Main Quest: Seek Out Impa
Look at your Sheikah Slate and you will see that Kakariko Village is out to the northeast. Jump off the Great Plateau and use your Paraglider to start going east if you would like to get there quickly and safely as the map above shows, and then follow the highlighted path for the safest route to Kakariko Village.
Note: At this point in the game, the Blood Moon will have a possibility of activating on any random night. You can tell because the sky will turn red, Princess Zelda will warn you, and the music will change. During the Blood Moon, all enemies you have defeated will respawn. If a Blood Moon occurs and you do not want to wait out the night, find an inn or sit by a campfire to pass the time.
If you jumped off the eastern side of the Great Plateau, you will likely land in a new location, the Outpost Ruins. There are a lot of dead, decaying Guardians here (no live ones, thankfully), and there are also a lot of Moblins, enemies that look like gigantic Bokoblins. Their weapon is slow but will probably kill you in one hit. The safest way to dispatch of them and steal their weapons is to just throw a ton of Bombs at them while running away. They don't move very fast.
Be sure to pick through the Outpost Ruins for treasure! There are treasure chests like this one lying all over Hyrule, and they will always contain something useful.
Note: Bosh Kala Shrine is off to the right of the path ahead of Outpost Ruins.
Farther ahead you will reach Proxim Bridge. There is an NPC named Brigo chilling out if you want to talk to him. He has a lot of useful information for you should you choose to chat him up. He will also provide you more directions to get to Kakariko Village should you need them.
Past Proxim Bridge you can see the Dueling Peaks Tower standing proudly to your left. You can approach by swimming across the river, using the rocks dispersed in the middle as break points (or eat stamina-replenishing food) and then either swim right up to the tower of Paraglide off the nearby hill. Just beware the Bokoblin Camp.
Once you activate the tower, you will have this region's map filled in to make navigating your way easier. You will also be gifted a new Sheikah Slate feature: a shrine radar. You can toggle it on and off. If left on, the game will beep at you if you are nearby a shrine and will beep louder if you are headed in the right direction to find it.
Our next major landmark on the way to Kakariko Village is Dueling Peaks. As the name would imply, it is two mountains extremely close to each other, creating a narrow valley to pass through. Keep following the river but beware of Octoroks. They will pop out from under the water and then throw a rock at you. You can only damage them when they pop out above the water, so just try your best to dodge their projectiles. There are also Lizalfos swimming underneath the water that will jump out if you get too close to them. They do carry nice weapons and drop valuable parts if you want to start a fight.
Note: Higher up the cliffs nestled in the Dueling Peaks valley on the left side of the river is Ree Dahee Shrine. It's an easy climb, one wheel of stamina will be more than enough.
Once you have passed through the Dueling Peaks valley, the area will open up dramatically and you will finally run into an actual human settlement! Well, it's more of an outpost, but feel free to stop by and take a break.
Note: Immediately to your left once you have exited the valley is Ha Dahamar Shrine. You can Paraglide off the ledge of the Dueling Peaks valley to get past the thorns, or you can use Cryonis to climb over them.
Dueling Peaks Stable
The Dueling Peaks Stable is one of countless stable areas scattered across Hyrule. Once you have discovered it, a stable icon will appear on your Sheikah Slate map so you don't have to remember where they all are.
At the Dueling Peaks Stable, you can talk to the NPCs Rensa and Tasseren. They run the stable and will be more than happy to give you directions to Kakariko Village if you are lost. This stable also has an inn where you can sleep the night away. Finally, you can board horses here.
Horses? Yes, there are horses in this game! If you would like to get a horse of your own, there is actually a herd right outside the stable in the nearby meadow. To get a horse, sneak closer to them and when the game prompts you, press [A] to mount. Some horses will require you to hang on to them while they buck and if you run out of stamina, you will get thrown off. Other horses have a gentle temperament and just need to be soothed with the L shoulder button. It costs 20 rupees to register one horse to a stable.
