Table of Contents
- Prologue: Outset Island: Introduction to Link’s home, initial quests, and obtaining the Hero’s Sword and Shield.
- Forsaken Fortress (First Visit): Stealth mechanics and rescuing Aryll.
- Windfall Island: Acquiring the Sail, meeting key characters, and side quests.
- Dragon Roost Island & Cavern: Assisting the Rito tribe, dungeon exploration, and obtaining Din’s Pearl.
- Forest Haven & Forbidden Woods: Meeting the Great Deku Tree, aiding the Koroks, and securing Farore’s Pearl.
- Greatfish Isle & Nayru’s Pearl: Story progression and obtaining the final pearl.
- Tower of the Gods: Dungeon challenges and gaining access to Hyrule.
- Hyrule Castle: Discovering the Master Sword and storyline developments.
- Forsaken Fortress (Second Visit): Confronting the Helmaroc King and rescuing Aryll.
- Earth Temple: Partnering with Medli, solving light-based puzzles, and defeating Jalhalla.
- Wind Temple: Collaborating with Makar, utilizing the Hookshot, and overcoming Molgera.
- Triforce Shard Quest: Locating Triforce Charts, deciphering them, and retrieving Triforce shards.
- Ganon’s Tower: Final challenges, boss rematches, and the ultimate confrontation with Ganondorf.
Welcome to Dragon Roost Island, home of the avian Rito tribe and the first true dungeon of the game. As you approach, you’ll see the huge volcano with a dragon (Valoo) perched atop, bellowing smoke and creating quite the scene. Beach your boat on the shore. The King of Red Lions gives you a new essential tool: the Wind Waker baton itself (time to conduct some magic!). Before heading up to meet the Rito, take a moment on the shore to learn the Wind’s Requiem. There’s a stone tablet on a small island just off the beach – use a bomb flower or two to clear the rocks blocking the path, then stand in front of the stone and pull out the Wind Waker. The tune inscribed there is ✧ Up, Left, Right ✧ (3/4 time). Conduct it and voila, you learn the Wind’s Requiem, which lets you change wind direction at will. A friendly frog-like Wind God named Zephos appears to congratulate you (and hint at his mischievous brother Cyclos who causes those cyclones – file that info for later). With the power to control the breeze, you’re ready to climb up.
Meeting the Rito Tribe
Climb the rocky path up from the shore. Partway, you’ll have to sidle across a narrow ledge (press against the wall) to get past a broken bridge section – don’t look down at the sparkling blue sea below! At the summit, you reunite with your postal pal Quill (the Rito postman who helped you earlier). He leads you into the Rito settlement built into the mountain’s interior. Inside, you meet the Rito Chieftain and his people. The Rito are bird-like humanoids – very friendly. The Chieftain recognizes your courage and agrees to help you, but they have a pressing local problem: their Sky Spirit, the great dragon Valoo at the mountaintop, has been unusually angry and violent lately, raining down boulders. Worse, Valoo’s rage means the Rito youth can’t receive their scale to grow wings. The Chieftain’s own son, Prince Komali, is holed up, scared and in possession of Din’s Pearl (one of the sacred pearls you need). Komali won’t give up the pearl while he’s worried about Valoo. Time for Link to lend a hand!
The Chieftain gives you the Delivery Bag, a snazzy postal sack for carrying items like letters. He asks you to take a letter to his son to cheer him up. First, go find the young Rito girl Medli in one of the side rooms (head up the ramp and into the first room on the left in the Rito hall). Medli is an apprentice attendant to Valoo (and cute as a button, with a beaky Rito charm). She gives you the Father’s Letter addressed to Komali. Medli suggests you deliver it to the prince, and then meet her afterward at the entrance to Dragon Roost Cavern (the dragon’s den) so she can further enlist your help.
Head up to Komali’s room (upstairs in the Rito complex). Prince Komali is a little guy clutching Din’s Pearl like a security blanket. He’s skeptical of you. Open your Delivery Bag, equip the letter, and hand it to Komali. He reads his father’s encouraging words, but remains defiant and sad. He basically says, “If you can calm Valoo, I’ll do anything you ask,” and pointedly mentions he won’t hand over Din’s Pearl unless Valoo settles down. Challenge accepted, young prince!
