to get out of the cavern.
Back outside, defeat the rats and use the bomb flowers to blowup the nearby cracked blocks. Just to the south you will find a treasure chest containing a red rupee. Walk around the rest of the island, defeating the rats that are in your way, as well as blowing up cracked blocks that are blocking your path.
Near the northeast part of the island, there is a trio of rocks, and just across the fence there are a few cracked blocks that are blocking your path. Get rid of the rocks to the clear the pathway. You will need to grab a bomb flower, jump of the ledge, and then quickly run over to the fence to toss the bomb at the blocks. With the blocks blown up, walk around to the pathway and enter the building at the northeast part of the island.
Speak with Eddo and he will sell you a Cannon at the price of 50 rupees. This item will allow Link to shoot at enemies and obstacles while on the Great Sea. Exit the building to the left and you’ll see a letter in the mailbox waiting for you. The first letter is from the postmaster and serves as an introduction to future letters. Return to Linebeck and set sail.
Our next stop as at the west part of this quadrant. Trace a path on the sea westward through the opening in the rocks. Along the way you will meet some of the first sea enemies if you haven’t done so already. One enemy is a flying fish, who you can just defeat by tapping it and shooting a cannon at the enemy. Another enemy is a Sea Trap. You can hit the two sides of the trap, or the easier option is to just jump over and avoid it. Once you sail near the opening, you’ll see large boulders are blocking the way. Knock the boulders down using your newly acquired cannon.
Once you reach the west portion of the quadrant, the clouds turn darker and the Ghost Ship will appear. Follow the Ghost Ship northward as it heads into the Northwest quadrant. The sea will turn quite cloudy once you enter the northwest quadrant. Just continue to follow the ship as much as possible. Be careful of your surroundings as there are explodable barrels and other great sea enemies.
Eventually the ship will get sent back to the entrance of the northwest quadrant. Ciela suggests turning around so do just that and head back to the southwest quadrant. Back in the southwest quadrant, set sail for the large island on the west known as Molida Island.
2.4 Molida Island
Once you arrive at the island you can talk to various villagers and read the tablets to get some hints. The building located second from the left has a treasure chest containing a common treasure, so be sure to grab that. You’ll also see the mailbox floating around which contains a non-important message from Astrid.
Walk to the right side of the island and enter the right-most hut. Once you are inside, speak with Romanos. After he talks, try to leave the hut. Romanos will interrupt you to tell you that there is a secret in the cave behind his house. Exit the house and you’ll now be allowed to enter the nearby cave.
Defeat the enemies and climb the steps. Jump from platform to platform heading eastward, and then walk northward to encounter an enemy Zora Warrior. This massive enemy will shoot fireballs out at you, as well as swipe its sword. Its shield will make it invulnerable from the front, so instead, quickly trace a path with the Boomerang to hit the warrior in the back, stunning it momentarily. While it is stunned, deliver five sword slashes to defeat it. Cross the bridge and go through the nearby door.
Make your way through this linear path and head back south on the left side of the room. There is a nearby cracked wall that can be blown up. Use a nearby bomb flower to blast it open and then head through. Inside, open the treasure chest to get the Shovel! This will allow you to dig up secrets on all of the islands. You can read the nearby journal for a secret concerning the whereabouts of a second secret location. It it lies at the point where the stone tablets intersect.
Before leaving the room, just south of the treasure chest there is a patch of dirt that can be dug up with the shovel to reveal a big green rupee. These hidden patches are found throughout the game, so be sure to keep your eyes open. Backtrack to where you previously fought the Zora Warrior and you will find another patch of dirt that can be dug up. This one also holds a big green rupee!
Return to the entrance of the secret hideout where you got the shovel. To the left there is a staircase that leads back outside. Before heading up, be sure to blow up the nearby bombable blocks to make for easier navigation in the future. Once you are outside, turn to the left to find a treasure chest containing a common treasure. You will find the two remaining tablets here, so you can mark them on your map. Jump off the ledge to get back in front of Romanos’ house. Just in front of the palm tree there is a soft spot in the ground that can be dug up to find yet another big green rupee!
There are four tablets on the island and if you marked all four of them, you can now draw two lines on your map that intersect. It should look similar to the picture below. The intersection point is one spot south of a palm tree. Use the shovel to reveal a secret hole and then drop down inside.
