Reaching Gerudo Town
Stepping into the Gerudo Desert is an adventure in itself. The air shimmers with heat by day and chills at night, so prepare accordingly. As you journey southwest toward Gerudo Town (far in the corner of Hyrule’s map), make sure to pack some heat-resisting elixirs or meals – or travel in the cooler evenings. The desert’s dunes seem endless, with occasional ruins and bones jutting out, but keep your eyes on the distant spires of Gerudo Town. Partway through the sands, you’ll come across the Kara Kara Bazaar, a small oasis settlement where weary travelers rest under palm trees and a crescent-shaped pond. This oasis is a perfect stop to recover from the heat and gather information for the road ahead.
At Kara Kara Bazaar, rumor has it no voe (man) is allowed inside Gerudo Town’s walls. The proud Gerudo only permit vai (women) to enter. How can a Hylian hero like Link get in? The answer lies with a mysterious merchant spotted around the Bazaar’s inn. Climb up to the top of the inn especially in the late hours – there you’ll find a flamboyantly dressed stranger with a veil. Chat them up, and eventually the merchant reveals a clever solution: Gerudo disguise clothing! For a hefty sum of 600 rupees, they sell you a set of Gerudo women’s clothes (Gerudo Veil, Top, and Sirwal). Link dons the outfit and voilà – he looks just like a traveling vai. Not only is the disguise convincing enough to fool the Gerudo guards, it also grants a small bonus of heat resistance, making the trek through the sun-scorched desert a bit more bearable.
Disguised and refreshed, continue toward Gerudo Town itself. The walled town sits amid towering cliffs and sand, guarded by alert warriors at the gate. Before heading in, it’s wise to activate the Daqo Chisay Shrine right outside the town entrance. Simply interacting with this shrine (even if you don’t complete it now) creates a handy fast-travel point for the future. When you’re ready, approach the gates dressed in your new Gerudo attire. The guards size you up – a Hylian vai traveler? – and with a nod, they permit entry. You stride into Gerudo Town as the afternoon sun paints the sandstone buildings gold. The town bustles with tall, muscular Gerudo women going about their day, colorful market stalls, and a central plaza with a water fountain. You’ve made it to Gerudo Town, safe and sound (and incognito)!
Optional: Side Adventures on the Way
- Shrine Quest (Optional) – “The Eye of the Sandstorm”: At Kara Kara Bazaar, talk to Nobiro, who gazes at a perpetual sandstorm in the distance. He muses about a treasure hidden in that storm. This conversation kicks off a shrine quest where, at a certain time, the sandstorm subsides, revealing a shrine in the East Barrens. It’s an optional challenge if you’re curious about secrets in the dunes.
- Side Quest (Optional) – Outside Gerudo Town – The Eighth Heroine: Near Gerudo Town’s gate, you might spot a Hylian man named Bozai jogging around. If you speak to him while wearing your Gerudo disguise, Bozai becomes quite smitten and offers you a deal: find the ancient statue of the Eighth Heroine in the Gerudo Highlands, and he’ll lend you his coveted Sand Boots (which make running in sand much easier). This begins “The Eighth Heroine” side quest. It’s completely optional, but completing it (and a follow-up quest, “The Forgotten Sword”) will net you both Sand Boots and Snow Boots – handy footwear for desert sands and snowy peaks, respectively.
Meeting Gerudo Chief Riju
Once inside Gerudo Town, your main goal is to seek audience with the leader of the Gerudo. Head straight through the bustling market area toward the large palace structure at the back. Climb the central stairs adorned with torches, and you’ll enter the Royal Palace. At the top, in a throne room draped with vibrant fabrics and guarded by ever-watchful soldiers, you meet Riju, the chief of the Gerudo. She’s young – surprisingly so – but carries herself with confidence and authority beyond her years. Adorned in gold jewelry and seated atop a plush cushion (with her adorable sand-seal plushie nearby), Lady Riju greets you, curious about this new traveler. By her side stands Buliara, her imposing bodyguard, who eyes you with suspicion at first.
