Lanayru Temple Dungeon Walkthrough - The Legend of Zelda: Echoes of Wisdom Guide - IGN (2024)

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With the path to The Rift on Holy Mount Lanayru located upon the peaks of Hebra Mountain, Zelda and Tri will finally be able to access the giant rift messing up the mountain and Conde's home and find a way to reach the Lanayru Temple. Our walkthrough will guide you on how to access the dungeon through the Stilled Hebra Mountain and Stilled Holy Mount Lanayru, and to how to get through the Lanayru Temple Dungeon, including where to find new Echoes, Treasure Chests, and how to defeat the miniboss and dungeon boss!

  • Jump to a Section:
  • Stilled Hebra Mountain
  • Stilled Holy Mount Lanayru
  • Lanayru Temple Dungeon
    • Dungeon - B1
    • Dungeon - B2
    • Miniboss Fight
    • Dungeon - B3
    • Boss Battle
  • After Lanayru Temple

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Stilled Hebra Mountain

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Cloud, Freeze Slug0400

Arriving in the Still World of Hebra's mountain peaks, you'll need to find a way through the scattered floating islands with connects two different Stilled Worlds together. Start by heading north to encounter some Tornandoes. They'll do their best to interrupt you by knocking you into the air and off the ledges of the clouds here, but are highly susceptible to Sea Urchins interrupting their charge.

Clear out the group of Tornandoes and then create a bridge over to the left, where you'll find a Shadow Moblin and more Shadow enemies that will appear, which is a good time to swap to your Swordfighter Form.

Up ahead are a group of clouds, and you can interact with the smaller ones to learn the Cloud Echo. This is an absolute game changer of an Echo, as you'll now be able to create floating platforms to go as high as you want, but note that standing on them will cause them to disappear rather quickly.

Cloud Echo

There are a couple of Ghirros flying around nearby that will try to knock you off the clouds, so be sure to deal with them first by summoning a Wizzrobe, and then create a line of floating clouds to the left to find a Treasure Chest holding a Monster Stone.

Create more floating cloud platforms to head north until you reach a large stone structure with a ladder down to a sub-level.

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Inside, the sub-level will quickly deteriorate into more of the void as you head down, and you'll need to use your new cloud platforms to head right, but be ready to find permanent cloud platforms to stop at and summon Wizzrobes to deal with the Ghirros.

As you find another set of stable cloud platforms, you can either head upwards or to the right. Going right will lead to a far cloud that holds a Treasure Chest with 20 Rupees, and then going further will advance to the main path.

You can also create an alternating stair path of clouds to go upward, where you'll find a ledge leading back to the left where you first entered the sub-level, and here you'll find another Treasure Chest with 3 Warm Peppers on the other side of some cracked blocks (use your Swordfighter Form to place the bombs to save on points when summoning cloud platforms).

From here you can head up to the right over the tilted pine trees, or down to the right where the previous chest was, and it will lead to three columns of rock wall to climb, though it's currently in use by a trio of Freeze Slugs. Luckily, a single hit is usually enough to knock them into the void (if you want their Echoes, simply leave through the ladder at the top and return down to find their Echoes slowly floating down the walls.).

Freeze Slug Echo

Stilled Holy Mount Lanayru

Though still in the Still World, exiting the sub-level will put you in a different area (that's still technically connected). At the very least, you can activate a Waypoint here, and then jump south to some clouds where Ice Keese will try to ambush you.

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Use your cloud platforms to head south and then east to a large floating island with a high ledge. You can either create a column of Water Blocks to go straight up, or find a series of cloud platforms off to the right to ascend as well.

If you travel straight up, be ready to deal with a few Ice Octos, and look across the chilly lake for a small cave entrance by the far cliffs.

Inside, you can find a small room with a pit, and a Treasure Chest on a high ledge you can build a staircase of clouds to reach and loot the 50 Rupees.

Back outside, head east past a lone Wolfos and either create a series of platforms to go straight up (though getting around the ice can be tricky), or take an easier path further east and north before doubling back to the higher ledge.

At the very top of this large floating island, you'll find a much larger cave entrance surrounded by ice spikes, leading into the main dungeon.

Lanayru Temple Dungeon - 1F

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White Wolfos195

As you enter this new temple dungeon, you'll find another mural left behind by Condé's brother before they set off on their adventure. At least we know they don't appear to be the same giant creature that was harassing Condé earlier.