Once you drop down, read the journal entry and examine the picture on the wall. This notes the required path that it takes to get through the fog to the north. Be sure to trace this path onto your sea chart. Be sure to open the nearby treasure chest as well to get the second Treasure Map.
Now that you have the proper pathway through the fog, it’s time to leave Molida Island. On your way out you’ll notice a strange locked door with a sun symbol. We will be back here at a later time, so make note of it. Exit the cave and return to Linebeck’s ship to set sail.
2.5 Southwest Quadrant
OPTIONAL: This entire section is optional, so skip ahead to the next section if you wish to simply progress in the main story. However, there are a few new locations to check out, as well as goodies to collect with the Shovel.
Near Molida Island you will find a small ship sailing around. Sail over to the ship and inside you will find a group of Miniblins. These enemies can be defeated with a few simple sword slashes. After defeating all of the Miniblins, you can speak with Nyave a few times to get him to stand up. In exchange for helping him out, Nyave will give Link a treasure. That’s all there is to do here for now, but we’ll be back in the future.
Just south of Molida Island there are three rocks. Right in the center is an uncharted island known as Spirit Island. Here you will find the Shrine at Spirit Island, a chamber where you will later be able to upgrade your abilities by trading in Spirit Gems. There isn’t much here yet, but just southeast of the chamber you will find a treasure chest that contains the first Courage Gem.
Our next stop is back at the Isle of Ember at the southeast part of this quadrant, so sail on over. Once you arrive, return to the fortune teller and head down to the basement. There are two soft soil spots, with the one on the left hiding a red rupee and the one on the right hiding a Treasure Map.
Travel to the east end of the island where you met the ghost of Kayo. Speak with him and he tells you that a special Treasure Map is buried just northeast of the entrance to the Temple of Fire. Run over to this location and dig up the flowers to find another Treasure Map. That’s all there is to do here, so head back over to Linebeck’s ship.
By now you should have gathered at least 500 rupees. If you haven’t done so yet, you can now set sail for Beedle’s ship and purchase a Wisdom Gem for 500 rupees. When purchasing items from Beedle’s ship, you’ll also earn membership points. These will become useful later in the game.
2.6 Northwest Quadrant
Sail north from Molida Island to once again enter the northwest quadrant. Trace the pathway that corresponds to the map that you saw back at Molida Island. During this journey through the fog, watch out for barrels and enemies.
NOTE: Once you make it through the fog you’ll be near the center of the quadrant. The next major destination is over at the Isle of Gust, which is the large island near the center of the map. However, there are a ton of optional goodies for us to collect right now. Skip ahead to the next section to continue onward with the main quest.
There is a large island at the northeast part of the quadrant. Sail on over and dock at Bannan Island. Enter the lone hut that is on this island and speak with the Old Wayfarer that is inside. He will explain to you that he is in search of a mermaid.
Back outside, defeat all of the enemies that are on the island and then carefully walk along the edge of the island, glancing at the water in search of a nearby mermaid. If Link comes to close, the mermaid will dive underwater. If she does so, enter the building and head back outside to reset the mermaid. Use your Boomerang to stretch out a pathway from a distance and strike the mermaid.
Once you hit the mermaid, she will yell at you and demand an apology. After you tell her of the Old Wayfarer, she states that she is going to go to the hut and visit him. You can then go back and speak with the Old Wayfarer and let him know that you have found the mermaid.
Return to Linebeck and you’ll find that the mermaid came and started to talk with him. After talking to Linebeck, you can return to the Wayfarer’s hut and you’ll find the mermaid inside of the pool. Speak with the Wayfarer and he’ll thank you for your involvement, giving you the Fishing Rod! Return to Linebeck and set sail.
Now that you have the Fishing Rod you’ll notice a symbol of a fish on your map. Set sail so that your boat overlaps with the fish symbol. At this point, click Menu and then Fish to begin fishing.
Once Link tosses the fishing line out, wait until the fish grabs on and then quickly pull back on the rod. Pull back on the line with the stylus and always pull in the opposite direction of the fish. If it is on the left side, pull towards the bottom-right, and if it is on the right side, pull towards the bottom-left. Once the meter on the left is in the green, you can use the stylus to quickly sketch small circles, causing Link to start reeling in the fish.
