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Ocarina of Time Gerudo's Fortress: Free All 4 Carpenters

The Gerudo do not want you dead. They want you in a cell. Here is how to cross Gerudo Valley, get through the fortress, beat the four Gerudo Thieves guarding the carpenters, and walk out with the Gerudo Token — plus the collectibles on the grounds.

Published September 30, 2026·10 min read·By Mythras
Gerudo's Fortress in the Nintendo 64 version of Ocarina of Time: stacked sandstone buildings in a canyon, purple-clad Gerudo guards with long bladed polearms patrolling the sandy yard, and a latticed gate beneath the original crescent emblem.

The Gerudo do not want you dead. They want you in a cell. Get spotted by a guard in Gerudo's Fortress and there is no fight and no Game Over — Link is thrown into a cell near the top of the building (or, before he has the Hookshot, dumped back outside), and the whole puzzle of the place is working out how to stop that happening four times in a row.

It is also the gate to the desert. The Haunted Wasteland, the Desert Colossus and the Spirit Temple all sit behind a membership card that the Gerudo only hand to someone who has broken into their home and freed their prisoners. Here is the whole job: the bridge, the rules, the fights, the four carpenters, and what the card opens once you have it.

Gerudo's Fortress in the Nintendo 64 version of Ocarina of Time: stacked sandstone buildings set into a canyon, purple-clad Gerudo guards carrying long bladed polearms across the sandy yard, and a latticed gate under the original crescent emblem.

Gerudo's Fortress at a glance

DetailWhat it is
LocationThe far end of Gerudo Valley, west of Hyrule Field; the gateway to the Haunted Wasteland
AgeAdult Link. As a child, Gerudo guards block the path across the valley
Getting thereCross the broken Gerudo Valley bridge with the Longshot, or jump it on Epona
The jobFree four imprisoned carpenters without getting caught
Mini-bossesFour Gerudo Thieves, one guarding each cell
RewardThe Gerudo Token (the "Gerudo's Membership Card" in the original N64 text)
OpensThe Gerudo Training Ground, the Horseback Archery Range, the Haunted Wasteland gate
Also on the groundsA Piece of Heart in a rooftop chest, two Gold Skulltulas, a quiver upgrade at the archery range
BringFairy Bow and plenty of arrows, the Hookshot, and the Longshot or Epona

Why the carpenters are locked up

The four prisoners are the same crew who were building up Kakariko Village when Link was a child. Seven years later their boss — Zelda Wiki calls him the Master Craftsman; Thonky's walkthrough calls him Mutoh, which Zelda Wiki treats as the name of his Majora's Mask counterpart — has set up a tent beside the gorge. The Gerudo broke the bridge, and his workers are gone: by his account they decided carpentry wasn't cool and walked off to the fortress to become thieves.

Gerudo Valley in the adult era of Ocarina of Time: the rope bridge snapped, its planks hanging down both walls of the gorge, with the Carpenters' tent on the left ledge and a waterfall falling into the river below.

The Gerudo did not want them. They are an all-female group, and the carpenters say they were locked up for exactly that reason. The setup was planted years earlier: Zelda Wiki's page for Ichiro records him in Kakariko as a child, standing in the empty building behind the potion shop, wondering aloud whether thievery is the easy money he is after. It was not.

Free all four and they go home and rebuild the bridge, which is what the Master Craftsman wanted all along. It is a real quality-of-life payoff: no more Longshot or horse jump every time you come this way.

Crossing Gerudo Valley

Two ways over the gap, per Zelda Wiki's Gerudo Valley page:

  • The Longshot, from the Water Temple.
  • Epona, at a gallop. Our Epona guide covers winning her from Ingo.

Adult Link on Epona mid-leap across the gap where Gerudo Valley's bridge has broken, the snapped bridge posts and hanging planks on either side of the gorge.

The plain Hookshot does not appear on that list, so do not plan around it. If you have Epona, take her — she is also your ticket into the Horseback Archery Range behind the fortress.

The Master Craftsman by the tent is the one who explains the job; Thonky's walkthrough has him asking you to rescue his men. The valley itself has two Pieces of Heart and four Gold Skulltulas of its own, collected in the table further down.

The rules of getting caught

Getting caught comes down to four rules, all from Zelda Wiki's Gerudo's Fortress and Gerudo Thief pages.