During the meeting, Riju quickly uncovers that you’re not a Gerudo vai after all. (It’s hard to fool the chief!) But rather than anger, she’s intrigued by your boldness. You explain that you’re here to quell the Divine Beast Vah Naboris, the giant camel-shaped machine rampaging in the desert and threatening her city. Riju herself desperately wants to calm the beast, but it’s no easy task. She informs you that the Divine Beast’s lightning strikes are too deadly to approach unprotected. The Gerudo have a precious heirloom, the Thunder Helm, which can repel lightning – but it was stolen by the Yiga Clan thieves. Before she can help you take on Naboris, Riju needs that helm back. Proving your worth, you agree to retrieve the stolen Thunder Helm for the Gerudo. Buliara mentions that the soldiers have been tracking the thieves; she suggests you speak with Captain Teake in the barracks for the latest intelligence.
The soldiers’ barracks are right next door in the palace courtyard. Head there and you’ll find Teake and her troops in a bit of a frenzy. Teake briefs you on the situation: the Yiga Clan thieves were spotted heading north of Gerudo Town into the canyons of Karusa Valley. That’s where their hideout is likely hidden. No Gerudo soldier has managed to infiltrate it yet – it’s too dangerous for them to sneak in or mount a full assault. This is where you come in. After gearing up and perhaps stocking a few supplies (you might want some extra Mighty Bananas, for reasons that will soon become clear…), set out for the Yiga Clan Hideout. The journey will take you north into the rocky highlands beyond the desert sands.
Optional: Exploring Gerudo Town – Gerudo Town is rich with side content and colorful characters. While you’re here, you can take a break from the main quest to help some locals and soak in the culture. All of the following are optional side quests or activities you can do in town (you can also come back for them later, as many only become fully available after Divine Beast Vah Naboris is tamed):
- Side Quest (Optional) – “Tools of the Trade”: Visit the jeweler, Isha, at the northern end of the marketplace. You’ll find her shop closed because she’s out of flint to craft her gorgeous accessories. Offer to bring her 10 pieces of flint. If you deliver them, she’ll happily reopen Starlight Memories (the jewelry shop) and even reward you with a valuable Amber Earring.
- Side Quest (Optional) – “The Mystery Polluter”: At night, check out the water oasis in the center of town. A little Gerudo girl, Dalia, is upset about someone polluting their water with strange trash each night. If you investigate, you’ll notice watermelon rinds appearing in the water. Track the culprit (hint: look up on the roofs in the evenings) and put a stop to the mischief to complete this quest. The town’s water supply will be clean again, and you’ll make a young Gerudo very happy.
- Side Quest (Optional) – “The Secret Club’s Secret”: You might stumble upon a locked door in an alley with someone muttering about a secret password. This leads to Gerudo Town’s secret fashion club (Fashion Passion). To get in, you’ll need to learn the password by eavesdropping on some gossiping guards (try hanging around the bar or spa). Once you crack the code and recite it at the door, you’ll gain access to a hidden shop. Inside, you can buy the Desert Voe armor set (male Gerudo armor that provides heat resistance) and the special Radiant armor set. It’s a fun little secret for fashion-savvy adventurers.
- Side Quest (Optional) – “Medicinal Molduga”: Near the city entrance (or sometimes by the shrine outside) you may meet Malena, a Gerudo desperately seeking help for her sick husband. She needs a hero to bring her the guts of a Molduga (a giant monster that lurks in the desert sands) to make medicine. This quest involves a dangerous hunt in the desert, but if you succeed in slaying a Molduga and bringing back its guts, Malena will reward you handsomely (and you’ll save a life!).
Infiltrating the Yiga Clan Hideout
Leaving Gerudo Town behind, head north toward the canyon lands. The Yiga Clan Hideout is tucked away in Karusa Valley, which lies in the cliffs north of the Gerudo Desert. As you travel, the lush palms and adobe houses of Gerudo Town give way once more to harsh terrain. You might encounter a sandstorm or two, and you’ll definitely run into roaming Yiga footsoldiers on the way – those masked assassins tend to pop up when you least expect it (often teleporting in with a cloud of smoke and a menacing laugh). Dispatch them or outrun them as you prefer. The path to Karusa Valley is marked by large red banners with the Yiga emblem, so you’ll know you’re on the right track when you see those crimson cloths flapping in the wind. The valley itself is narrow and rocky. Hug the path and prepare for a climb into their secret base.
