Dungeon: Difference between revisions

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(The cel-shaded controversy is not directly related to the dungeons, so I shortened the TWW paragraph. Added other stuff in exchange.)
(→‎Themes: Minor additions)
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One of the most controversial types of dungeons are arguably those dedicated to '''[[Water Dungeon|water]]''', mostly because the difficulty is even higher than in the other dungeons. Most water-based dungeons can only be conquered by manipulating water in one way or another, which is considered by some players to be annoying. In the [[Water Temple]], Link has to make the water descend and ascend its level at least twice in order to meet the boss, and ''numerous times'' if the players guiding him overlook keys that may be needed later and that are only accessible when the water is on its right level; another difficulty is that Link has to constantly equip or de-equip his [[Iron Boots]], depending on whether he is rising to a surface or walking on a bottom. Other dungeons include the [[Great Bay Temple]] (where Link must invert the water's flow direction, freeze small bodies of water or enemies, activate water-based elevators, etc.), the [[Lakebed Temple]] (where water must be transported from its sources to fill in empty rooms), etc.
One of the most controversial types of dungeons are arguably those dedicated to '''[[Water Dungeon|water]]''', mostly because the difficulty is even higher than in the other dungeons. Most water-based dungeons can only be conquered by manipulating water in one way or another, which is considered by some players to be annoying. In the [[Water Temple]], Link has to make the water descend and ascend its level at least twice in order to meet the boss, and ''numerous times'' if the players guiding him overlook keys that may be needed later and that are only accessible when the water is on its right level; another difficulty is that Link has to constantly equip or de-equip his [[Iron Boots]], depending on whether he is rising to a surface or walking on a bottom. Other dungeons include the [[Great Bay Temple]] (where Link must invert the water's flow direction, freeze small bodies of water or enemies, activate water-based elevators, etc.), the [[Lakebed Temple]] (where water must be transported from its sources to fill in empty rooms), etc.


Dungeons dealing with the '''undead''' are related to creepy enemies ([[Poe]] ghosts, [[ReDead|ReDeads]], bats, spiders, etc.) and deadly traps and endless pits. Puzzle-wise, these dungeons defy the human eyes, often featuring invisible elements or fake illusions; light may also be required to open new paths, as seen in [[The Legend of Zelda: The Wind Waker|The Wind Waker]] with the [[Earth Temple]]. There are also '''[[Desert Dungeon|desert]]'''-themed dungeons, although they are actually similar to forest dungeons when it comes to puzzles (in fact, the [[Arbiter's Grounds]] from ''Twilight Princess'' are similar to the Forest Temple from ''Ocarina of Time'' when it comes to hunting Poes), or at least these are more generic in nature (but sometimes this also depends on the items found or used, as well as the objective to be completed). '''[[Ice Dungeon|Ice]]''' dungeons are among the most difficult in the series because of the obstacles (icy enemies and sources of the cold that can freeze Link, slippy floors, falling ice needles, etc); it's also common to move blocks on these dungeons, although the low friction of the floor can make this more difficult than usual. '''[[Sky Dungeon|Sky]]''' or '''wind''' dungeons revolve around either using wind in order to reach new places or crossing chasms carefully to avoid falling below.
Dungeons dealing with the '''undead''' or the '''[[Shadow Dungeon|shadows]]''' are related to creepy enemies ([[Poe]] ghosts, [[ReDead|ReDeads]], bats, spiders, etc.) and deadly traps and endless pits. Puzzle-wise, these dungeons defy the human eyes, often featuring invisible elements or fake illusions; light may also be required to open new paths, as seen in [[The Legend of Zelda: The Wind Waker|The Wind Waker]] with the [[Earth Temple]]. There are also '''[[Desert Dungeon|desert]]'''-themed dungeons, although they are actually similar to forest dungeons when it comes to puzzles (in fact, the [[Arbiter's Grounds]] from ''Twilight Princess'' are similar to the Forest Temple from ''Ocarina of Time'' when it comes to hunting Poes), or at least these are more generic in nature (but sometimes this also depends on the items found or used, as well as the objective to be completed). '''[[Ice Dungeon|Ice]]''' dungeons are among the most difficult in the series because of the obstacles (icy enemies and sources of the cold that can freeze Link, slippy floors, falling ice needles, etc); it's also common to move blocks on these dungeons, although the low friction of the floor can make this more difficult than usual. '''[[Sky Dungeon|Sky]]''' or '''wind''' dungeons revolve around either using wind in order to reach new places or crossing chasms carefully to avoid falling below.
 
As aa final note, certain dungeons in the series are of mixed category, meaning that they can cover two or more themes simultaneously. Some of the final dungeons (such as [[Ganon's Tower]]) are of this type, as are regular dungeons like the [[Stone Tower Temple]] in ''Majora's Mask'' and the [[Sword & Shield Maze]] in ''Oracle of Seasons'', among others.


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