Returning to the Minish Village
After triumphing in the Deepwood Shrine, make your way back south to Minish Village. The villagers are abuzz with your success. Head to the yellow-roofed house in the northwest corner and speak with Gentari, the Minish Elder. He congratulates you on obtaining the Earth Element and points you toward your next destination: Mount Crenel, where a master craftsman named Melari can reforge the broken Picori Blade. As he speaks, Gentari reveals a hidden opening in his hut’s wall leading out of the village. Step through this newly opened path – it’s time to leave the Minish Woods.


Outside, you’ll find a small orange house in the woods. Enter to meet Belari, a clever Minish inventor. Belari has heard of your exploits and wants to help. Impressed by your courage, he hands you the Bomb Bag, complete with 10 Bombs. This will be essential for blasting through obstacles on your journey. With your new Bomb Bag in hand, exit Belari’s house and hop onto the nearby tree stump to restore yourself to human size.




Item: Bomb Bag
A sturdy pouch that lets you carry bombs! Use them to blow up cracked walls, clear debris, or surprise enemies. Comes stocked with 10 bombs.
Finding a Way Out of Minish Woods
Back at full size, you can properly wield your bombs. Just north of the stump, you’ll notice a curious stone statue with a swirling emblem. This is a Wind Crest, an ancient marker that will serve as a warp point later in your quest. It’s dormant for now, but be sure to check (activate) every strange stone like this whenever you see one – doing so now will save you trouble later. After examining the crest, cross the narrow bridge to the west.



On the other side, a cluster of large boulders blocks the only path forward. Equip your new bombs and lay one next to the rocks. Ka-boom! The debris shatters, clearing the exit out of the Minish Woods. Say farewell to the forest and step through into the eastern hills of Hyrule.



As you leave the woods, beware of enemies hiding in the grass. Bushes here may conceal tiny Spiny Beetles that charge when disturbed. A couple of sword slashes will dispatch them. Also, just north of the exit, you can bomb a cracked wall to reveal a small cave. Inside lurks a bat-like Keese (easily felled with one hit) and a chest holding mysterious shells – a collectible used much later in the Figurine side-quest. This detour isn’t necessary, but it’s a quick way to snag some shells.



Continue north up the steps. Overhead, Red Peahats (flying flower-like pests) flutter about. Lock onto one and use your Gust Jar to yank the spinning petals off balance, causing the Peahat to flutter low to the ground. Then strike it twice with your sword to clear the threat. Proceed onward, bombing any lone boulders in your way to make a cleaner path. From here, head west to enter South Hyrule Field.



Back to Hyrule Town (Kinstone Introduction)
You’re now back in familiar territory – South Hyrule Field, just south of Hyrule Town. Link’s own house is in the center of this region, though there’s nothing urgent to do at home right now. Instead, consider taking a moment to explore:


Near the northeast of your house, along the path, you’ll spot another one of those ancient stone markers – a Wind Crest. Examine it to activate this warp point for later use. It only takes a second and will turn blue once activated, indicating it’s ready for future travel.


To the west of Hyrule Town’s entrance, look for a stairway leading underground. At the bottom, a bombable wall hides a tiny fountain chamber. If you blow it open, you’ll find a couple of fairies fluttering about. You have no bottle to capture them yet, but you can step into a fairy to fully heal your wounds. Remember this spot for when you obtain bottles – it’s a convenient healing spring.


When you’re ready, head north into Hyrule Town. As soon as you pass through the town gates, a festive fellow in a top hat calls out to you. This cheerful character is the Hurdy-Gurdy Man, and he comes bearing a gift. He explains the curious collectible known as Kinstones – mystical coin-like halves that bring good fortune when matched with their other half. To get you started, he gives you the Kinstone Bag to hold these treasures. He even hands over your very first Kinstone piece and immediately offers to fuse it with you.


Follow his lead by opening the Kinstone Bag when prompted and selecting the green, clover-shaped half. The two halves magically join, forming a perfect coin. As they fuse, you witness a cutscene of a distant effect: in the field just south of town, a withered tree shakes off some thorny vines, revealing a doorway! The Hurdy-Gurdy Man cheerfully explains that fusing Kinstones often makes things happen somewhere in the world – new paths, treasures, or surprises might appear. Going forward, keep an eye out for characters with a thought bubble above their head – it means they’re interested in Kinstone Fusion.



