Locationmajor

Wind Temple

The Wind Temple, also called the Stormwind Ark, is the main dungeon associated with the Hebra and Rito storyline in The Legend of Zelda: Tears of the Kingdom.

Importancemajor

Key takeaways

  • The Wind Temple is located in the Hebra Sky, above the Hebra region, and is reached through the Tulin of Rito Village main quest.
  • Its scope includes the Wind Temple 1F, Wind Temple B1 and Wind Temple B2, rather than only the visible upper deck. The dungeon category records these as three separate subareas.
  • The main objective is to activate five locks, each connected to a turbine.
  • Tulin’s Gust is essential to the dungeon’s intended traversal and is also very useful during the Colgera fight.
  • The dungeon contains several optional chests, including weapons, shields, gems, arrows and Large Zonaite.
  • Completing the temple leads to the fight with Colgera, Scourge of the Wind Temple, clears the immediate blizzard threat affecting the Rito and advances the regional phenomenon storyline.

About this guide

Spoiler warning: This guide covers the full Wind Temple dungeon, the approach through the Hebra sky, all five terminal locks, optional treasure chests, and the Colgera boss fight. It also discusses the story outcome of the regional quest.

Overview

The Wind Temple, also called the Stormwind Ark, is the main dungeon associated with the Hebra and Rito storyline in The Legend of Zelda: Tears of the Kingdom. It is a large ancient sky vessel suspended above the Hebra region, reached during the main quest Tulin of Rito Village. The dungeon is built around a central open deck, five engine-like locks, vertical shafts, frozen chambers and a concealed lower hull.

Unlike several earlier Zelda dungeons, the Wind Temple does not use a traditional map-and-compass structure. Its central challenge is to activate five turbines distributed around the ark. Each turbine requires a different use of Link’s abilities, environmental manipulation or Tulin’s wind power. Once all five are active, the vessel’s central hatch opens and leads to the boss arena.

The Wind Temple is usually the first regional dungeon many players attempt, but it is not a separate location from the quest route. The approach through the rising sky islands, the storm cloud and the vessel itself are all connected to the same story progression, while the nearby Hebra sky islands and their shrines remain separate locations.

Overview and boundaries

The Wind Temple is a large airborne vessel hidden within the storm cloud above Hebra. It is not the whole Hebra sky route, nor does it include Rito Village, the Rising Island Chain or the individual shrines encountered on the way. Those are neighbouring or connected locations.

For dungeon purposes, the Wind Temple is best treated as three linked floors:

The dungeon’s upper deck is the visual centre of the area. From there, Link can reach the surrounding cabins, frozen structures, exterior ledges and the central updraft. The lower levels are less obvious because access often depends on dropping through openings, using Ascend, breaking ice or entering shafts beneath the deck.

The location is also distinct from the Wind Temple in The Wind Waker. Both dungeons use wind as a major theme and both have large airborne or wind-related architecture, but they belong to different games, settings and continuities. The Tears of the Kingdom dungeon is the Stormwind Ark in the Hebra Sky.

Overview and boundaries

Overview and boundaries
NameDetails
Wind Temple 1Fthe exposed upper deck and the principal central structure.
Wind Temple B1the lower interior level, containing several rooms, passages and turbine-related mechanisms.
Wind Temple B2the lowest section, used mainly for access and descent routes.

Access and recommended preparation

Required story route

The temple cannot be completed normally without Tulin present because the locks and the boss encounter are designed around his wind ability. If Link reaches the ark independently, the area can still be explored in some circumstances, but the intended quest state and Tulin’s involvement are required to activate the dungeon’s main progression. Player reports also document cases where reaching the temple without properly progressing Tulin’s quest leaves the player unable to activate the objective until the quest route is resumed.

Preparation checklist

The Wind Temple’s cold weather applies during the approach and around the exposed upper deck. The dungeon is not a safe indoor building. Much of the deck is open to the sky, and falling from the ark usually means returning to the lower sky-island route or using the paraglider to recover.

Required story route: The intended route is

  1. 01
    Reach Rito Village.
  2. 02
    Speak with the Rito involved in the regional crisis and begin Tulin of Rito Village.
  3. 03
    Follow the trail towards the Hebra Mountains.
  4. 04
    Meet Tulin on the sky-island route.
  5. 05
    Travel through the rising island chain with him.
  6. 06
    Enter the storm cloud and land on the Stormwind Ark.
  7. 07
    Activate the temple’s entrance mechanism with Tulin.
  8. 08
    Solve the five-lock dungeon.

