Anonymous

Dungeon: Difference between revisions

From Zelda Wiki, the Zelda encyclopedia
m
no edit summary
m (whoa, pretty awesome stuff...now all it needs is some images; thanks, K2L!)
mNo edit summary
 
(204 intermediate revisions by 54 users not shown)
Line 1: Line 1:
{{image}}
{{Improve}}
[[File:In the Dungeon.jpg|right|thumb|Link exploring a dungeon]]
[[File:ALttP Link Exploring A Dungeon Artwork.png|right|thumb|Link exploring a dungeon from {{ALttP|-}}]]
Present in all Zelda games, the dungeons form the "underworld" of the worlds which Link visits and contain items and treasure to collect, enemies to overcome, and puzzles to be solved.
{{Term/Store|Dungeon|Dungeons|Series, TLoZ, TAoL, ALttP, LA, OoT, MM, OoS, OoA, FS, TWW, FSA, TMC, TP, PH, ST, SS, ALBW, TFH|plural}},{{Exp Game|TLoZ, TAoL, ALttP, LA, OoT, MM, OoS, OoA, FS, TWW, FSA, TMC, TP, PH, ST, SS, ALBW, TFH}}<ref>{{Cite Book|quote= |book= E |publisher= |page= 144-161{{Exp Game|TLoZ, TAoL, ALttP, LA, OoT, MM, OoS, OoA, TWW, FS, FSA, TMC, TP, PH, ST, SS, ALBW, TFH}}}}</ref> also known as '''Levels''',{{Exp Game|TLoZ, LA}}<ref>{{Cite|Level-1|N/A|TLoZ}}</ref><ref>{{Cite|Level 1--<br/>Tail Cave|N/A|LADX}}</ref> are locations in {{TLoZ|Series}}.{{Note|They are also referred to as '''Caves''', '''Palaces''', and '''Nightmares' Lairs''' in {{Guide|LA|Nintendo}}.<ref>{{Cite Guide|game= LA|publisher= Nintendo|page= 12 & 16}}</ref> However, as {{E}} supersedes the guide, those terms are not considered [[Guidelines:Canon|Canon]].}} They form the "[[underworld]]" of the worlds which [[Link]] visits and contain items and treasure to collect, enemies to overcome, and [[puzzle]]s to solve.


== Purpose ==
==Purpose==
The main reason for the existence of dungeons is to house a prize that Link must collect. Throughout the series these items have been different; Link collects fragments of the Triforce in the original {{TLoZ}}, [[Pendants of Virtue|Pendants]] and [[Crystal]]s in {{ALttP}}, musical instruments in {{LA}}, and other items throughout the other games. In {{TAoL}}, the goal is not to collect, but to return gems to magical statues in the dungeons.


The main reason for the existence of dungeons is to house a prize that Link must collect. Throughout the series these items have been different; Link collected fragments of the Triforce in the original LoZ, pendants and crystals in A Link to the Past, musical instruments in Link's Awakening, and other items throughout the other games. In Zelda 2 the goal was not to collect, but to return gems to magical statues in the dungeons.
==Items==
[[File:TWWHD Big Key Artwork.png|70px|right|Big Key in The Wind Waker]]
The dungeons that Link visits are home to valuable items and treasures for Link to collect, ranging from item upgrades to unique tools and weapons. Many of these items will prove to be essential to the completion of Link's goals. With the exception of {{TAoL}}, almost every dungeon that Link encounters contains a set of items usable only in that dungeon. These include a [[Dungeon Map]], which displays the layout of the dungeon (but may still omit certain secret rooms). The original use of the [[Compass]] was to display the location of the boss of the dungeon, but as the games moved into a 3D style it has come to also pinpoint hidden secrets within the dungeon. The [[Key#Boss Key|Big Key]] is used to open specially locked doors (and sometimes chests). It is sometimes called the [[Key#Boss Key|Boss Key]] since its use usually signals that the boss fight is about to occur.


