Wind Temple Guide — Tulin, All Terminals & Colgera Boss

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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:

  1. Meet Tulin at the Wind Temple approach (follow his questline markers)
  2. He leads you through multiple sky platforms rising above the blizzard layer
  3. Tulin uses his wind gust to boost your glides upward between platforms
  4. 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)

  1. From the entrance, proceed into the south section of the outer ring
  2. A large windmill-style mechanism is on the south wall
  3. Stand facing the windmill → call Tulin → gust hits the windmill blades → they spin → terminal activates
  4. Terminal 1 is directly below the windmill

Terminal 2 — East Platform (Elevated)

  1. Continue east along the outer ring (first level)
  2. A gap in the platform — jump and glide using Tulin's gust to cross
  3. On the far side: a propeller-locked door. The propeller needs Tulin's gust to spin.
  4. Face the propeller → gust → door opens → Terminal 2 inside

Terminal 3 — North Platform (Ice-Covered)

  1. Head north — this section has ice covering the terminal mechanism
  2. The ice blocks wind from reaching the activation crystal
  3. Solution: Melt the ice first. A lit torch-stone is nearby — Ultrahand it into the ice to melt it. Or fire arrows work.
  4. With ice removed, Tulin's gust reaches the crystal → Terminal 3 activates

Terminal 4 — West Platform (Upward Shaft)

  1. On the west side, a vertical shaft goes upward through the temple's interior
  2. Wind currents blow upward in the shaft — step into it → updraft carries you up
  3. Tulin gust + updraft = fast ascent to the upper west platform
  4. Crystal target at the top — direct gust → Terminal 4

Terminal 5 — Temple Roof / Central Top

  1. Reach the top of the central shaft (Terminal 4's shaft, continued upward)
  2. The temple roof is exposed to the outside blizzard — strong wind pushes left constantly
  3. Fight the wind (or use Tulin gust to counteract) to reach the central crystal
  4. 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:

  1. Colgera dive-bombs the arena → it flies low, exposing the cores briefly
  2. Use Tulin's gust to launch yourself into the air toward Colgera during the dive
  3. Aim bow at the ice formations → fire arrows break the ice
  4. With ice broken, fire at the glowing core beneath
  5. 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:

  1. Use Tulin gust to gain maximum height
  2. Target the center mass with arrows while briefly airborne
  3. Colgera moves faster — lead your shots slightly ahead
  4. 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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