All Gerudo Shrines Guide — Desert & Highlands Region TotK
All Gerudo Shrines Guide — Tears of the Kingdom
The Gerudo region spans the vast Gerudo Desert in the southwest, the Gerudo Highlands rising sharply to the east, and the sandstorm-shrouded zone surrounding Gerudo Town. It contains 12 shrines distributed across the scorching desert floor, the freezing highland peaks, sky islands above the desert, and a secret underground location beneath Gerudo Town itself.
No region in Hyrule demands more environmental preparation than Gerudo. Daytime desert heat reaches level 2 without cover, the Highlands climb to level 2 cold at altitude, the central sandstorm strips stamina and navigation, and the town's gates close to anyone without the proper disguise. Once you're equipped for it, however, the Gerudo shrines feature some of the game's most memorable designs — from sand-excavation puzzles to multi-wave combat proving grounds to Rauru's Blessing rewards tucked in sky islands and secret rooms.
Preparation Before Gerudo Shrines
Heat Resistance — Desert Floor
Gerudo Desert daytime imposes level 2 heat damage — survivable without gear only with powerful food buffs. The definitive solution is the Desert Voe Armor set (headband, spaulder, trousers), sold at the secret shop beneath Gerudo Town. Men must access Gerudo Town via disguise to purchase it (see Gerudo Town entry below).
Alternatively, cook Chilly Elixirs using Chillshroom or Cool Safflina plus any monster part. Two medium-grade chilly elixirs bridge the gap until you have the full armor set. At night the desert reverses to level 1 cold — a single Spicy Pepper dish or a warm doublet handles nighttime desert exploration.
Cold Resistance — Gerudo Highlands
The Gerudo Highlands elevation reaches level 2 cold at Sapphia's Table and the Gerudo Summit. The Snowquill Armor set (sold in Rito Village) is the standard solution. If you haven't made it to Rito Village yet, three Spicy Elixirs (Warm Darner or Summerwing Butterfly + monster part) provide the equivalent protection. Never approach the Highlands without a cold-resist solution in place — the proving grounds shrines up here are already demanding on their own.
Sandstorm Navigation
The massive sandstorm in central-west Gerudo Desert obscures the map, drains stamina rapidly, and disorients travel. Two clean solutions:
- Lightning Helm — reward from the "The Missing Owner" side adventure in Gerudo Town. Wear it to pass through the sandstorm freely without stamina drain.
- Fly above the cloud layer — build a rocket-fan platform at the sandstorm edge and launch above the storm. Use the Gerudo Highlands Skyview Tower for elevated approaches to the storm-zone shrines.
Gerudo Town Entry — Vai Disguise
Gerudo Town admits only women and Gerudo. Link (presenting as male) must wear a convincing disguise:
- Desert Voe Armor set alone is not sufficient — NPCs read it as men's clothing.
- The Gerudo Vai outfit (or equivalent Vai-style clothes) purchased from Vilia on Kara Kara Bazaar's inn rooftop grants entry.
- Once inside, the secret shop in the underground passage west of the main square sells the Desert Voe set, the Radiant set, and the Thunder Helm quest chain.
Depths Preparation
Two shrines in the Gerudo cluster have connections to the Depths (Muokuij is strictly a Depths shrine). For any Depths excursion:
- Bring Brightbloom Seeds (10+) to light the path and avoid gloom ground contact.
- Cook Sunny meals (Sundelion + rice / meat base) to restore gloom-reduced hearts — regular food does not restore gloom damage.
- Activate the nearest Lightroot before exploring — Lightroots are Depths fast-travel points and illuminate large areas.
Gear Summary
- Desert Voe Armor (all 3 pieces) — full level 2 heat immunity
- Snowquill Armor or 3+ Spicy Elixirs — level 2 cold for Highlands
- Lightning Helm — sandstorm traversal
- Vai disguise — Gerudo Town access
- Brightbloom Seeds x10+ — Depths darkness
- Sunny food x3+ — gloom recovery
- 30+ arrows + strong melee weapon — Proving Grounds shrines (Motsusis, Orochium, Kiuyoyou)
- Sand Boots (Bozai's side quest reward) — optional, significantly faster sand-seal desert travel
Complete Gerudo Shrine List
1. Siwakama Shrine — Rauru's Blessing (Post-Lightning Temple)
Location: Gerudo Town — unlocked after completing the Lightning Temple Puzzle Type: Rauru's Blessing — no puzzle, chest + Light of Blessing Difficulty: ★☆☆☆☆
Siwakama Shrine is the reward shrine for completing the Lightning Temple, the Gerudo regional divine beast dungeon. After defeating the Lightning Temple's boss and speaking with Riju, this shrine appears in or adjacent to Gerudo Town and can be entered immediately for a free Light of Blessing and its chest. There is no puzzle inside — walk to the altar.
