The Legend of Zelda: The Wind Waker/Dragon Roost Island

The next part of your quest is getting three pearls, and the first is Din's Pearl.

Getting The Sail
You'll wake up at Windfall Island on a talking boat, the King of Red Lions. He will tell you how you need to save your sister (and the world), and that you should depart, but he has no sail, and you must get one. Turn left and head up the island. There are a few side-quests you can do here, but if you are just interested in getting the sail, head through the stone arches by the docks at the opposite side. Follow the road until you see a man in a parka behind a counter. If you have 80 rupees, talk to him and buy what he sells. If not, head back on the wall behind the man and you'll find a little dock area. Break the pots for some rupees, and if that still isn't enough, go around slashing bushes around the island. When you get 80, buy what he sells - the sail.

If you're worried about the things you have to do later on, find and deal with as many sidequests as you can. What's available is pictograph missions, Miss Marie and the Killer Bees and Tingle which would pay off. You can't get bombs due to expense, trade quests without a delivery bag and lots of rupees, lighting the lighthouse without fire arrows, photo shoots without colour and doing many others things without going through the quests early on.

Equip it and head back to the King of Red Lions. He will explain how to sail, so do so, and head to the next island, Dragon Roost Island. Follow the wind towards the large pillar-shaped island on the horizon. Occasionally you may find some rupees atop barrels, but it is mostly a boring, straight ride to Dragon Roost Island.

Dragon Roost Island
When you arrive, KoRL will teach you how to use the Wind Waker, a magical conductor, much like the Ocarina from Ocarina of Time. Head left and you'll see some blue bomb flowers. Use them to blow up the rocks that block your path. When you reach the top, you'll have to sidle the wall to get across the broken bridge. Drop one more bomb flower and continue on. You'll meet up again with Quill. He'll invite you to enter the island, so do.

The Rito tribe will tell you of their problem with their wing-giving dragon, Valoo, and that he has become violent and angry. They ask you to help Prince Komali, the chieftain's son. Quill will give you a Delivery Bag, for holding letters.

Take Quill's advice and look for Medli in one of the upper rooms. She'll give you a letter to Komali and she'll also ask you to meet her later. It's not a date. I promise. Head down to the bottom floor and enter the door that doesn't make you leave the area unless you go through an actual door.

In this room, Prince Komali will be sitting in bed holding Din's Pearl, the thing you're after, but you can't get it yet because he won't give it to you. Instead of stealing it from him, leave his room and, in the main room, go through the door with the feathers above it.

Out here, jump down to find Medli. She'll talk to you, and then ask you to throw her up onto a ledge. Pick her up and go to the top of the little hill thing. When the wind blows towards the ledge, throw her towards it and she'll fly up there. She'll give you a bottle for your efforts.

Head over to the center of the room by the rock that has water around it. Equip your bottle and grab some water with it. Climb back up to the entrance to Dragon Roost Cavern and pour the water on the red withered bomb flowers to turn it into one you can use, then throw one down onto the rock below. This will create a lake so that you can swim and follow Medli into Dragon Roost Cavern. Throw bomb flowers into the pots that the statues hold, and they will fall over and make platforms that allow you to cross the lava. The next area is your first sword-equipped dungeon: Dragon Roost Cavern.

Note: You can get Wind Requiem early on by going through the short tunnel and swim to where the stones are. That way you don't have to go to the same place later on. The Wind Requiem can change wind direction and is important for acquiring Triforce Charts which is need to decipher from Tingle. Also noting Cyclos is what you have to look out for. It's a cyclone with a much powerful gusts of wind. You need the arrows to acquire the teleporter to save you from sailing one end to the other end.

Dragon Roost Cavern
Dragon Roost Cavern is a hot, volcanic area of the island that is extremely dangerous to navigate through. There are a large number of monsters here, so be on your guard.

Into the Dungeon
In the first room, you'll find three statues on square blocks. Pull the statue on the left backwards from the front. Then, run behind the block you just pulled out and pull the middle statue backwards from the side. Go through the opening that is revealed in the door.