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Entering the temple through its first floor, activate the waypoint and head to the next room, where you'll find a curious contraption: A wall fan sits in the corner with a long section of tiles that look like a conduit connecting to something in the room to the right, while the back of the room appears frozen solid.

As you can expect, this temple will have a lot of frozen sections, so you should absolutely equip the Ice Spikes Accessory found in the cave in the Upper Hebra Mountains to the west of the ice lake across the gorge.

Before following the circuit, go left instead to a small room that holds two Ice Octos you need to defeat, and you can summon Fire Keese or Wizzrobe to attack from above while you hide behind ice blocks. Defeating them both will unlock a Treasure Chest with 5 Rock Salt.

Take the door through the right next, where you'll find the conduit leads to a circular receptacle. As it happens a fiery orb is also in this room across a watery pit.

You can't "pick up" the fiery orb, but you can grab it with Tri using Bind, and then create a row of Ice Blocks to cross the water with before placing it in the receptacle. This will power the fan in the next room, heating the room up to melt the back wall and reveal a ladder down to a sub-level.

In the sub-level, you'll have to go through a few Snomauls, and either send Fire Keese to take out their heads, or use the rock walls along the ceilings to bypass them.

When you reach a pit with a Snomaul, you may notice two freezing geysers spraying out along the ceiling with a shaft between them. Getting yourself up the shaft is a bit tricky, as any platforms you create will be broken when the freezing geyser starts to blast.

Create Old Beds or Clouds from the ladder to reach under the shaft, and quickly place a Strandtula to create a rope to climb up, where you'll find a Treasure Chest with 3 Monster Fangs.

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Lanayru Temple Dungeon - B1

When you reach the next floor, you'll find some Ice Keese flying around an icy-tiled room with a few freezing geysers along the wall. Trying to plant an Ice Block may just send it sliding along, so instead move a Boulder in front of the first one, and then summon a Boulder or Water Block at range to hit the far geyser.

The room beyond has another fan, but the conduit leads under a frozen pool of water, and there are freezing and fiery geysers on both sides of the room. Start by moving the Boulder in front of the freezing geyser and head up to through the left room.

Here you'll find the fiery orb and receptacle, but a freezing geyser in the middle threatens turn turn the orb into a frozen orb, which won't have any effect in the next room. Summon a Boulder at range when pressed against the gate to block the geyser, and then use Bind to move the orb left to the receptacle.

Return to the previous room to find the ice melted, and then dive down into the waters to find a Small Key for the door on the right. Unfortunately, with the fiery geyers along the wall, you won't be able to get up without re-freezing the room.

Head back to the previous room and purposely freeze the orb before placing it on the receptacle to re-freeze the water. Next, look for the two stacked Boulders and a third nearby, and use summoned platforms to gain height so that you can stack the Boulders three high to block the fiery geysers. This will allow you to create a column of water to head up to the locked door without getting hassled.

In the next sub-level, note the ice spikes forming along the ceiling before dropping down. They're showing you an important trick if you look closely.

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A little further down, two freezing geysers will block your progress, until an ice spike appears for a moment before dropping down. Don't wait for it to drop down, and instead target it and use Bind when climbing next to it, and you'll have made your own personal shield!

On the other side, you'll need to climb back upwards, so use the same technique to grab an ice spike on the left, and use it as a shield when climbing upwards.

When you reach the last section leading back down, the ice spike and geyers are too far below you to form an effective shield with Bind, so instead quickly drop down when the spike appears get past the first spikes, and use the one on the right to guard against the last geysers to reach the next floor down.

Lanayru Temple Dungeon - B2

This floor begins with a very narrow ledge section, with freezing geysers blocking the way across several pits. You won't be able to create Water Blocks to stop them, as they'll freeze and then just fall down, so instead you'll need to carefully time Cloud platforms to jump across quickly.

Note that above the first geyser, you can find an alcove high up, and create a series of Cloud platforms going up next to the geyser to reach it, where you'll find a Treasure Chest with a Golden Egg.

To reach the far ledge at the end of the room, you'll need to get past two sets of geysers, which will require some tricky juggling of constantly creating cloud platforms back and forth as you raise up, and wait for the geysers at the top to stop before jumping across to the right.

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This new room is divided in half by an ice wall, with a locked door on your side. It may look like a dead end, but the brazier on the right side provides a clue: move the ice block in its spot on your side, and you can reveal a ladder down to a sub-level.