Note: If you abandoned your horse, press the down button to whistle. If your horse cannot hear you, go to a stable and talk to the manager and your horse will will be "retrieved". Horses can teleport, apparently. Also, horses can take damage from enemies and they can die!
The stable is right along the path that you will want to take north to get to Kakariko Village. Once you've had your fill of the stable, move on out.
Kakariko Bridge and Hestu
Your next major landmark will be Kakariko Bridge. Cross it and continue to follow the winding path up and north. Don't miss out on the plants and animals you can gather and hunt along the way, though. If you meet any NPCs along the way take the time to talk to them. Some are traveling merchants that will sell goods and buy whatever you don't need.
Note: Horses will automatically stick to any path that they see. On the Sheikah Slate, such paths appear as bold yellow lines. You don't even need to press the left analogy stick forward, making it a leisurely way to travel.
Along the path you will eventually run into what looks like a giant Korok Seed. He looks pretty depressed, so talk to him and you will learn that his precious maracas have been stolen. This will start a very brief sidequest, The Priceless Maracas.
Unlike most of the other sidequests in this game, we will be doing this one right here and now. Why? This sidequest will unlock the ability to expand your inventory!
Sidequest: The Priceless Maracas
Hestu will show you where a group of Bokoblins took his maracas. It is behind a bunch of rocks. It will be difficult to sneak in, but whatever way you choose, you will need to defeat all of the Bokoblins. Be especially careful this time, however. They are all Blue Bokoblins. Seems like Blue Bokoblins are becoming more common now.
Once they are all down, the treasure chest will unlock. Open it and you will acquire the key item Hestu's Maracas. Return them to him and...oh, they're empty. It looks like his fellow Korok Seeds decided to play a "prank" on him and have dispersed all over Hyrule, carrying the seeds that filled the maracas with them!
If you have at least one Korok Seed, Hestu will ask for it. Give it to him and you can choose whether to expand your Weapons, Shield, or Bow inventory by one space. Hestu will then need two Korok Seeds. If you have enough, hand them over and you will be given another expansion of your choice.
After this, Hestu will prepare to depart for Korok Forest and you will have completed this brief sidequest. Hestu will remain in Korok Forest for the rest of the game, ready to expand your inventory anytime. There are 900 total Korok Seeds in this game, but you will achieve maximum inventory size after giving Hestu 441 seeds. Time to start collecting!
The remainder of the winding path is pretty straightforward. Once you see Kakariko Village's gates, you will have arrived!
An NPC sitting by the fire behind the gates will recognize you as the "hero" of Hyrule and show you where Impa's house is if you talk to her. Head on over there by going down the hill and feel free to stop by any shops along the way, such as the clothes shop for some better armor or the arrow shop to fill your quiver.
Note: The Ta'loh Naeg Shrine is located up the hill above Kakariko Village and if completed will serve as the fast travel point for the village.
When you arrive at the front of Impa's house, you will be stopped by two guards. However, they will quickly recognize you as well and move aside. As you walk up the stairs to Impa's house, feel free to jump off and crouch down to slip underneath the foundation. There are a lot of Stamella Shrooms growing that you can pick.
On the porch of Impa's house is a young girl named Paya. Enjoy the brief conversation with her, and then enter to trigger another cutscene.
Impa will end the cutscene by giving you a chance to leave and have some fun around Hyrule for a while. You can do so if you wish to explore without the burden of the next main quest, but we will go ahead and speak with her again. Enjoy the next cutscene.
You now have two new tasks awaiting you. Free the Divine Beasts will take you all over Hyrule to meet the four non-Hylian races and release Ganon's grasp from their respective Divine Beasts. In doing so, this will weaken Ganon and pave the way for you to destroy him.
Locked Mementos is the second main quest that will be assigned to you. It involves traveling east to Hateno Village to complete the repair of your Sheikah Slate.
To unlock the full potential of our Sheikah Slate, we will be going to Hateno Village. But this main quest is completely optional, so feel free to jump ahead and begin rescuing the Divine Beasts, or even try your best shot at Destroying Ganon!