Eventually, you arrive at the mouth of a cave adorned with even more Yiga banners and two braziers. This unassuming cave is the entrance to the infamous Yiga Clan Hideout. Step inside and the atmosphere changes to an eerie quiet. Proceed forward and you’ll find an apparent dead end in a large chamber decorated with ominous black tapestries. The trick here is to burn the banners: grab a lit torch from the brazier outside (or shoot a fire arrow) and set those hanging tapestries alight. One of them conceals a hidden passage. As the cloth burns away, a doorway is revealed – your way into the heart of the hideout.
Beyond the hidden door, the real challenge begins. The Yiga Hideout is crawling with patrolling Yiga guards, and this time it’s not the low-level scouts, but formidable Yiga Blademasters. These are big, tough foes wielding hefty Windcleaver swords, and if they spot you, they will call in a swarm of reinforcements. Facing them head-on turns the hideout into a gauntlet of endless Yiga fighters (and trust me, it’s overwhelming). The game encourages a stealthy approach here. The mood is tense and shadowy – perfect for sneaking. Immediately crouch to move quietly. There are tall stone walls, crates, and scaffolding that you can hide behind or even climb to stay above a guard’s line of sight.
Take it slow and observe the patrol patterns of the Yiga guards. You’ll notice each Blademaster patrols a set route, periodically pausing to look around. The key is to slip by when their backs are turned. If you’re feeling especially devious, you can use their one great weakness: Mighty Bananas! Scattered around the hideout (conveniently placed on pedestals and in crates) are loads of bananas – the Yiga just love these things. You can take advantage of that by holding a banana and tossing it in a guard’s line of sight (or shooting down a hanging bunch of bananas from a high spot). The guard will get distracted and wander over to the banana, giving you a window to sneak past while they’re daydreaming about their favorite snack. This tactic can be both effective and pretty funny to watch.
Move from cover to cover, room to room. At one point, you’ll come across a large central chamber with multiple tiered walkways and a few guards positioned around. Use ladders and climbable walls to get to higher ground – often you can bypass a guard entirely by moving above them. There are also alcoves with piles of bananas (a treasure trove if you want to snag some for your own cooking later) and a few treasure chests with goodies like rupees or arrows. Loot if you wish, but be careful not to get greedy and stumble into a guard’s view. If at any point you do get spotted, you can try to fight, but expect a tough battle. Alternatively, you can dash back to the previous room; if you break line of sight and hide, the Yiga will eventually give up searching. Patience is your friend here.
After navigating the maze of patrolling foes, you’ll descend into a deeper chamber lit by a single spotlight… and an impressive collection of bananas (yes, even more!). As you step forward, a cutscene triggers – you’ve been “caught” in a way, but not by a mere guard. Master Kohga, the leader of the Yiga Clan, makes his grand (and comedic) entrance. Kohga is a rotund, masked Yiga boss with an ego as big as Death Mountain. He’s annoyed that you’re poking around his lair, and now it’s boss fight time!
Boss: Master Kohga
This battle is equal parts humorous and dangerous. Kohga might not seem very serious – he complains about being disturbed and strikes over-the-top poses – but don’t underestimate him. In Phase 1, Master Kohga will float a giant boulder in the air above his head using his psychic powers. He’s preparing to hurl it at you, but notice how he momentarily exposes himself (glowing with energy as he lifts the rock). That’s your chance: hit him with an arrow (a swift headshot works great) or a remote bomb to break his concentration. Doing so will cause the boulder to drop right onto his own head with a thud, dealing damage and leaving him flustered. After a few hits like this, Kohga gets angry and ups the ante.
