Destination
Wasteland
The wasteland is heat, sand, and a horizon that never seems to get any closer. Gerudo Town rises out of the middle of it like proof that people can build anywhere given enough stubbornness, and the oasis market nearer the edge is worth the detour on its own.
Pictured: Sand Seal
Before you pack
Read these before you take the pack.
- Conditions
- Brutally hot by day, surprisingly cold by night — pack for both, not just the one you notice first. Sandstorms roll in without much warning and cut visibility to almost nothing while they last.
- Hazards
- Something enormous moves under the sand in the deeper dunes, and I'd rather you heard that from me than found out the hard way. Sandstorms disorient fast — if one catches you, stop moving rather than guess at a direction. And keep an eye on anyone selling suspiciously cheap goods out here; not every traveller is who they look like.
- Useful finds
- Voltfruit and hydromelon both grow near the oasis, exactly the kind of thing you want on hand for the heat. The town market itself is worth browsing regardless of what you came here for.
Recommended
Journey pack
Add the whole pack, then change anything in your satchel.
Wasteland Crossing
Cross heat and sand between oases without guessing at the dunes.
Pack for day heat and night cold. Travel marked routes. Some questions under the sand are better left unanswered.
- Hydromelon ×354 rupees
Hydromelon for the brutal midday stretch.
- Chillshroom ×244 rupees
Chillshrooms when the sand is still radiating after sunset.
- Voltfruit18 rupees
Voltfruit near the oasis — heat is not the only surprise out here.
Field reference
The longer notes, settlements, and shrines. When you know what to carry, shop the shelves or look it up in the Field Manual.
Route notes
Travel the marked routes between oases rather than cutting across open dune — it's slower to look at on a map and considerably faster in practice, since you won't be fighting the sand the whole way. Time your crossing for early morning if you can.
Merchant story
I still haven't decided if the thing that moved under the sand near me once was real or my imagination working overtime, and I have made a point of never finding out for certain. Some questions are better left unanswered. Pip wanted to dig for it. I said absolutely not.
Settlements
- Gerudo Town
- Kara Kara Bazaar
Shrines
- Daqo Chisay — the whole picture
- Jee Noh — on the move
- Kay Noh — a minor test of strength
- Dako Tah — electric path
- Tho Kayu — tho kayu’s blessing
- Hawa Koth — the current solution
- Dila Maag — dila maag's blessing
- Raqa Zunzo — raqa zunzo's blessing
- Kema Zoos — a delayed puzzle
- Suma Sahma — secret of the snowy peaks
- Korsh O'hu — korsh o'hu's blessing
- Misae Suma — misae suma's blessing
DLC shrines
- Kihiro Moh — inside the box
- Takama Shiri — dual purpose
- Keive Tala — big or small