Switch

A Switch in the Legend of Zelda series can mean one of many types of floor or wall switches found in dungeons and temples as puzzles. Effects can inclue:
 * Opening doors
 * Making Treasure Chests appear (frequently with keys in them)
 * Moving walls or other obstacles
 * Opening gates to fill areas with water, or drain them
 * Turning fans on or off
 * Deactivating Armos statues
 * Opening skylights
 * Making monsters appear (if booby-trapped)

Once pushed, a switch's effect may or may not be permanent:
 * Permanent: The switch's action remains in effect indefinitely, or at least until Link leaves the room, which triggers many puzzles in the series to reset.
 * Timed: The switch's action only lasts for a short duration, usually with a musical cue or ticking clock sound effect to indicate this.
 * Momentary: The switch's action only lasts as long as the switch is depressed, which means that Link may need to push something heavy over the switch to keep it down.

Mechanical Lever
Strangely rare in the Legend of Zelda series, Mechanical Levers are normal, hand-activated levers that perform some function when pushed into a different position. They were fairly common in A Link to the Past, especially in the Swamp Palace, but almost unheard of in most other games.

Floor Switch
Floor Switches normally take the form of a large button or plate, which can be activated by being stepped on by Link, or sometimes by placing a heavy object on top. Some floor switches are less sensitive than others, so Link has to carry something with him to depress it or weigh himself down with Iron Boots. Rusty or malfunctioning switches may need to be forced with the Megaton Hammer or similar item. Deku Link is notably too light to depress some switches.

Pull Lever
A Pull Lever is a variation on the mechanical switch which is recessed into a wall. Link must pull on a handle to activate it. Pull levers are frequently timed or booby trapped.

Grapple Switch
A Grapple Switch is a ceiling-mounted variation on the pull lever which is activated by Link hanging from it, either by its handle or by using the Clawshot/Grappling Hook. Sometimes they require Link to wear the Iron Boots for extra weight.

Torch Switch
Torches are sometimes used as disguised switches, which are activated by lighting them. Torch switches are frequently timed, their effects lasting only until the flame goes out. When multiple torches are present, Link will usually have to light them all before the first one goes out to trigger the effect. This is much easier with area-effect spells such as Din's Fire, or at least long-range methods like a Fire Arrow.

Crystal Switch
A Crystal Switch is a small sphere- or obelisk-shaped switch that can be activated by being slashed by a sword or hit by another weapon. It will then change color. Crystal switches are usually a two-position toggle with effects that last until they are hit again, but timed varieties also exist. Sometimes several crystal switches will be connected to the same puzzle, each one acting as a toggle. They frequently move barriers and walls into new positions and affect everything in the dungeon, rather than just the immediate area like other switches. In some cases, a bomb must be used to actiave a crystal switch after a time delay so Link can get ready for its effect.



Eyeball Switch
An Eyeball Switch is a wall switch that looks like an open eye. When hit by an arrow (or sometimes a slingshot pellet), the eye closes and is activated. Some of these eyeball switches are encased in ice, which must be unfrozen using the Fire Arrow or other flame-based attack. There are two variations: Yellow ones, which are one-time activated, and Silver ones, which could be hit multiple times. They appear in Ocarina of Time, Majora's Mask, The Wind Waker, Twilight Princess, and Spirit Tracks.

Sun Switch
A Sun Switch is activated by having light beam shone at it, usually by rotating a mirror or by using the Mirror Shield. When activated, they sometimes evaporate.

Monster Switch
Many rooms are designed so that some invisible effect is triggered when all the monsters in the room are killed. This almost always means opening a door or making a chest (or at least a key) appear. Every non-fairy floor in the Cave of Ordeals in Twilight Princess works this way, but examples can be found dating back all the way to the original Legend of Zelda.