In Phase 2, Kohga conjures two boulders that spin around him like a deadly merry-go-round. He’ll send them hurtling in your direction one after the other. Keep moving to avoid these flying rocks. Again, watch for the moment he stands centered under the spotlight to direct his attack – that’s when he’s vulnerable. Pop him with another well-timed arrow to interrupt the cycle, which causes one of his own boulders to smack him from behind this time. He howls in frustration (cue some amusing Yiga banter from him) but he’s not done yet.
For Phase 3, Master Kohga decides to bring out the big guns – literally. He floats over the middle of a deep pit behind him and summons a gigantic spiked metal ball. This massive weapon swings over his head, crackling with energy. Since Kohga is now hovering out of melee range, you’ll need to get creative. Equip your Magnesis rune and target that giant metal ball. Yes, you can control it! Lift the ball high and then slam it directly into the unsuspecting Kohga. He’s so shocked (and probably regretting his life choices) that he doesn’t even dodge. One or two good smashes and the hapless leader is defeated in the most comedic way possible – in the final blow, Kohga loses control of his powers and tumbles into the pit beneath him, yelling vows of revenge on his way down. So much for the mighty Yiga leader!
With Kohga gone, a treasure chest appears on the platform. Open it to retrieve the prized Thunder Helm. This is the Gerudo chief’s stolen heirloom, a radiant golden helmet said to protect the wearer from lightning. Objective complete! Now you can make a quick exit from the hideout. There’s a convenient shortcut: a door opens that leads you back outside (no need to sneak out the way you came). Tip: Before leaving the valley, you might want to snag any extra treasure or bananas you left behind, and if you defeated any Yiga along the way, be sure to grab their Duplex Bows or swords as spoils. When ready, either fast-travel back (if you activated Daqo Chisay shrine or another nearby warp point) or simply hoof it through the desert to return to Gerudo Town. The stage is set to confront Divine Beast Vah Naboris at last.
Sand Seal Assault on Vah Naboris
Back in Gerudo Town, head to the palace and deliver the Thunder Helm to Riju. The young chief is impressed and deeply grateful to have her heirloom returned. With the Thunder Helm in Gerudo hands again, Riju is now ready to take on Divine Beast Vah Naboris, and she wants you to fight by her side. After a quick briefing, she asks you to meet her at the Gerudo Desert lookout post (situated just outside of town, in the direction of the Divine Beast). Make sure you’re prepared before you go – stock up on health-restoring meals and Bomb Arrows. In fact, when you rendezvous with Riju at the lookout post, she generously supplies you with 20 Bomb Arrows, knowing you’ll need explosive firepower. It’s also a smart idea to equip anything you have that resists electricity (for example, the Rubber Armor set or even just the Rubber Helm from the Faron region, if you’ve obtained them). The upcoming battle will involve a lot of lightning, so any shock resistance helps. When you’re all set, tell Riju you’re ready to begin the assault.
Riju dons the Thunder Helm, and together you each hitch a ride on a sand seal (Gerudo have tamed these adorable seal-like creatures to surf across the sand). The atmosphere is intense as you two launch off into the open desert, pulled swiftly by your seals. The night sky (if you opted to fight at night to avoid the heat) or the hazy day is suddenly split by a menacing sight: Divine Beast Vah Naboris itself in the distance. The gigantic mechanical camel marches relentlessly through a brewing sandstorm, each footstep sending shockwaves through the dunes. Lightning arcs around it, and dark clouds make it hard to see. Riju calls out to stay close – and activates the Thunder Helm’s power, projecting a large glowing forcefield around herself. This protective dome will repel the lightning bolts that Naboris fires. Your job is to surf within that dome alongside Riju. Stray outside its radius, and a lightning strike can easily blast you off your sand-seal or worse.
The approach to Naboris is a thrilling balance of speed and caution. Steer your sand seal to match Riju’s movements, effectively riding in tandem. As you get closer, Naboris becomes aware of your presence and bolts of lightning start raining down. You’ll see glowing warning circles on the sand where lightning is about to strike – do your best to stay within Riju’s protective bubble when those strikes hit. If you fall behind, press forward and maybe give your seal a gentle whack with your shield to spur it on. Once you’re near the towering legs of the Divine Beast, it’s time to go on the offensive.