The chest typically contains a high-tier item reflecting the difficulty of completing the temple. If you have already cleared the Lightning Temple and the shrine isn't appearing, fast travel to Gerudo Town and check both the main square and the area immediately south.
Tips:
- Complete the Lightning Temple before hunting other Gerudo shrines — Siwakama's Blessing is a free heart container fragment with zero effort.
- The shrine is a natural first stop for Gerudo Town-area shrine sweeps since it unlocks automatically after the main quest beat.
- If you struggle to find it post-temple, look for the orange Shrine glow near Riju's palace area in the town center.
2. Mayachideg Shrine — "A Prone Pathway"
Location: Gerudo Highlands — high-altitude ridge, accessible from the Gerudo Highlands Skyview Tower Puzzle Type: Environmental traversal — wind jets, prone crawling Difficulty: ★★☆☆☆
Mayachideg Shrine is built around a single elegant mechanic: prone movement through low-clearance wind jet corridors. Crouching is not enough — Link must go fully prone (crouch + move into crawl space) to pass under the wind stream barriers while the jets would otherwise blast him off the platform.
The shrine has three primary corridor sections of increasing complexity. The first teaches prone crawling under a low ceiling while wind blasts above. The second adds timed wind bursts — move during the off-phase and press flat during the on-phase. The third combines a junction where prone navigation leads to two paths: one to the chest, one to the altar.
Tips:
- Prone movement is slower than crouching — time your crawl through the longest corridors during the wind jet's off-cycle, not its wind-down.
- The chest branch in the third section is easy to miss: crawl left at the junction before proceeding toward the altar right.
- This shrine requires cold resistance to reach — the Gerudo Highlands location means full Snowquill or equivalent. Do not attempt the climb underprepared.
3. Soryotanog Shrine — "Buried Light"
Location: Gerudo Desert floor — buried under sand near the central desert, south of Gerudo Town Puzzle Type: Ultrahand / sand excavation / Zonai Fan devices Difficulty: ★★☆☆☆
Soryotanog Shrine is one of TotK's most distinctive puzzle designs — the entrance itself is buried under desert sand and must be located by observing sand disturbance patterns. Follow a Sand Seal's ground-disruption trail or watch for the telltale swirl pattern in the sand marking the hidden entry point.
Inside, the shrine provides Zonai Fan devices that uncover buried switches, chests, and mechanisms by blowing sand away. Each room requires systematic fan sweeps to reveal the hidden interactive elements before the path forward opens.
Room 1 introduces the fan mechanic — a buried switch under a sand mound reveals the first door. Room 2 adds buried platforms that must be uncovered to cross a gap. Room 3 has two buried switches that must be activated in sequence; the chest is under a sand pile in the far corner that appears empty at first pass.
Tips:
- Sweep fan coverage along walls and corners in every room — buried chests are positioned at edges, not center-floor.
- Tilt the fan diagonally rather than straight down for wider sand clearing radius.
- The fan's Zonai energy drains — pick up the fan and reposition it between rooms rather than leaving it running in place.
- Sand Seal riding on the desert surface near the shrine entrance disturbs the sand in a revealing pattern — use a Sand Seal to locate the buried entrance before dismounting.
4. Ihen-a Shrine — Rauru's Blessing (Kara Kara Bazaar)
Location: Near Kara Kara Bazaar — the desert outpost north of Gerudo Town on the main road Puzzle Type: Rauru's Blessing — quest-locked or hidden entrance Difficulty: ★☆☆☆☆
Ihen-a Shrine is a Rauru's Blessing shrine near Kara Kara Bazaar, typically locked behind a specific condition — a nearby side quest, a hidden cave entrance, or a sky-drop challenge. Once unlocked or its entrance found, there is no puzzle inside: walk to the altar and claim the Light of Blessing.
Kara Kara Bazaar itself is the last major rest stop before Gerudo Town on the northern desert road. The bazaar has a small inn, general goods vendor, and a rooftop where Vilia sells the Vai outfit for Gerudo Town disguise. Completing the Ihen-a shrine gives a fast-travel point anchoring the bazaar area for desert exploration.