What happensResult
A patrolling guard spots youYou are caught and jailed
A Gerudo Thief lands her spinning jump attackLink collapses and is jailed; that Thief's health resets
You are caught before you own the HookshotYou are thrown out in front of the Carpenters' tent instead of a cell
You are caught with the HookshotYou land in a cell near the top of the fortress; Hookshot the open wooden window to climb out

Two more things make the run far less fraught. First, the Fairy Bow stuns patrolling guards — Zelda Wiki says a hit stuns them temporarily, which is how you get past anyone standing in a doorway. Stunned is not beaten, so keep moving. Second, each cell key only fits its own cell. Try a Thief's key on a different carpenter's door and Navi tells you flatly: "This is not the correct key..." Zelda Wiki notes that is not how Small Keys behave anywhere else in the game.

Getting jailed is a setback, not a disaster. Thonky's route even has a line for it: drop from the cell window and take the first door on the left, which is the way to the first carpenter.

Beating a Gerudo Thief

Each carpenter's cell has a Thief waiting. Talk to the prisoner through the bars and she drops in behind you with two scimitars. Zelda Wiki classes these four as middle bosses, and the numbers explain why:

Gerudo ThiefDetail
Health20
Scimitar slash1/2 Heart, blockable with a shield
Spinning jump attackCannot be shielded at close range; if it lands, Link is jailed
Hits to win10 Master Sword slashes, 5 with the Biggoron's Sword; a jump attack counts as two
Stunned byDeku Nuts, the Hookshot
Weak toSword, Deku Nuts, Hookshot, Fairy Bow

She does not fight like a Stalfos. She backflips away from your swings, blocks with her blades, and crouches before the spin jump — that crouch is the tell.

Adult Link with his sword drawn and shield up, facing a red-clad Gerudo Thief swinging twin scimitars in a stone corridor of Gerudo's Fortress, with Navi targeting her. Nintendo 64 version.

Two ways to play it:

  • Up close, with a shield. Thonky's advice is to switch off the two-handed Biggoron's Sword so you can block. When she crouches, sidestep; after the jump attack whiffs, hit her. Ten Master Sword slashes is a lot of exchanges, so stun her with a Deku Nut or the Hookshot and get free hits in.
  • At range, with arrows. Zelda Wiki notes that if you back away from a Thief she drops her guard, and once an arrow hits she stays open while she darts side to side, so you can keep firing. This is the method I would use. Zelda Wiki's Gerudo Thief page ties capture to the spin jump and says it is unblockable at close range — so distance plus arrows is the low-risk version of this fight.

Beat her and she retreats into the ceiling, leaving the Small Key for that cell. She does not come back.

All four carpenters, in route order

The route below is Thonky's, and so is the order and which carpenter sits where. The spellings are Zelda Wiki's; the third is also spelled Sabooro.

#CarpenterWhereRoute notes
1IchiroJust inside the fortressPast the stairs, creep up the slope, stun the guard on your right with an arrow, and take the door farthest to the left
2JiroThrough a door on an outside ledgeLeave by the exit near the cell with a skull over it, take the left door, watch the guard who stops by the crate, exit right, shoot the ledge guard from round the corner, climb up, go through the door
3SaburoThrough a door at the foot of the vinesFrom Jiro's cell, take the passage on the right, climb down the vines, and go through the door straight ahead
4ShiroA lower room reached from outsideBack up the vines, left door, shoot one guard below from where you stand and step forward to shoot the other, up the far ramp outside, drop down to the right, through the lower door, stand still and shoot the guard who walks past

Every rescue runs the same script: talk through the bars, fight the Thief, take her key, open the cell, talk to the carpenter again. After the fourth, a Gerudo appears, tells you anyone who got past her guards must have real thieving skills, and hands over the Gerudo Token. From then on the guards leave you alone.

What the Gerudo Token opens

Zelda Wiki lists three doors the card unlocks, plus a fourth consequence of the rescue itself:

UnlocksWhat is there
Gerudo Training GroundThe optional mini-dungeon inside the fortress, and the Ice Arrow. Full run in our Gerudo Training Ground guide
Horseback Archery RangeNeeds Epona as well; pays a Piece of Heart and your next quiver upgrade (40 or 50 arrows, depending on which quiver you already carry). Scores and strategy in the Epona guide
Haunted Wasteland gateThe road to the Desert Colossus and the Spirit Temple. The two wasteland trials are in our Spirit Temple guide
The rebuilt bridgeThe carpenters go home and fix it; the Running Man in their tent then challenges you to a race, covered in the mask trading guide

The Haunted Wasteland is the one you actually need. The Spirit Temple is one of the required dungeons and that gate is the road to it, so on a normal playthrough this rescue is not optional.

