STARTER DUNGEONS
The Legend of Zelda: The Wind Waker HD - https://youtu.be/oLCm3BkKDnY
In games, I only act with haste when I don't have anything else to do.
The King of Red Lions (or KoRL for short) is pretty insistent that you do certain things at certain times, at least until you finish the Forest Haven. Then he'll urge you to rush onward but not enforce it anymore. If you sail anywhere but due east (by square; he stops you at square edges) after Windfall, he will turn around. And if you sail anywhere but due south after Dragon Roost, he'll turn around. But since the next island is northwest (specifically, north two squares and west four), he'll let you sail anywhere and won't complain unless you actively talk to him. Remember that sea chart in Tetra's room with a certain pattern drawn on it? We're acting on it right now. Just, you know, slowly.
Dragon Roost Island has a reputation for an awesome theme and weird-looking characters. The Rito didn't appear before this game and didn't appear again until Breath of the Wild, when they made the species fully bird-like and less "humans with wings and a beak for a nose." Looks way better in that game. And the theme for Dragon Roost Island gets a revisit there with the Rito Village theme. However, it has a reduced tempo, probably because it's an icy village rather than a tropical island. The Grappling Hook you get there is probably the most important dungeon item in the game, mostly because it is more than just a way to get around. The Deku Leaf you get almost immediately afterwards completely overshadows the Grappling Hook as a way to get around, provided that your destination is lower than your starting point. If it's higher or level, you probably still need the Grappling Hook.
And that brings me to another theme of key items in this game: dual-use. The Wind Waker is the game's instrument, and in keeping with that, is expected to have quite a few uses. For now, it just changes the wind direction, which even then has more than one use: for both sailing and for aiding the Deku Leaf. The Grappling Hook, on land, will help you get around and will guarantee any item drop from enemies that have one. This will be very useful as we continue through the game, since there are a few items you need with it. (Four are just for side quests!) And in the sea, the Grappling Hook lets you pull up treasure, which is more than just for nice items―it's story-required! But not for a while. And the Deku Leaf helps you to get around, which is the reason you get it in the first place, but if you use it while planted on the ground, you can make huge gusts of wind. I've already used it on leaf piles and foes. Finally, for the items we've gotten so far, we have the Boomerang. It basically only has one use: smacking foes & switches. But since you can target up to five things at once, you can do a lot of things. It cuts vines, stuns large foes and kills small foes. And hitting certain things multiple times (such as cannons at sea) will kill those, too. At present, I have the ability to tackle nearly everything I can find at sea. But it will be hard, so I probably will skip a few things.