Community:Glossary

This page identifies terms in The Legend of Zelda series. This includes terms for words unique to the Zelda universe, or items that need to be identified but are not important enough to have their own article. This also includes any real-word definitions that may be relevant.

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Fireball
Appearing in every Legend of Zelda game to date in some form, fireballs are flaming projectiles that do damage and sometimes set things on fire. In The Minish Cap if Link is set on fire, he will run around for a moment until it goes out. Fireballs are commonly found thrown from traps and cast as spells by enemies such as the Wizzrobe. Link can throw fireballs of his own in some games, to damage enemies or light torches, through such methods as Din's Fire, the Fire Rod, or Fire Arrows. Link will frequently need a shield upgrade to safely block fireballs, and a Wooden Shield will often burn up if hit by fire.

Lava
Lava is molten rock that is usually in the form of thick, fiery liquid that ranges from red, orange to yellow. In most Zelda games, it will cause Link to lose health if he falls in, and sometimes forces him to start the room over in a few 3D games. In some games such as Ocarina of Time, Link is able to walk on the lava and will be constantly taking damamge, however wearing the Goron Tunic will significantly reduce the amount of damage recieved. The same also applies to Majora's Mask, but the amount of damage taken and how it is taken differs from his forms. Link as a Hylian boy will be able to walk on the lava while constantly taking damage. Deku Link and Zora Link will restart a room if they fall into lava, while Goron Link is completely immune to lava.

Lava also appeared in some dungeons as a red tile in The Legend of Zelda, but like water, it cannot be walked on and is thus harmless. The Stepladder however can be used to walk over water and lava. In The Adventure of Link, falling into lava will automatically count as a death and will reduce one of Link's lives.

Overworld
An overworld is an area that exists outside of dungeons, and usually outside of other important places such as towns. Overworlds are often large expanses with open landscapes, and are inhabitated by enemies. Some prime examples of overworlds include Hyrule Field, Termina Field and The Great Sea.

Quicksand
Quicksand is loose, shifting sand that can pose a hazard to Link in deserts and desert dungeons. Without tools such as the Hover Boots or the Spinner, Link will find himself slowly sinking into any quicksand he tries to walk through. If Link is completely engulfed, the game will typically react as though he had fallen into a pit, that is, he will lose a life heart and start over at an earlier point. Enemies (like Ghoul Rats) or items (like Iron Boots) that slow Link down will increase the danger since he won't be able to run as far before being dragged under. Certain techniques such as rolling, dashing, or jumping can provide a head start before Link begins to sink.

Targeting
Targeting is a method of locking onto a foe, person, or object. So far this has only been in the 3D Zelda games. Typically, targeting is activated by a button pressed by the left index finger. The form of targeting is usually named after its relevant button. In the N64 version of Ocarina of Time and The Legend of Zelda: Majora's Mask this was Z-Targeting. Upon porting to the GameCube, this was changed to L-Targeting.