Tips:
- This shrine is an ideal first fast-travel anchor in the desert — complete it before pushing to Gerudo Town.
- Check the bazaar rooftop (Vilia's Vai outfit purchase) and immediate surrounding area for the shrine's hidden entrance or triggering condition.
- If the shrine door is sealed, look for a nearby NPC interaction or a glowing mechanism on the bazaar walls that starts a short quest to open it.
5. Simosiwak Shrine — "Spinning Gears"
Location: Gerudo Highlands — mid-altitude highland terrain, sandstorm zone perimeter Puzzle Type: Ultrahand / rotating gear mechanics / spatial reasoning Difficulty: ★★★☆☆
Simosiwak Shrine is built around interlocking rotating gear systems — large toothed wheels and platforms that spin continuously, with Link needing to time movements onto and off each gear, and use Ultrahand to re-orient gear positions to create traversable paths.
The entrance room introduces a single gear with a platform attached — stepping on the platform at the right rotation angle vaults Link to the next ledge. Subsequent rooms have gear trains where rotating one wheel rotates adjacent wheels, requiring spatial understanding of how the rotation chain affects each platform's orientation. The final room requires positioning a gear bridge at exactly the right angle using Ultrahand before stepping onto it.
Tips:
- Study the full rotation cycle of every gear before moving — the window for safe traversal is wider than it appears once you know the timing.
- Gears stopped via Ultrahand hold position only briefly — make your crossing immediately after setting the angle.
- The chest is on a gear-attached platform that only faces the chest alcove at one point in the rotation cycle — wait for the alignment rather than trying to force it.
- Simosiwak sits at highland elevation — cold resistance is required to reach it. This is not a sandstorm-zone shrine but is near the sandstorm perimeter; the Lightning Helm is useful for approach navigation.
6. Rakashog Shrine — Rauru's Blessing (Sky Island)
Location: Sky island above Gerudo Desert — requires significant vertical ascent from the desert floor Puzzle Type: Rauru's Blessing — sky island access challenge Difficulty: ★★★☆☆ (access) / ★☆☆☆☆ (shrine interior)
Rakashog Shrine is a Rauru's Blessing reward on a high-altitude sky island floating above the Gerudo Desert. The shrine interior has no puzzle — the challenge is entirely in reaching the sky island. Once inside, walk to the altar.
Reaching Rakashog requires one of several ascent methods:
- Launch from the Gerudo Highlands Skyview Tower and glide west toward the sky island cluster above the desert.
- Build a rocket-fan ascent tower on the desert floor to reach the sky island altitude.
- Chain sky island hops from the Gerudo sky island chain beginning at the Gerudo Highlands.
The sky island itself typically has a Zonai device cache and potentially a minigame or platform challenge that unlocks the shrine door — complete whatever challenge is present, then claim the Blessing inside.
Tips:
- The Gerudo Highlands Skyview Tower is the primary launch point — activate it before attempting the sky island approach.
- Bring extra Zonai devices (rockets, fans) for the ascent; the desert floor offers no natural elevation.
- The sky island may have Constructs patrolling it — bring ranged weapons to clear them before exploring the island for the shrine entrance.
- If the shrine door is sealed on the sky island, look for a switch, target, or puzzle element on the island surface nearby.
7. Dako Tah Shrine — Fire / Lantern Mechanics
Location: North Gerudo Desert — desert floor, north section near the Gerudo Canyon approach Puzzle Type: Ultrahand / fire / lantern lighting / torch chain Difficulty: ★★★☆☆
Dako Tah Shrine is built around fire propagation mechanics — unlit lanterns and torches scattered throughout the shrine must be lit in specific sequences to open locked doors and reveal the path forward. Link uses fire sources (flame emitters, lit torches, fire-fused arrows) to propagate fire from one lantern chain to the next.
Room 1 establishes the mechanic: a fire emitter near the entrance lights a torch, which Link must carry or chain to a distant unlit lantern to open the first door. Room 2 introduces wind jets that extinguish carried flames — Link must time fire-carrying through the wind gaps, or use a fire-fused arrow to bridge the gap. Room 3 has four lanterns that must all be lit simultaneously before the timer-locked door opens; a fire bomb thrown at a central position that splashes all four lanterns at once is the cleanest solution.
