You wake up in a forest, where your heart no longer has an arrow in it, and you look healed. you lift your head up to see a Minish on your chest, who introduces himself as Delzari, a Minish sage who healed you. He goes on to explain that Zelda is trapped within hyrule castle, and there are four barriers which must be unlocked by four keys: the North Key, the West Key, the South key, and the East Key. You set out to the North first with the Minish who claims he wants to see the world. After a rather uneventful journey, aside from a few enemies, you see two mountains: one with a large crater spewing smoke (Death Mountain) and one with a glacier on top and snowy slopes (Snowpeak). Delzari tells you he heard tell of a great city atop the mountain of ice, and believes the key of the north to be there. You must use your newly acquired ghost abilities to scale the mountain, along with the Skull 'rang. Eventually, you reach a winding path of black ice, which is ice so slick that as soon as you move on it, you are stuck going in that direction, and cannot stop or change directions until you hit a wall or fall off a cliff. However, there is another path leading around the mountain. upon taking that, you find a cave. inside this cave is a black ice floor as well as some cracked icicles hanging from the ceiling. you must 'rang the icicles so they fall and make barriers to stop you from going off the edge (somewhat like the ice cavern puzzle in OoT, except you're the block). Eventually, you get to the other side and enter a chamber with an old man who tells you he is very sick. He asks you to give him medicine, which you can get from castle town's doctor. He teaches you the Snowpeak Symphony, which will teleport you back to Snowpeak. he also opens a door outside. You exit, and have two paths, one leading back to the black ice path (you can push down a chunk of ice to make a shortcut). The other path leads to a toboggan to get you down the mountain. Once you use that, you must go to the doctor in castle town, who is crying because his daughter was kidnapped and taken to a 'blin camp. You must go to the camp in north hyrule field and infiltrate it using your ghost abilities. Eventually, you get to the prison, where a girl you have never seen before is trapped along with Malon. Upon opening the prison door, the alarm sounds. Malon quickly teaches you to play Epona's Song on your flute, and Epona barrels through the 'blin camp. You mount her and escape with the girls (causing no small amount of damage along the way). It cuts to you returning the doctor's daughter, who in thanks gives you medicine in a bottle. you may now warp back to Snowpeak, and give the man his medicine. He rewards you with the Iron boots (and your first empty bottle) which you can use to slow your momentum enough to navigate black ice. Upon taking the black ice path, you reach a portal colored purple, blue, and green. When you enter, you are transported to the Aurora City, the second dungeon.

This dungeon involves lots of light and ice puzzles, as well as ones requiring the iron boots. It is three rainbow towers whose colors consist of blue, green and purple. Enemies include Chilfos, Terrorpins (they cannot be killed yet and their shells are made of ice), ice keese, North 'blins (blins with purple skin), Freezards, and Frost Chus. You eventually make your way to the miniboss, Which is a colossal porcupine with icicle quills known as Porcupice. He attacks by launching his quills and rolling around, King Dodongo style. you must shield-bash the icicles back into him (similar to octorocks in SS) and once there is a big enough opening, 'rang him to stun him then hit away at his nose. after doing this thrice, he is beaten, and leaves behind a chest containing the mirror shield. with this you can reflect light onto ice to melt it. there are red, orange, yellow, green, purple, and blue ices. you must melt them with the opposite color on the color wheel (green, blue, purple, red, yellow and orange respectively). in some rooms, there is a glass color wheel you can run on to filter sunlight through the color that lines up with the light patch, giving you access to that light color below. after solving more complex light puzzles and killing terrorpins, Chilfos, and freezards with the mirror shield, you arrive in the boss room. The boss is the Boreal Feline, Chilpicabra, who is essentially a lion with a mane of icicle spikes similar to the miniboss. In the first phase, he attacks with icicle launching (which he will dodge if shield-bashed back), and darting around in the shadows and pouncing at Link. Before pouncing, his eyes will flash a certain color, which you must use the opposite of to stun him and attack him. After several hits, he abandons pouncing, and now employs a new attack: frost breath. You must reflect this to the ceiling to form icicles of various colors, then melt their bases so they fall on and stun Chilpicabra. doing this a few times will result in the boss's final adaptation, which is to first cover the floor with black ice, then tail whip link. you must equip the iron boots and grab hold of the tail and throw him into the wall. he will cough out the key and a heart container and melt. After retrieving these, you may portal out (also in the dungeon, there is an item called the Aurora Scroll, which teaches you the ability to do a jump attack which slows time).

Your Picori companion recommends travelling west, through the land of the Gerudo (also, he teaches you a feature called Quick Play, which allows you to simply select a song, and it will play without you having to do the notes). Many Gerudo tell you about a place very far west known as the Solar Cliffs, and they believe the key would be there. However, as soon as you get to a certain point, the heat begins damaging you, so you double back to a shop you saw earlier. Inside the shop is a Goron stocking shelves and a Minish with a turban standing on the counter looking dejected. Upon speaking with him, he reveals that he had a stock of Goron Tunics which was stolen by a Gerudo thief. You must go back to the Gerudo camp and confront the thief, who agrees to return the tunics if you beat her in three trials. The first is a race, which is pretty straightforward. The second is a duel, and the third is an obstacle course. If you complete these things the thief tries to escape, and you must sneak up, phase through her to stun her, and return to your body to confront her. She will finally give you the tunics. You return to the Minish merchant, who gives you a free tunic for your help, as well as teaching you the Melody of Morning, another teleportation song. You may now go to the Solar Cliffs, where, at the westernmost point, is a pagoda with a sun design on the door. This is the Sun Monastery, the third dungeon.