Before leaving the mail center, you can try the Rito Mail Sorting mini-game if you like (talk to the Rito in the center of the main hall). It’s a fast-paced letter sorting challenge that can earn you Rupees and eventually a helper for the postal service. Not required, but a fun diversion – and doing really well in it later leads to a Piece of Heart reward via the mail. For now, it’s practice if you want.
Alright, now exit the Rito hall back out to the mountainside. Follow the path down to the left to reach the base of the peak. Here you find Medli again, waiting by a dried-up spring with a broken bridge overhead. Rocks block the fountain and the area is parched. Medli needs to get to Valoo to calm him, but she can’t reach the higher ledge. Time for some teamwork: offer to help Medli. She asks you to throw her up to the ledge across the broken bridge. Pick up Medli and stand on the rock platform. Face the ledge where you see a cave entrance and wait for the wind to blow toward it (watch the little embers/ashes drifting in the breeze). When the timing is right, run forward and toss Medli. If done correctly, she’ll catch the ledge and climb up. Success! Medli is grateful for the boost and rewards you with an Empty Bottle – your very first bottle. (Bottles are incredibly useful for holding potions, fairies, water, etc., so this is a big win.)
Medli heads on up toward Valoo to try to calm him (be brave, Medli!). Now it’s up to you to actually reach Valoo’s lair via the long way – through the volcano itself. Luckily, that bottle is exactly what you need. There’s a small pool of water near the sealed spring. Scoop some Water into your bottle. Pouring this water onto the bomb flowers nearby will refresh them (sprout them back to life). Use a watered bomb flower to blast the giant rock blocking the spring. Kaboom! This unplugs the spring, causing water to gush out and flood the area, creating a pond. The water level rises, lifting a wooden platform. Now you can swim across where it was once dry.
On the other side of the new pond, climb up and you’ll see the grand entrance to Dragon Roost Cavern, guarded by two stone statues holding pots. These statues will spit fire if you get too close, and the door is sealed. To open it, you need to destroy both statues. Luckily, bomb flowers are growing on a ledge to the right. Pick a bomb, hop onto the now-floating wooden platform, and toss the bomb into the first statue’s pot/bowl. Aim carefully and boom – the statue shatters, turning into a makeshift stepping stone in the lava below. Jump to that platform, grab another bomb, and throw it into the second statue. With both guardian statues blown to bits, the huge stone door slides open. Take a deep breath, because you’re about to enter your very first dungeon!
Inside Dragon Roost Cavern – Dungeon Walkthrough

Welcome to Dragon Roost Cavern, the fiery first dungeon. The atmosphere here is literally hot – molten lava pools, wooden bridges, and plenty of enemies stand between you and Valoo’s summit. But don’t worry, we’ll navigate it step by step in a fun way. As with any Zelda dungeon, keep your eyes peeled for treasure chests (maps, keys, etc.) and be ready to use your brain and your courage to solve puzzles.
Entry Hall: You step into a rocky chamber. The door locks behind you with iron bars – no turning back. Immediately, two Bokoblins (moblin-like goblins) attack with burning sticks. Defeat them with your sword (a few jump-slashes or spin attacks do wonders). Once they’re down, pick up one of their dropped Joy Pendants (these often drop from Bokoblins – collect them for later; you’ll need 20 for a certain side quest). Also, grab one of their sticks. You can carry the wooden stick like a weapon. Ignite it using the lit torch in the room. With your makeshift torch, light the two unlit torches flanking a doorway. Fwomp! A treasure chest appears. Open it to get a Small Key. Use this key to unlock the door and proceed.