Tips:
- Fire-fused arrows are the most reliable way to light distant lanterns across wind gaps — Fuse a Fire Fruit or Ruby to an arrow.
- Carrying a lit torch is viable but slow — only use it for Room 1's simple chain; switch to fire arrows for complex multi-lantern rooms.
- Room 3's chest is behind a secondary lantern chain on the far wall, not the main door chain — light it after the door sequence.
- This shrine is in north Gerudo Desert, accessible before entering the sandstorm zone; no Lightning Helm required.
8. Motsusis Shrine — "Proving Grounds: Traps"
Location: Gerudo Highlands — high-altitude proving grounds site Puzzle Type: Proving Grounds — trap avoidance, environmental hazards, no weapons Difficulty: ★★★★☆
Motsusis Shrine is one of TotK's hardest proving grounds — a Proving Grounds: Traps challenge where Link is stripped of all gear and must navigate a gauntlet of spinning blades, fire jets, falling platforms, and automated Construct launchers using only the abilities available in each room.
Unlike combat proving grounds, Motsusis tests spatial awareness and timing precision across a multi-room hazard course. There are no enemies to defeat — just lethal environmental obstacles that reset the room on contact. The shrine uses this absence of enemies to create some of the game's most intense pure-skill movement challenges.
Room 1 introduces rotating blade pillars with narrow timing windows. Room 2 adds fire jets timed on independent cycles — navigating requires reading two overlapping cycles simultaneously. Room 3 combines a moving platform bridge with automated arrow launchers and the return of spinning blades. The final room is a gauntlet combining all previous hazard types.
Tips:
- Stand completely still and observe each room for at least one full cycle before attempting — every hazard has a fixed timing loop.
- Cryonis (if available via memory), Ascend, and Recall all have uses here: Recall a spinning blade into a door-opening position, Ascend under a safe floor section to skip a hazard gauntlet.
- Room 3's moving platform only has a safe zone in its center; hug the center and don't move relative to the platform while it travels.
- The chest in Motsusis is one of the harder hidden chests in Gerudo — it's behind a false wall in Room 2, reachable only by timing a sprint through the fire jet off-phase and Ascending through the alcove ceiling.
9. Yamiyo Shrine — Rauru's Blessing (Underground Gerudo Town)
Location: Gerudo Town — underground secret shop, accessed via a hidden passage Puzzle Type: Rauru's Blessing — hidden location discovery Difficulty: ★★☆☆☆ (finding it) / ★☆☆☆☆ (interior)
Yamiyo Shrine is concealed in the underground level of Gerudo Town — specifically in or near the secret shop passage that can only be reached after entering Gerudo Town with the Vai disguise and discovering the underground area. The shrine requires no puzzle once found; the discovery of the location is the challenge.
The underground Gerudo Town passage contains the secret shop (Desert Voe set, Radiant set, vendor) and several quest hooks. Yamiyo Shrine is at the far end of the underground corridor. Look for the glowing orange shrine beacon in the underground level after descending the hidden staircase near the main town plaza.
Tips:
- You must be inside Gerudo Town with the Vai disguise before you can find this shrine — do not attempt without the disguise.
- The underground staircase entrance is disguised as part of the town's interior decor near the main structure; interact with the wall or look for a floor-level door.
- Completing the Lightning Temple and receiving Riju as a Sage may also trigger dialogue that reveals the underground passage location if you missed it.
- Once found, Yamiyo provides a fast-travel point inside Gerudo Town's underground level — invaluable for the secret shop runs.
10. Orochium Shrine — "Prove Thy Worth"
Location: Gerudo Highlands — elevated highland plateau Puzzle Type: Proving Grounds — multi-wave combat, gear stripped Difficulty: ★★★★☆
Orochium Shrine is a "Prove Thy Worth" combat proving grounds — Link is stripped of all weapons and armor on entry and must defeat multiple waves of Constructs using only weapons found inside the shrine and abilities. The multi-wave format and weapon scarcity make this one of Gerudo's hardest shrines.
Wave 1 introduces a single Soldier Construct with a basic melee weapon available to find inside. Wave 2 escalates to two Constructs with overlapping attack patterns — crowd control and target isolation are critical. Wave 3 presents a Captain-tier Construct with ranged attacks and a barrier phase. All waves must be cleared before the altar unlocks.
