10.1 Enter the Water TempleProgress at this point
~ Lake Hylia ~
Now that we have both the Iron Boots and Zora Tunic, we can enter the Water Temple. Play the Serenade of Water to quickly warp over to Lake Hylia. Before entering the temple, there is one optional Gold Skulltula that we can collect, over at the Lakeside Laboratory.
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Enter the Lakeside Laboratory and use the Iron Boots to sink down to the bottom of the small pool. Roll into the wooden crate here and and a Skulltula will pop out. Use the Hookshot to defeat it and grab the token.
Now, as you’ve already noticed, the water has drained out of the lake and some of the ruins are now more readily viewable. Simply follow the ruins to the lowest point of the lake and sink down to find a grated entrance to the temple. To open it, wear the Iron Boots and Zora Tunic and stand right before it, then use the Hookshot to hit the crystal thing right above the doorway. This will cause the gate to lift up. When you’re ready, enter the temple.
10.2 Water TempleProgress at this point
~ Getting The Dungeon Map ~
Jump into the water and sink to the very bottom using your Iron Boots. We want to head through the opening on the bottom floor to the right, just between the two torches. Along the way, you’ll likely have an encounter with the enemy Spikes. Use your Hookshot to kill them and then enter the east passage entrance between the torches. In the 3DS version of the game, this will be highlighted by some green lines. As soon as you round the “S” shaped corridor you’ll witness a cut scene with, *gasp*, the adult Princess Ruto! She’s all grown up!
After an awkward and surprising one-way conversation in which she reminds you that she is your fiance, she will begin floating up. Take off your boots and follow her all the way to the top to find that she’s disappeared. =(. Go ahead and head through the door.
Dungeon Map Room – In this small room, you’ll be thrown into the midst of four Spikes all at once. Try to kill them from afar to avoid taking damage. Should you decide to get close, Deku Nuts are easily the most effective weapon to stun them all at once. After they’ve all been killed, a large chest appears containing the Dungeon Map. Nice.
~ First Triforce Symbol And Key ~
First Triforce Symbol – Go back to the previous room and stand in front of the Triforce symbol on the wall. In case you haven’t caught on yet, every time you see one of these symbols throughout the game, you’re supposed to play Zelda’s Lullaby. Doing so will cause the water level to go down to its lowest level. This is the first of three places you can change the water level that Ruto was talking about.
Jump down all the way to the lowest floor and you’ll see two torches against the door. Now that there’s no water, the single torch in the center of this small room is lit. Hmm… Either shoot arrows through the one torch to light the other two or simply just use Din’s Fire. Once both torches are lit, enter the small room.
Shell Blade Room (1st Key) – Inside, you’ll find a new enemy known as the Shell Blade. You can target them from afar and use the Hookshot or Bow to defeat them when their mouths are open. Alternatively, just get close to all of them and kill them in one go with Din’s Fire. Snag the Small Key in the chest that appears, then return to the main room.
~ Optional Skulltula ~
Lowest Level – South – Now take the south entrance, which is directly to your left and you return to the main room. This leads to a dead end, but you’ll notice the floor has a crack in it, so whip out a Bomb and blow open hole in the floor. Sink down and you’ll immediately come across a Shell Blade. At this point, you can either kill it with your Hookshot, or take off your boots and swim over it. In either case, go up on the other side and pop out above the water.
Get on the small platform and step on the switch to raise the water level in this room just a little bit. Climb up one level and now the statue that was submerged has raised, revealing a Hookshot target. Zip across and kill the two Tektites. I find it easier to maneuver past them before facing off because I don’t have to worry about falling in the water.
NOTE: This puzzle has slight differences in the N64 and 3DS versions of the game. In the N64 version, the crystal switch is beyond the gate, where as in the 3DS version has the crystal switch in front of the gate.
In the 3DS version, simply slash at the crystal switch to open the gate. In the N64 version of the game, walk up to the gate and use a Spin Attack to activate it, thus opening the door. Snag the Skulltula token and goodies, then return to the main room.
Optional: Gold Skulltula #72
On the lowest level of the main chamber, walk through the south path and bomb the floor. Travel to the next room, step on the switch, and hookshot over to the target. Hit the crystal switch and snag the Gold Skulltula.
~ Small Key And The Dragon ~
Lowest Level – West
Back in the main room, we want to make our way through the west entrance, where there is a block that is preventing you from passing. Stand on the platform here and push the block all the way back until it falls into a hole and clicks in place underwater. Sink down and back up on the other side.
First Water Pillar Room – In this small room, you need to get to the other side. Should you fall down into the pit, you can Hookshot your way back up. Smack the nearby crystal switch with your sword and jump onto the water pillar that raises up. Jump across to the other side and run right past the Tektite to the door.
Spinning Water Room – This small room has a giant pool of water that spins around rapidly. Jump in and you’ll quickly see that the water will take you with it if you’re not heavy enough. There’s an iron dragon statue-like thing underwater that weaves in and out of the walls, try to land on its body in the opposite corner of the room from the door using your Iron Boots.
Once you’ve safely landed there and aren’t moving, hit the crystal switch in the dragon’s mouth with your Hookshot to open the nearby door. It’s only open for a few seconds, so Hookshot to the target on the wall in the alcove and run towards the door.
There are two Shell Blades in here that make this process terribly annoying. Your best bet is to simply avoid them. To do so, just take off your boots as you’re approaching the entrance and float up into the small area.
Once you make it, climb up and open the chest for a Small Key. Nice. Now hit the crystal switch in here and swim back to the entrance of the room. I like to use a Bomb to ensure I have enough time, but using your sword works just fine as well. Once you get back, go through the door.
First Water Pillar Room – Back in the room from a moment ago, kill the Tektite and Hookshot to the target across the way or simply shoot the crystal switch with an arrow. Work your way back to the main room. At the end, you’ll have to use your Iron Boots and Hookshot to get onto the platform.
~ Second Triforce Symbol And Hidden Small Key ~
You should have two keys at this point. At long last, enter the locked door in the center pillar of the main room. In the 3DS version, this door is surrounded by some red lines, indicating it will lead to another location where you can change the water level. Inside, run forward, turn around, and Hookshot up to the target on the side of the platform above you. Once you climb up, play Zelda’s Lullaby for the second Triforce to bring the water to the mid level.
Now, this is the part that stumps most people: In that little cut scene where the water’s rising, it showed that platform below rises with the water, and it reveals a hidden hole that you can sink down into. This is made much more apparent in the Nintendo 3DS version of the game. Get on top of either of the platforms here, equip the Iron Boots and step between the platforms to land safely on the platform below. Sink down into the hole below.
Temple’s Flooded Basement – Round the corner and you’ll find a lone crystal switch. Hit it from afar with your Hookshot, which will open up a gate above it, dropping down baddies to confront you. Defeat them one at a time while slowly inching your way forward until they’re all gone, which opens the gate above on the other side.
Float up and snag the Small Key from inside the chest. Nifty. Work your way back to the room where you just changed the water level and go through the door.
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~ Getting The Compass ~
Mid Level – East (Compass Room) – Now that the water’s at the mid level, there are a few more rooms we can access. To help in finding all the keys, let’s snag the Compass, which is totally optional of course. Enter the east wing, with the two lone jars, and it’ll lead to some spikes.
Hookshot onto the platform across from the spikes on the floor, then turn around and Hookshot to the farthest target from you on the ceiling. This will take you all the way up. Now, we need to open the chest, but the crystal switch’s timer doesn’t last very long. Either lay a Bomb or shoot it from across the way with an arrow to open the chest in time. Return to the main room; just be careful when you jump down not to land on the spikes.