== Items ==
=History=
==={{TLoZ|-}}===
[[File:TLoZ Link Exploring Dungeon Artwork.png|thumb|Link searching for secrets in a Dungeon from {{TLoZ|-}}]]
In {{TLoZ}}, the dungeons retained the same format as the rest of the game: the player, as [[Link]], maneuvers each area from a [[Wikipedia:Top-down Perspective|top-down perspective]], facing everything from dead ends to invincible and usually strong enemies to complex traps, puzzles, and [[Wikipedia:Maze|maze]]-like passages. From this game to {{ALttP}}, there is a trend revolving around almost all the dungeons sharing a common audio theme. Unlike most of the other games in the series, the dungeons can be completed in any order, and it is the least linear entry in that aspect. This entry is also one of but a few in the franchise to feature a special [[Second Quest]] after the challenges of the first one are overcome, or by the player entering "ZELDA" as the file name. In either case, the second quest proves more challenging, offering nine dungeons similar to those in the original quest. However, not only are some of the dungeons' locations mixed up in the second quest, but they are generally more difficult, with a different layout, the items being hidden more carefully and stronger [[:Category:Enemies|enemies]] and bosses introduced sooner. The general layout of [[Hyrule]] remains the same, but the locations of items scattered across the [[Wikipedia:Overworld|overworld]] are also hidden in different places.


The dungeons that Link visits are home to valuable items and treasures for Link to collect, ranging from item upgrades to unique tools and weapons. Many of these items will prove to be essential to the completion of Link's goals.
==={{TAoL|-}}===
With the exception of [[Zelda II: The Adventure of Link]], almost every dungeon that Link encounters contains a set of items usable only in that dungeon.  These include a [[Dungeon Map]], which displays the layout of the dungeon (but may still omit certain secret rooms.)  The original use of the [[Compass]] was to display the location of the boss of the dungeon, but as the games moved into a 3D style it has come to also pinpoint hidden secrets within the dungeon. The [[Key#Boss Key|Big Key]] is used to open specially locked doors (and sometimes chests.) It is sometimes called the [[Key#Boss Key|Boss Key]] since its use usually signals that the boss fight is about to occur.
{{TAoL}} saw a major change in the original ''Zelda'' concept, in that, though the top-down perspective remains, it only does so when Link is wandering [[Hyrule Field]]. Most of the action takes place in a [[wikipedia:Side-scrolling video game|side-scrolling]] format, adding other [[wikipedia:Platform game|platforming]] elements (i.e. this is the only ''Zelda'' title until ''Breath of the Wild'' in which the player can press one button to make Link "jump" without the aid of items or special moves). The side-scrolling element adds difficulty to the overall game (and the dungeons especially), in that certain enemies are much more difficult to defeat than they were in the strictly top-down perspective offered in {{TLoZ|-}}. On the other hand, the addition of certain abilities, most notably the downthrust technique, which is one that allows Link to jump up in the air and come down sword first, make effective tools in Link's fighting repertoire.


== History ==
==={{ALttP|-}}===
=== 2D Era ===
[[File:ALttP Palace of Darkness.png|thumb|left|The entrance to the [[Palace of Darkness]] from {{ALttP|-}}]]
In ''The Legend of Zelda'', the dungeons retained the same format as the rest of the game: the player, as [[Link]], maneuvers each area from a [[wikipedia:Top-down Perspective|top-down perspective]], facing everything from dead ends to invincible and annoying enemies to complex traps, puzzles, and [[wikipedia:Maze|maze]]-like passages. The first installment in the ''Zelda'' series is one of but a few in the franchise to feature a special [[The Legend of Zelda (Game)#The Second Quest|second quest]] after the challenges of the first one are overcome, or by the player entering "ZELDA" as the file name. In either case, the second quest proves more challenging, offering nine dungeons similar to those in the original quest. However, not only are some of the dungeons' locations mixed up in the second quest, but they are generally more difficult, with a different layout and the items hidden more carefully and stronger [[:Category:Enemies|enemies]] and bosses introduced sooner. The general layout of [[Hyrule]] remains the same, but the locations of items scattered across the [[wikipedia:Overworld|overworld]] are also hidden in different places.
{{ALttP}} returned to the fully top-down perspective, going back to the series' roots, thus removing the platform and side-scrolling elements that featured heavily in {{TAoL|-}}. However, they still suffered some alterations, as they have become multi-leveled, the puzzles are more complex and they are less focused on defeating enemies. Because of the game's use of the Light/Dark dichotomy, some dungeons in the Dark World are in the exact same places with dungeons located in the Light World. The dungeons also start featuring Big Keys, required to open the main dungeon items' chests and to access the bosses' rooms.


