Water Temple

is a recurring Series: and location in.

Entrance to the OoT3D:
The ancient temple lies deep under the vast Lake Hylia. Guarded by the Zoras, it is considered a sacred temple that is used to worship the water spirits. The Water Temple is accessible after the young hero finds the Iron Boots in OoT3D:. Aided with the boots and the Hookshot, Link can access its entrance by shooting the target above the gate.

Themes and Navigation
The OoT3D: contains the source of the curse that has frozen Zora's Domain. Various parts of the temple require Link to go underwater for substantial amounts of time, thus necessitating the Zora Tunic (though the Water Temple can be beaten without it by an experienced and resourceful player). Its enigmatic structure consists of various floors (four in total, one of them is a basement) and requires the use of playing Zelda's Lullaby at each of the special markings on the walls that manipulate the level of water, which give Link access to various parts of the temple from the hub room. Link will need to use all of his intellectual skills and cunning survival techniques to truly conquer this temple, as puzzles and obstacles are strategically varied: From the aforementioned water level manipulation, to swimming in presence of current flows, defeating enemy groups, climbing a waterfall with descending platforms, raise and lower pillars with a switch, etc.; the young hero will also come to confront his very own doppelgänger, Dark Link in the Water Temple. After defeating Dark Link, Link will find the Longshot which, once acquired, helps Link in the search for the Boss Key and enter the lair of the aquatic boss, Morpha.

This temple is infamous to fans for its difficulty and necessity for constantly pausing the game in order to switch to the Iron Boots and back. When the game was remade for the 3DS, the temple was altered in order to be completed easily. The Iron Boots are now a click-on item, glowing markings appear on the wall to show the way, and the entire temple was made brighter.

The Water Temple makes much use of Din's Fire in the version of the game. The Hookshot is also used more often than in the original version. The infamous "serpent-shaped" room now has Hookshot targets over the wall, making it easy to simply bunny-hop through the vortex-filled gauntlet. The map, compass, and even the Longshot are obtained very early in the dungeon. The Longshot gives access to a lot of new areas and makes most puzzles easier than before. Most rooms are blocked with gates, so puzzles must be solved to be able to access them. Boulders and most enemies are no longer found, except for two Spikes and nine completely new Stalfos. Two new features include a room with several Dodongos, plus several crates that are found throughout the dungeon.

In the GameCube version of the, Link can complete the dungeon with an extra Small Key remaining. This is because one of the doors that Link is meant to unlock with a key unlocks itself, specifically when defeating the Stalfos prior to Dark Link and causing the dragon heads to rise. The only way to reach this door and unlock it normally is by using glitches. In this glitch was fixed.

Eiji Aonuma apologized for the design of the Water Temple in a 2009 interview. Due to the confusing layout and controls for the Nintendo 64 version of, several changes were in. The Iron Boots were changed into an item rather than a piece of equipment, the dungeon received glowing markings on various walls and corridors to mark where the player must go and to make changing the water level more clear, and an additional camera scene was added in the central tower of the dungeon to make the location of a commonly and easily missed Small Key more obvious.

Small Keys

 * In the original, there are six small keys.
 * In Master Quest, there are two. Notice however that the second locked door is only in the 3DS version in its mirrored form.

The TFH: is a TFH: in. It is the fourth and last TFH: of the TFH: TFH:, and is preceded by TFH:.

Themes and Navigation
The TFH: is a large, flooded palace filled with many pools. As it involves a lot of swimming and traversing TFH:, the TFH: and the TFH: become very useful here.

In Stage 1, the NaN Linkss enter the Temple from its entrance, where further ahead and down a ramp is a large pool. The NaN Linkss can find two NaN Gripshots on ledges to the sides. By firing each TFH: to the north of where they are found, the NaN Linkss can attach themselves to fences, crossing a small portion of the pool and dropping down onto platforms. A TFH: can be found on top of a tall platform in the middle of the pool, but cannot be reached at that point. Inside the the pool are two NaN Shock Switchs, which are guarded off by railings on particular sides; using the NaN Gripshots, the NaN Linkss can hit the right TFH: from the left platform, and the left TFH: from the right platform. Activating both NaN Shock Switchs at the same time causes a small platform to appear in the center of the pool. From there, one of the NaN Linkss can fire the TFH: at a TFH: to the north; doing so will open the TFH: and flood the room, allowing the NaN Linkss to reach the TFH:. The TFH: with the TFH: then has to create pillars of water for the heroes to reach the TFH: on the north end of the pool.