Collectibles on the grounds

ItemWhereWhat it needs
Piece of HeartChest at the very top of the fortressThe Scarecrow's Song to summon Pierre, then the Hookshot; or Thonky's alternative, the Longshot to the jail cell's windowsill, then down onto the fortress and inside to the area above the cell
Red RupeeHidden in the boiling cauldron in the fortress kitchen, the central roomZelda Wiki lists no requirement
Gold SkulltulaFortress back wall, near the Piece of Heart chestNight; Thonky takes it with the Longshot from a ledge
Gold SkulltulaThe far bullseye post at the Horseback Archery RangeNight, and the Hookshot
Piece of Heart ×2Gerudo Valley: a crate on a small ledge over the river, and a ledge behind the waterfallA Cucco to glide to the crate; a dive near the falls for the other. Details in the heart pieces guide
Gold Skulltula ×2Gerudo Valley, child: by the wooden bridge near the small waterfall at night, and in the soft soil on the lowest ledge by the riverBoomerang for the first, bugs for the second
Gold Skulltula ×2Gerudo Valley, adult: behind the Carpenters' tent, and on a stone pillar near the large rocksNight, and the Hookshot

The Gold Skulltula requirements come from ZeldaSpeedRuns' location list; the counts match Zelda Wiki's, which puts two in the fortress and four in the valley. How to hunt the rest is in the Gold Skulltula guide.

On the roof chest: the scarecrow you summon is Pierre, not Bonooru. Bonooru is the Lake Hylia scarecrow you teach the melody to as a child; Zelda Wiki's pages for both characters are clear that he then lends you Pierre, who is the one that springs out of the ground. The songs guide walks through setting it up.

The fortress in the randomizer

If you play the Ocarina of Time Randomizer, this area is one of the settings. The randomizer wiki's Gerudo Fortress option has three states:

  • Default Behavior — all four carpenters must be rescued before the bridge is built.
  • Rescue One Carpenter — only the bottom-left carpenter.
  • Open Gerudo Fortress — the carpenters start rescued, and unless the card itself is shuffled you start holding it.

Two related shuffles are worth knowing. The four cell keys can be shuffled into the item pool like dungeon keys (the wiki calls them Thieves' Hideout Keys), and Shuffle Gerudo Card puts the card somewhere else entirely. In current randomizer versions it is the card itself that stops the guards jailing you, so with the card shuffled, freeing the carpenters is not what calms them down.

Version differences and a possible child visit

Comparison of the Gerudo emblem in Ocarina of Time: the top row shows the original crescent design on the Mirror Shield, a flag and a stone carving; the bottom row shows the redesigned Crest of the Gerudo that replaced it.

  • The emblem changed. The original Nintendo 64 release puts a crescent-and-star symbol on the fortress flags, on various switches and blocks, and on the Mirror Shield. Zelda Wiki's Gerudo Token page records it being replaced by the Crest of the Gerudo in later versions. Fandom's Zelda Wiki says why: the old symbol resembled the real-world Islamic star and crescent, so later releases, Ocarina of Time 3D among them, swapped it out. The same page ties the Fire Temple music change covered in our Fire Temple guide to the same reason.
  • A 3DS Easter egg. Ocarina of Time 3D hides a poster of Link from Skyward Sword behind some crates here.
  • Child Link at the back door. Warp to the Desert Colossus as a child with the Requiem of Spirit and walk the Haunted Wasteland in reverse, and a Gerudo guards the fortress's back entrance. Zelda Wiki says she looks exactly like the one out front and shares her dialogue.
  • A child visit that may have been cut. With glitches or hacks, child Link can get inside the fortress. Zelda Wiki notes that the rooftop chest holds an Odd Mushroom in that version of the scene, and there is a second Piece of Heart on top of the jail cell. The randomizer wiki calls it the extra Piece of Heart above the jail in the child version of the scene: inaccessible without glitches, although shuffling the hideout's entrances can make it reachable. Zelda Wiki's guess is that child Link was once meant to explore the fortress.

