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Palace of Winds (Dungeon 5) Walkthrough

The Minish Cap 100% Completion Walkthrough19 chapters
CoversThe Palace of Winds in the Cloud Tops, from the entrance to the Gyorg Pair and the Wind Element
DungeonPalace of Winds (Dungeon 5): Roc’s Cape, boss Gyorg Pair, Wind Element
RewardsRoc’s Cape, Compass, Dungeon Map, 4 Small Keys, Big Key, 2 Kinstone pieces, 1 Piece of Heart, Heart Container, Wind Element; no Kinstone fusions, Tiger Scrolls or bottles

The Palace of Winds is the fifth dungeon and the last one before the Four Sword. It floats above the Cloud Tops. You win Roc’s Cape from a chest early on and use it to jump and glide across the cloud platforms, collect four Small Keys, the Big Key, the Compass, the Dungeon Map, two Kinstone pieces and a Piece of Heart, and then face the Gyorg Pair. Beating the pair gives you the Wind Element and a Heart Container.

Reaching the Palace of Winds

The Palace opens once the five Mysterious Clouds in the Cloud Tops have been fused with Gold Kinstones. Walk in at normal size. Bring the Cane of Pacci, the Magical Boomerang if you own it and the Flame Lantern, because the Palace uses the first three of these in its puzzles and the Four Sword clones in almost every room.

Dungeon: Palace of Winds (Dungeon 5)

Roc’s Cape: the cloud rooms and the spike-floor room

Cross the first rooms by hitting the floor switches that raise bridges and by using the Cane of Pacci or a gust where a platform is cracked. Push the grey and purple blocks to open the way, and keep going until you reach a square room with spikes on the floor and a circular emblem in the middle.

Fight off the waves of Wizzrobes that teleport into this room, staying clear of the spikes at its sides. When the last one falls, a big chest rises from the emblem. Open it to receive Roc’s Cape, which lets you jump with the item button and hold the button to jump farther. The cape only works in this dungeon, so equip it at once.

Cloud tiles, gale room and stomp panels

Back outside, hop the cloud tiles with the cape. Spiked Beetles patrol the sky rooms, so flip them with your shield or glide past them. In the block rooms, charge the sword to split into clones and press the matching switches together.

A room with wind fans comes next, and Ezlo warns of a strong gale. Wait for each fan to stop before you cross, and use the Cane of Pacci on a hole when you need to launch yourself to a ledge.

Beyond are rooms with chain-link floor panels. Stomp a square panel with a jump from the cape and it flips, letting you move between layers. Keep going through the fan, mesh and pot rooms, solving the clone-and-switch puzzles as they appear.

Small Keys 1 and 2

In the skull corridor, a chest holds Small Key number one. Take it, then cross the moving cloud platforms and spike corridors, using the cape to cover the gaps, until you reach a locked door and spend the key there.

In the blue-carpet rooms with torches, defeat the Stalfos and the icy enemies that follow. The next room has a blue carpet, a pillar and a row of purple blocks; beat the Stalfos there and open the chest for Small Key number two.

Big Key

Use Small Key number two on the door at the end of the block row. The big chest in the next room holds the Big Key, which opens the big door before the boss. Keep it with you.

Compass: the dark rooms

Go through the plus-shaped tile room and climb the ladder to a round stone platform. The rooms beyond are dark, so equip the Flame Lantern and light the torches as you go. At the end of the corridor, a chest holds the Compass, which marks chests and the boss on the dungeon map.

Small Key 3

The rooms after the Compass have Flame Wizzrobes and Stalfos that shoot fireballs, so keep moving. A second dark chest room holds Small Key number three.

Dungeon Map and the first Kinstone piece

Next is a cracked-floor room with pillars: hit the switches with the Magical Boomerang and solve a clone block puzzle to open the door. Out in the sky, glide with the cape past Spiked Beetles and a whirlwind to reach the next building.

In the torch room, beat the Stalfos, then open the chest in the middle for the Dungeon Map. It shows the rooms you have visited.

Two blue spinning enemies fill the next room. Fight them with the Magical Boomerang, then collect the Kinstone piece that appears. Save it for a later Kinstone fusion.

Piece of Heart

Pass the skull and torch rooms, fighting Stalfos and Ghini. In the room with a hole and purple blocks, cross the long mesh bridge, where Moblins patrol, to reach a Piece of Heart. The game then tells you that you hold two pieces and need two more for another heart.

Small Key 4 and the second Kinstone piece

Keep working through the skull rooms and Ghini fights. In the room of red Spiked Beetles and purple blocks, slide past the rows of beetles and open the chest at the far end for Small Key number four.

Spend that key on the locked door, then work through the block mazes where sword-swinging guards roam and the floor is cracked. Hop the cloud-tile bridge with the cape to a room with a small red chest. Open it for a second Kinstone piece.

The route to the boss door

Glide across the last cloud rooms to the winged door and open it with the Big Key. Follow the blue carpet to the stairs; the whirlwind in the final room carries you up to the Gyorg Pair.

Gyorg Pair boss strategy

The fight takes place in the sky on the backs of two giant creatures: a blue one that carries you and a red one with a grid of eyes. You start on the blue one. Watch for the red one to pass close, then jump across onto its back with the cape. The blue one’s tail is dangerous, so stay clear of it.

On the red Gyorg, stand near the glowing tiles on its back, charge the sword and split so that your clones strike the eyes together. Keep it up until the eyes burst; it then flies off and the blue one returns. Small green Gyorg spawn during the fight and drop hearts if you need them.

Alternate between the two several times, repeating the clone attack on the red Gyorg and dodging the blue one’s tail until the last eye pops and the boss falls.

Wind Element and Heart Container

After the boss falls, you land in the Wind shrine. Walk up to the altar and raise the Wind Element; Ezlo explains that it is the embodiment of the wind’s power. This is the last Element you need.

A Heart Container then appears. Take it for an extra heart and a full refill. A warp tile at the shrine carries you out of the dungeon.

Chapter checklist

TypeItemWhere
Key itemRoc’s CapeBig chest in the spike-floor room after the Wizzrobe waves
Small KeySmall Key 1Chest in the skull corridor
Small KeySmall Key 2Chest in the block row room with Stalfos
Big KeyBig KeyBig chest after the block row door
Dungeon itemCompassChest in the dark rooms past the ladder
Small KeySmall Key 3Chest in a second dark chest room
Dungeon itemDungeon MapChest in the torch room
Kinstone pieceKinstone piece 1Appears after the two blue enemies
Heart PiecePiece of HeartPast the mesh bridge
Small KeySmall Key 4Chest in the Spiked Beetle room
Kinstone pieceKinstone piece 2Small red chest near the cloud-tile bridge
BossGyorg PairBoss arena in the sky
ElementWind ElementWind shrine
Heart ContainerHeart ContainerWind shrine after the Element

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