In Stage 2, the NaN Linkss appear on a caged floor above a pool of TFH:. A TFH: in the center must be pressed down by all three NaN Linkss, which automatically opens a TFH: in the northeast corner and floods the room, as NaN Tektites, NaN Water Tektites and NaN Skullfishs appear. The NaN Linkss must swim onto small platforms to be able to attack them, or use the TFH: to stun them. Optionally, by using the TFH: from the northeast platform, or by forming a TFH: there, one of the NaN Linkss with a TFH: can pull the TFH: to drain the room, making the enemies easier to defeat. After all enemies have been defeated, a steel grate in the northwest corner rises, opening to passage. To continue through it, the room needs to be drained if it has not already been. The NaN Linkss can then walk under the grate and come to a platform that can be reached using the TFH:. Another TFH: can be seen on the wall high above, which can only be opened by using the TFH: and forming a full TFH: on top of the pillar. Pulling this TFH: floods the room again, allowing the NaN Linkss to reach the TFH: and a TFH:.

In Stage 3, the NaN Linkss find themselves trapped in a caged enclosure with a TFH:. Two of the NaN Linkss can escape the enclosure by using the TFH: on a panel on the cage wall, which will flip around and drop the NaN Linkss outside. Those NaN Linkss then stand on two NaN Floor Switchs, opening the cage door so the third TFH: can escape. Outside the cage, the Links enter a room with platforms at several elevations and TFH: at a low level. To the northeast is a locked gate leading to the TFH:, and in the northwest is another section of the room behind a fence wall. Nearby is a platform reachable only with the TFH:, from which the NaN Linkss can open another TFH:, raising the TFH: level. The NaN Linkss with NaN Gripshots can then reach another cage panel by having the other TFH: lead them with the TFH:, while avoiding rocks fired at them by nearby NaN Water Octoroks. On the other side of the fence, the NaN Linkss can find a TFH: containing a TFH:, and a TFH: that can be pulled toward another platform by using the TFH: on a TFH:. On this platform is a TFH: containing a TFH:, and a TFH: that opens the cage door back to the main room. As the locked gate is now submerged underwater, the NaN Linkss cannot use the TFH: just yet; two of them are required to turn the TFH: again to lower the TFH:, after which the NaN Linkss can board the TFH: and use the TFH: to transport themselves and the TFH: to where the TFH: is.

Stage 4 is where TFH: is fought in a pool. The NaN Linkss first need to defeat its eyes, using several platforms around the pool's edge to get closer. Once they succeed, the platforms automatically retract and the pool is completely drained. At the bottom of the pool, they battle TFH: proper, with several NaN Pots containing NaN Hearts and NaN Energy Potions strewn around the floor. After TFH: is defeated, a door opens in an alcove at the north end leading to the TFH:.

NaN Drablands Challenges
Once the TFH: of the TFH: has been defeated, the TFH: can be replayed with the following NaN Drablands Challenges: "Fewer Heart Containers!", "Clear with halved energy!", and "Transport the orb quickly!".

In "Transport the orb quickly!", the NaN Linkss are given a timer of 30 seconds in Multiplayer, or two minutes and 10 seconds in single-player. This timer can be increased by collecting NaN Hourglasss or wearing TFH:. As dropping the orb in TFH: will cause it to respawn at an earlier location, it is advisable to place the orb on safe ground before using a TFH: to flood a room.

NaN Magical Materials
At the end of the TFH:, three NaN Treasure Chests can be opened. Two contain the same TFH:, and one contains another, more valuable TFH:.

NaN Enemies

 * With TotK: during "TotK:"

The Water Temple appears as part of the HWDE: HWDE: in. This stage is a part of Sheik and Impa's quest to close the Gate of Souls located inside the temple. An updated version of Dark Link's chamber appears, where Wizzro, disguised as Zelda, is fought.

Though the Water Temple is never seen during, a Sign stating that the Real Escape Game was "Easier than the Water Temple" was used as a prop during photo shoots with the Master Sword at events.

Trivia

 * As alluded to in Vol. 2 of the TFH:, a "Turtle Rock"—a rock resembling a turtle shell—is hidden in each TFH: of the TFH: in . One can be found under the grated floor in TFH: 2 of the TFH:, in the passage that opens when all NaN Enemies are defeated.