Gerudo Fortress and the four carpenter cells
Trace the rescue from the jail window to the last ground-floor cell. Pick up at the last carpenter you remember.
Look up from inside the jail. The wooden shutter above you takes the Hookshot and gives you a repeatable starting point. The four stops below form one continuous route. If you explored in a different order, use the names and landings to find the cell you missed.
1 · Shiro, below the jail window
Wait for the outside patrol to turn away. Drop from the window to the ground and enter on the left. Speak through the bars to start the duel. After the thief drops a key, pick it up and unlock the cell before leaving. Each rescue works this way.
2 · Saburo, on the second floor
Leave by the exit near Shiro and turn left through the next doorway. A guard crosses the top of the stairs. Let her pass, climb, then take two right turns to reach the upper terrace. Turn left around the outside corner and enter the closest door.
3 · Jiro, below the upper walkway
Take the stairs opposite Saburo and go outside. Enter immediately on the right. Across the guard room is a passage at your height. Grapple across, go upstairs into daylight, then drop one ledge to the east-facing doorway. Wait for the patrol at the bend and take the left passage.
4 · Ichiro, down the last staircase
Retrace your steps from Jiro to daylight. This time drop all the way to ground level. The door on your right leads downstairs to Ichiro. Freeing the fourth carpenter earns the Gerudo’s Pass.
Where the pass takes you
For the main quest, talk to the guard at the north gate and cross the desert toward the Spirit Temple. For the optional bow upgrade, stay at the fortress and enter the Gerudo Proving Grounds.