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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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