With your eyes. With your ears. With that long-dormant sense of direction, you gave up using when Call of Duty invented the constantly updating white distance blip and video games became a simple case of holding the left stick towards a white dot and shooting things.
The real catnip of discoverability are the game's Shrines. There are 120 of them, they glow an enticing neon orange hue from miles away, and you won't be able to stop looking for them. The first few hours of the game will be spent constantly deviating from whatever you laughably considered your ‘objective' to go ridiculously off-piste to find Shrines.
Shrines will occupy your existence for two reasons. Firstly, trying to discover them will teach you about climbing, which is where Breath of the Wild peels away so absolutely entirely from Skyrim or anything like it.
Gone are flat, pre-built pathways up hills and mountains specially built for you, lazy gamer, by they, crunch-time developers. Instead, Nintendo has modelled what amounts to a completely realistic - if fancifully enhanced - geographical landscape. And if you want to get to the top of anything, you're just going to have do your Spiderman thing.
Link can climb anything in the game, but it costs him agility - a circular green meter that empties as he climbs, usually, agonisingly evaporating as you're just about to crest a peak.
How do you upgrade the green meter (and heart containers to extend your life, for that matter?). Why, by finding and completing Shrines, of course.
Four Shrines nets you a choice of a heart container or an extension to the agility meter. That's a particularly raw bit of RPG stat distribution strategy right there - do you want to live longer, or climb higher? There's no traditional ‘levelling' in Zelda, and the game shines for it. You'll be no 'better' when you face the excellently-named Calamity Ganon than when you began, except you'll have gathered more life, more agility, better equipment and, of course, a little help along the way from some of Hyrule's remaining, postapocalyptic finest.
With one hand waving free
It's not just climbing to spot the Shrines that keeps you wanting to find them, it's the Shrines themselves. Remember the sweet spot you'd reach in a Zelda dungeon when you'd done the preamble, got the ‘key item', and finally, it was time to cut loose with the item required to just get on and solve a clever and satisfying puzzle? That's Breath of the Wild's Shrines. All 120 of them.
Nintendo's decided to give you every single tool you'll need to solve what amount to short, sharp brainteasers in the style of Portal or - more fittingly - the Crystal Maze, almost from the off. Add to that motion control-driven sliding ball puzzles, ludicrous physics puzzles that'll have you laughing out loud and even the odd simple combat challenge, and the Shrines more than make up for the game's lack of big, evil dungeons that - while they do appear - are used sparingly, if cleverly.
Oh, did we mention combat there? Well, let's get that out of the way.
Breath of the Wild's combat is okay. It builds on the circle-scrolling, jump-stabbing, whirly and slashy combat of Zelda's 3D forebears. You've probably read about this by now, but the weapons break all the time - never, in most cases, to return - and you need to use the game's somewhat fiddly menus to constantly switch to the next fragile sword, stick, bow, gardening fork or soup ladel (yes) mid-fight. Over and over again.
We wouldn't even call this system divisive. We'd call it a bit of a misstep. But it's true it gets you playing with all sorts of fun weapons. At the same time, it gets you cursing as you smash your giant, impressive Goron-forged flame sword after pranging it on a middling trash mob's faces a few times. Maddening.
A better dynamic is the cooking which, despite Nintendo's marketing spiel urging you to "survive in the wilderness!" is actually a hilariously incongruous delight, seeing Link rustle up simmered fruit platters, salt-grilled steak garnished with herbs and acorns, and cream of pumpkin soup.