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Z64 Walkthrough

Gerudo Challenge - First Taste of the Desert

Gerudo Valley

Allies here include:

    Mutoh: He is a master craftsman, but needs help to repair the Broken Bridge.  His carpenters wish to become Gerudo Thieves, which is a cooler job than carpentry.  If you're headed that way, please res-cue his carpenters.
    Marathon Runner: He can't race you until the Broken Bridge is fixed.
 

Foes here include:

    Gold Skulltulas:  There are two that you may get here as an adult.  The first is behind the Tent on the northwest rim of the gorge.  The second is to the south, under the Rock Overhang.
    Business Scrubs:  Open the Hidden Hole and you will find these salesmen.  One offers Red Potion, and the other sells Green Potion.

 

Items here include:

    Hearts
    Rupees
    Arrows
    Bombs
    Magic Jars
    Bottle Bug
    Purple Rupee:  You might find one in a chest here.
    Heart Piece 31:  You will find this behind the Waterfall if you explore thoroughly.
    Red Potion:  One Business Scrub will offer this in the Hidden Hole for R40.
    Green Potion:  The other Business Scrub sells this from his home in the Hidden Hole.
 

Important locations here include:

    Broken Bridge: Leap across with Epona because you'll need her in Gerudo's Fortress.
    Tent: The Mutoh is outside here and the Marathon Runner is inside.
    Hidden Hole:  Play the Song of Storms near the Tent and this will open.  Inside are two Business Scrubs offering Potion.
    Rock Overhang:  There is a nocturnal Gold Skulltula near this if you can Longshot it.
 

Area strategies include:

     Once you are done talking to Saria, you should leave Kakariko and call Epona.  Ride her then to Gerudo Valley, entered from the area west of Lon-Lon Ranch.  When you get into Gerudo Valley, the Broken Bridge is still broken.  You can find various Rupees in chests by smashing the rocks, but you should have R500.  You can buy Potion from the Business Scrubs in the Hidden Hole, but you shouldn't need any.  If you need to grab Heart Piece 31, you'll have to go back to Lake Hylia after you get it.
     The Mutoh has several clues for you to heed well.  His four employees quit and went to Gerudo's Fortress to become thieves, a job they thought was cool.  The carpenters have not been heard from again, unfortunately.  You will need to free the carpenters if you want the bridge over Gerudo Valley repaired.  When you are ready, you should ride Epona down the dusty western trail to the Gerudo's Fortress.  With luck, you will not meet Ganondorf here, since this is his home turf, and he knows every secret hiding place here!
 

Gerudo's Fortress

Allies here include:

    Ichiro: He is the first carpenter you rescue.  He and his fellows were interested in joining the all-female group, but were locked up due to their gender.  He doesn't care for the Gerudos any longer be-cause of their rudeness.
    Jiro: This second carpenter thinks you're cute.  He thinks the Gerudos are scary and he'd rather be a carpenter than join them.  He can't wait to leave, but also wants you to rescue his comrades.
    Sabooro: He's the third carpenter you must rescue.  The Mutoh is probably worried about the 4 carpenters, so Sabooro plans to get back to him right away.
    Shiro: He's the 4th and final carpenter you must save.  He overheard some interesting info from a conversation between 2 of his captors.  You need something called the "eye of truth" to cross the Haunted Wasteland.  A Colossus is at the far side of the wasteland.  Shiro will help rebuild the Bro-ken Bridge once he rejoins his friends.
    Chief Gerudo: She congratulates you on your thieving skills once you rescue Shiro.  Due to your im-pressive thieving skills, the Gerudo's Membership Card makes you an honorary Gerudo.  She used to think only Ganondorf was a useful man until she saw you.  Nabooru, their leader, put her in charge of the fortress.  Nabooru is second only to Ganondorf.  Nabooru operates from the Spirit Temple at the far end of the desert.
    Archery Gerudo: She runs the Archery Course.  If you net at least 1000 points, you'll get Heart Piece 33, but 1500 gets you the Biggest Quiver.  Each try costs R20.
    Game Guard: This Gerudo guards the Gerudo's Training Ground, a nifty prequel to Ganon's Castle.  Each try costs R10, and you'll get a fabulously useless prize if you do everything.
    Gatekeeper: She will raise the Wasteland Gate.  The desert has 2 trials-the first is a river of sand you can't cross.  After that, follow the flags the Gerudos planted.  The second trial is a phantom guide you need a truth-seeing eye to see.  Those who can't cross will return to Gerudo's Fortress.
    Pierre: He could come in handy when trying to get Heart Piece 32.
    Note:  You can rescue Shiro before Sabooro if you so choose.

