Desert Temple

:Not to be confused with or .
The is a recurring in .
==Overview==
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====Themes and Navigation====
While it continues the second-level temple trend in , it is the only temple in which must exit and re-enter mid-navigation in order to complete. In the temple's third room, an activated switch fills the temple with sand, making the quite the popular item, especially since many and even some lay hidden deep beneath the beach-like flooring. In respect to gathering items, it is possible to obtain the one in this temple by manipulating one of the in the room filled with to activate a switch with its light beam (as the cannot reach it themselves), causing a containing the to fall from the ceiling nearby.
Items obtained in this area
*
*
*
*
*
=====Minor and Traps=====
File:FSA Armos Knight Sprite.png|
File:FSA Beamos Sprite.png|
File:FSA Bubble Sprite.png|
File:FSA Devalant Sprite.png|
File:FSA Eyegore Sprite.png|
File:No Image.png|
File:FSA Geldman Sprite.png|
File:FSA Moldorm.png|
File:FSA Shadow Link Sprite.png|
File:FSA Terrorpin Sprite.png|
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In , the is the fourth and final of .
====Themes and Navigation====
The is an ancient tomb set in the desert. Unlike most in , it has almost no sand, with the exception of its final , where is fought in a sandy arena.
In Stage 1, the begin at the entrance of the temple. Immediately ahead are a series of wooden posts blocking the passage, which can be pounded down with the provided nearby. Another and a can be found beyond the first set of posts. A heavy lies at the end of the room, which when pressed by all three opens two large doors to the next chamber. In the next room is a that pops out at random between three holes. The must quickly hit it with their before it drops down to open the next door; it can also be momentarily stunned with the to make the task easier. The next room has three that pop out of eight holes. After they are all pounded, the doors to the opens.
In Stage 2, the drop into a pit whose floor layout resembles a skull. Groups of immediately appear as they fall in. Two sit in the "eye sockets" of the floor, while are also provided along the walls so the can regain their energy. Once all the are defeated, the appears.
In Stage 3, the appear on a walkway leading to a stiff teeterboard. This board can be made to tilt either up or downwards by hitting its left or right side with the . Hitting the right side points it downwards, allowing the to hit a below using the . This will send floating platforms down that snap into place, creating a bridge to the next area. The will have to hit the board so that it points up to reach this platform. The next ledge has a heavy , with a pair of flying nearby. The creates a moving platform across a pit to the next ledge, however the must avoid swinging while crossing. The next ledge has another teeterboard plus three timed . The must pound the teeterboard so they can reach and hit all the before they turn off. This creates a bridge to the next ledge, where the find three more teeterboards. Initially they are tilted, but a nearby can be struck to flatten them. To reach the next area, the must pound the boards so they tilt upwards, creating a slope to the platform above, while avoiding several streams of fire in their path. At the very top is the .
In Stage 4, the appear in the entrance way of an outdoor stadium. When they walk forward into the sandy, circular arena where is fought, the gateway locks them inside while they do battle.
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 includes the following : "", "", and "".
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At the end of the , three can be opened. Two contain the same , and one contains another, more valuable .
======No challenge======
*2 
*1 
======"Fewer Heart Containers!"======
*2 
*1 
======"Don't pop any balloons!"======
*2 
*1 
======"Clear within the time limit!"======
*2 
*1 
=====Minor and Traps=====
File:TFH Fire Keese Model.png|
File:TFH Guruguru Bar Model.png|
File:TFH Stalfos Model.png|
File:TFH Switch Mole Model.png|
==Nomenclature==