Approach through the Hebra sky

The route to the temple is a long vertical traversal section rather than a conventional road. The rising sky islands create a sequence of jump points, floating blocks, launchers and platforms. Tulin follows Link and uses his gust to extend horizontal glides.

The approach includes the Mayaumekis Shrine, which is part of the sky route but is not a Wind Temple subarea. It should not be counted as one of the temple’s rooms or dungeon facilities.

When Link and Tulin reach the ark, a story scene establishes the vessel and the disturbance inside it. The entry sequence then places Link on the Wind Temple’s upper deck.

Geography and internal layout

Wind Temple 1F

Wind Temple 1F is the broad, exposed upper section. It has a central deck, surrounding cabins, raised structures, ice-covered surfaces and access points to the lower hull.

The main deck functions as the dungeon’s orientation point. From it, Link can:

The central updraft is one of the most important pieces of the dungeon’s geography. It provides vertical access to upper ledges and can also be used to recover from falls or reposition Link while exploring the outside of the vessel.

The upper deck contains several optional chests. Some are in cabins, some are concealed by ice and others are on external floating ruins near the ark. The visible deck is therefore worth searching before activating the locks, especially if you have spare fire sources.

Wind Temple B1

Wind Temple B1 is the main lower interior floor. It contains enclosed rooms, stone barriers, Construct encounters, narrow routes and several of the mechanisms needed to reach the locks.

The lower floor is more maze-like than 1F. Its rooms are connected by vertical shafts, open chambers and passages that may be blocked by stone shards or ice. Ultrahand is particularly important here because the dungeon frequently supplies movable objects that can be attached to doors, mechanisms or chests.

Wind Temple B2

Wind Temple B2 is the lowest recorded subarea of the dungeon. It is not a large independent floor in the same sense as 1F or B1. Instead, it acts as a lower hull and access section, containing drop routes and spaces beneath the main structure.

Because B2 is easy to overlook, search downward whenever the dungeon’s floor layout seems to end unexpectedly. The Wind Temple often expects Link to jump into an opening, glide around a shaft or use Ascend to reverse the route.

The three-floor division is important for navigation and record-keeping. Treating the location as only the visible deck risks missing lower-floor chests and the routes used by several locks.

Characters and residents

Tulin

Tulin is the principal character associated with the Wind Temple. He accompanies Link during the approach and remains the active Sage companion throughout the dungeon.

His ability, Gust, creates a strong horizontal burst of wind. It can be used to:

Tulin is not a normal dungeon resident. He is a story companion whose presence is tied to the active regional quest state. After the dungeon is completed, his Sage ability becomes available as a permanent companion power, subject to the normal Sage ability controls.

“Princess Zelda”

The approach to the temple includes an appearance by an image or manifestation of Princess Zelda. This is part of the regional mystery and should not be treated as evidence that Zelda is physically residing inside the ark. The figure disappears as the wind disturbance intensifies, leading Link and Tulin further into the temple.

Ordinary NPCs

There is no permanent civilian settlement, shop district or ordinary NPC population inside the Wind Temple. Rito characters belong to the surrounding Rito Village storyline, not to the dungeon’s resident directory.

Factions and security

The Wind Temple has no conventional guards or law-enforcement force. Its opposition consists of ancient constructs and environmental hazards.

The principal hostile faction is the group of Zonai Constructs placed throughout the ark. Their role is defensive rather than political. They guard rooms, chests and routes, and several must be defeated or bypassed to reach the locks.

Enemies

Common enemies

The Wind Temple contains several varieties of Construct enemy. Their exact weapon load-outs may vary according to the room and the player’s progression, but the dungeon’s documented enemy list includes Construct-type opponents, including a Soldier Construct II equipped with a Strong Construct Bow in one area. Ice-based enemies also appear around the upper deck and frozen sections.

Enemy directory

Verified named enemy entries associated with the Wind Temple include:

The dungeon guides consulted also describe Construct and Ice Keese encounters in the upper and interior rooms. Enemy placement can be affected by the particular room and progression state, so the directory should not be interpreted as a guarantee that every entry will appear in every visit.