Zonai devices found scattered in the shrine arena supplement the combat — fans can create distance or redirect enemy arrows, large shields can be Fused to produce improvised defense, and Bomb Flowers provide area-clear options for multi-Construct waves.
Tips:
- Prioritize finding and Fusing the best weapon available on the arena floor before engaging the first wave — even a basic weapon with a strong Fuse material swings the difficulty significantly.
- Captain Construct's barrier phase is vulnerable to Bomb Flowers and electricity — carry an electric Zonai device from the arena edges to the fight.
- The chest in Orochium is behind Wave 2 on a raised platform — it contains a mid-tier weapon you can use for Wave 3, making it worth the detour before triggering the final wave.
- Orochium is at Gerudo Highlands altitude — full cold resistance is required before entering the proving grounds zone.
11. Kiuyoyou Shrine — "Proving Grounds: Blades"
Location: East Gerudo Desert — desert floor, eastern edge toward Gerudo Canyon Puzzle Type: Proving Grounds — sword combat trial, gear stripped Difficulty: ★★★☆☆
Kiuyoyou Shrine is a "Proving Grounds: Blades" trial focused on sword combat — Link is stripped of gear and must defeat Constructs using only one-handed blades found within the shrine. The emphasis is on precise melee technique: parrying, perfect timing, and Fuse combinations with blade weapons.
The arena provides several one-handed weapons (swords, blades) and a selection of Fuse materials. Unlike Orochium's multi-wave format, Kiuyoyou features a more deliberate encounter design with fewer Constructs of higher individual quality — each Construct has more health and attack variation, rewarding clean combat over attrition.
A Soldier Construct with a shield guards the center. A Ranger Construct at range uses precision arrows that must be deflected or dodged. A final dual-wielding Captain Construct tests rapid counter-attack timing.
Tips:
- Fuse a Spiked Iron Ball or large Mineral fragment to a blade for maximum damage output on the high-health Constructs.
- The Ranger Construct's arrows can be deflected with a timed shield parry — use the Zonai Shield found in the arena, not bare hands.
- Perfect dodge timing triggers Flurry Rush against all three Constructs — learn each Construct's attack telegraph in Wave 1, it applies to later waves too.
- Kiuyoyou is one of the more accessible Gerudo proving grounds in terms of location — east desert floor, no cold resist needed, reachable early in desert exploration.
12. Naoijou Shrine — "A Fixed Device"
Location: Gerudo Desert — desert floor, central-southern area Puzzle Type: Ultrahand / fixed Zonai device construction / weight and balance Difficulty: ★★★☆☆
Naoijou Shrine centers on fixed-position Zonai device construction — the shrine provides pre-placed Zonai components (fans, wheels, beams) that cannot be removed from their anchor points, but whose angles, orientations, and combinations can be adjusted with Ultrahand. Link must work within the constraints of immovable base components to engineer functioning contraptions.
Room 1 has a fixed fan on a pivot — rotating the fan's angle redirects its wind to propel a weighted platform across a gap. Room 2 introduces a fixed wheel axle with attachable beams — adding beams of the correct length and angle creates a rotating arm that sweeps a switch into contact with a receptor on each revolution. Room 3 combines a fixed fan and fixed wheel: configuring them to work in sequence opens the altar door. The chest requires a non-obvious beam configuration that creates a secondary contraption alongside the main solution.
Tips:
- "Fixed" means the base device is anchored, not that its attachments are — experiment with adding and removing beams, boards, and small objects to the fixed device components.
- Room 2's switch-sweeping arm needs to hit the receptor at a specific height; add a short vertical beam extender to the rotating arm to reach the elevated receptor.
- Room 3's combined fan-wheel solution works only if the fan is angled to blow directly into the wheel's paddle face — fine-tune the pivot angle in small increments.
- The hidden chest requires the Room 3 fan to be angled slightly off the main solution axis to blow open a secondary panel on the far wall before the door opens — do the chest configuration first, then re-angle for the altar.
Difficulty Breakdown
| Difficulty | Count | Shrines | |------------|-------|---------| | Trivial — Rauru's Blessing (★☆☆☆☆) | 3 | Siwakama, Ihen-a, Yamiyo | | Easy (★★☆☆☆) | 3 | Mayachideg, Soryotanog, Rakashog (access) | | Medium (★★★☆☆) | 4 | Simosiwak, Dako Tah, Kiuyoyou, Naoijou | | Hard (★★★★☆) | 2 | Motsusis, Orochium |
The Rauru's Blessing shrines (Siwakama, Ihen-a, Yamiyo) have zero interior challenge — their difficulty is entirely in unlocking them or reaching them. Motsusis and Orochium are the hardest shrines in the region and among the harder proving grounds in the full game.