Your targets are the four glowing feet of Vah Naboris. These serve as its power generators, and you need to disable all four to bring the beast down. Equip your Bomb Arrows (and make sure your bow is ready – a strong, long-range bow works great here). When you have a clear line of sight to one of Naboris’s leg mechanisms, draw your bow. You might find it easiest to do this in slow motion by jumping off your sand seal (holding ZL/L trigger to focus and then pressing X to leap from the seal, which triggers the slow-mo aerial aiming). Aim for the glowing section on the leg joint and fire a Bomb Arrow. BOOM! A direct hit will cause a burst of electricity and smoke as that leg takes damage. Each foot usually takes a couple of bomb hits to be disabled; you’ll know it’s disabled when the leg stops glowing and Naboris momentarily falters on that side.
Circle around the beast in tandem with Riju, focusing on one leg at a time. The desert wind howls and lightning explodes around you, making this fight feel like a scene out of a legend (which it is!). Keep your cool and time your shots. After you blast the first foot, Naboris will pick up speed and the beast’s movement might become more erratic, but Riju deftly keeps pace and so should you. One by one, take out the legs. Remember to stay in the protective radius when those lightning strikes come; if you do get hit, quickly heal up and get back on your seal (Riju will loop back to help you if you fall). With perseverance, you’ll nail the final leg. When the fourth foot is disabled, Vah Naboris lets out a mechanical groan and collapses, its massive hulk crashing into the sand. The raging sandstorm begins to subside. You’ve successfully tamed the titan from the outside.
Riju brings you in close to the now-stationary Divine Beast. This is your chance to board it. As you glide up beside Naboris’s body, leap from your sand seal onto the metal platform of the beast. (If you miss the jump, don’t worry – you can climb up its ledges or use Revali’s Gale if you have it, or simply reattach to the seal and try again.) Climbing up, you’ll find an entrance hatch that your Sheikah Slate can interface with, thanks to the guidance of Princess Zelda. Take a deep breath, bid Riju farewell for now (she’ll hang back outside with the sand seals), and step inside the Divine Beast. The true dungeon lies within.
Inside Divine Beast Vah Naboris
The interior of Vah Naboris is like stepping into an ancient, colossal machine. The halls are dimly lit with glowing Sheikah patterns, and parts of the beast’s inner walls are slick with ominous Malice (that gooey, evil substance – don’t touch it!). Right away, you’ll likely be greeted by a couple of small Guardian Scout enemies skittering about. Dispatch these mini-guardians with your weapon or a quick arrow shot. Once it’s safe, look around the entry chamber for a glowing pedestal – this is the Guidance Stone that contains the dungeon map. Activate it with your Sheikah Slate. The stone whirs to life and downloads the layout of Naboris, including a special ability: you can now manipulate the Divine Beast’s mechanisms via your map screen.
Bring up your map, and you’ll see Naboris has three large rotating cylinders (spanning its “hump” and mid-section). This is the core puzzle mechanic of Naboris: you can rotate these sections in 90-degree increments. Doing so will realign various internal passages and also connect electrical circuits. In essence, you’ll be using rotation to solve puzzles and direct electricity, which powers different devices inside the beast. Your overall goal is to reach and activate five terminals scattered throughout Naboris, and then get to the main control unit. Think of the terminals as checkpoints needed to regain full control of the Divine Beast.
Take a moment to study the beast’s anatomy via the map. Naboris is massive, with multiple levels – there’s a base floor, rotating middle, and upper areas including what corresponds to the neck/head of the camel. You can also spot orange glowing circuits which show how electricity would flow when sections are aligned. Now, let’s begin exploring systematically.
Start by moving deeper into the main chamber. There’s an elevator-like platform in the center, but it’s not powered yet. You’ll notice some electricity flowing along certain walls or floors via glowing lines, but gaps in the lines indicate unpowered sections. One of the first things to do is use rotation to create a path you can traverse. By rotating one of the cylinders (use your map to rotate, then exit the map to see the result), you might open a doorway or align a platform that lets you access a new area. For instance, rotate the middle cylinder and you’ll see a large central column inside Naboris start to turn. You might connect a circuit that powers a moving platform or brings a hidden passage in reach.
