Wind Temple

After playing the Wind God's Aria and awakening the new Wind Sage, the two of them go to the Wind Temple.

After playing the Wind God's Aria and awakening the new Wind Sage, the two of them go to the Wind Temple.

Take a Picture of Makar

Nintendo Gallery Note: Now is a good time to take a pictograph of Makar, because if you wait until after you complete the Wind Temple, you will have to go back to the Boss Room to find Makar again.

A Note About Makar

Makar can't fly if you are holding him the way that Medli could, so don't jump off of ledges while carrying him because you will just fall and probably get hurt.

Makar can fly when you switch to him, but like Medli, he can only start flying if he is on solid ground. Don't let him walk off of a ledge unless you want him to fall.

Makar flies straight up unless you steer him forward or backward with the D-stick. He can go side to side in the air but can't change direction, so make sure to have him face his destination before starting to fly. To start flying, tap A and keep tapping, changing your tapping speed to adjust his altitude. Be careful not to let the leaf slow down too much or it will stop and he will fall.

Makar's special skill is planting trees in soft soil.

Get the Map

Pick Makar up and go through the door.

First, drop Makar, then go forward and fall off of the edge, and defeat the wizzrobe with your sword. Then walk under the wind. A stalfos will appear. Stand back and throw a bomb at it, making sure that the bomb explodes on it. When it falls apart, stun its head with the boomerang, then smash its head with the hammer. Then open the warp jar with a fire arrow.

Get on top of the spring and put the iron boots on to compress the spring. Then remove the boots and press up on the D-stick to jump back to the ledge that you started on.

Switch to Makar and go down below if you aren't already. Walk up to the soft soil, and when A lights up, press it to plant a tree. Do the same on the other soft soil. Still as Makar, walk under and beyond the wind, then tap the A button and tilt the D-stick toward the ledge up above, then press B to land on the ledge. Step on the switch on the right to stop the wind.

Switch to Link. First go down and open the chest to get 100 rupees. Then use the Iron Boots on the spring like you did before, to go back up to the ledge that you started on. Then equip the deku leaf and use the spring here to launch forward. At the peak of your jump, use the deku leaf and glide to Makar. Pick him up and go through the door.

Drop Makar, switch your arrows back to regular arrows, and use the arrows to defeat the two armos. Use the deku leaf on the weather vane to open the gate. Ignore the switch here. Do a Roll attack to get past the sharp sliding object, also known as a Trap. Switch to Makar and fly over the trap's path. Plant the trees and switch back to Link. Pick up Makar and go through the door that opened.

Tingle Tuner Note: The question mark is in this room, down on the bottom floor. Put Makar down and go near the barred door. You can walk (don't run) off the ledge here because there are vines on the wall that you will climb down. When you have climbed down below, defeat the vines that try to grab you, then use a Tingle Bomb on the question mark here to receive the final Tingle Statue. If you are playing The Wind Waker HD on Wii U, you can use a regular bomb on this spot. Then defeat the vines and climb back up.

Put Makar down if you haven't already, and switch to him. Have him fly to each ledge in front of you, and plant trees there. After planting the last tree, floormasters will grab him. This is unavoidable. Now, as Link, go through the door to the right.

With the peahats, use the Grappling Hook on them first to get a Golden Feather, then defeat them. (There is a Piece of Heart that you can get if you have 20 Golden Feathers.) Ignore Makar for now because you can't free him yet. Defeat the armos knights and go through the door that they were standing next to (the east door).

Use the Grappling Hook on the Peahats, then defeat them. Make sure that you are not too close to the ledge up ahead and make sure you are not facing the hole in the floor, and use a roll attack to get past the Trap. You will see a cracked tile to the left. Stand on it and put on your iron boots to fall through, but watch out for the floormaster below. Take off the iron boots right away (they don't protect you from the floormaster), then defeat the floormaster, then use the deku leaf on the weather vane.

Defeat the floormaster on the other side of the wall that went up, then go back to the weather vane and climb onto the spring near it, and face the far wall. Launch up out of the hole and go forward. Open the chest in the hole on the left to get a joy pendant. Roll past the trap, then use the Grappling Hook on the Peahats, and defeat them. Go through the door to the right of the musical slab.

With the deku leaf, glide into the wind to get a boost, then float onto the platform on the left that has a switch on it. Step on it, then glide to the platform that lowered. Avoid the wizzrobe's fire, then wait for it to appear on the ledge to your left or right, then attack it with your sword, repeating these steps until you defeat it.