Be sure to keep an eye out on the meter to the left. If it drops close to the red, stop reeling in and instead just pull back once again. If the fish jumps at anytime, quickly release the stylus and wait until it falls back into the water. Keep up this process until the fish has been caught.
The first fish Link can catch is a small Skippyjack. As soon as he catches the fish, he can take it back to the Old Wayfarer, but he does not reward Link for it. Link can also catch a Toona and a much larger Loovar. These fish move left and right much more often and will also jump out of the water quite frequently. Reel them in the same way you did the Skippyjack.
Once you have caught a Loovar, make your way back to Bannan Island and speak with the Old Wayfarer. After showing him the Loovar, he will reward Link with the Big Catch Lure! This will now allow Link to find even bigger fish on the Great Sea.
Return to the Great Sea and, with your new Big Catch Lure, attempt to catch the large Rusty Swordfish. It is completely random whether you will find a Toona, Loovar, or a Rusty Swordfish, so just keep at it. The Rusty Swordfish is even more aggressive than the Loovar and will take some time to reel in.
Once you have caught the Rusty Swordfish, return once again to Bannan Island and speak with the Old Wayfarer. As a reward for catching the fish, he will give you a ship part. He then talks about the legendary fish, Neptoona which will now occasionally appear on the Great sea.
Run back to Linebeck and set sail. While riding on the great sea a second fish symbol will now occasionally appear. This one is a large symbol that resembles a swordfish. The symbol does not appear often and when it moves rather quickly. It may be a good idea to just advance in the quest and get this fish whenever you next see it. If you do see the symbol pop up, quickly try to intersect it and begin fishing.
You may encounter another Rusty Swordfish, but if you are lucky, you will encounter the legendary Neptoona. It could take a number of tries before you end up bumping into Neptoona. One good thing about running into a Rusty Swordfish, as well as a Loovar, is that there is a chance there is a Stowfish attached to the large fish you catch. If you do happen to catch a Stowfish, you can take it back to the Old Wayfarer and he will give you another ship part.
When you finally run into Neptoona, you will find that it is even more challenging to catch than the Rusty Swordfish. Neptoona looks very similar to a swordfish, except it has a darker color. Neptoona is larger and will jump up even more often. Slowly reel in the legendary fish and take him to the Old Wayfarer. He will reward Link with a Heart Container.
Our next stop is over at Zauz’s Island, an uncharted island located just to the west of Bannan Island. As you draw near to the island, you will spot it and chart it on your map.
Once you arrive you can run around to the top of the island to find a stone tablet. Similar to what you did on Molida Island, it hints that you should draw lines between the stones on the island and search for a secret at the point where those lines intersect. Run around the island, jot down the four locations of the stones and then trace the two lines. Dig where they intersect and you’ll find a Treasure Map.
On the right side of the island there is a treasure chest on a higher platform that appears to be unreachable. Next to the hut on the island there are two Cuccos. Grab one of them and then walk to the right side of the fence. While holding the Cucco, glide over to the higher platform and open the treasure chest to get a Wisdom Gem. You can enter the hut to speak with Zauz the blacksmith, but he has nothing to offer at this point. Run back to Linebeck and set sail.
There is another island in this quadrant that is not on your map. Sail just south and then east of Bannan Island and then dock at the Uncharted Island. There are a number of stone statues on this island, but none of them say anything at first, except for the one near the center of the island by a body of water. He gives you a cryptic puzzle to solve, and the answer lies in the layout of the island itself. Make your way around the perimeter of the island and sketch the map of the island. Your map will resemble a whale.
The clue, “It steers with a rudder, then makes a spray! And third, it paddles, then sees a way!” references the order you must hit the statues.
First, hit the northeast statue, the one near the rudder.
Second, hit the northwest statue, the one near the spray.
Third, hit the southwest statue, near the fin,
Lastly, hit the west statue, near the eye.
After hitting the four statues in the proper order, a bridge will appear. Cross the bridge and enter the cave. Inside you will meet up with the Golden Chief Cylos. Speak with him and he’ll give you the Cyclone Slate. Now when you meet with a Golden Frog, you can learn a special symbol, allowing you to quickly warp over to that location.
