Puzzle

Puzzle scenarios are reoccurring puzzles or events, usually in dungeons, that appear in many of the Legend of Zelda games. Puzzles are some of the Zelda series's main trademarks, and some of the more basic ones are repeated throughout the series. Some of the more common scenarios are the Torch, Enemy, Block, Arrow, Return and Switch Scenarios.

Torch Scenario
The Torch Scenario is that which involves having to find a way of lighting one 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.

Enemy Scenario
Not unique to the Zelda series, as many other video games use the Enemy Scenario. This scenario involves a room or area in which several enemies must be killed to move on. In The Legend of Zelda series, this scenario takes three forms: the first is multiple weak enemies which band together and attack Link. Next is the Mini-boss scenario. A single, strong enemy that guards the dungeon item. Finally is the Boss scenario, a large, strong monster that holds a Heart Container, and prevents Link from moving on to the next dungeon until it is defeated.

Block Scenario
The Block Scenario, involves moving a block in to a certain position. This may be to press a switch, or to create a step which can be used to gain high ground etc.

Arrow Scenario
The Arrow Scenario, simply involves shooting a target, usually to open a door. For example, shooting a golden eye above a door can open that door. Sometimes the target moves, or Link is on a moving platform, making this puzzle more difficult.

Return Scenario
One of the most commonly reoccurring scenarios is the Return scenario; a scenario in which a player must leave a room and return later with an extra item or key. The return scenario most often happens in rooms with many exits.

Switch Scenario
Switches in the form of levers and buttons are prevalent in the series.
 * Lever- Needs to be pushed or pulled. Inaccessible levers require use of Hookshot (pull), Seed Shooter (push), or Bombs (when timing is needed).
 * Button- Many varieties exist, but can be broken down to positive and negative actions. Positive activated buttons require a weight to be added. Negative activated buttons require a weight to be removed.