This dungeon's obstacles are concentrated around light and fire. A common puzzle feature is eyes which have sun magma within the scope of their vision, as well as using your ghostly form to concentrate light like a magnifying glass onto a torch. you must figure out ways around these for now. Enemies are Desert 'Blins, Sols (floating orbs which light on fire and launch themselves at you), Stalfos (after defeat, you can possess their bodies and use them in various puzzles such as platforms to traverse sun magma, switch holders, and more(stalfos are featured enemies in all dungeons)), Lizalfos (they will go to sleep if you're not there, so you must use ethereal ice to freeze them, since they are cold blooded), Magmoldorms (lava moldorms), Garos, and Eyegores (They act as moving magma eyes). Midway through, You enter a dojo-like chamber with an assortment of weapons on the walls. Inside is a meditating Darknut. He will get up, grab a sword and attack. You must use a mace from the wall to break his armor (think wind waker using your enemies weapons, or SS's Koloktos). After his armor is broken, he looks more ninjalike than knightlike, and has much better dodging skills. In order to finish him off, you must 'rang him, grab his katana, and hack at him. This will defeat him and give you access to the bow, which is hanging on a wall behind a curtain. This you can use to defeat Eyegores and magma eyes. Many of the puzzles from hereon out are typical bow puzzles. Eventually, you reach the roof of the monastery, upon which stands a Gerudo wearing a golden mask. She challenges you to a duel, saying if you win, you get the Key of the West, but if she wins, you must take her place as guardian of the monastery. You agree, and the battle with Radiant Guardian: Helion begins. Her first attack is to stab with her glaive, which must be dodged, and she also Swings her glaive. During this attack's chargeup, you must shoot her with the bow. After repeating this a few times, She goes to her second phase, in which she gets two new attacks, one in which she turns the roof around her to magma, and the other in which she spins her glaive in a vertical circle in front of her and shoots beams of deadly light. You must shoot her hand to make her drop the glaive, and then attack. After doing this several more times, she goes to her final phase in which she leaps at you with her scimitars, which must be dodged or blocked, and tries to blind you with sunlight. this you must reflect against her, blinding her and leaving her vulnerable to attack. She then concedes, and gives you the key of the west and a portal out (The scroll you find in this dungeon is the Sun Spin, a spin attack that blinds your enemies).

Delzari suggests going south, since its closer than east, so you set out in that direction. You arrive at the small port town of Ruren. Delzari informs you that the Tropic Temple is on an island, and is guarded by a statue, so you will have to figure out a way onto the island, since ships can't get close for fear of the automaton throwing boulders at them. However, he will need to take a ship close to the island, since the waters are infested with Gyorgs. He goes to the port and asks three captains for passage. One charges an outrageous price, another only carries cargo, and the third won't go near the island. However, the third captain says there is a captain in the tavern who may provide Link passage. Link enters, and sees an old man with a pegleg sitting in the corner, away from the general group, humming a song, the Shanty of the Shores. Once you speak to him, he says his ship was stolen by pirates, and that if Link can get it back, he will get free passage. You thus set out for the pirate's cave.

Within this mini-dungeon, many puzzles involve rerouting water flow with the mirror shield, killing pirates and possessing their bodies to solve puzzles, and possessing ships to make bridges. The enemies are pirate archer, pirate swordsman, and pirate helmsman. Eventually, you reach the ship, which is too far away to possess. Here you are attacked by the pirate captain. His attacks are similar to SS's pirate battle. The principle is the same as that battle, except with a spit of rock instead of a plank. After beating him to the edge three times, you cut off his hook hand, which is in fact the hookshot (but the tip is actually a hook, not a spearhead like OoT). Using this, you can get to the ship and sail it out.

When you return it to the captain, he agrees to sail you to the island and teaches you the Shanty of the Shores. When you are within hookshotting distance, but outside of Boulder range, he begins circling the island. You must hookshot to a palm tree to get on the island. After hacking your way through a jungle, you reach the center of the island, where Delzari says the Tropic Temple should be. Unfortunately, the automaton steps on you, and you end up inside a maintenance hatch on its foot, entering the Inside of the Automaton, the game's 4th dungeon.