[[Zelda II: The Adventure of Link|''The Adventure of Link'']] saw a major change in the original ''Zelda'' concept, in that, though the top-down perspective remains, it only does so when Link is wandering [[Hyrule Field]]. Most of the action takes place in a [[wikipedia:Side-scrolling video game|side-scrolling]] format, adding other [[wikipedia:Platform game|platforming]] elements (i.e. this is the only ''Zelda'' title to date in which the player can press one button to make Link "jump" without the aid of items or special moves). The side-scrolling element adds difficulty to the overall game (and the dungeons especially), in that certain enemies are much more difficult to defeat than they were in the strictly top-down perspective offered in ''The Legend of Zelda''. On the other hand, the addition of certain abilities&mdash;most notably the downthrust technique, which is one that allows Link to jump up in the air and come down sword first&mdash;make effective tools in Link's fighting repertoire.
==={{LA|-}}===
{{LA}} also retains the same format, but they also include portions of side-scrolling navigation, as in {{TAoL|-}}. Also, each dungeon can only be accessed after collecting the proper entrance key.
{{Clear}}


[[The Legend of Zelda: A Link to the Past|''A Link to the Past'']] returned to the fully top-down perspective, going back to the series' roots, thus removing the platform and side-scrolling elements that featured heavily in ''The Adventure of Link''. However, they still suffered some alterations, as they have become multi-leveled, the puzzles are more complex and they're less focused on defeating enemies. Because of the game's use of the Light/Dark dichotomy, some dungeons in the Dark World are in the exact same places some are in the Light World.
==={{OoT|-}}===
[[File:OoT Fire Temple.png|thumb|right|The {{Term|OoT3D|Fire Temple|link}} from {{OoT|-}}]]
After a five-year absence on the market, {{TLoZ|-}} series returned with its fifth installment, titled {{OoT}}. Its series-new [[wikipedia:3D computer graphics|3D graphics]] allow the game's dungeons to be far more individual, and more unusual settings are used, such as the humongous insides of both a [[Great Deku Tree|tree]] and a [[Lord Jabu-Jabu|giant fish]]. Due to this, each dungeon has its own music themes as well.{{Note|"{{Term|OoT3D|Inside The Deku Tree (Theme)|link}}" and "{{Term|OoT3D|Dodongo's Cavern (Theme)|link}}" are reused as the themes for {{Plural|OoT3D|Secret Grotto|link}} and caverns, respectively.}} The game also introduces another first in the series: an optional dungeon. This dungeon is named the [[Gerudo Training Ground]] and if he completes the challenges therein, Link will obtain the [[Ice Arrow]]s, which are not necessary for completing his quest.


[[The Legend of Zelda: Link's Awakening|''Link's Awakening'']] also retains the same format, but they also include portions of side-scrolling navigation, as in ''The Adventure of Link''. Also, each dungeon can only be accessed after collecting the proper entrance key.
Though not included in the original release of the game for the [[Nintendo 64]], the [[Nintendo GameCube|GameCube]] release of {{OoT|-}} carries a [[The Legend of Zelda: Ocarina of Time#Ports and Remakes|Master Quest]], which is a similar revisiting of the game to that of the [[Second Quest]] from the original {{TLoZ}}. One major difference of note between the second quest and the "Master Quest" (from ''Zelda'' and {{OoT|-}}, respectively) is that, in the second quest from {{TLoZ|-}}, both the [[Wikipedia:Overworld|overworld]] ''and'' dungeons undergo radical changes, but in {{MQ|-}}, only the dungeons change, offering new puzzles and traps, as well as different locations for the items within and stronger enemies introduced sooner. For {{OoT3D|-}}, ''Master Quest'' is implemented with the same cartridge, and made even more difficult due to it being mirrored east-west (like {{TP|-}} for the Wii) and making enemies inflict twice as much damage as before.


