The Keepers · Wind
The Tempest, Keeper of Wind
Wind was last, and wind was clever. Chained high above the clouds, it made itself a body of golden rings and white wings: a gold core inside three spinning rings, its wings bound by crystal shackles. It flies, it has 480 health, and it fights over the cloud sea on a floating temple reached by a spiral stair. The hardest of the four.

- Element
- Wind
- Where
- Its floating temple in the Cloud Kingdom, over a sea of clouds you can walk on and a very long fall
- Health
- 480
- Wakes
- When a player comes within 40 blocks; again five minutes after it falls
- Shrugs off
- Being blown: Gale arrows and Squall still hurt it, but never throw it
Its first form
| Move | What happens | What to do |
|---|---|---|
| Core lasers | 2.5 hearts per hit; about three in ten miss | Stay moving |
| Gust | Blows everyone within 12 blocks away | Keep your back away from the edge |
| Hurricanes | Two whirlwinds chase you for 12 seconds and fling you high into the air. They cannot be hurt | Run; Wind Boots make the landing harmless |
| Perching | Every so often it lands on a tower to rest for about five seconds: "Strike now!" | This is your opening. Have a sword ready |
Damage here is for Medium: Easy halves it, Hard adds half again.
The transformation
At half health it transforms. For ten seconds it cannot be hurt; it draws in every crystal still standing on its towers (each one heals it), sheds its rings and comes back with four wings, free of the shackles, and an angel's ring. Break all four crystals before you bring it to half health, so the transformation heals it as little as possible.
Its second form
- A shield turns every projectile back at whoever threw it. Put the bow away and use a blade.
- Lightning strikes down on you every few seconds for 4 hearts. Keep moving.
- Swoop: it dives, grabs you and throws you into the air.
- Bigger hurricanes pull you in.
- Sky lasers: five beams go up and come down five seconds later; a red symbol marks each landing spot two seconds before. A hit is 9 hearts.
- The four-wing charge: a golden ring closes around you and the screen says MOVE! Anyone still inside when it lunges is caught and finished. Get out of the ring.
- WindboundCaught in the wings; cannot moveIts hold, when it grabs you
How to beat it
- Bring Wind Boots if you can: no fall damage turns the gusts, hurricanes and swoops from deadly into a nuisance. Without them, fight far from the temple's edge.
- In the first form, shoot the four tower crystals while it circles, then wait for the perch: the five seconds it rests are when your sword does its work.
- In the second form the shield sends arrows and spells back: it is a sword fight now.
- When the golden ring closes, stop everything and run out of it.
Come to it last, in the Earth Leggings: twenty hearts take a 9-heart sky laser with room to spare.
What it leaves
- 2 to 4 Wind Ore: the Wind Boots (no fall damage), Gale arrows, a Gale tool and, with the others, the Poison Sword.
- 3 to 8 Feathers and 2 to 6 Cloud blocks.
- Everyone at the fight learns Squall, the Wind spell, and earns the Gale motes aura and its Keeper's Mark, looks that are never sold.
- Beating it opens the Wind Titan's cradle: Galewrought wakes only for a player who has.
Its temple's chests hold Dawnspar, Sunapples, farglasses and often a Torn Page: Page XV, the last binder's warning. With all four Keepers beaten, the Elemental Core will answer you.
The others: The Rime Sovereign, The Magma Colossus, The Thorn Guardian, The Robot Titan, The Crowned Wyrm. Back to the Keepers. All sections: the guides.