 

Foes here include:

    Gerudo Patrol: These purple-garbed Gerudos patrol the fortress.  If they spot you, they'll put you in Your Cell.  They can be knocked out temporarily with Arrows or stunned with the Longshot.
    Gerudo Thieves: These red-garbed Gerudos patrol the Cells.  Each one needs about 10 Arrows to beat.  When you beat one, she leaves behind a Cell Key.  Be careful, for they are resistant to Hook-shot and can block most attacks.  Their spinning blade attack allows them to recapture you.
    Gold Skulltulas: There are 2 here.  One is in the Archery Range on a High Target.  The other is on the Back Wall.  Both are nocturnal.
 

Items here include:

    Hearts
    Rupees
    Bombs
    Arrows
    Magic Jars
    Cell Keys: These open the Cells.  Beat a Cell Guard to get each one.
    Gerudo's Membership Card: This card comes from the Chief Gerudo.  With it, you are made an honorary Gerudo and can access all parts of the fortress. You need this to proceed further.
    Skull Tokens
    Purple Rupee: One is in a crate on the Hidden Ledge.
    Heart Piece 32: This is in the chest on the Roof.  Use the Longshot to reach it from the Hidden Ledge.
    Heart Piece 33: Score 1000 points at the Archery Range to win this.
    Biggest Quiver: Score 1500 points or more at the Archery Range to win this.  Its capacity is 50 Ar-rows and no bigger version is available.
 

Important locations here include:

    Courtyard: The Gerudo Patrol is first seen here.  It is west of the Thieves' Hideout.
    Your Cell: The Gerudo Patrol puts you here, but you can Longshot out to the wood at the window.
    Thieves' Hideout: This building is very important.  Ichiro, Jiro, Sabooro, and Shiro are hidden in-side.  Beware the Gerudo Patrol inside and out.  A secret path leads to the Hidden Ledge.
    Cells: These are inside the Thieves' Hideout.  Each one holds a carpenter.  The Gerudo Thieves ap-pear nearby.
    Hidden Ledge: This is above Your Cell.  Use your Longshot from this location to reach the chest on the Roof.  A crate here holds a Purple Rupee.
    Roof: The chest with Heart Piece 32 is here once you Longshot from the Hidden Ledge.  Pierre may be summoned here.
    Wall: This separates the Thieves' Hideout & the Archery Range.  A nocturnal Gold Skulltula is here.
    Archery Range: This is a good way to improve your archery while riding Epona.  Shoot the pots and targets for points.  One thousand points gets you Heart Piece 32, and 1500 get you the Biggest Quiver.
    High Targets: These stick up at either end of the Archery Range.  A Gold Skulltula is on the north one at night.
    Gerudo's Training Ground: This area is a nifty prequel to Ganon's Castle.  It features new enemies and tricky obstacles.  To get in, you must pay the Game Guard R10.  The unique prize is ultimately unnecessary.
    Wasteland Gate: This door leads to the Haunted Wasteland.  Talk to the Gatekeeper topside to open it up.  Epona can't enter the desert, so leave her here. 
 

Area strategies include:

     When you enter the area, what you want to do is ride Epona up to the northernmost entrance to the Thieves Hideout.  You can dismount and attempt to enter, though Gerudo Patrol may catch you.  If you are, you are dumped into Your Cell from the Hidden Ledge above.  To get back up there, you need to land on the 2F balcony of the nearest section of the building.  This gets you into an up-stairs section where you can Longshot above the Gerudo Patrol in the kitchen below.  When you reach the Hidden Ledge, there is a Purple Rupee in a crate.
     You can Longshot to a chest from the Hidden Ledge.  You will find Heart Piece 32 when you open it, and you can summon Pierre nearby.  If it is night, you can pick up a Gold Skulltula from the section of Wall nearby.  That is all you can do here right now, so you should head down to where you parked Epona if you got caught.  The nearby door leads you into a cell where Ichiro the carpenter is penned up.  By talking to him, you learn that there are Gerudo everywhere, including a Gerudo Thief that sneaks up right behind you.
     When fighting Gerudo Thieves, you should try to stay far away from their blades.  When you can, you should slash away with Biggoron's Sword or peg the thief with an Arrow.  After ten hits from the Master Sword, the Gerudo Thief will flee and drop a Small Key.  After providing you a bit of information, Ichiro will run back to Gerudo Valley to begin fixing the bridge.  Go out the entrance opposite the one Shiro used and you arrive in a courtyard behind some crates.  Playing the Song of Storms reveals a Fairy's Fountain near the other crates, but you should head through the door on your left now.
     Down the passage you enter, you see a Gerudo you should stun.  When you reach the ramp up and out, you should take it to arrive on another ledge.  You can stun a Gerudo Patrol member at your leisure, and should do so before you enter the door.  This leads you into a room with two cells, one of which holds Jiro the carpenter.  When you talk to him enough, another Gerudo Thief will de-scend and attack you.  Defeating her gets you the Small Key you need to free the second of four carpenters.
     After Jiro leaves, you should head to the upper exit of this room and look down to the cave entrance.  That is where Sabooro lies imprisoned, so you should climb down and go into the door.  The corridor leads you to a cell with an entrance on the other side, and four lit braziers.  When you talk to Sabooro, a third Gerudo Thief will arrive to fight you.  When Sabooro leaves, you should head back up to the ledge and enter the door on your left as you climb up.  This places you above a kitchen patrolled by three Gerudo Patrol officers.
     To cross the room, you will have to Longshot the wooden beam farthest from you.  Any other beam puts you in danger of falling to the waiting Gerudo Patrol.  You will emerge from the room near two ledges, and the lower one has a doorway on it.  Once you go inside, you must stay very still until you can stun the Gerudo Patrol officer walking by on her rounds.  This lets you go to the end of the dead-end passage, where Shiro lies in his cell.  When you beat the last Gerudo Thief, you can free the lat carpenter and learn some stuff about the Haunted Wasteland.
     Once you turn to leave, the Chief Gerudo appears and congratulates you for your efforts.  You are the only other man to impress her besides, of course, Ganondorf.  You then get a Gerudo's Membership Card that gives you access to all parts of the fortress without fear of capture.  You can now attempt two new games-Horseback Archery and the Gerudo's Training Ground.  If it's night, you can get a second Gold Skulltula from the High Target in the north end of the course.  Getting 1000 points on Horseback Archery earns you Heart Piece 33, and you get a Biggest Quiver after 1500 points.
     You should now attempt at least some of the Gerudo's Training Ground.  You will meet a few new enemies in this sub-dungeon, but not many.  With a bit of luck, you can get the nifty Ice Arrow by collecting seven Small Keys within the walls of the chamber.  There are nine keys within, but you cannot get them all until you can lift and move things like the gray rocks seen on Hyrule Field.
 

The Gerudo's Training Ground

Allies here include:

    Voice: This will tell you what your next task is.
    Pierre: He comes in handy in the Giant Statue Room.

 

Foes here include:

    Blade Traps
    False Doors
    Stalfos: These inhabit the Stone Slab Room.
    Wallmasters: These inhabit the Sloped Room.
    Wolfos: These and 2 White Wolfos live in the Wolfos Room.
    White Wolfos: Oddly enough, two of these live in the Wolfos Room.
    Torch Slugs: These inhabit the Statue Room.
    Keeses: These inhabit the Statue Room.
    Fire Keeses: These inhabit the Statue Room.
    Red Bubbles: These inhabit the Lava Pool Room.
    Shell Blades: 4 of these live in the Water Pool Room.
    Dinolfos: These adult Lizalfos inhabit the Flame Wall Room.  The same general strategy applies when you fight them but Dinolfos are faster and can leap over your head at random.
    Beamos: One inhabits the Flame Wall Room.
 

Items here include:

    Hearts
    Rupees
    Arrows
    Bombs
    Magic Jars
    Fairy Spirits
    Small Keys: Beat the challenging rooms to win these.  You need 7 of the 9 to get the Ice Arrow.
    Silver Rupees: These are needed in the Sloped Room, Lava Pool Room, and Water Pool Room.
    Purple Rupee: There is one in the Treasury.
    Ice Arrow: This is the hidden treasure of the Gerudos.  It freezes whatever it hits with an icy blast, including Wallmasters, Floormasters, and Torch Slugs.  It costs 2 MP per usage.  It's nifty, but not required at all.
 

Tricks include:

    Entry Room: To the north is the Stone Slab Room, south is the Flame Wall Room, and east is the
Treasury.  Shoot the eye switch to make 2 chests appear.  One holds Rupees and the other holds Ar-rows.  Play the Song of Storms where Navi goes green to get a Fairy Spirit.
    Stone Slab Room: Dodge the Blade Trap here and keep moving on the quicksand.  Beat the two Stal-fos here for a Door Key.  East is the Sloped Room.
    Sloped Room: Get the Silver Rupees here while dodging boulders, flaming barriers, and Wallmas-ters.  There's no reward, but the door to the east opens.
    Wolfos Room: Beat the 2 Wolfos and 2 White Wolfos here for a Door Key.  Above the False Door is a secret passage.  You need the "hand of silver" to move the giant block in front of Hidden Room B.
    Giant Statue Room: Summon Pierre before going to the ground level.  Once on the rotating edge, shoot the 4 eyes of the statue to reveal a chest with a Door Key.  Near Pierre is Hidden Room A and on the ground floor is the way to the Lava Pool Room.
    Hidden Room A: This is above the Treasury.  A Door Key is in the chest.
    Statue Room: Beat the Torch Slugs and Fire Keeses for some Arrows.  The statues hide an eye switch and a floor switch.  The eye switch opens the door you came through when hit.  The floor switch lowers the flames around the chest with a Door Key inside.
 