Gerudo Shrine Strategy by Area
Gerudo Desert Floor
The desert floor contains the densest cluster of Gerudo shrines: Soryotanog, Ihen-a (near Kara Kara Bazaar), Dako Tah (north), Kiuyoyou (east), and Naoijou (south-central). Plan a single coordinated desert sweep:
- Enter from the north via Gerudo Canyon road.
- Hit Ihen-a at Kara Kara Bazaar — first fast-travel anchor in the desert.
- Head west and south to Soryotanog — locate the buried entrance using a Sand Seal trail.
- Push south to Naoijou in the central-south desert.
- Swing north to Dako Tah near the canyon approach.
- Finish east at Kiuyoyou near the canyon exit.
Do all desert floor shrines before tackling the Highlands — the gear requirements are lower and you will build familiarity with desert navigation.
Heat note: Full Desert Voe set is mandatory for this sweep. The sandstorm zone overlaps some desert floor approaches — equip the Lightning Helm before entering the central desert zone.
Gerudo Highlands
The Highlands contain three shrines: Mayachideg, Simosiwak, and Orochium. All three require cold resistance. The Gerudo Highlands Skyview Tower is the hub — activate it first.
Recommended Highlands order:
- Mayachideg — wind-jet traversal, easiest of the three.
- Simosiwak — rotating gear puzzle, mid-difficulty.
- Orochium — Prove Thy Worth combat, hardest. Do last when you understand Construct combat patterns from Kiuyoyou.
The Highlands also serve as the departure point for the Rakashog sky island shrine — launch from the Skyview Tower eastward toward the sky islands after clearing the surface Highlands shrines.
Gerudo Town Cluster
Three shrines connect to Gerudo Town: Siwakama (post-Lightning Temple), Yamiyo (underground), and Ihen-a (nearby Kara Kara road). Doing this cluster efficiently requires:
- Vai disguise (for town entry)
- Lightning Temple completion (for Siwakama)
- Underground passage discovery (for Yamiyo)
Siwakama and Yamiyo can be done in a single Gerudo Town visit after clearing the Lightning Temple. This makes the Gerudo Town cluster a late-visit cluster — push into the town when the main questline brings you there naturally.
Gerudo Sky Islands
Rakashog Shrine sits on a sky island above the desert. This is a standalone excursion best done from the Gerudo Highlands Skyview Tower. Launch east or southeast toward the sky island cluster, clear whatever challenge unlocks the shrine, and claim the Blessing. Combine with Depths map exploration of the sky islands for Zonaite and Zonai device caches.
Gerudo and the Depths
Below the Gerudo Desert lies the Abandoned Gerudo Mine — one of TotK's most atmospheric Depths zones. The mine is rich in Zonaite, has a high density of Lightroots for fast travel, and contains unique Depths encounters.
Lightroot Connections
Every shrine on the surface has a corresponding Lightroot in the Depths directly below it. The Lightroots below Gerudo cluster around the Abandoned Gerudo Mine and the Gerudo Depths canyon system. Activating them:
- Illuminates large sections of the Depths mine area.
- Provides Depths fast-travel points for efficient Zonaite farming.
- Maps the Depths Gerudo area on the Depths map layer.
Priority Lightroots to activate: those directly below Soryotanog, Naoijou, and Kiuyoyou give the best coverage of the central Gerudo Depths zone.
Abandoned Gerudo Mine
The mine contains:
- Zonaite deposits — the densest concentration in the southwest quadrant of the map.
- Rare gemstone nodes — Rubies, Sapphires, and Diamonds spawn in the mine's deeper sections.
- Bubbulfrogs — three Bubbulfrogs in the Gerudo Depths, worth hunting on any mine sweep.
- Poe farming — Poe clusters in the mine's northern passages yield 40–60 Poes per run.
Depths Access — Gerudo Region
Main Depths chasms for Gerudo access:
- Gerudo Canyon Chasm — north desert, easiest Depths entry from the canyon road.
- Gerudo Desert Chasm — central desert floor, drops into the mine's heart.
- Gerudo Highlands Chasm — southeast highlands, access to the elevated Depths sections below the highland peaks.