Everything above describes the N64 and 3DS game and has not been checked against the Switch 2 remake, so treat positions here as N64 and 3DS positions until it is out.

Quick Action Checklist

  • Stock up on arrows before you go. The Fairy Bow stuns patrolling guards and wins the Thief fights from range.
  • Cross the broken Gerudo Valley bridge with the Longshot or by jumping it on Epona. The plain Hookshot is not listed as a way across.
  • Talk to the Master Craftsman by his tent if you want the setup — he explains where his men went.
  • Get the Hookshot first. Without it, getting caught throws you out of the fortress entirely; with it, you land in a cell you can climb out of through the window.
  • At each cell, talk to the carpenter, then fight the Gerudo Thief who drops in. Watch for the crouch: Zelda Wiki ties capture mid-fight to her spin jump.
  • Back off and use arrows — she drops her guard when you retreat, and stays open once hit.
  • Each Thief's key only opens her own carpenter's cell.
  • After the fourth carpenter, take the Gerudo Token: it opens the Training Ground, the archery range and the Haunted Wasteland.
  • Grab the rooftop Piece of Heart with the Scarecrow's Song and Pierre, or the Longshot to the jail windowsill.
  • Come back at night for the fortress's two Gold Skulltulas and the valley's adult pair.

Frequently Asked Questions

How do you get the Gerudo Token in Ocarina of Time?
As adult Link, cross Gerudo Valley to Gerudo's Fortress and free all four imprisoned carpenters — Ichiro, Jiro, Saburo and Shiro. At each cell, talking to the carpenter makes a Gerudo Thief appear; beating her drops the Small Key to that cell. After the fourth carpenter is free, a Gerudo hands Link the Gerudo Token, called the Gerudo's Membership Card in the original N64 text. It lets Link walk the fortress freely and opens the Gerudo Training Ground, the Horseback Archery Range and the gate to the Haunted Wasteland.
What happens if you get caught in Gerudo's Fortress?
In Gerudo's Fortress, being spotted by a patrolling guard or hit by a Gerudo Thief's spinning jump attack gets Link captured. If he does not have the Hookshot yet, he is thrown out in front of the Carpenters' tent in Gerudo Valley. If he does, he is locked in a cell near the top of the fortress and escapes by using the Hookshot on the open wooden window. A Gerudo Thief who captures Link has to be found and fought again at full health.
How do you beat the Gerudo Thieves in Ocarina of Time?
Gerudo Thieves in Ocarina of Time have 20 health and take ten slashes from the Master Sword or five from the Biggoron's Sword. Their scimitar slashes cost half a heart and can be blocked, but their crouching spin jump cannot be shielded up close and sends Link to jail. Deku Nuts and the Hookshot stun them. The safest method is to back away until the Thief drops her guard, then shoot her with the Fairy Bow; once hit, she stays open to more arrows.
How do you cross the broken bridge in Gerudo Valley?
The Gerudo Valley bridge in Ocarina of Time is broken in the adult era. Adult Link crosses it with the Longshot from the Water Temple or by jumping it on Epona at a gallop. After Link frees the four carpenters from Gerudo's Fortress, they return and rebuild the bridge, so the gap can then be walked.
How do you get the Piece of Heart on top of Gerudo's Fortress?
The Piece of Heart sits in a treasure chest at the very top of Gerudo's Fortress. Climb to the roof, play the Scarecrow's Song to summon the scarecrow Pierre, and Hookshot to him to reach the chest. Thonky's walkthrough gives an alternative: use the Longshot to reach the windowsill of the fortress jail cell, drop onto the roof, and go inside to reach the area above the cell.
Can child Link go into Gerudo's Fortress?
Not without glitches. As a child, Gerudo guards block the path across Gerudo Valley, and if child Link reaches the fortress's back entrance through the Haunted Wasteland from the Desert Colossus, a Gerudo is guarding that door too. Glitched child access shows a different version of the scene, with an Odd Mushroom in the rooftop chest and an extra Piece of Heart above the jail cell, which Zelda Wiki suggests was a planned child visit that was cut.

Keep Reading

Sources & Further Reading
Last updated September 30, 2026.

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