Down in the sub-level, you can spot a receptacle for a conduit leading up to the room above, but this means you'll need to climb the rock wall down and back up again with the orb.

You'll find it as you drop below, but there are multiple freezing geysers on the right wall, and the rock walls are crawling with Freeze Slugs you'll need to take out first.

Once you get the orb at the bottom, wait for the geyers above to turn off briefly before racing back upwards, and and then stick to the left wall to stay out of range of the next geysers, creating a column of Water Blocks to reach the rock wall again, until you can get far enough up to place the orb.

Double Switch Puzzle

Head back upstairs to find the wall melted, allowing you to head into the room on the right. Inside you'll find a group of Ice Blocks, with a button straight ahead to the right, and one down from you. Stepping on one will cause both to light up briefly, and it may not be obvious what the room is asking of you.

To unlock the puzzle here, you'll need to ensure that both switches are stepped on at the same time. Luckily, Ice Blocks can be pushed to make them slide along the floor, allowing you to be in two places at once.

Push the Ice Block along the narrow pathway right, and just as its about to slide onto the button, walk down to step on the other button so that both are pressed at the same time. If done correctly, a Treasure Chest will appear with a Small Key for the door to the west.

The western room is large and full of freezing geysers along the walls, as well as several Temper Tweelus. Once attacked, they'll burst into flames as they wildly swing in your direction, but you can use the freezing vents to your advantage as it will cause their flames to be doused and deal damage to them.

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Couple up the freezing vents by summoning a Bizzo that can throw bombs at them while you throw your own in Swordfighter Form to quickly eliminate the group, allowing you to head further west, and revealing a Treasure Chest with a Small Key.

Activate the Waypoint in the next room, and use the hot springs to rest up before you head north into a tough encounter.

Miniboss Fight - Green Slime

A large green slime monster awaits you in a room with some hot springs, and at first it may not be clear exactly how to defeat this creature. It will repel nearly any attack -- even in your Swordfighter Form, and will leap high into the air before slamming down on top of you, causing boulders to drop all around.

The secret to the Green Slime's weakness is the theme of this dungeon: Frost. It is only susceptible to frost attacks, and while they won't damage the Green Slime, enough frost damage will freeze it solid, which will let you actually deal some damage.

By now you should have a lot of ice-themed enemies to attack it with, but we recommend the Freezard for its relentless ice breath, which you can also follow up with a Tweelus to help you smash the slime when its been frozen.

Try to swap in and out of your Swordfighter Form whenever you spot an opportunity to deal damage, as it can help you break them apart much faster than waiting for your Echoes.

The bad news is that things only get harder the more damage you do: attacking a frozen slime will cause it to split into two smaller slimes, which will extend the battle as you need to chase down the smaller and smaller versions until they become tiny and you can finally smash them for good.

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Expect them to slam down on your Echoes more and more often the more numerous and smaller they get, so keep swapping out new summons to replace your defeated Echoes so they don't get a moments rest from being blasted with ice. If the Freezard isn't working for you, be sure to experiment with the Ice Wizzrobe, Ice Keese, Ice Octos, and other ice variant enemies.

Curiously, the green slimes will also have a unique attack they perform when they spot ice enemies, sucking in before spitting out a stream of hot water to damage your Echoes. You can actually use this to your advantage by placing decoy Ice Blocks, which seems to cause the slimes to stop their other attacks and attack the blocks while you ambush them from the sides.

Once you've smashed the last little Green Slime to pieces, the battle will finally be over. You won't get a reward, the door leading down to the sub-level will unlock for you.

Heading down, you'll be in a darkened room with several unlit braziers scattered all around this maze. Head down the ladder and look to the left to find the first unlit brazier, which you can access by melting the ice spike in front of it.

Head down the second ladder, where a sealed door lies to the left, and take the right path to find a rock wall to climb upwards. Next to the rock wall is a lit brazier, and above you'll find an unlit one by a fiery geyser, preventing you from creating a Strandtula.

The easiest way to light this brazier is to create a stair up to the small platform under the opening, place an Ingnizol on it, then quickly run back to the rock wall and grab it with Bind, before climbing up with the Ignzol and letting it jump to the brazier.

Next, head down from the rock wall to a ladder down to a split path. Take the path to the right first, where a row of icicles on the ceiling will smash down in front of a brazier. Simply cast an Ignizol at range to have it fly past the ice spikes so its lands on the brazier.