Before leaving the island, there is one more secret to find. On the west side of the island, just near the ‘eye’ of the whale, there is a stone statue. Use the shovel to dig up the soil directly in front of the statue to uncover a Treasure Map. With map in hand, return to Linebeck and set sail.
Now that we have the Cyclone Slate, let’s look for the Golden Frogs. There is one here in the northwest quadrant, located just north of the Isle of Gust and southwest of Bannan Island. To warp over to this location in the future, you’ll have to draw a backwards N.
There are two more Golden Frogs that are back in the southwest quadrant. You can easily get back to the southwest quadrant by just sailing southward. Once you arrive though, a whirlwind will send you flying to the center of the area. You’ll need to either travel back through the fog or use the Cyclone Slate to get back to the northwest quadrant. There is a Golden Frog right between Mercay Island and the Isle of Ember, so sail on over.
The third Golden Frog that we can find at this point is located just north of Molida Island and just west of the gap between the rocks. Remember, when drawing the symbols on the Cyclone Slate, you have to do so in one swipe without releasing the stylus.
Back in the northwest quadrant, set sail for the travelers ship that you’ve likely seen floating around. Speak to the man on the ship and he talks about how he is a hero who travels on the Prince of Red Lions ship. Sound familiar? He will label you as his apprentice and after talking to him again, he will offer to train you. Strike at him a few times and he’ll be impressed, rewarding Link with the label of Apprentice to the Hero along with a treasure.
Leave the ship and return to battle him once again. Hit him a few times and he’ll refer to you as Half a Hero and will reward you with a second treasure. Leave and return once again. Repeatedly strike at him and he’ll give in once again, this time referring to you as Two Thirds a Hero. He will give Link yet another treasure.
Leave and then return for a fourth battle. This time the challenge is much more difficult as the hero will strike back at Link. The goal here is to hit the hero 100 times before he strikes you 3 times. If you successfully hit him over 100 times, he will reward you with a Heart Container. You can come back and battle him at any time and if you get a higher score, he’ll reward you with more treasure. Score over 200 points and he’ll give you a ship part.
Lastly, while traveling across the sea, you may see a Masked Ship. This is Beedle’s secret shop ship in which he wears a mask and has different items. This ship will appear when the internal clock on your handheld is between 10pm and 12am on weekdays, and between 10am and 12pm on weekends. At this point, the Heart Container that he sells is still a bit expensive, but you should have enough to purchase the Courage Gem for 500 rupees, so be sure to snag it.
2.7 Isle of Gust
As its name suggests, the Isle of Gust is quite the windy place, with powerful gusts occurring every few seconds. Travel eastward, defeating the Miniblins and Chuchus along the way. You’ll have to jump over small gaps, making sure to only make the jump when the wind settles down. If you try to jump while the wind is blowing, you’ll fall right down into the water below.
Once you reach the far right of the map, you’ll see a sign signifying gusty winds ahead. Ignore it for now and climb down the steps. There is a cracked wall nearby and you can use the nearby bomb flower to blow it open. Inside you’ll find a treasure chest that contains a Courage Gem. There is also a journal entry from the Old Wayfarer, but we’ve already completed the relevant material.
Back outside, make your way to the sign that indicated there were strong winds. Once the wind is gusting, jump to the left and you’ll be able to make it across the large gap. Jump across the second gap and then head down the steps to the left. Defeat the enemies and you’ll notice three soil spots that can be dug up. Do so to find three red rupees and then go ahead and enter the nearby cave.
Walk to the right and jump down into the pit of Miniblins. Defeat all of the enemies and a treasure chest will appear. The top treasure chest contains a Treasure Map while the bottom treasure chest contains a Wisdom Gem. Go ahead and exit the cave to the east.
Walk to the wind geyser and allow it to bring Link up to the higher platform. From here, use the wind to jump over to the left and continue all the way in that direction. The entrance to the dungeon is just to the north, and if you head in this direction you can find a map that has an X at the top-left corner. There is also a nearby tablet that gives you a hint on how to enter the dungeon. Go back down a screen and use the wind geyser to the left to bring you up to the higher platform. Walk back north a screen, this time on the higher ledge.