Heart Piece #5
Before continuing your adventure, let’s investigate the result of that fusion. Head back out the town gate to South Hyrule Field. Remember the large hollow tree trunk west of the path that was previously covered in prickly vines?
Thanks to your Kinstone fusion, the entrance is now clear. Step inside the tree’s opening to find a hidden chamber containing Piece of Heart #5! Grabbing this heart piece will boost your collection (four pieces make a full Heart Container). With that secret prize in hand, return north to Hyrule Town.


Hyrule Town Preparations
Now that you’ve re-entered Hyrule Town, it’s wise to stock up on supplies and gear before heading toward Mount Crenel. The bustling town offers a few useful stops:
Just to the west of the town entrance (a house with a wooden roof) lives Swiftblade, the sword master. Pay him a visit and he’ll offer to train you in the art of the Spin Attack. This classic move lets you charge power and unleash a spinning swing to hit all surrounding foes. Follow his instructions (hold down your sword button, then release when charged) to learn the technique. Swiftblade rewards you with your first Tiger Scroll as proof of your training, and you’ll need the Spin Attack soon. In fact, a certain town guard won’t let you pass without it!



Near the south of town, look for the red-roofed shop with a giant Rupee sign. Inside is Stockwell’s shop, which sells a variety of goods. The most immediately useful item for sale is the Big Wallet upgrade, priced at 80 Rupees. If you’ve been dutifully collecting Rupees (cutting grass, opening chests, etc.), you might have enough to buy it now. Purchasing this wallet will increase your carrying capacity from 99 Rupees to a hefty 300 Rupees, which will help in affording expensive items later. (If you’re short on funds, you can always come back later after gathering more Rupees.) While you’re here, you might notice other items like a Boomerang on sale – at 300 Rupees, it’s too costly for now, but the Big Wallet can help you save up.


There are many other things to do in Hyrule Town as it grows, but not all can be completed right now. You might see a Cucco-catching mini-game in the southeastern streets (fun for some quick Rupees or 10 Mysterious Shells).



There’s also a vacant lot in the center of town with a pile of dust. You can vacuum the dust with your Gust Jar if you like – a handy merchant will set up shop there later.


Also, at the north end of town, just east of the gate to North Hyrule Field, is another Wind Crest on the ground. Be sure to examine that stone crest to activate yet another future warp point.


Once you’ve wrapped up your preparations, head to the northwest exit of Hyrule Town. A stern guard blocks the path to Trilby Highlands, the route toward Mt. Crenel. He insists that only someone who has mastered a sword technique can pass. This is your moment – demonstrate your freshly learned Spin Attack. Hold your sword until energy swirls, then release to perform a spinning slash. Impressed by your skill, the guard steps aside. You are now free to leave town and begin your journey to Mount Crenel.



Through Trilby Highlands – The First Bottle
Cross into Trilby Highlands, where the grassy fields give way to rockier terrain. Almost immediately, a quick-moving enemy called a Keaton (a fox-like bandit) might dart toward you with a drawn blade. Stay alert: when you get close, the Keaton will charge in a blur. Sidestep its lunge and counter with a couple of sword strikes to take it down. Head south-west in this area and you’ll find a ladder descending into a cave.


Climb down and you’ll see two walls: a solid stone block on the left, and a cracked wall on the right. Pull out a bomb and blow open the cracked section. Inside, a Business Scrub lies in wait. Raise your shield to deflect the nuts it spits, startling the scrub into ceasing fire. He’ll then offer to sell you an Empty Bottle for 20 Rupees. This is a bargain and a must-have for the journey ahead – gladly make the purchase. Congratulations, you now have Empty Bottle #1 (of 4)! Bottles are incredibly useful for carrying potions, fairies, and in this immediate case, some crucial water. With the bottle in hand, exit the cave and climb back up to Trilby Highlands.



From the Highlands, continue westward. The green grass starts giving way to craggy brown cliffs as you arrive at Mt. Crenel’s Base (you’ll see the area name appear on-screen). You’ve reached the foothills of the mountain. Before scaling Crenel, there are a few things to do at its base.



Scaling Mt. Crenel’s Base
When you arrive at Mount Crenel’s Base, notice a climbable vine on the cliff to your left. If you scramble up this vine, you can grab a quick 20 Rupees from a chest at the top ledge – a nice bonus if you spent money in town. Drop back down after snagging the loot.
Near where you started, there’s also a lone cave sealed by a bombable wall. If you blow it open and peek inside, you’ll meet another Business Scrub. He doesn’t sell anything unique, but he’ll give you a hint about an “empty bottle” seller nearby. (If you somehow missed the bottle earlier, this clue directs you back to find it. If you’ve already got the bottle, you can skip this cave.)