Lava Pit Room (Dungeon Map): Now you’re in a large cavern with a pool of lava below and a broken wooden bridge. You’ll notice some wooden boards blocking a path straight ahead – slash them down with your sword. To your left, part of the stone walkway has collapsed. Push or pull the nearby block to create a step, then climb up to the higher ledge. Be careful of the Keese (fire bats) fluttering around – target and smack them before they knock you into the lava. Cross the suspended rope bridge toward a ledge with bomb flowers. Pluck a bomb and toss it across to a big boulder blocking a doorway on the far side. The explosion clears the path, so hop over and go through that now-unblocked door.
In the next chamber, there’s a bubbling lava pit in the center and a locked door on the far end. Hmm, how to cross? You’ll see jars of water around the edges. Here’s the trick: pick up a water-filled pot and throw it into the lava. The water cools the lava momentarily, forming a temporary stone platform! Quickly jump onto it (it sinks after a few seconds). Toss another water pot to create the next stepping stone, and leap across toward a chest on the right side. Open it to find the Dungeon Map– now you can see the dungeon’s layout on your map screen, super useful for tracking rooms and treasure. Use more water jars to make a path to the left side of the room. Defeat the Red ChuChu jellies that hop around (they’re jiggly red blobs – one sword slash will flatten them). Before the exit door, there’s a barred gate. Step on the floor switch or hit the pressure switch nearby to open the grill, letting you access the door. Head through.
Torch Puzzle Room: You’re now back in the large lava cave, but on a different ledge. A Bokoblin jumps out to ambush you from behind a breakable barricade – teach him a lesson and pick up his big machete (heavier sword). Use it to smash the second wooden barricade blocking a side alcove. Inside is a chest with another Small Key. Nice! Now use your key on the locked door to the north and go through.
Scorching Hub Room: This next area is a multi-level hub. Immediately to your left, lava flows and there’s a bridge out of reach. Notice two bomb flowers on the wall and a large rock blocking an opening below them. You can either toss a rock or use a spin attack to detonate the bombs simultaneously. Doing so blows up the big rock, creating a gap you’ll use later. But for now, our path is forward through a wooden door straight ahead.
Dark Room & Rat Tunnels: Inside, it’s dark and crawling with enemies. Light a wooden stick with a nearby torch to illuminate your way. Keese (bats) will swoop down – fend them off. Light additional torches as you go; lighting all torches often triggers something good. Sure enough, burning the wooden boards and lighting the room’s torches reveals a chest containing the Compass (this handy item shows chest locations and boss location on your map). Progress through the tunnel, defeating more Red ChuChus. Watch out for Rats that might dash out and steal your Rupees; you can drop bait near their holes to bribe them if you want (they might sell you items or stop attacking). Continue until you find a block to pull and create a shortcut back to the entry of this room. With the Compass obtained, return to the previous hub.
Lava Tower & First Big Chest: Now that the rock is blown and you have the compass, drop down through the new opening you made. You land near the base of a tall lava-filled room. There’s a ladder back up if needed and a mysterious cauldron (these cauldrons are warp pots – if you find others and remove their lids, you can teleport between them). From here, find a doorway that leads outside.
Exterior Cliffside (Bird’s Peak): You step out of the cavern onto the mountainside ledges, catching a breath of fresh (though scorching) air. This break in the dungeon has you outside on a high cliff. You’ll immediately face a Kargaroc – a big red evil bird guarding a nest. It attacks, so take it out with your sword or a well-placed arrow (if you had a bow, but you don’t yet – so sword it is). These birds drop Golden Feathers sometimes; those are collectible treasures that a certain Rito will want later, so hang onto any you get. After defeating the Kargaroc, check its nest: you’ll find a Small Key hidden there. There’s also a mailbox here, but it’s inactive in the dungeon. Now unlock the nearby locked door to head back inside the volcano.
Midlevel Rooms: You’re halfway up. Inside, you might notice another warp cauldron (if you open it by smashing its lid, you can later warp from the beginning cauldron to here). Proceed and you’ll come to a barred door with two unlit torches. Light them with a stick to open the door. Moving on, you’ll confront Magtails – large centipede-like lava creatures with one big eye. They’ll curl up into a ball of magma when hit; you can pick them up in that state and use them to depress switches or as weapons. Clear them out and solve a small block puzzle to reach the next area.