The door above is locked, so head down along the left side. Jump off the ledge and run to the left side of the area. Use the Shovel to dig up the soil, causing a geyser to appear. Ride it upward and open the treasure chest to get a Power Gem. Jump off the ledge and just to the right of the treasure chest, there is another soft soil spot. Dig it up to reveal a geyser. Ride it to the higher platform, and then head up a screen.
Dig up the spot on the left side to unveil another air geyser and ride it to the higher platform. Climb down the steps and you’ll find a nearby soft soil location. Jump off the ledge and you’ll find another geyser to the north. This time use the shovel to cover up the air geyser, allowing you to pass to the left.
Use the next air geyser to get to the higher platform and then jump off the ledge to the left. Dig up the nearby soft soil spot to find a big green rupee. Walk up and use the geyser to reach the higher ledge. Read the tablet to get a hint on what you need to do and then check out the map on the wall. Be sure to jot these locations down.
Jump back off the ledge and bury the geysers so that you can pass. Once you walk into the sandy area to the right, you’ll be greeted by pesky Sandworms. These enemies will gobble you up and then spit you out. If you tip-toe across the sand, these enemies will not bother you at all. Alternatively, if you find a bomb flower, you can toss it in the direction of the enemy and it will gobble it up, defeating it in the process. If you can, just run to a higher ledge so that the Sandworms cannot harm you.
There are a number of windmills in this area, and you will need to activate the three windmills that were indicated on the map. This includes the two on the far left and the one at the bottom-right. In order to activate these windmills, stand right in front of them and blow into the microphone.
Once all three windmills are activated, the two doors near the center of the map will open up. Before heading in this direction, check out the southeast corner of the sandy area and you’ll find a treasure chest. Open it up to acquire another Treasure Map. Now head through one of the opened gates, jump off the ledge, and enter the Temple of Wind.
2.8 Temple of the Wind
From the dungeon entrance, run northward passed the gusts of wind. Grab the bomb flower that you come across and toss it northward across the gap. You’ll want it to land on the square right between the bomb flowers. This will cause all the bombs to explode, hitting the two switches and extending a nearby bridge.
Run northward and then push the block to the east, so that it is blocking the wind. Hit the crystal switch to the right to cause the second gust of wind to disappear, clearing the pathway.
Continue southward and tap on the door to the south to open it up. Step on the nearby floor switch, giving you quick access to the dungeon entrance. Climb the steps to the right and carefully walk across the narrow pathway. Be careful of the Keese, as well as the wind gusts that will try to blow you off the pathway.
Walk northward and you’ll encounter a number of Rats. Defeat them and then continue westward. Grab the rupees as a reward and then push the nearby block to the left. You’ll find yourself at the entrance to the boss room, but we still have quite a ways to go before we can enter it.
To the left there is a wind jar that can be pushed. Push it down twice and then to the left four times, so that it sits on top of the tile symbol that is on the floor. Run and use the wind to carry yourself over the gap to the left. Step on the nearby floor switch to allow for quicker access to this area. Climb down the steps to reach floor B1.
Walk forward and the door will shut behind you. If you walk around the room, some of the rocks will break and start moving towards you. These enemy Rock Chuchu cannot be defeated with your sword. Instead you will need to pickup one of the bomb flowers and toss it at the Chuchu to break the rock, then swipe with your sword to finish off the enemy. Once all three enemies have been defeated, the door to the right will open.
In the large chamber you can run around and defeat the various enemies. Step on the floor switch near the center of the map. Make your way to the southeast corner of the map and open the treasure chest to get a treasure piece.
Walk back to the air geysers and ride them northward to find a treasure chest that contains a Courage Gem. Return to the southern geyser and this time just jump off the ledge to the north. Push the block up twice and right twice so that it is right next to the adjacent block. Walk back down to the lower geyser and ride it to get on top of the block. Leap off the ledge to the right and go down the stairs to get to floor B2.
Grab one of the nearby bomb flowers and toss it at the crack in the wall to open up a passage. Be careful in this room, as those pesky Sandworms have returned. Carefully walk across the sand to reach the center of the map. Read the map and it will show four X’s, indicated which geysers in the room you’ll have to dig up.