Focus on finding Terminal 1 first. One terminal is located within a box-like room inside one of the rotating cylinders. From the entry area, head into the cylinder on Naboris’s mid-section. There’s a window-like opening you can glide to or walk through when aligned correctly. Once inside this compartment, use the map to rotate that cylinder. As it turns, the small room you’re in will move as well – almost like you’re inside a hamster wheel! Position it so that the door of the compartment is facing upward and leads to a little alcove where the terminal is hiding. When done right, you’ll see the glowing terminal appear as the room lines up. Walk over and activate Terminal 1. One down!
Exit that compartment (rotate it again to get out, or find a path back to the central area). Next, Terminal 2 can be tackled. Another terminal sits high on a ledge that you can’t reach by just jumping. But now that some circuits are connected from your first rotations, you might have power to an elevator platform or a moving walkway. Look around for a platform that’s going up and down; if one is active, hop on it to reach an upper floor. If not, rotate the adjacent cylinder sections until power flows (you’ll know because you’ll see blue electricity running along the lines toward a device). On an upper floor, perhaps toward the back of Naboris (near where the tail would be), Terminal 2 awaits behind a gate. How to open the gate? Trace the electrical wires – it looks like you need to complete a circuit. Nearby, there could be a metal barrel or metal cube (often provided in the dungeon) which acts as a conductor. Using Magnesis, drag the metal object onto the gap between two floor switches or nodes. Once it connects, the circuit completes and the gate slides open. Activate Terminal 2 inside.
For Terminal 3, head back to the central rotating structure. You’ll likely need to manipulate the middle and perhaps the front cylinder (the one toward Naboris’s head) to create a path onward. At some point, you should aim to get into the “belly” of the beast – a large hollow in the middle where multiple circuits converge. Try rotating all three cylinders in different combinations to see how they line up the glowing circuit lines. When all three sections connect properly, you’ll notice a large energy beam powering something, perhaps raising a tall cylindrical elevator in the center. Ride that up or climb on top of it when it stops at a higher floor. From there, you can access Terminal 3 on a balcony or ledge that was previously out of reach. (Listen for the terminal’s distinct humming sound if you’re not sure – it’s a good clue when you’re nearby.) Activate it and you’re over halfway there.
Next is Terminal 4, which is located up in what corresponds to Naboris’s neck or the top of the hump. With some sections rotated, you might have exposed a vertical shaft leading up. Head towards the front interior of the beast. You should see a series of ledges or ramps that became accessible with the last set of rotations. Follow these upward. You may need to rotate one of the sections as you stand on it, effectively using a moving wall as an elevator (a bit of a gravity-defying trick – when the floor tilts into a wall, it can lift you to another area as you rotate it further). Eventually, you’ll reach the top inside of Naboris, and even step out onto the roof of the Divine Beast through an opening. Be careful up here – one wrong step and you could fall all the way down (or off the beast, which would drop you outside and force you to re-enter, though thankfully your terminal progress would be saved). Out on the top, you’ll find Terminal 4 overlooking the desert vista. It’s peaceful for a moment as you activate it, with the wind blowing and a bird’s-eye view of Gerudo Desert around you.
Finally, Terminal 5 remains. This one tends to be tricky, often found in a lower section that you might not have fully explored. Drop back down inside (or if you’re already inside, make your way to an unexplored corner, perhaps under where Terminal 4 was). Terminal 5 might be behind another barred doorway or in a chamber that requires aligning something special. If you see an unpowered electrical node near a closed door, that’s a clue. Look around for a metal orb or chest stuck on a high ledge or behind some malice goo. You might need to clear malice by shooting an eye if there’s one controlling it (scan for a glowing eyeball embedded in malice and snipe it with an arrow to dissolve the goo). With malice gone, you can retrieve a metal Thunderball (a spherical electric conductor) or just grab one of the metal barrels from earlier puzzles. Place the metal object on the floor switch or between the obvious electrical contacts. As soon as it connects, you’ll hear the buzz of the circuit and the final gate will unlock. Step in and activate Terminal 5, the last one! A sense of triumph builds as the guidance voice notes that all terminals are active.