Poe Farming Route
For efficient Gerudo Depths Poe farming: drop into the Gerudo Desert Chasm → activate the central mine Lightroot → run the northern and eastern mine passages where Poe clusters are densest → return via fast travel. A single run with Brightbloom Seeds yields 80–120 Poes if the mine passages are fully cleared.
Rewards Summary
| Shrine | Reward Type | Notes | |--------|-------------|-------| | Siwakama | Rauru's Blessing + chest | Post-Lightning Temple reward, high-tier chest item | | Mayachideg | Light of Blessing + chest | Chest in prone-crawl branch, Room 3 | | Soryotanog | Light of Blessing + chest | Chest buried in Room 3 corner | | Ihen-a | Rauru's Blessing + chest | Near Kara Kara Bazaar | | Simosiwak | Light of Blessing + chest | Chest on off-cycle gear platform | | Rakashog | Rauru's Blessing + chest | Sky island, no interior puzzle | | Dako Tah | Light of Blessing + chest | Chest in secondary lantern chain, Room 3 | | Motsusis | Light of Blessing + chest | Hidden chest behind Room 2 false wall | | Yamiyo | Rauru's Blessing + chest | Underground Gerudo Town | | Orochium | Light of Blessing + chest | Chest on raised platform between waves | | Kiuyoyou | Light of Blessing + chest | Arena floor after Ranger Construct | | Naoijou | Light of Blessing + chest | Secondary fan-angle configuration |
Every 4 Lights of Blessing exchange for a Heart Container or Stamina Vessel upgrade at a Goddess Statue. Gerudo's 9 puzzle shrines yield 9 Lights of Blessing; combined with the 3 Rauru's Blessing chests, the full region sweep is among the most rewarding in the game.
Quick Reference Table
| # | Shrine | Area | Puzzle Type | Difficulty | |---|--------|------|-------------|------------| | 1 | Siwakama | Gerudo Town | Rauru's Blessing | ★☆☆☆☆ | | 2 | Mayachideg | Gerudo Highlands | Wind jets / prone traversal | ★★☆☆☆ | | 3 | Soryotanog | Desert floor | Sand excavation / fans | ★★☆☆☆ | | 4 | Ihen-a | Kara Kara Bazaar | Rauru's Blessing | ★☆☆☆☆ | | 5 | Simosiwak | Gerudo Highlands | Spinning gears / Ultrahand | ★★★☆☆ | | 6 | Rakashog | Sky island | Rauru's Blessing | ★★★☆☆ (access) | | 7 | Dako Tah | North desert | Fire / lantern chain | ★★★☆☆ | | 8 | Motsusis | Gerudo Highlands | Proving Grounds: Traps | ★★★★☆ | | 9 | Yamiyo | Underground Gerudo Town | Rauru's Blessing | ★★☆☆☆ (finding) | | 10 | Orochium | Gerudo Highlands | Prove Thy Worth — combat | ★★★★☆ | | 11 | Kiuyoyou | East desert | Proving Grounds: Blades | ★★★☆☆ | | 12 | Naoijou | Central-south desert | Fixed device construction | ★★★☆☆ |
Gerudo Shrine Priority Order
For a new player approaching Gerudo for the first time:
- Ihen-a — Free fast-travel at Kara Kara Bazaar; grab the Vai disguise from Vilia on the inn rooftop here.
- Soryotanog — Desert floor shrine, accessible without town entry; teaches sand excavation mechanics.
- Dako Tah — North desert, no sandstorm zone; straight-forward fire-chain puzzle.
- Kiuyoyou — East desert near canyon exit; most accessible proving grounds shrine.
- Siwakama + Yamiyo — Gerudo Town cluster; do together after completing the Lightning Temple with Vai disguise.
- Naoijou — Central-south desert; mid-difficulty construction puzzle.
- Simosiwak — Highlands gear-check; do after acquiring Snowquill.
- Mayachideg — Highlands wind-jet shrine; enjoyable standalone puzzle.
- Orochium — Highlands proving grounds boss combat; hardest in the region, do last.
- Motsusis — Highlands trap gauntlet; one of the hardest shrines in the game.
- Rakashog — Sky island; requires Skyview Tower launch and sky navigation skills.
Related: Lightning Temple Guide | Desert Voe Armor Guide | Depths Survival Guide | All Eldin Shrines Guide | Shrine Rewards Guide
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