Now, to progress up the mountain, you’ll need to grow a climbable vine. In the lower area of Mt. Crenel’s Base, you’ll see a dry plant sprout on the ground. Right next to it is a small pond. Equip your empty bottle and scoop up some regular Water. Face the shriveled sprout and pour the water on it. In an instant, the plant springs to life and shoots upward, forming a long green vine. Climb up this newly grown vine to reach the next ledge.


Up here, you’ll encounter hopping red Tektites on the rocky terrain. These spider-like creatures leap at you; block or move aside, then slash them a couple times to dispatch them. You’ll also notice several cracked rock walls around. Most hide small goodies like Rupees or fairies. For example, just to the west is a cave behind a bombable wall that contains a fairy fountain and some extra Rupees – a nice pit stop if you need health. (Without a bottle, you can’t carry a fairy yet, but you can still heal.)



Another cave on the far left houses a Business Scrub selling bombs (in case you need to restock). These detours are optional, so explore them if you wish, then continue.


Bomb another cracked wall you find on the northern cliffside and step into the cave revealed. Inside, defeat a couple of Keese fluttering about and then approach the strange object in the middle: a puffball mushroom anchored to the floor. You’ve seen these in the Deepwood Shrine – use it to fling yourself across the wide gap. Pull back on the mushroom until it quivers, then release to launch Link to the other side. Climb the stairs up.



In the next area, you’ll face a helmet-wearing beast called a Helmasaur. Its front is heavily armored, but you can vacuum off its iron mask with the Gust Jar, exposing its face. One or two sword strikes to its now vulnerable snout will do the trick. Clear the Helmasaur out and exit the cave to the right.


Outside again, you’ll feel the winds of the higher elevations. A swirling whirlwind gust lifts from the chasm ahead. Leap into it, and use Ezlo (your talking cap) like a parachute to catch the updraft. Glide across the gap and steer into a second whirlwind, which propels you even higher. From that boost, float over to the solid ground on the far side. You’ve reached a high ledge on the west side of Mt. Crenel’s base.



Near where you landed after the whirlwinds, you’ll see a tall ladder on the cliffside. Climb this ladder to a plateau dusty with dirt piles. Equip the Gust Jar and vacuum away all that dust. Among the rubble, you’ll expose a tiny hidden hole in the ground. There’s also a big stone nearby that looks like another Minish Portal. Use the stone to shrink down.
While Minish-sized on this plateau, drop through the little hole you uncovered. In this secret interior cave, open the chest to snag a red Kinstone piece. A friendly Mountain Minish here gives you a clue about gardening on Crenel: he hints that “a bean will not grow unless watered by something special” – wise words you’re already putting into action. Climb the small vine on the right wall to exit this tiny cave.


Still Minish, take a moment to explore the right-hand tunnel on the plateau (now accessible after clearing the dust). Inside, defeat the buzzing pests (Pestos) and grab another treasure chest holding a blue Kinstone piece. Leave that tunnel when you’re done.



Now for the main task: at the northwest edge of this area, you’ll see a patch of fertile soil with a big green bean seed sitting next to it. While tiny, you are actually strong enough to carry that bean. Lift the green bean and walk it over to the hole in the soil against the cliff wall. The seed fits perfectly into the hole. Your work here as a Minish is done, so backtrack to the stone portal and enlarge yourself one last time.




Heart Piece #6
Backtrack to the stone portal and return to normal size. Now retrace your steps slightly and head down the stairs to the left side of this plateau. From here, head north into a new section of the base you haven’t explored yet.
Here you find another sheer wall pocked with cracks – you know the drill. Plant a bomb to blow open a new cavern entrance. Inside, you’ve hit a jackpot of goodies. Three large rocks sit in this cave; toss or bomb them out of your way. You’ll uncover three treasure chests. The left chest holds a blue Kinstone piece, and the right chest holds a generous 50 Rupees. The real prize is the center chest containing Piece of Heart #6! Collect your loot and exit the cave.





Make your way to the southeast section of this area, dropping down from the plateau, where you’ll find a wooden sign that reads “No Bombs” or “Blasting Strictly Prohibited.” Hah, as if that would stop a hero! Place a bomb against the nearby wall (just left of the sign). The explosion reveals a hidden tunnel.



Enter the cave, where a couple of red ChuChus (slimes) drop from the ceiling. They behave like the green ones you fought before – wait for them to land and lose their electric charge (if any), then strike repeatedly to defeat them. Climb the ladder at the end of this tunnel to emerge back outside on a higher plateau.


