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.

2D
2D stands for "two-dimensional", that is, having only two spacial dimensions. Most Zelda games are from a top-down perspective, so these two dimensions are width and depth. Zelda II: The Adventure of Link was an exception, as side-scrolling platformer using width and height instead. Early games in the series, and current portable console games such as The Minish Cap, use this method due to their technical limitations, they either do not have the processing power to render a three-dimensional world or have screen size or interface problems that would make gameplay difficult. Despite these limitations, a third dimension can be simulated with areas of the screen considered to be higher or lower than others by the game engine, tricks of perspective to create the illusion of a third dimension, and staircases and holes that create the illusion of moving up or down. The advantage to a two-dimensional game is simplicity, it's easier both on the console's processor and on the player since aiming only needs to be done in one plane.

3D
3D stands for "three-dimensional", that is, having three spacial dimensions, simulating a complete virtual world. Rendering a three-dimensional world has been prohibitively difficult until the release of the Nintendo 64, and the first Zelda game for this console, Ocarina of Time, ushered in the era of three-dimensional Zelda games, at least on full-sized consoles. Three-dimensional Zelda games feature fully realized, solid character models for all characters, items, and enemies in the game, unlike earlier games such as Doom which used flat sprites for these in a 3D modeled world. 3D Zelda games allow for smooth transitions between higher and lower dungeon levels and greater freedom in movement and aiming with ranged weapons, as well as more realistic, immersive sword battles. However, to provide a quick and easy way to deal with targeting and following enemies that can move in three dimensions on a two-dimensional TV screen, Ocarina of Time introduced the Z-Targeting system which would "lock" Link onto an enemy so he would follow it around. This took the form of a fairy companion named Navi who would fly around targeted enemies. This proved so successful that all of the three-dimensional Zelda games that followed used targeting systems based on this concept.

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.

Grass
In nearly every Zelda game grass has appeared. In most games, Link can cut down grass to receive Rupees, Bombs, Arrows, Recovery Hearts etc. Sometimes, if Link runs around in grass he might pick up a Rupee or two. In The Legend of Zelda: Ocarina of Time and The Legend of Zelda: Majora's Mask, cuttable grass did not make an appearance. However, in some areas Link can find tall grass in which there are hidden Rupees. Grass is commonly found near bushes, though in later games, grass is more prominent than bushes.

Hole
A hole is an empty space in the ground or a dungeon floor; they appear as frequent hazards in the Legend of Zelda series. Most holes will appear black and bottomless, these will almost always injure Link if he falls down one. Since there is no way to get back up, the game will usually send Link back to a previous portion of the maze to try again. Other holes show the ground below in them. These holes can be jumped down without risking damage, and will take Link to a lower floor of the dungeon. This can be a hazard, sending Link to an earlier portion of the maze, or they can be the only way to get to certain portions of the maze. Once in a while a hole that appears to be a bottomless pit will actually send Link to a lower level. A substantial number of main boss battles are at the bottom of a hole, for example Mothula from A Link to the Past or Bongo Bongo from Ocarina of Time. Deep water will frequently behave like a hole until Link receives the Zora's Flippers.

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.