Then, back on the platform that you lowered, face the open gate across from you, and use the deku leaf to float above the wind and through the open gate. Land on the ledge and open the chest to get the map.

Fall down below, avoid any vines that try to grab you, and walk north toward where you entered the room, and climb up. Float above the wind and glide through the opening, then float above the second wind spout and turn right, and go through a gate. Use the wind on the right to reach the next open platform, which has skulls on it. Land on it, avoid the wizzrobe's fire, use the Grappling Hook on any nearby Peahats and defeat them, then glide on the wind to the far ledge. Defeat the wizzrobe with your sword, then use the Grappling Hook on any remaining Peahats, and defeat them. Go through the door.

Reach the Mini-Boss

The warp jar is to the right. Open it with a fire arrow, then go near the ledge and jump onto the switch, and put on your iron boots. The floor will open. Float down as far as you can go, turning off the deku leaf occasionally to conserve magic. Use the Grappling Hook on any nearby Peahats, and defeat them, then go south and go through the unlocked door.

Avoid the spikes. Step onto one of the cracked tiles and use your iron boots to go down, but beware of the two floormasters below. Defeat the floormasters. There is a floor tile near the far wall with a symbol on it. Push the spring block onto it, then push the regular block next to it. Climb up and use the spring to go up. Open the chest to get a small key, which stops the spikes.

Before you leave, use your iron boots to break through the rest of the cracked tiles, defeating any monsters that appear. After you have gotten rid of all of the cracked tiles and monsters, open the chest to get treasure chart #35, then exit the room.

Nintendo Gallery Note: It can be a challenge to get a good picture of the next enemy for the figurine gallery, so if you want a second chance if your picture isn't accepted at the Nintendo Gallery, save the game now and don't save until you get the figurine.

Go across and go through the locked door.

Wizzrobe

Nintendo Gallery Note: The Wizzrobe will keep spawning Darknuts, a normal Wizzrobe, Keese, Peahats, Kargarocs, and a Moblin. However, you can stop it from spawning new enemies if you keep your distance from the Darknut (the first Darknut is unavoidable, but subsequent Darknuts can be avoided) so that the Darknut never notices you. The boss Wizzrobe won't spawn any more monsters while that Darknut is there. This makes it easier to use your Picto Box whenever the boss Wizzrobe appears and try to take a picture before it throws fireballs at you. Another strategy is to freeze the boss Wizzrobe with an ice arrow and take a picture of it while it is frozen (the picture will still be accepted), but if you haven't gotten any pictures of it yet, be sure to only try this twice, since the third time you freeze it, it will be defeated. If you're not able to prevent the boss wizzrobe from summoning enemies, then try to defeat as many of the summoned monsters as you can, avoid any flames that the wizzrobe throws, and wait for the wizzrobe to disappear. Go out of range of any summoned monsters and take out the picto box. Run around the room until you see the Wizzrobe, making sure to look up at the platforms if it isn't on the lower level. Zoom in quickly, make sure there are no other monsters in the frame, and take the picture. It is recommended to take three pictures of this Wizzrobe, then get rid of one of them after the battle so you have room for the dungeon boss's picture as well. If the Wizzrobe is facing the camera in the picture and you get most of its body in the picture, and if there are no other monsters in the picture, you should be fine. Remember not to save until you get this Wizzrobe's figurine if you want to be sure to have a second chance if your pictures aren't accepted.

To defeat the Wizzrobe, first defeat the summoned monsters, but try to dodge any fireballs that the Wizzrobe throws. When most of the enemies are gone, try to shoot the wizzrobe or hit it with your sword if it is close enough. Once you have defeated the wizzrobe, go around and defeat any summoned monsters that remain. When they're all gone, a treasure chest appears.

Open the treasure chest to get the Hookshot. Use the hookshot on the target on the wall across from the door, and use the Skull Hammer on the switch there to open the door. Go through.

Get the Compass

Use the targets to climb up this room. Go as high up as you can go. You will have to turn around at one point to reach the platform directly above the last platform that you were on. When you can't go any farther, look across the room to see a chest. Use the deku leaf to glide over to it. Open it to receive the compass.

Rescue Makar

Use the spring to launch yourself up to the platform above, then keep using the hookshot on the wall targets until you reach another spring. Use it to go up. Go to the other end of the platform and use the hookshot on the target on the inner wall above you. You find a big stone face that is blocking the door to Makar's cell. Stand to one side of the face, put the iron boots on, then use the hookshot on the target on the stone's forehead. This opens the door to Makar's cell.

