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Part 13
The Legend of Zelda: A Link Between Worlds

Part 13

Complete walkthrough for Part 13 of The Legend of Zelda: A Link Between Worlds, guiding you through the Tower of Hera, boss battle with Margomill, and item collection.

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Complete walkthrough for Part 13 of The Legend of Zelda: A Link Between Worlds, guiding you through the Tower of Hera, boss battle with Margomill, and item collection.

Walkthrough
  1. 1
    Merge and use the second block at the north to reach steps. Walk atop the first block, then atop the second block which moves east to a button. This turns on the wind; head east.
  2. 2
    Turn on the wind with the button here and use the Tornado Rod to fly north. Merge and exit at the northwest. Carefully cross the beam if you want the pots, then exit at the south end.
  3. 3
    Immediately merge in this room and go south to a [CHEST] containing a [SILVER RUPEE]. Merge with the wall and go right. Ride the wind back to the previous room.
  4. 4
    Use the bow to shoot the orb across the way, turning on the large turbine. Use the Tornado Rod to fly north, then jump down and onto the large turbine to reach 2F.
  5. 5
    Go south and use the Tornado Rod to dodge rolling spikes. At the southwest, break pots and hit the button to reveal a small key. Head east and clear the room of enemies.
  6. 6
    Exit back to the previous larger room, merge, and head south to the beam to claim the [SMALL KEY]. Use the key to exit at the south end.
  7. 7
    Outside, head to the right side and pull out the farthest block. Open the large [CHEST] to claim the [BIG KEY]. Use the Tornado Rod to put out flames, then enter the room to your north, then back west.
  8. 8
    Exit south. Instead of going right, go left. Pull the second block out, then the farthest one. Use the Tornado Rod to get back up to the moving platform you created. Merge, going left to a button.
  9. 9
    Head back and put out the flames to claim the [SMALL KEY]. Go through the locked door and defeat the two Heedle. Use the Tornado Rod to put out their fire and attack them nonstop.
  10. 10
    Exit east and then around to a room with many buttons. Hit the far left button, then the top one twice. Exit at the northeast.
  11. 11
    Continue east up the steps and defeat the bats. Hit the button and drop down, then merge going west. Walk along the path east, choosing the top room.
  12. 12
    Go up the steps north and defeat the Eyegore, hitting the button. Use the Tornado Rod to reach the moveable platform. Hit the orb as you pass and ride the large turbine to 3F.
  13. 13
    Merge and go south to avoid the wind, exiting west. Clear this room and use the Lamp to light the torches.
  14. 14
    Go west to the next room where doors lock; defeat the Fire Bubbles. Exit to the next room and merge along the south wall to reach the east side.
  15. 15
    Continue to the eastern room and claim the [SMALL KEY] from the [CHEST]. This returns you to the original room of 3F. Go south again to the room with lit braziers.
  16. 16
    Go through to the west room for the [PURPLE RUPEE] in the new [CHEST]. Go back and north using the small key. Use the Tornado Rod to cross the gap and enter the Big Room.

Boss Battle: Margomill

This foe is a giant eyeball that uses a circular wind-powered device to knock Link off the platform. Use the Tornado Rod to leap up and land on the device, then strike the eyeball. With damage done, the eye retracts and the device gets larger. Cut down the layers of the device until the eyeball reappears. Use the Tornado Rod again to leap up and hit the eye. Each time the eye retracts, the device gains more layers and moves faster. Focus on staying in the center of the platform and swinging often.

After the battle, collect the [HEART CONTAINER] and the [PENDANT OF WISDOM] as your prizes.

Tips
  • The Bari will stand in place and electrically charge, then roam. Wait for the charge to disperse, then slash away.
  • Heedle are like beetles with tails and a molten skin. They leave a trail of flame, but the Tornado Rod will remove the flame and leave them open.
  • Eyegores mindlessly walk around and can only be harmed when their eyes are open.

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