Mini-Boss – The Moblin Guard: Eventually, you enter a wide chamber with ominous music – the mini-boss room. A big Moblin (a tall pig-like monster wielding a spear) drops in to say hello in the rudest way. This brute likes to charge and swipe; use your parry attack (watch for the A-button prompt when he swings) to roll behind and slash him, or simply dodge and strike his back. It’s a one-on-one duel, so take him down with your sword skills. Upon victory, a chest spawns. Open it to claim the dungeon’s special treasure: the Grappling Hook! This is one of the coolest tools in the game – essentially a rope with a hook that lets you swing across gaps AND can be used to steal items from enemies (for example, grappling Bokoblins can snag their Joy Pendants, and you can even use it later at sea to haul up sunken treasure). In the original GameCube version, Tetra would chime in via the Tingle Tuner about using the grappling hook, and you could even find a hidden Dragon Tingle Statue here by bombing a certain spot with Tingle’s help. In the HD version, the Tingle Tuner content was removed, so don’t worry about that.
Now that you have the Grappling Hook, the rest of the dungeon opens up. Look up for conspicuous wooden pegs or hooks hanging from ceilings – those are your new swing points. There’s one right above you in the mini-boss room. Use the Grappling Hook on it (assign the hook to a button, then L-target the peg or go into first-person aim and shoot). Swing across the pit and exit through the unlocked door.
Swinging and Climbing: Back in the lava-filled central cavern, you can now traverse areas that were impossible before. Immediately, use the Grappling Hook on the overhead peg to swing across a wide gap. You’ll encounter more Bokoblins on platforms – feel free to snag their Joy Pendants using the hook (target and press the hook button to pull items right off them!). You might also find wall switches that you can pull with the hook to open barred doors. Work your way through a series of rooms using your new toy: swing over lava pits, climb up grates, and even use the hook to pull down a hanging bridge. One room will have you stealing a Small Key from a Kargaroc’s nest outside (already did that) and unlocking a door up high.
Big Key and Boss Door: Keep an eye out for a big treasure chest icon on your map – that’s the Big Key (Boss Key). To get it, you’ll likely have to solve a puzzle or two: there’s a room with three statues spitting fire and some platforms that sink in lava. A common solution is to use bombs to deactivate statues or push blocks. Eventually, you’ll find the chest with the Big Key. It might be guarded by a couple of tougher enemies (perhaps more Moblins or Lizalfos-like enemies in later dungeons, but here likely Bokoblins). Defeat them and claim the Big Key, which will let you open the boss’s door.
Now make your way to the boss arena. You’ve probably noticed the giant sealed door with a big lock on it at the top of the dungeon. That’s where you’re heading. Use your map if you need to orient yourself. There’s a shortcut: you can hop into one of those bubbly warp pots to teleport to an earlier room, then quickly get back to the entrance and climb up, or just backtrack normally. Since you blew up some rocks and created shortcuts, the path back isn’t too bad. Once you’re at the boss door, use the Big Key to unlock it. Make sure your health is topped up (smash pots for hearts, and grab the fairy in the jar if one is nearby – sometimes before bosses there’s a fairy hidden in a pot or behind a statue). Equip your Grappling Hook; you know it’s going to be crucial for this fight. Step through the door when ready.
Boss Battle: Gohma – Scourge of Dragon Roost
Gohma, a fiery lava scorpion, is ready to rumble under Valoo’s lair. The boss of Dragon Roost Cavern is Gohma, a giant molten-rock arachnid with one huge eye. Don’t panic – we have a strategy! Gohma might look intimidating, but this battle is all about using the environment to your advantage.