The Hidden Key
In the next room, kill the two Bokoblins carrying torches. After killing them, pick up one of their torches. If its fire has gone out, you can re-light the torch by using the fire on the right side of the room. Climb up the ledge on the left with the torch and light the two torch stands on top. This reveals a treasure chest containing a Small Key. With it, you can open the locked door.

Hot and Treacherous
In the next room, you can tell the air is getting pretty hot. Break through the boards across the doorway at the end of the first hall. You'll then see the lava-filled cavern that you have to work through.

Head clockwise around the cavern, following the board walkway. At the end, jump down onto the ledge below. There is a block in the wall you can grab and pull out. When you've pulled it out, climb on top of it and jump onto the next walkway to continue up the clockwise path.

Rock Blasting
When you reach the end of the path, jump over the gap to the right and cross the bridge spanning the middle of the cavern. Be careful of the Kesse flying around the bridge. At the other end of the bridge, use the Bomb Flowers to blow up the rock blocking the path forward and head through the door.

The Dungeon Map
Unfortunately, this room happens to be dead end, because there is lava in the middle of the room th that is impossible to jump across. However, the pots by the entrance are filled with water. Grab one and throw it in the lava in front of the treasure chest on the far side of the room. This will temporarily create a rock surface you can jump on. Go open the treasure chest to get the Dungeon Map. You can see the layout of the caverns by with it.

Red ChuChu Trouble
With the Dungeon Map in hand, throw a water-filled pot from beside the treasure chest into the lava and cross to the side opposite the door you entered. There is a Red ChuChu at the top of the ladder. Lure it down to you from below. After you defeat it, you can get some Red Chu Jelly from it. Enough of this jelly can be used to make a Red Potion. Whether you want the Red Chu Jelly or not, climb up the ladder and head into the next room.

Boards and Swords
Head straight forward. A Bokoblin will break through the boarded doorway when you get close enough. After he does that, defeat him and pick up his sword. Use it to break through the boarded doorway on the left of the entrance to the room. Go into the opened pathway. Climb the ledge on the left, kill the Red ChuChus, and break through the boards with the Bokoblin sword. Behind them is a treasure chest containing a Small Key. Jump off the ledge and head through the door on the left.

Agitating Bombs
You'll find yourself back in the main cavern, and near a rock blocking the path going clockwise. Grab one of the rocks on the ground and throw it at the Bomb Flowers on the wall. You'll trigger them to explode. This will blow up the rock blocking the path. Head clockwise, but stop at the locked door you had to pass the first time you were here. Now, you can unlock it.

Nasty Enemies Ahead
In this room, you'll see an annoying trait of ChuChus: dropping from the ceiling to attack. Try your best to deal with the Red Chuchus as they drop. After you get past them, walk up to the boarded room on the left. When you get close enough, a Bokoblin will jump out of one of the pots behind the boards and smash his way through. Kill him and grab the Boko Stick he had. Light it on the torch stand and Use it to burn through the other boarded entrance on the right. Stand on the switch inside to open the door. The door leads to a path outside.

Volcanic Eruptions
Finally, relief from the hot caverns. Well, for now, at least. Now that you're outside, turn right and head across the bridge. Kill the Bokoblin at the end of the bridge (be careful; if he chases you back onto the bridge, avoid cutting its ropes!). Climb the ladder ahead once the Bokoblin is gone. When you climb the ladder, you'll see a part of it that is charred. Make sure you're not near or on this burnt part too long, because flames burst from the wall here.

Narrow Cliffs
Up at the top of the ladder, you'll encounter a Kargoroc. It can be quite annoying, but two strikes are enough to kill it. Once you've taken care of the Kargoroc, the path forward requires you to sidle across the gap. Here, try to avoid the flames shooting from this wall and cross right after they stop coming out. Walk around the boulder in the path and grab onto the ledge. It's too narrow to jump onto, but you can cross the gap by just hanging off the ledge and moving left. When you get to the other side, there is room to climb up. Climb up the next two ledges and you'll see a Bomb Flower. Use the Bomb Flower to blow up the boulder that you passed. Jump down to the newly- revealed door.

