Wind Temple Guide — Tulin, All Terminals & Colgera Boss
Wind Temple Guide — Tulin's Gust & Colgera
The Wind Temple is the Rito region dungeon — a massive sky structure above the Hebra snowfields, locked in a perpetual blizzard. You use Tulin's gust power to sail through the temple and activate 5 wind-powered terminals. This guide covers the full walkthrough and the Colgera boss fight.
Prerequisites
- Complete the Rito questline — speak to Tulin in Rito Village, follow him to the sky, earn his trust, then accompany him to the temple entrance
- Cold resistance — the approach to the temple is bitterly cold. Snowquill armor or cold-resistance food is required for the Hebra approach
- Stamina — climbing and gliding in the blizzard are stamina-intensive
Getting to the Wind Temple
The temple is a sky structure — you reach it by ascending through the blizzard above Rito Village.
Method:
- Meet Tulin at the Wind Temple approach (follow his questline markers)
- He leads you through multiple sky platforms rising above the blizzard layer
- Tulin uses his wind gust to boost your glides upward between platforms
- At the temple entrance: a large circular stone platform with a locked central chamber
Returning (after first visit):
- A Shrine is located at the temple entrance for fast travel
- From Rito Village, glide upward along the updraft columns and ride them to temple altitude
Tulin's Gust — How It Works
Tulin's sage power: He fires a burst of wind that pushes Link (and enemies) in the target direction.
Key uses:
- Glide extension: While paragliding, call Tulin (press L) → gust pushes you forward, dramatically extending glide distance
- Height gain: Aim upward while paragliding → Tulin gust gives an upward boost
- Puzzle activation: Wind-powered terminals, windmills, and propeller mechanisms are activated by Tulin's gust
- Enemy stagger: A well-aimed gust pushes lightweight enemies off platforms
Cooldown: Brief cooldown between gusts. You can't gust continuously, but you can chain 2-3 quick gusts during longer glides.
Temple Overview
The Wind Temple has 5 terminals spread across the temple's floors, which are ring-shaped platforms that encircle a central shaft.
Navigation: Wind currents inside the temple can boost or hinder movement. Moving with the wind is fast; moving against it drains stamina. Use Tulin's gust to navigate against wind currents when needed.
Terminal Locations
Terminal 1 — South Platform (Entry Level)
- From the entrance, proceed into the south section of the outer ring
- A large windmill-style mechanism is on the south wall
- Stand facing the windmill → call Tulin → gust hits the windmill blades → they spin → terminal activates
- Terminal 1 is directly below the windmill
Terminal 2 — East Platform (Elevated)
- Continue east along the outer ring (first level)
- A gap in the platform — jump and glide using Tulin's gust to cross
- On the far side: a propeller-locked door. The propeller needs Tulin's gust to spin.
- Face the propeller → gust → door opens → Terminal 2 inside
Terminal 3 — North Platform (Ice-Covered)
- Head north — this section has ice covering the terminal mechanism
- The ice blocks wind from reaching the activation crystal
- Solution: Melt the ice first. A lit torch-stone is nearby — Ultrahand it into the ice to melt it. Or fire arrows work.
- With ice removed, Tulin's gust reaches the crystal → Terminal 3 activates
Terminal 4 — West Platform (Upward Shaft)
- On the west side, a vertical shaft goes upward through the temple's interior
- Wind currents blow upward in the shaft — step into it → updraft carries you up
- Tulin gust + updraft = fast ascent to the upper west platform
- Crystal target at the top — direct gust → Terminal 4
Terminal 5 — Temple Roof / Central Top
- Reach the top of the central shaft (Terminal 4's shaft, continued upward)
- The temple roof is exposed to the outside blizzard — strong wind pushes left constantly
- Fight the wind (or use Tulin gust to counteract) to reach the central crystal
- The crystal requires a sustained gust — hold direction toward it → Tulin fires → Terminal 5
Colgera — Boss Fight
With all 5 terminals active → the central chamber unlocks → Colgera
Colgera is a massive jellyfish-like flying boss that attacks from above. It has three layers of icy spikes protecting its weak points.
Phase 1 — Three Core Exposure
Colgera circles the arena at high altitude, occasionally dive-bombing.
Weak points: Three circular cores along its body (front, middle, rear). Each core is protected by ice formations.
How to attack:
- Colgera dive-bombs the arena → it flies low, exposing the cores briefly
- Use Tulin's gust to launch yourself into the air toward Colgera during the dive
- Aim bow at the ice formations → fire arrows break the ice
- With ice broken, fire at the glowing core beneath
- 3 hits per core → core destroyed → repeat for all 3 cores
Fire arrows are NOT optimal here — the ice reforms quickly if you use slow weapons. Rapid-fire bows (Lynel bows firing multiple arrows) are best for the ice-breaking phase. Ice arrows specifically break the ice formations in one hit, making them ideal.
Getting altitude: Use Tulin's gust while jumping from the arena edges → briefly airborne → shoot down at Colgera as it dive-bombs past you.
Phase 2 — Enraged (All Cores Broken)
With all 3 cores destroyed, Colgera loses its dive-bomb pattern and enters a fast swooping attack:
- Rapid horizontal sweeps across the arena
- Weak point: the glowing center mass (now exposed without the cores)
- Still flying — you need Tulin-assisted height to target it
Phase 2 strategy:
- Use Tulin gust to gain maximum height
- Target the center mass with arrows while briefly airborne
- Colgera moves faster — lead your shots slightly ahead
- 8-10 good hits → Colgera defeated
If you're struggling with altitude: Attach Zonai fans or use a Zonai wing device from inventory if you have them. The arena is large enough to place a small Zonai glider for height gain.
Rewards
- Heart Container (or Stamina Vessel exchange)
- Tulin Sage's Vow — he permanently joins as sage; his gust power accessible anywhere
- Wind Temple Clear — Rito questline resolved, blizzard over Rito Village lifts
Quick Tips
- Ice arrows for Phase 1 — carry 15+ ice arrows before the boss. One ice arrow per ice formation = instantly ready for the core shot. Fire arrows are slower and the ice can reform.
- Tulin's gust for traversal, every fight — anytime you need height in the arena, Tulin gust is the answer. Don't forget to use it during Phase 2 when you're ground-level and Colgera is flying high.
- Terminal 3 ice melt — the torch-stone for Terminal 3 can be hard to spot. It's in the alcove southeast of the iced mechanism. If you can't find it, fire arrows work just as well to melt the ice.
- Wind Temple first — many players recommend doing Wind Temple first in the temple order. Tulin's gust is useful in every exploration context in TotK. Getting it early makes the whole game easier.
- Snowquill armor for the approach — the Hebra ascent to the temple is in blizzard conditions. Two pieces of Snowquill armor (or one piece + cold-resist food) is enough for the climb. Full Snowquill set makes it comfortable.
See also: Temple Order Guide | Rito Village Guide | Sage Powers Guide
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