You’ll emerge to find your path blocked by a huge round boulder. No problem – set a bomb to blow it to pebbles. Just beyond where the boulder was, there’s a large flat stone with a symbol: a Minish Portal. Step onto it and press R (or interact) to shrink down to Minish size. While tiny, you can now venture into a narrow path on the right that big Link couldn’t fit through. Squeeze through the gap where the boulder used to sit.


As a Minish, you’ll notice enemies like miniature beetles called Mulldozers scurrying about. They’re pesky but can be taken out with a couple of tiny sword pokes if they get in your way. Navigate through the narrow passage to the far right, where you’ll discover a small spring of strange green water. This is Mt. Crenel Mineral Water, and it’s piping hot. Fill your bottle with this special water – it’s the key to growing a particular plant on the mountain. (Mt. Crenel Mineral Water cools and loses its potency after a while, but don’t worry – you have ample time to use it before that happens.)


Back to human size, return to and approach our freshly planted seed. Pull out your bottled Mt. Crenel Mineral Water and pour it onto the bean. Thanks to the magical water, it instantly sprouts into a towering vine, creating a living ladder up the cliff! Climb up this vine to finally ascend out of the base and onto Mount Crenel proper.


Climbing the Mountain to Melari’s Mines
You’ve reached Mount Crenel’s midsection, where the environment gets harsher. On this first screen, you’ll be greeted by more Red ChuChus popping up and Blue Tektites skittering around the rocks. Take them out carefully (the blue variants of Tektite are slightly tougher, requiring a few more hits). Also beware of a burrowing Spiny Beetle under a rock here – either lift the rock or use the Gust Jar to expose the creature, then dispatch it.

Head to the right (east) across a rope bridge spanning a gap. On the other side, you’ll find another bombable section of cliff wall. Blast it open to reveal a cave entrance. Inside, you’ll encounter some enemies (small ChuChus and possibly Keese). Defeat them and open the chest you find for a blue Kinstone piece. This will come in handy for future fusions. Climb up the stairs within the cave to the next level.



In the upper area of the cave, a new type of ChuChu awaits – a Spiny ChuChu, distinguished by the sharp spikes protruding from its gelatinous body. You can’t hurt it while it’s bristling. Wait patiently until the spikes recede, then strike quickly before they pop out again. (Alternatively, tossing a bomb near it will flip it over, leaving it stunned and spike-less.) Once it’s defeated, clear the path of cracked blocks by blowing them up. Push any remaining blocks aside to unseal the exit door, and head out of the cave.


Back outside on the mountain, you face a daunting gap. Fortunately, updrafts are present to help once again. Leap into the first whirlwind you see, float to the next, and land safely on the far ledge across the chasm. Climb the ladder you find there to reach a higher tier of the mountain.


As you explore this area, cut down a few Red Tektites and ChuChus roaming about. Then make your way all the way to the east (right) end of this ledge. Tucked in the eastern cliff is a weak section of wall just begging for a bomb. Blow it open to expose a cave, and head inside.


You’ve found another traveling Business Scrub! Immediately raise your shield to deflect his barrage of nuts, putting a quick end to the assault. Talk to the scrub, and he’ll offer to sell you the Grip Ring for 40 Rupees. This may well be the most important 40 Rupees you spend – buy it!



Item: Grip Ring
A special accessory that lets you climb rocky walls with ease. With it, sheer cliffs that were impossible before (like that massive vertical wall labeled “Crenel Wall”) will now be scalable.

Heart Piece #7
Exit the scrub’s cave with your new Grip Ring equipped. Before you go rushing off to climb every wall in sight, we have one last treasure to grab here. Walk back toward the west, past the ladder you climbed earlier, and drop off the ledge to the area below.
This puts you right at the foot of the enormous Crenel Wall, next to a sign that marks the path upward. Don’t start climbing just yet! Bomb the wall immediately to the right of the Crenel Wall sign (there’s a subtle cracked portion there). A hidden cave opens. Inside is a tranquil spring with a few fairies – and on the ground, the lovely glow of Piece of Heart #7! Grab the heart piece and heal up with a fairy if you need to. That’s another quarter heart closer to a full container.



Now it’s time for the formidable ascent of Crenel Wall. Thanks to the Grip Ring, you can latch onto the rocky cliff and climb vertically. Start scaling the wall, using the directional pad to move up and sideways from ledge to ledge. Watch out for falling boulders as you climb. They tumble down at intervals – if one is coming straight for you, quickly climb left or right, or find a safe spot to pause until it crashes past. A bit of patience goes a long way; rushing will likely get you knocked off (and you’ll lose a heart from the fall).