Block Stairs
In the next room, you'll see a bunch of stacked blocks. Grab the bottom block in the middle and pull back. Then, grab the bottom block on either the left or right and pull back. You can now climb up the blocks on from either side to a small opening. Head on through

The Dungeon Compass and Filthy Rats
When you reach the next room, the King of Red Lions will warn you about rats. He tells you to spread bait around their nests to get to their treasure. After hearing this helpful advice, you'll find there are indeed rats in this room. They will try to be sneaky and steal Rupees from you. Get rid of them before they do. (If you have bait, you can also use them to lure the rats out and buy potion and more bait from them.) When you're able to, turn left and pull out the block in the wall. Use the block to climb to the top ledge and open the treasure chest on the right, scoring you the Compass. Now, you can tell where you are inside any room of the dungeon. After grabbing the Compass, break the pot in the corner near the locked door that contains Boko Sticks and light one on fire. Throw it across the room at the boarded entrance way to burn down the boards. This reveals a treasure chest containing a Small Key. Use the key to open the locked door in this room.

Key in the Nest
You're back outside. Turn right, go up the stairway, and jump through the gaps. At the top of the stairs, there is a locked door on the right and a Kargoroc's nest on the left. Head left and kill the Kargoroc. In the nest is a Small Key to open the locked door.

A Joy Pendant
You'll enter a dark room. Break the nearby pot holding Boko Sticks. Pick one up and light on fire. Head down the hallway and you'll enter a room with several Keese. Before fighting the Keese, light the torch stand in the middle of the room. Then, fight off the Keese. After you kill the Keese, you'll find a treasure chest containing a Joy Pendant in the back of the room. Burn the boarded doorway up with a lighted stick and continue. Light the two torch stands at the end of the hallway to unlock the door.

The 2nd Floor Caverns
You're now on the 2nd floor of the cavern. Use the Bomb Flower nearby to blow up the rock on top of the teleportation pot. Now, you can at least get this far quicker if you need to. Cross the bridge to the other side and go through the door.

Bokoblin's Treasure Chart
The door will lock behind you in the next room. You need to kill all the Bokoblins here to unlock the door. There are a few hiding in pots, and you'll need to roll against the wall under the shelves to knock down some of the pots. After you kill all the Bokoblins, find one of the Boko Sticks they had and light the torch stand to get a Treasure Chart. Climb the ladder and go on ahead through the door.

Riding the Lava
In the next room, you will find a centipede-like creature called a Magtail. These creatures are pesky, but there's a simple way to get rid of this one. Grab a water-filled pot and throw it at the Magtail on the island in the center. This will cause it to roll up into a ball, and you can jump across and kill it. Then, jump back and grab another water pot. Head back to the rock island in the middle. You want to throw the water pot at the spot where a tower of flames bursts out. You can see the spot bubbling before the flames shoot up. Jump onto the hard surface created from throwing water pot into the lava and ride the flame up. Jump forward when you're at the top, and go into the next room.

Opening the Path Ahead
The next room is actually the entrance to the boss, but we still don't have the Big Key. there are two boulders, one to the left and one directly in front of you. Below the ledge by the entrance is a Bomb Flower. Blow up the boulder in front of you, revealing the last teleportation pot. Then, blow up the boulder on the left, revealing a door. Go through it.

Miniboss Rush: Bokoblins & Moblin
Ah, fresh air again, and you're getting closer to Valoo. Of course, he's far from happy right now. Run up the nearby stairs quickly, but don't waste time, because they will start to fall out from under you. Head through the door on the right and you'll see Medli imprisoned. Now you must face off against her guards, two Bokoblins. When you've taken them out, A Kargoroc will fly in and drop a Moblin down to face you. He's pretty fierce with his polearm, but he drops his guard often. Dodge his attacks, and wait for a chance to strike. (A real weak point is his behind. Strike it, and he'll run away screaming!) When you've finally bested the Moblin, a Skull Necklace is among the spoils, and Medli will be freed. Go talk to her. She tells you some creature is doing something awful to Valoo's tail. The path ahead is quite dangerous, so she gives you something to help, the Grappling Hook.

New Item: Grappling Hook
With this handy grappling hook, you can latch onto outstreched poles or branches and swing from them like a vine. You can also steal spoils from enemies with a simple swipe of this weapon. Along with that, you can now salvage treasure from the deep!