Carefully walk around the room and use the Shovel on the four locations indicated on the map. Once all four geysers have been dug up, the two doors in the room will open. Before going through either door, check out the west area of the map and open the nearby treasure chest to get a Power Gem. Climb the steps at the southwest corner of the room and head back to floor B1.
Climb the steps and you’ll find a gust jar. Grab hold of it and pull it to the left twice. This will cause the gust of wind to line up with the windmill, making it spin. Return to the left side of the room and head back down the staircase.
This time make your way to the door at the north end of the map. In this room you’ll see a big green rupee to the left. Don’t mind this for now as we’ll deal with it in just a bit. Grab a nearby bomb flower and break up the cracked blocks that are blocking the way. Climb back up the stairs to reach floor B1 once again.
Cross the bridge and you’ll find another gust jar. Push it to the left two squares, causing the second windmill to start spinning. With both windmills now spinning, a small key will drop to the floor. Jump off the ledge and collect the key. Use the geysers once again to reach the staircase at the southeast corner of the room and head back down to floor B2.
Make your way to the northeast corner of the room and use the small key to unlock the door. Climb the steps and open the treasure chest to get the dungeon item: Bombs. Now you will no longer need to rely on bomb flowers being nearby.
There are a few goodies for us to collect here in this room. Walk over to the door at the north end of the room and just to the west is a secret that is not indicated on your map or by any crack in the wall. There are small vertical columns on the wall and the third one from the right is the one you can blow up. Do so and head inside to find a big green rupee.
Back in the main chamber, make your way to the northwest corner of the map where there is another cracked wall. Toss a bomb to blow it open and then head through. Toss a bomb on top of the wind geyser and it will cause the cracked block above to blow up. Ride the geyser to the higher platform and then climb the steps to return to floor B1.
Walk to the right and defeat all of the enemy Chuchu. Toss a bomb onto the geyser and it will float upward. Once it explodes, it will blow up a number of bomb flowers before hitting a switch and opening the nearby door. You will have to hurry though, as the door will close after a few seconds.
To the right you’ll find a square tile that is different from the rest. Drop a bomb onto this tile and it will blow open a hole in the wall. Walk around the room and open the door on the right side. Climb the steps to get back up to floor 1F.
The wall to the north has a square tile on the other side, indicating where you can bomb it. Drop a bomb to blow open a hole and then head through. In the next area there are two switches and a number of bomb flowers. Place two bombs on the square tiles at the same time. The explosion will cause both crystal switches to be hit at the same time, opening the nearby door.
Open the treasure chest to get the Boss Key and then leap off the ledge to the left. Toss the key aside for a moment and then toss a bomb onto the geyser, causing the cracked blocks to break. Grab the key and ride up the geyser. Use it on the locked block and then head through the door.
Ride the geysers up and open the door. Be sure to read the nearby tablet, causing a warp portal to appear that takes you back to the dungeon entrance. Break the pots to fill up on bombs and hearts. Once you are ready, climb the steps to take on the temple boss, Cyclok.
Cyclok will float above you, occasionally sending cyclones down towards Link. Cyclok will occasionally drop to the ground level and quickly dash towards Link. Both of these simplistic attacks are very easy to avoid.
There are three locations on the ground floor that will occasionally have a cyclone swirling. You can toss a bomb into this cyclone and the bomb will swirl up to the top screen. The trick here is to wait until Cyclok is directly above one of these cyclones, and then toss a bomb. If a bomb hits Cyclok, he will be stunned, sending him crashing to the ground. Run over and deliver a number of sword slashes.
Later in the battle Cyclok will begin to toss two cyclones down at Link at the same time, and then later three cyclones. He’ll also move slightly faster, so it will be more difficult to hit him with bombs. If you run out of bombs, there are a number of bomb flowers along the perimeter of the boss room. Repeat this same process until Cyclok has been defeated.
After defeating Cyclok, Link will collect two more minutes of sand for his hourglass. Link will also meet up with Neri, the Spirit of Wisdom. After a short talk, be sure to open the treasure chest to get a Heart Container. Step into the blue warp portal to get back outside of the dungeon.
- Chapter 1 – Temple of Fire
- Chapter 2 – Temple of Wind
- Chapter 3 – Temple of Courage
- Chapter 4 – Ghost Ship