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Finally, head down the other ladder, where you'll find a lone Fire Keese below a grate leading to a wind geyser and a brazier. The Fire Keese is the clue, but you don't want to send it into the gusting winds. First, aim upwards through the grate and toss up a Water Block at range to plug up the geyser, then send a Fire Keese after it, and quickly target the brazier so it flies to the left.

With all braziers lit, the door will open, allowing access to the next floor down. Before you go, move to the far left wall where a lit brazier is, and create columns of Water Blocks to swim up to where a Treasure Chest is at the very top, which holds 100 Rupees!

Lanayru Temple Dungeon - B3

Arriving in the second to last floor, a large expansive puzzle awaits you here. Off to the right, you can spy a large yellow button and a ramp. Down below, a smaller yellow button by a gated Boss Chest will summon a snowball to roll toward the bigger button, but the ice spikes in the way will simply smash it to bits.

To reach it, you'll need to thaw the spikes and refreeze the pool of water, but powering up the right conduit won't be so straightforward.

As you head to the next room to the south, you'll find the conduit leading to a receptacle behind an ice wall, with a different fan in this room also having a conduit leading further south.

Follow the second conduit into the room beyond, where you'll find a horde of monsters around icy waters, including a Moa and Bio Deku Baba on the other side of several icy spikes, and Freeze Slugs on both sides (kill the Moa first if you weren't able to get its Echo back on the mountain peak).

Look for a Treasure Chest by the far door holding 3 Twisted Pumpkins, and keep moving south to find the conduit leading into a frozen pool of water that several other conduits also lead in and out of, heading into rooms in both directions (though one door is sealed). Things here continue to not be simple.

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Take the path to the east first, and head up from a room full of Tektites to find a much larger room. A large twisting icy path lies before you and a fire orb to the receptacle at the far side of the room. Again, this is a great time to make use of the Ice Spikes Accessory to negate the slippery floor.

Before taking the orb, clear out the path yourself by taking out the various Ice Octos and Freeze Slugs, and Temper Tweelus (you can quickly grab them with Bind and shove them off ledges) before shooting down the Ice Keese.

Ensure the freezing geyser is blocked up with a Water Block, allowing you to transport the Fire Orb in peace.

Once activated, the previous two rooms will melt the ice into a large pool of water, and you can explore the preceding room full of Level 2 Tektites for a Treasure Chest with a Monster Stone (you can try summoning a Chompfin in the waters to draw their attention before you surface).

With the bottom central room thawed, look for a Boulder in the pool of water to drop onto the small button, which will open the door to the west.

Inside you'll see two switches that indicate another simultaneous switch-pressing puzzle, but with the room thawed out that won't be possible yet, so keep heading left. Here you'll find several hot and cold geysers between a Fire Orb and the receptacle, meaning you'll need to alternate which power you need to give the orb. Start by plugging up the two fiery geysers with Boulders using a ranged summon, and drag the Fire Orb through the freezing mist to change its element before plugging it in.

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Return to the previous room to find it frozen over, and summon an Ice Block in front of you. Give it a push toward the switch on the right, and then run down to hop onto the second switch as it slides on top, solving the puzzle and opening the door.

Before you can reach the final puzzle room, you'll be sealed inside an arena with a White Wolfos. This enemy is very tough, can strafe around your attacks to strike from the side, and will also periodically howl to summon two smaller Wolfos to its side!

There are a few ways to deal with this enemy, but it'll be a tough fight regardless. You can send a Freezard after them to quickly freeze the lesser Wolfos, but it won't work on the bigger foe. Their flanking attacks can also be stopped dead by surrounding yourself with Sea Urchins, but you'll need to constantly summon them to keep pace with their attacks.

If you defeated him in the Hebra Mountain Cave, the Level 3 Sword Moblin can be a great assist here, as its shield can stop even the big Wolfos in its tracks, and you can follow up with winding up one of Dampe's automatons to assist the Moblin while you use the Swordfighter Form.

White Wolfos Echo

Once the White Wolfos goes down, you can head into the final puzzle room, where a large icy pool dominates the center of the room with small ledges and platforms around the edge. These ledges are full of enemies like Freezards hiding in alcoves or around corners, but you can easily neutralize them by placing an Ice Block in front of them to block their movements, and then drop a Sea Urchin on their head to slowly kill them while you continue to explore.