=== 3D Era (1998-2001) ===
==={{MM|-}}===
After a five-year absence on the market, the ''Zelda'' series returned with its fifth installment, titled [[The Legend of Zelda: Ocarina of Time|''Ocarina of Time'']]. Its series-new [[wikipedia:3D computer graphics|3D graphics]] allow the game's dungeons to be far more individual, and more unusual settings are used, such as the humongous insides of both a tree and a giant fish. The game also introduces another first in the series: an optional dungeon, the Gerudo Training Ground, in which, if he completes the challenges therein, Link will obtain the [[Ice Arrow|Ice Arrows]]; however, the Ice Arrows are not necessary for completion of his quest.
{{MM}} employs the same game engine used for {{OoT|-}}, but so far has not offered a second quest. In fact, the game's dungeons are the lowest in number in the series: four main temples, with two mandatory mini-dungeons. However, they are more complex in various aspects, and they are thematically unique (the [[Great Bay Temple|third dungeon]], for example, serves as a waterwheel factory, while the first one is a [[Woodfall Temple|temple of stone and wood]] used by the [[Deku]] for their worship). One of the new elements is the game's time-based gameplay device, which makes the dungeons resettable, meaning that all the puzzles solved, enemies defeated and keys obtained are reverted every time Link travels back in time (he retains the Map and Compass). However, when cleared for the first time, they allow Link to directly confront the bosses through the warp spots that activate in the dungeons' entrance rooms. Likewise, [[Stray Fairy|stray fairies]] can be collected in these dungeons so that Link can return them to the fountains they belong to, in exchange for special rewards. The game's first three dungeons require Link's new respective forms ([[Deku Link|Deku]], [[Goron Link|Goron]] and [[Zora Link|Zora]]) to be completed, while in the [[Stone Tower Temple|fourth one]], Link makes use of all of them to reach [[Twinmold|the temple's boss]]; all main temple items in this game also pertain to the [[Bow]].


Though not included in the original release of the game for the [[Nintendo 64]], the [[Nintendo GameCube|GameCube]] release of ''Ocarina of Time'' carries a [[The Legend of Zelda: Ocarina of Time#Master Quest|Master Quest]], which is a similar revisiting of the game to that of the [[The Legend of Zelda (Game)#The Second Quest|second quest]] from the original ''[[The Legend of Zelda (Game)|Legend of Zelda]]''. One major difference of note between the second quest and the "Master Quest" (from ''Zelda'' and ''Ocarina of Time'', respectively) is that, in the second quest from ''The Legend of Zelda'', both the [[wikipedia:Overworld|overworld]] ''and'' dungeons undergo radical changes, but in ''Ocarina of Time Master Quest'', only the dungeons change, offering new puzzles and traps, as well as different locations for the items within and stronger enemies introduced sooner.
==={{OoS|-}} and {{OoA|-}}===
The handheld games {{OoS}} and {{OoA}} retain the top-down perspective from the earlier 2D games. Additionally, thanks to the [[Linked Game]] feature, the overall quest between the two games offers a total of '''sixteen''' dungeons, a record only seen previously in the first {{TLoZ|-}} game with both Quests.


[[The Legend of Zelda: Majora's Mask|''Majora's Mask'']] employs the same game engine used for ''Ocarina of Time'', but so far has not offered a second quest. In fact, the game's dungeons were fewer than in previous titles of the series. However, they have become more complex in various aspects, and they're thematically unique (the third dungeon, for example, serves as a waterwheel factory). One of the new aspects is the game's time-based gameplay device, which make the dungeons resettable, meaning that all the puzzles solved, enemies defeated and keys obtained are reverted every time Link travels back in time. However, when cleared for the first time, they allow Link to confront directly the bosses through the warp spots that activate in the dungeons' entrance rooms. Likewise, [[Stray Fairy|stray fairies]] can be collected in these dungeons so that Link can return them to the fountains they belong to, in exchange for special rewards. It's also worth mentioning that the game's first three dungeons require Link's new respective forms (Deku, Goron and Zora) to be conquered, while in the fourth one Link makes use of all of them to reach the temple's boss.
==={{FS|-}} and {{FSA|-}}===
{{FS}} and {{FSA}} brought back the top-down perspective, but introduced into the gameplay another first in the series: the first and so far only multi-player ''Zelda'' adventures, making for more varied and interesting puzzles and gameplay, which can only be conquered when the individual [[Links]] work as a team.