Get a Key

Open the chest near Makar to get a Joy Pendant, then pick up Makar. While carrying him, go to the middle of the ledge, then turn partly to the right so you can jump diagonally off the ledge, onto the ledge below. Leave Makar here and go to the other end of the platform. Use the target on the wall to go upward. Switch to Makar and fly to Link. Switch to Link and take Makar with you through the door.

Put Makar down and defeat the wizzrobe. Use the hookshot on the trees to get up to the top. As Makar, fly to Link. As Link, take Makar through the door with you.

Drop Makar and use the Hookshot on as many of the Blue Bubbles as you can reach. Hit them with your sword when they are close. If you're having trouble, lure the Blue Bubbles near you by hitting them with the Boomerang, then use the Deku Leaf on them to get rid of their blue flames, then hit them with your sword to defeat them. When you have gotten rid of the nearest two Bubbles, Switch to Makar, fly to the next ledge, and plant the tree. As Link, use the hookshot on the tree and defeat any blue bubbles that you can hit with the hookshot or lure to you with the boomerang. Do the same thing with the rest of the ledges, but be warned that the ledge at the very top has a floormaster on the left side, so have Makar fly to the rightmost side of the upper ledge to plant the tree. As Link, use the hookshot to make your way up, and defeat the floormaster. Then pick up Makar and go through the door.

Put Makar down on one of the switches and stand on the other. The floor will open down below, but ignore it for now. Just take Makar and exit through the door you came through.

Use the Hookshot to make your way to the other side of the room, and defeat any Blue Bubbles along the way, then glide to the ledge on the west side of the room (or climb up the vines if you fall). Have Makar fly down to Link, then have Link pick up Makar and go through the door.

Put Makar down and use the Deku Leaf to glide to the other side of the room, then have Makar fly to Link. Pick up Makar and go through the door in the south wall.

Put Makar down, roll past the trap, and close the gate if it's open by stepping on whichever switch is up. Walk straight toward the gate, then turn around and look behind you to see some targets. Use the Hookshot to go up, then activate the weather vane switch with the deku leaf. Go across the floor that rotated into place, and pull down the stone faces by equipping the iron boots and using the Hookshot on the targets on them. They will fall and break, and you can get the Rupees and the Joy Pendant that come out. Stand on the cracked tile with the iron boots, fight the armos, pick up Makar, and go through the door with the trees next to it.

With Makar, go through the door on the right.

Switch to Makar and float down to the bottom floor (but not below the fan at the bottom) by slowly tapping the A button. (You can just fall, but you risk bumping into a Peahat along the way.) If you fall below the fan, fly back up Find the soft soil in the west side of the room and plant the trees to start the fan. Switch to Link and use the wind to glide to the top floor. Go straight across and open the chest to get a joy pendant. You can optionally pull down the stone statues by using the iron boots then hitting the statues' foreheads with the hookshot. Then, if the wind has stopped, wait for it to start again, then use the wind to glide to the left to reach the south door. You can leave Makar where he is for now. Get your arrows ready and go through.

Defeat all the armos, then open the chest to get a key. Go back through the door.

Get the Big Key

When the wind is not blowing, glide down and to the right, below where you got the Joy Pendant, to reach two Armos Knights. Defeat them, and use the Grappling Hook on any nearby Peahats, and defeat them. Now switch to Makar, wait for the wind to stop, and fly straight across to Link. If Makar falls, switch back to him as soon as possible, wait for the fan to stop blowing, then have Makar fly up through the opening in the fan and start going east again. When Makar makes it to where Link is, switch back to Link, pick up Makar, and go through the door.

Drop Makar, use the Grappling Hook on the Peahats, and defeat them, roll past the trap, then drop down the hole on the left. Defeat the floormaster, activate the weather vane switch with the deku leaf, then defeat the other floormaster. Go back to the weather vane switch and launch yourself with the nearby spring. Go across and roll past the trap on the other side of the room, then use the Grappling Hook on the Peahats, and defeat them. Switch to Makar, fly over the traps one at a time, and land in front of the musical slab. Switch back to Link and play Wind God's Aria. Leave Makar here and go through.

Nintendo Gallery Note: If you already have a figurine of a darknut with a shield, there is no need to take a picture of the darknut in black armor.