Once you've found both the fire orb in the top left of the room and the receptacle at the bottom behind some iron bars, make sure all the enemies are dealt with before placing Water Blocks in front of each freezing geyser, and then carry the orb to the receptacle.

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This will heat up the room south of the Boss Chest, melting the wall in the middle of the room and allowing you to turn the Ice Orb into a Fire Orb by lighting the nearby brazier with an Ignizol.

This will at last melt the ice spikes blocking the snowball from its goal, but do keep in mind that it also lowers the water level so that the snowball can't reach the giant button. You'll need to remedy this by re-freezing the room (the ice spikes won't come back).

As you are finally able to grab the Boss Chest and get the Big Key, you should also try creating a pillar of Water Blocks above the stairs down to the lowest floor. You can actually move along the conduit here to find 50 Rupees!

Down below, you'll find one last Waypoint and a hot spring to heal up, and then head inside to face the culprit that was tormenting poor Condé.

Boss Battle - Skorchill

This creepy creature is definitely no brother of Condé, but it is a very formidable opponent with a lot of tricks up its sleeve. When the fight begins, it will don a strange helmet that makes it invulnerable to any attack as a shield coats the body of this boss. To make matters worse, the entire arena is coated in slippery ice, making the Ice Spikes Accessory a huge boon for this fight.

The key to defeating this boss lies within their strange helmet, and if you look closely you can see that it generates a field of frost around its three icy horns. Knowing this, your best method of attack lies in your various fire-infused Echoes. Hopefully you'll have already completed Eldin Volcano and gained the various fiery Echoes found in that region, but even if you haven't you should have the tools you need.

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You'll need to throw fiery Echoes to aim at Skorchill's helmet, which means the Echoes you summon also need to be able to reach it. Summoning Fire Keese or Fire Wizzrobes can help destroy the shield's defenses as long as you give them space to launch thier attack.

Even if your Echo choices are limited, you may be surprised to find even the humble Brazier works well, as the fire is raised up high enough to damage the helmet when placed right in front of Skorchill.

As you lead your assault, be wary of Skorchill's attacks. He can hop in fury from side to side, damaging anything immediately around his feet, and causing ice spikes to drop from the ceiling above, and they'll remain embedded in the ground for a duration.

He will often follow up this attack be rearing back, and then launching into an extended spin attack where he bounces all over the room damaging anything he comes into contact with. Luckily, the ice spikes are the only thing that he can't move past, and you can use them as barriers to hide behind.

He'll often spin himself dizzy after that attack, making it a good time to assault him from the air with Fire Keese and Wizzrobes, or you can wait for him to advance and raise his hands with dark energy before slamming down, causing his head to lower and making him vulnerable to more fire attacks.

Deal enough damage, and all three ice horns on the helmet will break away, rendering the helmet's shield inert. He can still block attacks, but his helmet is now vulnerable to being grabbed. Use Bind to pull it off, and he'll be completely exposed.

While he doesn't go into a stunned state like some other bosses, this is your best opportunity to swap to your Swordfighter Form and leap in for a flurry of blows, as he'll be very slow to retaliate without his helmet powering him. Summon a Level 3 Sword Moblin to assist, and be ready to retreat if he tries his spinning move, and then get ready to move in during his lengthy cooldown period.

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After hitting Skorchill enough times, he'll reveal the secret to his second phase, and the other part of his name: A flame helmet. This new helmet brings its own slew of new attacks, and you'll need to summon different Echoes to exploit a different weakness.

As with his other helmet, summoning aerial freezing Echoes like the Ice Keese or Ice Wizzrobe can help out here as they can reach his helmet far easier than other Echoes. However, he'll still perform his hand slam that lowers his head down, letting smaller icy Echoes like the Freezard get an advantage with its constant ice blast.

You'll also need to be on guard with his new fire attacks. In addition to his hand slams, he can also let loose a series of fire blasts that expel small lava blobs in your direction. He'll keep spewing out a ton of these, and you'll want to circle strafe him to stay ahead of the projectiles.

If he starts charging up, that's your cue to get some distance, as Skorchill will unleash a large tornado of flame that's often directed right in front of him, and encompasses a large area near the boss, which you want to be well away from. However, you should keep directing your Echoes at him, as it is possible to interrupt this move if he takes too much damage.

Keep up the icy assault until his helmet gets busted, and yank this one off too before swapping to your Swordfighter Form to quickly slash at him before he recovers.