About halfway up, you’ll come across a small ledge on the right side with a sign that reads “No Bomb Throwing.” It seems the local authorities know your tendencies. Ironically, this is exactly where you should use a bomb. Place one on this ledge (or toss it a short distance) to blast open a cave entrance. Go on inside.


You’ve discovered a Great Fairy Fountain hidden in the mountain. Approach the water and a Great Fairy emerges. In a booming yet gentle voice, she presents you with a question: Did you throw a golden bomb or a silver bomb into her spring? This is a classic test of honesty. Select “Neither” – after all, you only used your regular bombs. Pleased with your truthful answer, the Great Fairy rewards you with a Big Bomb Bag, upgrading your bomb carrying capacity! Now you can hold up to 30 bombs at once. Fantastic – that’ll make the rest of your journey up the mountain much easier. (Be warned: if you had tried to lie about throwing in special bombs, the fairy would have taken offense and zapped away all your bombs, yikes! Honesty truly pays off.)


With the Big Bomb Bag upgrade secured, exit the fairy cave and continue your climb up the last stretch of Crenel Wall. Stay alert for more falling rocks and make your way to the very top.


Grab onto the mushroom and launch yourself across the wide chasm to the far ledge. As you land, the weather suddenly shifts—dark clouds roll in and a heavy downpour begins. While it’s not literally raining cats and dogs, it’s coming down hard. Step onto the stone in front of you to shrink down to Minish size, then follow the narrow path south and crawl through the hollow log.


Ezlo will chime in to warn you—at your tiny size, falling raindrops are as dangerous as boulders. Stay alert and dash between cover to avoid the deadly droplets as you make your way through the tunnel. On the other side, head northeast until you spot another stone that returns you to normal size.


To your left is a rock sitting beside a pit. Push it in to create a bridge, then loop back to the grow stone you just used. South of that spot is another large boulder puzzle. Push the rock using the following pattern:
- Left once
- Up three times
- Left once
- Up twice
- Left four times
- Down once
- Left ten times
- Up four times
- Right once
This fills all the gaps and grants access to a ladder. Climb down.




Inside the next room, deal with the Helmasaurs by striking their backs. Then you’ll encounter a tricky push-block puzzle. The tiles on the floor show the proper sliding paths—follow their clues carefully to complete the sequence and continue onward.



Exit the cave and move left through the rain-slick mountainside. Several enemies guard the area, so fight them off or carefully slip past on your way to the next cave entrance. Inside, use the Gust Jar to grab the mushroom across the gap and fling yourself to the opposite ledge. Head through the doorway and descend the stairs.




Down below, defeat the pair of Red ChuChus, then walk south to a thin purple bridge. Across the way is a switch you need to hit with a bomb. Stand on your side of the bridge and toss one across. If you’re out of bombs, smash the nearby jars for a refill. Once the switch is triggered, the bridge activates and lets you cross.



Exit through the far door and head into the next cave entrance just to your left. Another boulder puzzle waits. Push the rock like this:
- Down once
- Left twice
- Down twice
- Left three times
- Up once
- Left once
- Up once
- Left once
This fills the final pit, letting you push aside a statue that blocks the way.



Continue forward. After a brief fight with two Red ChuChus, solve the small push-block puzzle by sliding the bottom block left, then the middle block upward, and finally the top block left. This opens the path to a chest—inside is a Blue Kinstone Piece.


Exit through the lower door. Outside, there’s a shrink stone again. Use it, then slip into the narrow valley on your left. This leads you straight to Melari’s Mines.




Once inside, circle your way around the various paths, heading downward at every staircase. Eventually, you’ll reach the bottom level, where Melari is hard at work. Speak with him, and he’ll take the broken Sacred Picori Blade and offer to reforge it—but only if you bring him the next elemental power.



After your talk, exit through the door to the left and speak to the Minish guard blocking the exit. He’ll step aside now that you’ve spoken to Melari.
Grow back to normal size using the nearby stone, then investigate the Wind Crest outside to register it as a new teleport point. Climb the nearby ladder to reach the next dungeon: the Cave of Flames.



Next Stop: The Cave of Flames – With bombs at the ready, a fortified blade in progress, and new skills in your arsenal, you’re prepared to delve into the volcano’s heart in search of the Fire Element. Good luck, hero!


