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The Path to the Wind Temple
Head to the flashing quadrant to the North. Here you will find Gale Isle. Get off you boat and put on your IRON BOOTS.
Walk into the blowing wind. When you
get to the statue blowing the wind, crush it with your SKULL HAMMER and enter. Inside you'll see some notes on a wall.
Pull out your
WIND WAKER and play the Wind God's Aria. This will make Fado appear. Fado will tell you the sage to this temple plays
an instrument like his.
Hmmm...we saw those being played by the Koroks down in the Forest Haven. Time to warp there.
At Forest Haven, get out of your boat and notice the musical notes coming out of the waterfall. You have to swing
into the waterfall. Use the first Grapple Point and use "R" to lower yourself as much as possible. Then, swing and
let go so that you go right through the waterfall.
Play the Wind God's Aria for the little Korok, Makar, with the violin. Cutscene of Fado and Makar playing
the song together. Makar is the Wind Sage. Yay! Time to exit out and get to the Wind Temple.
Warp to Windfall Island and go one quadrant North to the flashing area on your map.
When you get near Gale Isle you'll automatically be dropped off with Makar at your side.
Approach the stone door with the song in it. Play the Wind God's Aria with Makar and enter the Wind Temple.
Wind Temple
You start in a circular room. Pick up Makar and go through the door.
There is spring platform and a cyclone across from you. Jump down and notice the spring platform
here, as well. Fight the Stalfos and the Wizzrobe. Blow the top off of the Warp Cauldron with a BOMB.
As Makar, get down to the lower level and walk on the soft patch of dirt. Your "A" button will flash. Plant a seed in both patches. This will
reveal a Treasure Chest with an Orange Rupee inside (100). Still as Makar, fly up and through the cyclone and land on the switch,
which turns off the cyclone.
As Link, you must deal with the springy switches. Get on one, put on your IRON BOOTS and then, take off your IRON BOOTS.
This will send you flying into the air. You can use this move in combination with your DEKU LEAF glider
to get you up to some places. Lauch yourself into the air and use your DEKU LEAF glider to make it to the area
where Makar is. Go through the door.
There are 2 Armos to deal with. Kill them. There is a central wind propeller in this room. Blow a waft
of air at it with your DEKU LEAF. This will raise the wall. Grab Makar and continue.
There is a Trap in this room...the metal thing that goes back and forth. There are also 2 switches. One opens
the door/wall behind you. The other closes it. There is a barred door in the North. Pick up Makar and run him
by the Trap. Become Makar and step on each patch of dirt in front of the barred door. When you're on the patch,
hit "A" to plant a seed. A tree will grow. Do this for each patch of soft earth and the bars will raise. Go through.
There is a barred door on the SE. There is higher platform with a soft patch of dirt. Become Makar and fly up to
it. Plant a seed. Continue up, planting seeds where you see the patches of dirt. When you get all 3 patches of dirt,
the bars on both doors in the room will raise. Makar gets taken by a Floor Master (the hand).
Go through the SE door.
When you enter, you'll here Makar yell for you. There are a couple of Peahats to deal with. There are a couple
of Armos Knights in here, too. Shoot their eye, then, put a BOMB in their mouth. To the North is Makar. To the
East is an open door. South is a ledge with a door. Go through the East door.
There are 2 Peahats and a Trap (sliding metal thing). Drop down and fight the Floor Master. There is a central
propeller. You'll also see a spring platform.
Blow a waft of air at the propeller to raise the door/wall. Take out the Floor Master. Close the wall/door
by blowing another waft of air at the propeller. Get onto the spring platform, put on your IRON BOOTS and get up
to the ledge. Blow a waft of air at the propeller to bridge the gap with the wall/door. Run over to the
Treasure Chest for a Joy Pendant. Take the next door (SE).
In this room, we have an updraft cyclone of air. Use your DEKU LEAF glider and get into the cyclone
and land on the platform with the switch. Hit the switch and the grate in the fencing will open. Land on the
open grate and fight the Wizzrobe. You are in an area with another updraft cyclone. Jump into this
cyclone and use your DEKU LEAF glider to make your way to the Treasure Chest in the South of the map. Open
it to reveal a DUNGEON MAP.
From the Treasure Chest, work you way West using the various updrafts and your DEKU LEAF glider. When you get
all the way West, fight a Wizzrobe and go through the door (NW).
You are now back in the room that Makar is in. You are on the Southern ledge that we couldn't get to before.
There is a Warp Cauldron. Use a BOMB to open it. Step on the switch with your IRON BOOTS. This will open
up the entire circular floor below you. Holy wow!
Leap all the way to the bottom. You are now on B1. Go through the South door.
There are a bunch of spikes that you can't get over. Put on your IRON BOOTS and step on one of the cracked square
tiles. You will drop down. Take out the two floor masters. There are 2 blocks here. One with a spring platform on top
of it. Push the spring platform beneath the hole in the floor on the South side of the room (there is a darker
tile on the ground where you need to push it), then, push the other crate against
it so that you can get on the spring. Put on your IRON BOOTS. Release your IRON BOOTS and jump up. You are now on the other side
of the spikes you couldn't get over before. Open the Treasure Chest for a SMALL KEY. This also turns off the spikes.
Exit the room and go through the locked door across from you...the one in the North.