Of course, the Grappling Hook is a Rito device, so Medli knows how to use it. Climb up the stairs nearby, and Medli will explain how to use the grappling hook to swing across to the other ledge. Use it again to cross the next gap, and break down the boards with your sword. Jump straight down from here and turn left. Grapple down the mountain until you get to a door. Go through it.

Joy Pendants Galore
Kill the two Bokoblins, one of which is hiding in a jar across the bridge. If you want some extra Joy Pendants, you're about to get your wish. You can use the grappling hook on the Bokoblins to steal a couple, and then kill them to reveal a chest in the bottom part of the room. You need to burn or cut the ropes holding the bridge up so you can fall down to the rock path directly below. Open the treasure chest to get another Joy Pendant and then go through the door.

Pulling a Hook Switch
Turn right and you'll see a cage with a suspended platform in the middle. Jump to the center of the platform and pull you sword out. Do a spin attack to cut all the ropes holding the platform up. It will fall into the lava below. When the platform is at the bottom, you can jump through an archway in the wall. Jump onto the platforms ahead, turn left and jump across once more. Climb up the ladder and you'll see a locked door. Use the grappling hook to grab onto the hook that is in the direction of the center of the cavern. It will budge for a moment, which will unlock the door. Swing back onto the ledge you swung off from and go through the door.

Swinging & Turning
Use the grappling hook to swing on the hook in the next room, but don't let go just let. Use the R button to stop so you can turn to the right and swing to a new path. Jump to the ledge you see there and then jump across the platforms. When you get to the last platform, use the grappling hook to swing across. Go through the door.

The Big Key
Here is the location of the Big Key. In this room, you'll find another Magtail and a circle of flames to the left. You'll also see a nearby switch that stops the flames from burning. Lure the Magtail over to you and wait for it to outsrech its pincers. Then, strike it in the eye with the grappling hook twice to make it curl up in a ball. Pick it up and set it on the switch. The flames will extinguish, and you can open the chest that contains the Big Key. It can open the Boss's door. Once you have the key, head back out through the door you came in.

Backtracking
Grapple to the ledge, and jump over the next few ledges to come. Use the grappling hook on the pole that you reach and then press the R button to turn left and head back through the door. From here, turn left and go down the ladder. Jump over the ledges to the platform that gets shot up by the flame tower. Jump on the platform and ride it up. Go back through the door above.

Throw one of the water pots by the entrance to onto the lava where a flame tower shoots out at the opposite side of the room. Ride the flame tower to the top and jump onto the ledge. Head out the door.

To the Boss!
Back outside, turn right and use the grappling hook to go back up the side of the mountain. Go through the door at the top ledge. You can now use the grappling hook to cross the lava in this room. Across the lava on the left is a treasure chest containing 10 rupees. On the right is a chest containing a Knight's Crest. Go open the door with the Big Key.

Boss: Gohma
The moment you enter this room, it seems deserted, except for Valoo's tail. However, a huge centipede emerges from deep within the caverns. This monster is Gohma, the boss of the caverns.

Gohma is the beast that has stirred up Valoo, clawing at its tail in the caverns. If you take a good look at Gohma, you can see she is a vicious, oversized Magtail. However, enough is enough, because there's a way to stop her havoc.

Gohma will try to land swings at you with her claws, but if she misses, they'll get stuck in the ground for a few seconds. Make sure to dodge her claws and try to get away from her. When you have a chance, use the grappling hook to grab on to Valoo's tail at the center of the room and swing across the room. After you let go, a giant piece of rock will hit Gohma in the head, cracking the monster's armor. Do this two more times and her armor will shatter apart.

Now, Gohma will be more aggressive. She will lunge at you as much as she can, and ocassionaly breath fire to really give you a hard time. When Gohma lands blows with both her claws and gets stuck, drag her eye over to you with the grappling hook and hit her in the eye with your sword. After repeating this a few times you'll defeat her, and the great monster will fall, giving you a Heart Container. Along with it, you can now teleport out of the caverns.

When you return to Dragon Roost Island, Valoo will acknowledge your heroism, and you'll be rewarded with Din's Pearl for going to great lengths to aid him.

Second time playthrough: Don't know what Valoo is saying? The second time you play this game, you'll see what it's saying if you're not into a language you can't read!