In his third phase, his next helmet will play a "Greatest Hits" incorporating both fire and ice attacks as his helmet's horn color can change at will.

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The key thing to note for this final phase is whatever color the horns are, he'll use the opposite element for attacks. If the horns turn to ice, prepare to dodge his fire blasts, and if he swaps to fire horns, then he'll start dislodging ice spikes and use his spin attack.

Since your Echoes can only target one of his weaknesses, you'll need to be on top of quickly re-summoning the right Echo for the job, so make sure your "recently used" list has a good mix of fire and ice Echoes to help bring him down.

Once his helmet is dislodged for the final time, summon your strongest Echo to help take him down quickly using the rest of your Swordfighter Form's energy meter.

When Skorchill finally falls, Tri's friends will be freed, restoring the peak of Holy Mount Lanayru to its full glory. You'll get a new Heart Container, and 5 Might Crystals for helping Tri's friends, who will also grant him a new level. Depending on if you've done optional rifts or not and the order of the dungeons, this will likely bring him to Level 8, lowering the Echo cost of a lot of your summons:

Sword Moblin Lv. 2Club Boarblin Lv. 2Fire OctoIce OctoChompfinZirroGhirro
StrandtulaCrawltulaPoeLeeverSnomaulPlatboom

Lanayru Temple Dungeon Complete

As you prepare to leave, the voice of one of the goddesses, Nayru, will reach you. As thanks for freeing the land from the curse of nothingness, you’ll be given Nayru's Sanction, one of the three needed to open the path to the Prime Energy that you seek.

You'll also get more information on the entity behind the creation of these rifts, known only as Null. Things are not looking good, and it seems only Zelda can stop this dark creature.

Rift on Holy Mount Lanayru Complete

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After Lanayru Temple

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-3000

With the mountain healed, Tri will fill Condé in on the truth of the rifts, and that Condé's brother wasn't responsible, making Condé one very happy Yeti!

There's not too many new things going on in the mountains now that the rifts are gone, but you can return to the Upper Hebra Mountain area where you fought the Ice Wizzrobe along the freezing lake.

The rift tear that was right above this area has vanished, making it easier to climb up the ridge above the icy waters to find a Heart Piece on a ledge high above the tunnel entrance leading back down the mountain.

You can also revisit Condé in their home to find they have a task for you, starting the Snowball Magic Sidequest. You'll need to bring a special sparkling Snowball that rolls past the Yeti, and carry it over to the peak to the west without it touching anything and crumbling.

It can be tricky, but try grabbing it from below while it's still rolling down the slope by Condé to effectively hold it over your head to the side, allowing the other snowballs to roll under it. When you reach the goal, Condé will award you another Heart Piece for the help!

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This is also a great time to revisit Goron City below the Eldin Volcano if you haven't been back there since you cleared it. By now, the new Goron Chief Darston will have gone to investigate a cave by the top of Eldin Dungeon, and you can talk to the Gorons in the city to start A Mountainous Mystery Sidequest.

This quest will have you delving into a mini-dungeon with a much stronger Talus boss than the last one you fought, but if you come out victorious, you'll earn another Heart Piece, along with the Goron's Bracelet to carry items faster!

Be sure to also swing back to Suthorn Village, and show the kid a real Snowball to complete his sidequest, as well as upgrading your weapons of Might at Lueberry's Home with any Might Crystals you've obtained, and consider checking out the Slumber Dojo again to see any new challenges that have popped up.

Finally, if you've completed Dampe's Automaton Quests to create the Gizmol, High-Teku Baba, and Roboblin, you can finish one last quest, Get Rich Quick!, to get yourself as money making Goldfinch automaton. After this, you'll be able to purchase a special Clockwork Bangle from Dampe to speed up your Automaton winding!

Once you’re ready, the final Lands of the Goddesses await you to the southeast:

  • To start A Rift in the Faron Wetlands, you’ll need to blaze a trail along the high ridge that borders Lake Hylia and the Jabul Waters to find a path into the rain-soaked jungle.
  • If this was your first of the three dungeons, you can also start The Rift on Eldin Volcano by climbing up the mountain trails to the north of Kakariko Village.

Up Next: A Rift in the Faron Wetlands Walkthrough

PreviousRift on Holy Mount Lanayru WalkthroughNextA Rift in the Faron Wetlands Walkthrough

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Lanayru Temple Dungeon Walkthrough - The Legend of Zelda: Echoes of Wisdom Guide - IGN (1)

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