Phase 1 – Break the Armor
Notice Valoo’s massive tail dangling through the ceiling of the arena. That’s the key. Lock onto Gohma (L-target the eye) to keep it in view. You can’t hurt its outer shell with your sword, so don’t attack Gohma directly just yet. Instead, face toward where Valoo’s tail hangs and use your Grappling Hook in first-person mode to latch onto the dragon’s tail. Swing from it and let go to launch yourself across the room. This causes the ceiling to crumble and a chunk of rock to crash down on Gohma’s exoskeleton from above! Gohma will screech as its armor cracks. The trick is to do this three times: as soon as you land, target the tail again (it swings back into position shortly after each hit). Each time you swing and drop the ceiling on Gohma, more of its rocky armor shatters. Meanwhile, Gohma will be swiping at you with its claws or spewing fire, but keep moving and grappling quickly, and you should avoid most attacks. After the third ceiling crash, Gohma’s armor is completely destroyed, revealing a softer, slimier creature underneath. Now the real battle begins.
Phase 2 – The Eye of the Scorpion
With its shell gone, Gohma’s giant glowing eye is exposed – that’s its weak point. The arena is now clear of ceiling debris so you can focus on offense. Gohma becomes more aggressive, scuttling after you and lunging. Target its eye and use the Grappling Hook one more time, but this time pull on Gohma’s eye. This will stun the beast momentarily (in the HD version you can also use the hook to snatch a spoil item if Gohma had one, but it doesn’t). When Gohma is stunned (its eye turns bluish and it stops moving), rush in with your sword and slash away at the eye as much as possible. It will recover and thrash about, so back off when it starts moving again, avoiding its pincer strikes and the occasional flame it might spit. Repeat this process: target the eye, grapple to stun, then slice it up. A few rounds of well-aimed strikes to the eye will finish off the fiery fiend. Watch out for its tantrum in this phase – Gohma might swing its claws widely or charge, but if you keep strafing and using your hook from a distance, it can’t hit you.
After enough hits, Gohma lets out a final roar and disintegrates into a heart container and shiny loot. Victory! You’ve defeated the boss and calmed the turmoil in Dragon Roost Cavern. Grab the full Heart Container that appears (permanently increasing your life by one heart). Then step into the glowing blue whirlwind portal that appears to exit the dungeon.
Aftermath – Din’s Pearl Secured
Link is warped outside to Dragon Roost Island’s peak, where the once-enraged Valoo is now calm and content. Medli and Prince Komali are here too. Enjoy the heartwarming cutscene: Valoo speaks (in Hylian, only the Rito understand) and names you a true hero. Komali, inspired by your deeds and with renewed confidence, approaches and gratefully hands you Din’s Pearl, the sacred gem his grandmother entrusted to him. Hooray! That’s one of the three Pearls down. Komali also seems to have found his courage – he’ll start working to earn his wings from Valoo. Medli thanks you as well, and you’ve clearly made some lifelong friends among the Rito.
Before you go, Valoo himself gives you a parting gift: he speaks in the ancient Hylian language, but Medli translates that Valoo is saying, “Thank you, brave one.” (In gameplay terms, if this were the original version, Valoo also teaches you Din’s Charm, but that’s more symbolic – your real reward is the pearl). Don’t forget to wave goodbye to Quill and the others as you head down.
Now that things are peaceful, a few new opportunities open up on Dragon Roost: the Rito can resume their mail duties and you can play the mail sorting game for a prize (if you sort 25 letters or more in 30 seconds, you’ll eventually get a Piece of Heart via mail). Also, one Rito named Kogoli (outside near the postboxes) will later ask for Golden Feathers (which Kargarocs drop) – another future side quest for a reward. Feel free to explore around the island for any missing treasures (there’s a secret cave you can bomb near the base for another chest, and if you hadn’t learned Wind’s Requiem yet, do it now).
When you’re all set, sail back down to your boat at the docks. Set the wind to south (play the Wind’s Requiem and choose South
, because our next journey is to Forest Haven in the southern sea, where the second pearl (Farore’s Pearl) awaits. Climb aboard the King of Red Lions, and off we go to continue the adventure!
But for now, pat yourself on the back – you’ve successfully navigated Windfall’s challenges and conquered Dragon Roost Cavern, all in great style. Enjoy the sense of accomplishment (and that extra heart container’s worth of health). Onward to new horizons, hero of winds!
Spoils: Din’s Pearl obtained. Next stop: Forest Haven.