You now have to fight three darknuts. Start by removing the chest plate from only one of the darknuts. Let it run after you to lure it away from the other two, then defeat it. Lure another one away the same way, and repeat until you have defeated all three.

Afterward, open the chest to get the Big Key. Exit the room.

Reach the Boss Room

Activate the wind switch with the deku leaf, then go across. Pick up Makar and go through the nearby door (in the west wall).

Put Makar down, then jump off of the edge but keep close to the wall behind you, and glide down to the bottom floor, staying away from the updraft. Then have Makar float down, also staying close to the wall. When the fan stops, jump down below the fan and go through the locked door (in the east wall).

Drop Makar. Try to shoot the Wizzrobe whenever it appears. Throw a bomb at a Stalfos and use the Boomerang on its skull when it pops off, and hit the skull with the Skull Hammer. Do the same with the other. Then use the Hookshot to make your way up, but don't pull down any stone heads yet (you can use the stone heads to make your way upward through the room, though). Go to the top platform and step on the switch with the iron boots. Then keep the iron boots on, and walk to the side of this platform, then use the Hookshot on the stone head to pull it down. Defeat the Bokoblin that comes out. Then go back down to the bottom floor, but before you leave, pull down the two remaining stone heads and defeat the Bokoblin that comes out of one of them. You can pull the Bokoblin close to you with the Hookshot. You may need to stand far away so the Hookshot will be at a good angle to hit the Bokoblin instead of the ledge. After you defeat the Bokoblins (and any other monsters in the room), a chest appears that contains treasure chart #5. Take Makar with you through the door that just opened (in the east wall).

Drop Makar and defeat the monsters here. Switch to Makar and fly over the wind to the soft soil, avoiding the floormaster. Plant the tree. Switch to Link and use the Hookshot on the tree. Defeat the floormaster, use the Grappling Hook on the Peahats, and defeat them, then get Makar and go through the door.

Drop Makar. Put on your iron boots. There are two traps in the front of the room, and you can block both with just one metal block if both traps are on the same side. To do this, push a block toward the middle of the room, then slowly push it forward into the path of the trap. Take it one step at a time to avoid accidentally unblocking the trap and getting hit. After you block the first one, if the second trap is on the same side, move the block one step forward to block the second trap.

With both traps blocked, push the block toward the traps to get them stuck on the wall. Now take a different block, move it to the middle, and push it straight across the room until it falls.

Go to the metal block that you haven't pushed yet. Push it to the middle, then push it over the fallen block, and keep pushing it forward until it is blocking the trap. Then push it forward one or two more steps so you can go around the side of the block and push it toward the trap to pin it to the wall.

When that is done, go back and pick up Makar. The wind won't push him out of your hands. Make sure to put the Iron Boots back on if you took them off. Walk through the door in the far wall. Play the song at the musical slab, and break the jars inside to replenish health, magic, and items. Burn the lid off of the warp jar with a fire arrow.

Go into the boss room.

Molgera

To start the fight, fall off of the edge and walk up to the stone circle in the middle.

Nintendo Gallery Note: At the beginning of the battle, walk slowly up to the dark spot in the sand to make Molgera's head come up, but don't get too close or you will be eaten. Run away and take a picture of Molgera's head and tongue sticking out of the sand.

Whenever you see a dark spot in the sand, make sure that you are not in the middle of it. If the spot is at a distance from you, slowly walk up to it to make Molgera come out, but don't get too close or you will be eaten. Use the Hookshot on Molgera's tongue and hit the tongue with your sword until Molgera goes back down into the sand. When Molgera does this, it will shoot smaller worms at you. Use the Hookshot on a worm to bring it close to you, then hit its head twice with your sword to defeat it. When Molgera flies around the room, run away to keep it from landing on you.

Afterward

Take the Heart Container (or leave it there for more of a challenge), and there will be a cutscene. If you want to visit Makar after you leave the dungeon, you will have to come back to the boss room.

After the Wind Temple, if you have also completed the Earth Temple, now is a good time to get all the monster figurines in the Nintendo Gallery if you're interested. Use the monster figurine walkthrough for advice on how to get each one. When you are done with that, you can help the Koroks fix the wilting Deku trees. Then you can embark on a world tour to explore uncharted map squares and look for all the treasure, pieces of heart, and other things you haven't gotten yet.

When you're ready to continue the story, you can look for the Triforce Charts and Triforce Shards.