Now all that’s left is the Main Control Unit. This is typically located back in the central area of the dungeon, often on the lower floor. Thanks to all your rotating and puzzle-solving, the control unit platform should now be accessible. Use your map one more time to rotate the cylinders into a position where you can easily walk to the glowing orange main control (you want it oriented upright). A common tactic is to line up the middle cylinder so that a ramp or path leads right up to the control unit. Once everything is aligned, head over to the main control unit and prepare for a fight. Make sure you’re healed up and have your best weapons equipped before activating it, because interacting with this control will trigger the boss battle of the dungeon. When you’re ready, hit the main control unit. The room darkens, ominous music swells… the threat inside Naboris reveals itself.
Defeating Thunderblight Ganon
From the shadows emerges Thunderblight Ganon, the deadly scourge inhabiting Divine Beast Vah Naboris. This isn’t just any monster – it’s one of Ganon’s own blights, a phantom charged with the fury of lightning and the speed of a striking hawk. The moment it appears, you can feel the air crackle with electricity. Thunderblight Ganon is a lithe, armored figure wielding a glowing sword and shield, moving erratically with supernatural agility. But fear not – you’ve come prepared, and this battle, while challenging, is absolutely winnable with some savvy tactics.
Phase 1: Thunderblight Ganon wastes no time and lunges at you with blinding speed. It teleports around the room in flashes of light, often reappearing right above or behind you to deliver a quick slash. Keep your Lock-On (ZL) focused on the boss so you can track it as best as possible. The key here is defense and timing. Hold up your shield to block sudden attacks – if you have a metal shield, be cautious of the lightning (though the boss’s melee strikes won’t shock you through the shield, only its electric orbs can). The boss might also shoot out electrified energy blasts occasionally; you can strafe to avoid these or raise your shield to block.
Watch Thunderblight’s movements closely. When it pauses and gathers electricity on its blade, it’s likely about to dash forward in a straight line attack. This is your opportunity: just as it is about to strike, perform a side hop or backflip depending on the angle of attack. If your timing is spot-on, you’ll trigger a Flurry Rush, allowing you to rain counterattacks in slow-motion. A Flurry Rush with a decent sword or strong weapon can take out a good chunk of its health. Another approach during this phase is to use Stasis+ (if you’ve upgraded your Sheikah Slate). Hitting Thunderblight with Stasis will freeze it for a brief moment; while frozen, whack it a few times or line up a headshot with an arrow to deal damage. Just be aware it will break out quickly, so be ready to dodge again. Don’t be discouraged if you miss some openings – this foe is meant to be fast and test your reflexes. Keep chipping away at its health with careful hits whenever you safely can. After enough damage, roughly half its health bar, Thunderblight Ganon will roar and change its pattern.
Phase 2: Now the boss adds a new trick. Thunderblight will rise high and conjure several large metal spikes/drill bits, then fling them into the ground around the arena. These spikes will stick upright, usually in clusters near you. A second later, you’ll see them begin to surge with electricity and act like lightning rods. If you’re too close to one when it’s charged, you’ll get zapped, so try to keep some distance from the spikes once they land. The boss might hide above, out of reach, while doing this. So how to deal with this? This is where Magnesis comes into play again. Target one of those metal spikes with your Magnesis rune and pull it out of the ground. You can now move this metal rod freely through the air. Here’s the trick: use the spike against the boss. Thunderblight Ganon will soon draw lightning from the sky towards itself (a sphere of electricity will envelop it briefly before the strike). If you maneuver one of the magnetized spikes right up to the boss at that moment, the lightning will course through the metal object and shock the boss, causing it to fall to the ground stunned. It’s a bit poetic – turning the boss’s own weapon into its downfall.