The handheld games [[The Legend of Zelda: Oracle of Seasons|''Oracle of Seasons'']] and [[The Legend of Zelda: Oracle of Ages|''Oracle of Ages'']] retain the top-down perspective from the original.
==={{TWW|-}}===
[[File:Forsaken Fortress TWW.jpg|thumb|left|The inside of the [[Forsaken Fortress]] as seen in {{TWW|-}}]]
The series' next installment, {{TWW}}, saw more breakthroughs in graphics and gameplay changes through the dungeons. In this installment, the use of dungeon items is more prominent when it comes to puzzle-solving. This game also introduces the [[Command Melody|ability to manipulate other crucial characters and inanimate objects]] such as statues, adding another layer to the gameplay and challenging puzzle elements that are hallmarks of the series. Other additions include the availability of [[Warp Jar]]s that help Link return to previous rooms more quickly, as well as the collection of [[Treasure Chart]]s that pinpoint treasures that can be found later while exploring the [[Great Sea]]. There are also one-room doorless mini-dungeons.


=== 3D Era (2002-2005) ===
==={{TMC|-}}===
[[The Legend of Zelda: Four Swords|''Four Swords'']] and [[The Legend of Zelda: Four Swords Adventures|''Four Swords Adventures'']] brought back the top-down perspective, but introduced into the gameplay another first in the series: the first and so far only multi-player ''Zelda'' adventures, making for more varied and interesting puzzles and gameplay, which can only be conquered when the individual Links work as a team.
{{TMC}} once again uses the top-down perspective of many of its predecessors, and the overall plot is to tell the [[The Legend of Zelda: The Minish Cap#Story|backstory]] to {{FS|-}} and {{FSA|-}}. Although Link once again gains the ability to split himself into up to four Links (as in the other two games), this game does not feature a multiplayer mode, but the complexity of the dungeons once again takes a turn and keeps the player on his/her toes. Adding a new layer of puzzle challenge to the game is the [[Ezlo|Minish Cap]], which allows Link to shrink to the tiny size of the [[Minish|Picori]] who inhabit most of [[Hyrule]]. This item and ability combination grants Link access to places he could never have gone before, such as inside certain enemies and into the homes of the Picori, who live in everything from mouse holes to shoes to tree stumps. However, this newfound freedom to go where he wants is replete with new dangers, too, from cats to giant [[Chuchu]]s, which become deadly enemies when Link is only the size of the Picori. Most of the dungeons Link visits in this game require him to be this size&mdash;or require that he shrink at certain places while he traverses the dungeons to either enter the dungeons or access otherwise inaccessible areas. {{TMC|-}} is also the first game to exploit the concept of [[Piece of Heart|Pieces of Heart]] within dungeons.<!-- What about the Piece of Heart in Ocarina of Time's Ice Cavern? Or is that not considered a "proper" dungeon? !-->