More tricks include:

    Lava Pool Room: Gather the Silver Rupees while crossing the room to raise the portcullis.  Use the Song of Time to reach the Door Key.  The floor switch lowers the flames around the final Silver Ru-pee temporarily.  South is the Water Pool Room and west is the Flame Wall Room.
    Water Pool Room: Use the Song of Time here to remove the Time Blocks.  Beat the Shell Blades and snag the Silver Rupees to get another Door Key in a chest topside.
    Flame Wall Room: Beat the Beamos and twin Dinolfos here for a Door Key.  The flames rise when you get too close.
    Hidden Room B:  This is behind the gray block in the Wolfos Room.  When you kill the three Like-Likes inside, you will reveal two visible chests, one holding a huge Rupee.  Find the invisible chest and you will find a Small Key.
    Treasury: The north path leads to the Ice Arrow.  On the way are a Purple Rupee, a red Rupee, and some Arrows in chests.  The south path leads to the Lava Pool Room.
    Hidden Room C:  You will find this by climbing the chains after the first locked door on your left in the Treasury.  You will find a Small Key in the chest here.  You can see it from Hidden Room A through a grate.
    Wasteland Gate: Go through this with the Ice Arrow.
 

Area strategies include:

     When you enter, you will see a lion mark over a door straight ahead, and similar doors to ei-ther side.  If you shoot the eye switch over the door, you will reveal two chests holding various good-ies.  You can find a red Fairy Spirit, which gives back health and magic, by playing the Song of Storms where Navi goes green.  You should now enter the door to the left of the entrance, the Stalfos Room.  You have one minute to defeat two Stalfos in a pit of quicksand and get the first Small Key.  You will get various sundry goodies by destroying the skeletons.
     Once you get the Small Key, you should head through the door to the sloped room.  You get 1:30 to gather the Silver Rupees, but there are Wallmasters and boulders to watch out for.  To bypass some flaming barriers, you will need to use the Longshot marks on the roof.  When you gather the five gems, you can open the door to the Wolfos Room.  When you destroy the wolves, you find an immobile gray block and a False Door.  You can use the Lens of Truth to reveal a Longshot point up to the next room after you grab the Small Key.
     Before you descend to the lower level in the Giant Statue Room, you should summon Pierre near the door.  On the lower level, you must shoot each eye with an Arrow as you see it to blind it and turn it red.  A small chest holding a Small Key then materializes as the doors in the room open.  You should then launch back up to Pierre and enter the doorway that opened.  This leads you into Hidden Room A, where you can pick up a Small Key.  You should then enter the lower door in the Giant Statue Room.
     You will then find Fire Keeses and Torch Slugs in the Statue Room.  When you destroy the monsters, you can pound the statues to reveal a yellow eye switch and a floor switch.  You can get the chest in the flames by hitting the floor switch and then running over before the timer expires.  In the Lava Pool Room, you will see a point where Navi goes green while you collect the Silver Rupees.  You can reveal two Time Blocks and a Small Key by playing the Song of Time on one of the nearby platforms.  You will need to hit the floor switch to recover the Silver Rupee inside the column of fire.
     When you get all the Silver Rupees, the doors in the room open and you can enter the door opposite the Small Key platform.  You can reveal a pool of water by playing the Song of Time from the red square.  Using the Zora Tunic and Iron Boots, you can descend into a pull occupied by Shell Blades and a Blade Trap.  You should use your Longshot to collect four of the five Silver Rupees.  You will need to remove the Iron Boots to find the fifth Silver Rupee, near the ceiling of the pool.  This will give you a sixth Small Key on the red square in the upper part of the room.
     Once you exit this room, you should go up the stairs on your left to reach the Flame Wall Room.  Kill the Dinolfos and Beamos in the chamber to reveal the seventh Small Key in its chest.  You should then get the Recovery Hearts on the ledges if you can manage that.  The treasury is where you should head now, opposite the entrance to the area.  In the first room on your left, you can climb up the chains to find Hidden Room C to find an eighth Small Key.  You should then continue on the path to the large chest, which contains the useless Ice Arrows.
     Once you have those, you should head out of the Training Ground and go up to the large gate at the north.  Climb the ladder and you can talk to the Gerudo Gate Warden.  She tells you of the two trials you must complete to cross the Haunted Wasteland.  You need the Hover Boots or Longshot for the River of Sand, and the Lens of Truth for the Phantom Guide.  You need to cross the Haunted Wasteland to find the exalted Nabooru at the Spirit Temple.  You need to walk through this area, as Epona cannot traverse the sand.
 



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