Enemy directory

The five locks

The central goal is to activate five locks. Each lock is connected to a turbine mechanism, and each requires Link to reach a different part of the ark.

The locks are spread around the dungeon rather than arranged as a strict clockwise sequence. You can choose the order, although a practical route is to clear the upper-deck areas first and then work through the lower rooms.

Lock one

The first lock is reached from the upper deck through one of the nearby enclosed sections. The route introduces the dungeon’s basic mechanical language: locate a turbine, use an object or wind-related mechanism to restore its movement, then interact with it alongside Tulin.

A common solution involves manipulating a fan-like device so that its blades can turn. If the mechanism appears inactive, inspect its axle and surrounding debris with Ultrahand. The required part is usually nearby rather than hidden in a distant room.

Lock two

The second lock is reached through a route that combines vertical movement with an exterior or side-room approach. Use the central updraft to gain height, then glide towards the relevant structure.

This section rewards careful use of Ascend. Some routes appear blocked from ground level but open when Link stands beneath a suitable ceiling. If you reach a dead end, check for a climbable underside rather than searching for a conventional door.

Lock three

The third lock involves a more enclosed lower route. Drop to B1 and search for a passage blocked by stone or connected objects. Ultrahand can move debris, attach handles to awkward objects and create temporary bridges.

Where the room contains a large fan, the intended solution is generally to restore or redirect its rotation. The fan is not merely scenery. Examine its blades, axle and nearby rails before attempting to force the door.

Lock four

The fourth lock is associated with one of the ark’s exterior or high-side structures. The central updraft is particularly useful here because it allows Link to reach upper ledges without constructing a large vehicle.

Be careful around the outside edge. Falling does not necessarily reset the dungeon, but it costs time and may place Link below the route he was following. Use Tulin’s Gust in mid-air to extend the glide to distant ledges.

Lock five

The fifth lock is reached through the remaining lower or side route. It may require passing through a chamber, melting ice, moving stone or using an opening that is not visible from the upper deck.

When all five locks are active, return to the centre of the ark. The main hatch opens, revealing the descent to the boss arena.

The locks can be completed in different orders. The important condition is not the sequence but the total of five activated turbines. The dungeon is designed to let the player revisit the central deck and choose another route after each successful activation.

Optional treasure and item directory

The Wind Temple contains both dungeon rewards and optional environmental chests. The following entries are documented for the Wind Temple’s 1F, B1 and B2 scope.

Chests and contents

These contents and placements are listed in the Wind Temple location data for the three dungeon floors.

Other documented items and devices

The dungeon’s documented item and device entries include:

Some entries are found as chest contents, while others are environmental objects or materials. They should not all be treated as fixed guaranteed pickups in the same way. A chest has a fixed placement and reward, whereas loose materials and devices may be encountered in the relevant room or platform as part of the dungeon’s object layout.

Chests and contents

Chests and contents
SubareaContentsLocation or access note
Wind Temple 1F, western floating ruinsLarge ZonaiteFloating ruins west of the main temple
Wind Temple 1F, eastern floating ruinsStrong Construct BowFloating ruins east of the main temple
Wind Temple 1F, north-west cabinOpalInside the north-west cabin
Wind Temple 1F, ice above north-west cabin10 ArrowsMelt the ice above the cabin
Wind Temple 1F, southern cabinSoldier II SpearInside ice in the southern cabin
Wind Temple 1F, below north-east cabinZonaite ShieldReach the lower section beneath the north-east cabin
Wind Temple B1, north-west endRubyBeyond the trapdoor
Wind Temple B1, south-west roomCaptain I ReaperBeneath stone shards in the upper part of the room
Wind Temple B1, south-east roomSapphirePull the chest through the cell opening with Ultrahand
Wind Temple B1, south of basement fanSoldier BladeOn a ledge below or south of the fan mechanism

Other documented items and devices

Practical exploration route

The following route is efficient without requiring a particular lock order.

Practical exploration route: steps

  1. 01
    Survey the upper deck first. Activate the central objective and inspect the deck’s exits. Clear nearby Constructs so that later traversal is safer.

Practical exploration route: steps

  1. 01
    Collect the obvious upper-deck chests. Search the cabins and inspect ice-covered structures. Melt the ice with fire-based attacks, Fire Fruit or another suitable heat source.