This dungeon brings back the magnetic iron boots, some gears have magnetic teeth, and link must ride it as it goes around. another, even more major mechanic is being able to possess the automaton and move its limbs (the rooms of the dungeon) to access new areas. However, you can only possess it at its 'heart'. Moving its limbs results in six different directions of gravity, which makes for some very complex gravity puzzles. Other puzzles involve scrambling circuitry as Ghost Link, and routing circuits a certain way to open doors. Enemies Include Armos, Beamos, Mecha-Wallmaster (all of which can be scrambled and possessed), Technoblins, and blade traps. The Miniboss is in the heart Chamber, it is Margoma, who takes on a more gearlike shape. He tries to run link over and must be shot in the eye to make him go horizontal. He can also manipulate gears to move around the chamber's terrain. During the second phase, he moves vertically across wall-gears, and link must chase him using the iron boots. Once margoma is defeated, he will roll into a specific unfilled chink in the gears, allowing access to the dungeon item: the hammer. With this, link can change the direction of, or set into motion gears, as well as flatten certain switches, and press down springboards. Eventually, Link gains access to the brain room, and escapes through the mouth. Upon exiting, the automaton begins attacking, serving not only as the dungeon, but also the boss - Towering Colossus: Hylos. Hylos attacks by rolling boulders towards you, which must be dodged by hookshotting to a tree. He also attacks by stomping, which link must dodge and then hammer his toes. once all ten have been hammered, He moves onto his second phase, where his attacks are laser vision, where you must shoot his eyes, and slamming his fist down. When he slams his fist, you must enter through a hatch and make your way to the brain, which you must slash. after doing this twice (once for each hand), he goes to his final phase. In this, he attacks by slamming down a boulder on you. you must make a sling between two palms with the hookshot, so the boulder launches back to his face. he also sweeps his hands towards you, which you can escape by hammering up rock blockades. After launching the boulder a few times, The fight is over and you can enter the Tropic Temple to claim your reward, the key of the south.

Finally, You head to the East, but find no structure there that would guard the key. as it happens, the east is rather devoid of anything. Delzari is confused, as he heard the Minish speak of an ancient hall in the east, which is no longer there. He recommends returning to the forest where they met, as there is a wise creature of great knowledge known as the Great Deku Tree. When you get there, the tree welcomes you and starts to ask what it is you seek, but is abruptly struck by lightning and burnt up. However, there are symbols on the ground resembling music notes: The Dirge of the Dragon. The fire spreads, taking out half the forest, which includes Delzari's village. Delzari, traumatized by the events, offers no help other than to say 'the mountain'. Thus, you travel north to the twin mountains of fire and ice. since you have seen the majority of snowpeak, you travel to death mountain, which erupts, also without warning. you feel the earth shake as a tide of fleeing gorons rushes towards you. at this point, you must dodge the goron landslide. after dodging enough, one goron drops a bomb bag, which you pick up. you remember a large stone in the east, and travel there to blow it up. Upon attempting this, it lights up with symbols like lightning striking, a volcano erupting, a blizzard forming, a tsunami hitting, and various other natural disasters. Suddenly a shadow forms above your head. you move out of the way just in time to dodge an island crashing down on your head. In front of you now looms a Nordic-style hall, Tempest Hall, the 5th dungeon.

this dungeon is heavily based around storms. the puzzles include getting past strong gusts of wind, using ice to create platforms and freeze things, and manipulating lightning (especially) to solve various puzzles involving burning wood, charging metal, and timing strikes. also, thunder is a puzzle element, used to shatter glass, and sound frequency puzzles. Enemies include thunder keese, Aeralfos, Peahats, Moblin Paladin (giant moblin with a sword and shield), Hylian warrior spirit (must fight them in spirit form), Tailpasarans, Electric chu, and ampilus. Eventually you make it to the miniboss chamber, which is a room with no floor, just a bunch of rafters. The miniboss is darkhammer, who attacks by attempting to knock you off with the ball-and-chain. you must hookshot to the rafters above to dodge, and drop onto the ball, grab onto it and ride it back to the darkhammer. the momentum will knock him off balance, so you can slash him. after repeating this three times, he is defeated and you gain the ice and fire arrows. You must use these to solve previously unbeatable puzzles, such as freezing water into icicles, then melting their base with the fire arrows to make platforms, and other such puzzles. After this, the dungeon takes on more of a fire-and-ice theme, adding enemies from the Aurora City and Sun Monastery. After solving more puzzles, you reach the boss room, a.k.a. the back outside. there is nothing there except the key, which is split in half. Suddenly, a roar shakes the ground, and each half of the key is swallowed by Two-Headed Elemental Dragon: Gleeok. The boss fight begins with the first phase, during which one head breathes fire and lightning, and the other breathes ice and Has thunder roars. Obviously, in the first phase, you must shot each head with the opposite arrow type. after shooting both heads, Gleeok moves to his second phase. in this phase, the heads attempt to swallow link. you must place a bomb for them to swallow instead. another attack is similar to TP's Argorok: Gleeok flaps his wings in order to gust link off the edge. here, you must take another page from the argorok boss fight, which is to hookshot to its tail and weigh it down with the iron boots, then slash at its heads. after doing any combination of these two thrice, he moves on to his final phase. He will now combine his fire and ice beams into a high-pressure stream of water, which will push you off the edge. you can freeze the water to make a path up to the heads, or turn it to steam, which will cause the dragons to cough and fall down. after doing one fo these things and attacking four times (twice to each head), gleeok explodes, leaving behind the two pieces of the key of the East. Delzari, now recovered from his shock, recommends taking the key to a smith, and knows of one on death mountain.