Puzzle

Scenarios are found in every Zelda game, and are simply terms that can be used for reoccurring puzzles or events in temples or otherwise. These often appear as medial tasks that slow down progression rather than promote it, but none the less they are some of the Zelda series main trade makes. Here are the four main scenarios, although there are other less common ones which for example, appear in each Tower of Ganon, but not anywhere else in each game etc.

Saying that you are at a ‘Torch Scenario’ for example can be a quick way to describe to a fellow player what is going on, or when writing a game guide, putting that: ‘In this room, complete a torch scenario to gain a key and leave’ can be a fast way of saying what to do, saving both time reading and writing.

Torch Scenario
Simply, the Torch Scenario is that which involves having to find a way of lighting two or more torches. This could be from using fire arrows, Din's Fire, shooting an arrow through fire, lighting a Deku Stick on another source of flame, or using the Lantern, depending on which game.

An example of the torch Scenario would be: there are twin torches on either side of where a treasure cheat will appear, Only when both torches are lit will the chest appear. Occasionally, one of the twins will be ready and only one of the torches are unlit. In other torch scenarios, a number of torches will be places far apart and the player must light them all before even one of them burns out, this takes a certain amount of speed. In another less common situation, a number of torches must be lit, but the puzzle will only be solved if they are lit in a certain order. The torch scenario is extremly unlikly, but not impossible, in 2D Zelda games.

Enemy Scenario
Not unique to the Zelda series, many other Nintendo and Videogames alike use the Enemy Scenario. This scenario involves a room or area in which several enemies must be killed to open a door and/or reveal a hidden item/chest. This scenario takes two forms, the first is multiple enemies which are easy to dispatch and the other is a single enemies which takes more work to kill, such as a Darknut. This scenario does technically apply to Boss rooms, as it is impossible to leave one once entered without removing the boss.

Block Scenario
The Block Scenario, of course, involves a block, and moving it in to a certain position. This maybe over a switch or to create a step which can be used to gain high ground. Either way, the block is normally pushed or pulled in to position, and occasionally this position is lowered down to make the puzzle more obvious to a player.

In other block scenarios, the block is replaced with a pot or enemies which must be places on a switch to open a door or reveal an item/chest.

A particularly complex example of the block scenario is from Ocarina of Time's Forest Temple, in which a number of blocks block hall ways and must be moved to clear the way as well as create steps. This same Block Scenario is mirrored in the Water Temple of the same game.

Arrow Scenario
The Arrow Scenario, simply ivoles shooting something (a golden or silver eye) to open a door or change the course of a path. For example, shooting the golden eye above a door can open that door, simple. The arror scenario, however, is made harder is some cases but having to shoot from a moving platform. Secoundly, a harder version would be shooting a flameing golden eye (a regular golden eye with flames on it (Ocarina of Time holds a few of these), but firering an arrow throuh flames while on a moving platform. This needs alot fo timeing skills and is a strong reoccouring factor of Ocarina of Time and appears vertually nil in Wind Waker and Twilight Princess.

Return Scenario
The Return Scenario is probably the most likely to get the average player stuck in a room. This scenario is apparent when a play must leave a room and return later with an extra item or key, rooms in which the return happens often have many doors or entrances and exits. The Return scenario is most often solves with a Hookshot, but all temples have at least one, and this room is normally the same room in which a new item appears, forcing you to learn how to use it to escape. Example: First, the player enters a room and completes a scenario receiving and item, which then must be used to escape.

Most often though, temples begin with two doorways, one open and one with a lock on, which you must return to open later.