Practical exploration route: steps

  1. 01
    Use the central updraft. Ride it to the higher exterior ring and identify which lock routes are accessible from above.

Practical exploration route: steps

  1. 01
    Complete one high-side lock. This helps establish the relationship between the outside platforms, Tulin’s Gust and the turbine mechanisms.

Practical exploration route: steps

  1. 01
    Drop into B1. Search the lower rooms methodically. Mark unexplored doors and use Ultrahand to move debris.

Practical exploration route: steps

  1. 01
    Open the lower-floor chests. Pay particular attention to the chest in the south-eastern cell. It cannot simply be opened from the player’s side and must be pulled through the gap with an attached object.

Practical exploration route: steps

  1. 01
    Check the fan and trapdoor areas. These are important landmarks for the remaining lock routes and the Ruby chest.

Practical exploration route: steps

  1. 01
    Return to the central deck after each lock. Do not assume that activating a lock automatically reveals the next one. Reorient yourself from the central updraft.

Practical exploration route: steps

  1. 01
    Activate the fifth lock. Once the mechanism confirms that all five are active, prepare for the boss.

Practical exploration route: steps

  1. 01
    Use the opened hatch. Descend to the Colgera arena and begin the boss encounter.

Boss: Colgera, Scourge of the Wind Temple

Colgera is a large flying creature that occupies the open sky beneath the Wind Temple. The arena is not a conventional enclosed room. Link, Tulin and the boss move through a vast vertical space, making the paraglider central to the battle.

Colgera has large exposed plates along its body. The goal is to destroy these vulnerable sections. The safest intended approach is to:

Breaking the vulnerable plates is more important than trying to damage the creature’s armoured body directly. The wind around the arena can help Link remain airborne, and Tulin’s Gust makes it easier to reach Colgera’s distant sections.

The boss has a second phase after the first set of vulnerable areas is destroyed. The arena becomes more dangerous, with stronger movement and additional hazards. Continue using the paraglider rather than trying to remain on a fixed platform.

Boss checklist

Colgera’s defeat completes the Wind Temple and ends the immediate dungeon threat. IGN’s walkthrough identifies the boss fight as the final major stage after opening the five locks, followed by the acquisition of the Secret Stone sequence.

Boss: Colgera, Scourge of the Wind Temple: steps

  1. 01
    Glide above or below Colgera.
  2. 02
    Position Link over an exposed plate.
  3. 03
    Dive through the plate or attack it with a suitable method.
  4. 04
    Use Tulin’s Gust to extend movement and reposition.
  5. 05
    Avoid the creature’s ice projectiles and body movement.
  6. 06
    Repeat until the exposed sections are destroyed.

Rewards and progression changes

After the boss is defeated, Tulin receives the Secret Stone and becomes the Sage of Wind. His vow can then be used as a Sage ability outside the dungeon.

Tulin’s Sage ability is especially valuable for long-distance gliding, reaching sky islands and correcting airborne movement. Although it is introduced as a dungeon mechanic, it remains useful throughout the rest of the game.

Landmarks and facilities directory

The Wind Temple has no shops, inns, stables, ordinary businesses or permanent civilian services. Its functional landmarks are mechanical and navigational.

These names describe dungeon landmarks and subareas, not separate settlements. The ark itself is the principal named structure, while the 1F, B1 and B2 labels identify internal map divisions.

Hazards and secrets

Cold

The exposed sections of the ark are cold enough to require cold resistance. Prepare before entering rather than relying on finding warmth inside the dungeon.

Falling

The Wind Temple is surrounded by open air. Missing a jump may send Link beneath the main deck or down towards the sky-island route. Tulin’s Gust can save a glide, but it cannot replace careful positioning.

Ice

Ice blocks and frozen chests hide routes and rewards. Fire-based tools are the most direct solution. Melting ice may also reveal the correct vertical route rather than merely an optional item.

Lasers and traps

Some areas use lasers or defensive hazards to guard chests and corridors. Move cautiously through narrow rooms and inspect the floor and ceiling before running towards a visible reward. The Wind Temple contains both environmental hazards and Construct guards, so rushing can result in damage from several directions at once.

Hidden lower routes

The dungeon’s most important secret is structural rather than a single hidden reward: much of the ark lies below the visible deck. When a route ends at an apparent wall, check for:

Sources