If pulling off the Magnesis counter feels too tricky, you can also survive this phase by simply avoiding the spikes and waiting it out. Eventually Thunderblight will stop summoning lightning and come back down to fight you directly again, but as long as the spikes remain, the threat of random lightning strikes continues. So it’s best to deal with them. Once you do manage to stun Thunderblight (either via the Magnesis trick or by catching it off-guard with an arrow while it’s summoning lightning), it will crash down, momentarily defenseless. Rush in and mash your strongest melee attacks during this opening. Two-handed weapons like a claymore do massive damage here, or unleash a flurry of quick strikes with a one-handed sword. You want to capitalize on every stun to whittle down that health.
Thunderblight Ganon will rinse and repeat these tactics – zipping around with quick strikes, occasionally doing the lightning rod attack. Maintain your focus. Use healing items if your hearts get low (it’s wise to have a meal or two that grants shock resistance or extra hearts for this fight). Every time you knock it down, you’re closer to victory. In its final sliver of health, Thunderblight might get even more aggressive, but by now you’ve learned its patterns. A few more well-aimed hits and the furious blight is defeated. With a final roar, the creature disintegrates in a burst of light and dark mist.
As the dust settles, you’re rewarded with a Heart Container that materializes where the boss fell. Don’t forget to pick that up, boosting your health by one. Now approach the main control unit one last time. Activating it will pacify Divine Beast Vah Naboris for good. In a touching scene, the spirit of Urbosa, the Gerudo Champion of old, appears before you. She praises your bravery and thanks you for freeing her beloved city from Naboris’s threat. In a show of gratitude, Urbosa bestows upon you Urbosa’s Fury – a powerful Champion ability. This ability allows you to charge up a massive lightning strike by holding your attack button (after a charge, releasing unleashes a dome of lightning that obliterates most enemies around you). It’s an incredible power that will serve you well on the rest of your journey. Urbosa’s spirit then takes control of Naboris, and you’ll witness the giant Divine Beast climb atop a distant cliff in the Gerudo Desert. With a resounding ancient mechanism sound, it aims a red laser beam toward Hyrule Castle, ready to assist when the final battle with Calamity Ganon begins.
Link (you) are transported safely back to the ground at Gerudo Town’s entrance, where Riju and her people are waiting. The Gerudo chief is overjoyed and thanks you sincerely. In recognition of your heroism, Riju officially offers you the Treasure of the Gerudo: the Scimitar of the Seven, a regal curved sword once wielded by Urbosa herself, and the Daybreaker shield, an ornate Gerudo shield of exceptional craftsmanship. (Make sure to have a free weapon and shield slot to take these!). These items are not only powerful but also have great sentimental value in Gerudo lore. Surrounded by cheering Gerudo guards, you’ve completed the quest to calm Divine Beast Vah Naboris and have earned the Gerudo’s respect.
Optional: Post-Quest – “The Thunder Helm” – Although you returned the Thunder Helm to Riju, did you know you can actually borrow it for yourself? After defeating Naboris, if you examine the Thunder Helm on display next to Riju and speak with her about it, she’ll mention that many Gerudo citizens still have unresolved troubles. Riju promises to loan you the Thunder Helm if you help every last person in town with their concerns. This initiates “The Thunder Helm” side quest. Essentially, you must complete all the Gerudo Town side quests (which include the optional ones listed earlier: solving Dalia’s water problem, helping Isha with her flints, delivering Molduga guts to Malena, finding the missing guard Barta out in the far desert, and uncovering the secret club code). Once you’ve proven yourself by doing all these good deeds, speak to Riju again. True to her word, she lets you keep the Thunder Helm. Wearing it gives you the power to nullify lightning strikes – a very fitting reward and a point of pride, showing that you’ve helped the Gerudo with every challenge they faced. (Plus, it looks awesome on Link!)
With Urbosa’s Fury crackling at your fingertips, the Divine Beast Vah Naboris now on your side, and perhaps even the Thunder Helm in your possession, the “Gerudo Town – Divine Beast Vah Naboris” questline comes to an epic finish. Time to savor the victory, maybe treat yourself to a cool drink at the Gerudo cantina, and then set your sights on the next adventure in Hyrule!