A Wizzrobe will appear and create a Darknut (armor guy) and various other enemies for you to deal with. Concentrate
on taking out the Wizzrobe, or, there will be no end to the enemies. Once the Wizzrobe is dead, kill off
everything else. A Treasure Chest will appear in the middle of this circular room. Open it to reveal
the HOOKSHOT. Getting around here will be much easier! Facing North, HOOKSHOT up to the Hookshot Point and hit
the switch with your SKULL HAMMER. This raises the bars on the door and you can now exit.
You are back in the circular room. HOOKSHOT up and around this room. When you are on the East side
of the room, about halfway up, you can look across and see a Treasure Chest and a spring platform. Use your
DEKU LEAF glider to get across. Open the Treasure Chest for the COMPASS. Use the spring platform to get you
onto a side platform and continue HOOKSHOTTINS around and up. You'll reach a spring platform, use it
to get up. You'll see a Hookshot Point in the North, use it to get up to where Makar is. HOOKSHOT the
statue in front of Makar and he'll tell you that you have to be as heavy as a Deku Tree to move the statue to free him.
Oh geez. Put on your IRON BOOTS and use your HOOKSHOT on it again. This will move the statue so you can get to Makar and the Treasure Chest. Inside
the Treasure Chest is a JOY PENDANT.
Grab Makar and drop all the way down.
As Makar, plant two trees in the soft earth mounds. This will provide you with a wind current up. Ride it up as Makar, then as Link. As Link, take
the current up (with your DEKU LEAF) all the way to the highest level, the 2F door on the south side of the room. Together, pass through this door.
The door will lock behind you. Take out the many Armos. When you do this, the bars on the door will raise and you'll have access to a Treasure Chest. Inside the
Treasure Chest is a SMALL KEY. Exit out.
Using your DEKU LEAF, sail over to the east side of the room. Open the Treasure Chest. Inside is a JOY PENDANT. Both you and Makar should drop back down to the first floor (not the basement).
Exit through the east door with Makar. We've been here before. Drop down, hit the propeller with air, pass by, hit the propeller again and spring back up. Hit the upstairs propeller to bridge the gap and get Makar over to where you are.
In front of you should be the stone door with the Wind God's Aria inscribed in it. Play the song with Makar and the door will open. Pass through.
In here you have three wiked nasty Darknuts. Try to focus on one at a time and take them all out. When you do, this will open up the locked door behind you and
give you access to a Treasure Chest with the BIG KEY inside.
Exit out and backtrack into the huge fan room. On the first floor, exit out the west door.
Here is where Makar originally got taken from you. Use the trees that he grew as HOOKSHOT points, and work your way
up to the door. It's a good idea to kill everyone in the room before becoming Makar. Become Makar and have him meet you up on the ledge and pass through the door together.
You have some Blue Bubbles in the room. I suggest using your HOOKSHOT on them as this both dispels their magic and pulls them close so you can kill them.
Work with Makar up the pillars, him planting trees, you HOOKSHOTTING up to them and clearing the path. At the top, look out for the Floormaster and go through the door.
You're high up in the central fan room. There are two switches in front of you. Step on one, switch to Makar and step on the other. This will open up the fan base at the bottom for you.
OK, we've hit every room on the first and second floor now. Time to drop through the fan into the deep basement. Be sure to drop when the fan is not spinning.
Below the fan is a locked door and a switch. Step on the switch and the pillar behind it drops. The pillar works as an elevator if you need to get back up.
Head through the locked door. Here you have two Stalphos and a Wizzrobe. Kill the Wizzrobe first, or he'll keep generating bad guys. Once the room is clear, work your
way up the side platforms using your HOOKSHOT. At the top, on the east side, is an IRON BOOT switch. Activate it and the bars on the
next door will raise. Before heading back down, pull the head statues off the walls with your IRON BOOTS and HOOKSHOT. This will reveal
a couple of enemies that need to be killed to reveal the Treasure Chest with the TREASURE CHART inside.
Continue through the east door.
You have four bad guys (easily killed) and two Armos Knights. Take them all out.
As Makar, fly over the two horizontal wind tunnels and plant a seed to grow into a tree. This will cause the wind tunnels
to stop, and you can HOOKSHOT over to the tree as Link. Take out the Floor Master and the Peahats.
Grab Makar and go through the door. You have 3 Traps (sliding metal things), 3 blocks and some wind blowing at you.
You need to use your IRON BOOTS to make your way across, but, since you'll be moving so slowly the Traps will definitely
get you. So, push 2 blocks so that they block the first 2 Traps. The 3rd block will fall into a gap making
a bridge for you. Now, grab Makar and make it past the 1st block that you placed. Release Makar and grab the
first block so that you can push it to toward the fans, across the block that fell in the gap, so that you can get
by the last Trap. Grab Makar, go through the door go down the stairs.
You are now in front of a stone song door. Play the Wind God's Aria to bust it open. There is a Warp Cauldron
and the BOSS DOOR. Blow the top off the Warp Cauldron. In one of the jars there are some Fairies. Catch on
in an empty bottle. Go through the BOSS DOOR.
Boss Fight - Sand Worm
Put on your IRON BOOTS and get your HOOKSHOT ready. When he opens his mouth, target the little tentacle/ball
thing in the center of his mouth. This will pull it close to you. Slash it. The Sand Worm will then
send out some little sand worms that you have to deal with. Kill the little sand worms. Do this a total
of 4 times and you'll have defeated the boss.
Grab the HEART CONTAINER and step into the blue light.
Makar becomes a Sage and the power to repel evil is returned to the Master Sword.