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Dungeons have been a mainstay in the Zelda series for a long time, and Tears of the Kingdom features their return as Temples. Each Temple in Tears of the Kingdom is massive, containing plenty of secrets, hidden challenges, and a big boss fight. The Wind Temple is the first dungeon we suggest tackling first. This guide will explain how to complete the Wind Temple Dungeon in Tears of the Kingdom.
Wind Temple Dungeon Location
To begin your hunt for the Wind Temple, venture through the tundra Northeast of Lookout Landing and head to Rito Village. Climb to the top of the tower and speak to the new village chief, Teba. He will introduce you to Tulin, who is a tad bit older than he was in Breath of the Wild. This will kick off a long quest chain that will take you to the Wind Temple. Once you arrive at the temple, the real challenge begins.
How to Beat the Wind Temple Dungeon in Tears of the Kingdom
When you arrive at the Wind Temple, you will notice that it takes the form of a massive pirate ship called the Legendary Stormwind Ark. You will start on the deck of this ship, and you will be tasked with opening five hatches on the deck of the boat. These hatches are your primary objective in this dungeon. In this guide, refer to each image to see the exact location of each lock.
Hatch 1
When you’re on the ship’s deck, head North to the pair of doors blocked with a couple of levers. One lever is broken. Drop a weapon, and use Ultrahand to attach a weapon to the broken lever. Then, grab the attached weapon and turn the lever to open the door. Inside is the first hatch lock. Stand before it, and use Tulin’s Gust ability to unlock this hatch. The coordinates for this hatch are -2835, 3052, and 1517.
Hatch 2
Once you unlock the first hatch, leave the room and use the Ascend ability or the small trampoline ships floating nearby to leap on top of the Northern point of the boat. Two massive doors will greet you. Use the Ultrahand ability to open these up. Avoid the laser field by carefully opening and closing the Paraglider. While you’re falling, the second hatch lock will be tucked inside a room. The exact coordinates are -2859, 3108, and 1498 on floor B1.
Hatch 3
The last three hatches are tricky to reach, as they require some careful leaps of faith and good use of the Paraglider and Gust ability. To reach the third hatch, leap off the ship. Tucked below the very center of the vessel is a small clearing. Leap off the platform and float near it. As you get further below deck, you can drift under the ship and land on the clearing. Look below to see how it looks in-game.
The exact coordinates are -2861,2987, 1459 on floor B2.
Hatch 4
After grabbing this hatch, leap off the ship and head towards the Temple’s Western side. Leap off one of the trampoline ships and face the ship. You will see an entrance blocked by ice. Use a Flame Emitter or a torch to melt the ice and break through it. Once you land, take a right and head down the hallway. At the end of the hall, you will come across a room with a hole in the roof. Use Ascend to go through the Wind Temple ceiling, and follow the path until you reach another dead end.
You will see a massive gear pictured above. On the ceiling is a locked door and a concrete slab. Use Ultrahand to fuse the slab to the gear. Then, use Ultrahand to turn the gear and unlock the gate nearby. When you let go of the gear, the door will close again. Use Recall after letting go of the cog and jump through the gate when it opens. Jump through the gate, climb the ladder, and activate the fourth hatch. The coordinates are -2859, 2909, and 1517 on the first floor.
Hatch 5
For the final hatch, leap off the Eastern side of the Temple and enter the open doorway alongside the ship. When you enter, a spinning wheel blocks your path. Use Recall on it to reverse its direction and stand on the gears to enter the next area. You will see a dead end with a locked gate and gears on the wall. Attach the wooden club to the gears that aren’t moving. Rotate the gear until the door opens. Let go of Ultrahand, and use Recall on the cogs. While they are rewinding, enter the door quickly when it opens again. Activate the final hatch and fast-travel back to the entrance. The coordinates are -2864, 3028, and 1481.
Back at the entrance, activate the primary switch on the deck and prepare for a big boss battle. For the fight against Colgera, we suggest you travel back to town and bring plenty of cooked meals and arrows. You will need both to take this beast down. Once the boss is defeated, you will unlock Tulin as an avatar and have the ability to use his ability anywhere in Hyrule. If you follow these steps carefully, that’s how you will beat the Wind Temple Dungeon in Tears of the Kingdom without breaking a sweat.
That wraps up how to beat the Wind Temple Dungeon in Tears of the Kingdom. For more on the game, keep it locked to The Nerd Stash.