The series' next installment, [[The Legend of Zelda: The Wind Waker|''The Wind Waker'']], saw more breakthroughs in graphics and changes to the way the game is played through the dungeons. While many people were neither pleased nor impressed at first with series' creator [[Shigeru Miyamoto]]'s more "child-friendly" approach&mdash;Miyamoto's idea was actually to appeal to all ages with the advent of [[wikipedia:Cel-shaded animation|cel shading]], not necessarily just a younger audience&mdash;the game retains in spades the same basic puzzle and other elements that have made the ''Zelda'' franchise so popular. In this installment, the dungeon idea got another renovation: as new items are introduced in the game, ''The Wind Waker'' proves once again that a new spin on an old idea can work. With every item Link obtains throughout the dungeons, new abilities become available, but the puzzles change more than ever to conform to the usability of the items, and the series has continued more this way since. This game also introduces the ability to manipulate other crucial characters and inanimate objects (such as statues), adding another layer to the gameplay and challenging puzzle elements that are hallmarks of the series.
==={{TP|-}}===
{{TP|-}} returns the player to the 3D perspective after {{FSA|-}} and {{TMC|-}} and features a higher number of dungeons than both {{MM|-}} and {{TWW|-}}, matching the amount shown in {{OoT|-}}. Additionally, it features a new gameplay element: Link's ability to transform into a [[Wolf Link|Wolf]]. Certain puzzles can only be solved and obstacles overcome by Link when he is in wolf or human form. The items play a heavy role in puzzle specifications once again. [[Dominion Rod|Statue manipulation]] also returns to stretch the player's abilities and test his/her puzzle-solving skills. Thematically, the game's dungeons vary significantly, including [[Goron Mines|a mining cavern]], [[Snowpeak Ruins|an inhabited mansion]] and [[Temple of Time|a Temple trapped in Time]], among others. As in {{TMC|-}}, there are Pieces of Heart within these dungeons, usually obtained after solving optional puzzles or obstacles.


''[[The Legend of Zelda: The Minish Cap|The Minish Cap]]'' once again uses the top-down perspective of many of its predecessors, and the overall plot is to tell the [[The Legend of Zelda: The Minish Cap#Story|backstory]] to ''Four Swords'' and ''Four Swords Adventures''. Although Link once again gains the ability to split himself into up to four Links (as in the other two games), this game does not feature a multi-player mode, but the complexity of the dungeons once again takes a turn and keeps the player on his/her toes. Adding a new layer of puzzle challenge to the game is the [[Ezlo|Minish Cap]], which allows Link to shrink to the tiny size of the [[Minish|Picori]] who inhabit most of [[Hyrule]]. This item and ability combination grants Link access to places he could never have gone before, such as inside certain enemies and into the homes of the Picori, who live in everything from mouse holes to shoes to tree stumps. However, this newfound freedom to go where he wants is replete with new dangers, too, from cats to giant [[ChuChu|ChuChus]], which become deadly enemies when Link is only the size of the Picori. Most of the dungeons Link visits in this game require him to be this size&mdash;or require that he shrink at certain places while he traverses the dungeons&mdash;to either enter the dungeons or access otherwise inaccessible areas.
==={{PH|-}} and {{ST|-}}===
[[File:PH Temple of Wind.png|thumb|right|The entrance to the [[Temple of Wind]] in {{PH|-}}]]
{{PH}} (the sequel to {{TWW|-}}) and {{ST}} once again use cel-shading and similar puzzle elements. A new addition to the series with these games is the almost-exclusive use of the [[wikipedia:Stylus|stylus]]. The stylus is used for movement, swordplay, using items and picking up objects. For instance, the player can use the stylus to control the movement of Link's [[Boomerang]], to plot his path through dungeons, and highlight dungeon items and chests. The map and compass are absent in both games, as now the availability of two screens provides the properties and benefits that were formerly reserved for those items. The Boss Keys must now be carried by Link manually, who must keep an eye for the obstacles and enemies that seek to impede him from reaching his destination (the Boss's lair entrance). Thus the keys are generally found in the same area as the Boss Door itself.
{{PH|-}} and {{ST|-}} also contain a "master dungeon" ([[Temple of the Ocean King]] and [[Tower of Spirits]] respectively). These master dungeons are rather large, and Link must visit them between regular dungeons to acquire [[Sea Chart]]s and [[Rail Map]]s, respectively, which guide him to previously unexplored areas. Both dungeons themselves contain [[Phantom]]s, which are enemies that will seek to impede Link's progression through his quest. The Temple of the Ocean King is filled with fog, which limits the amount of time that Link can spend in the dungeon to the amount of sand remaining in the titular {{Term|PH|Phantom Hourglass (Item)|link}}. Link cannot defeat the Phantoms until he acquires the [[Phantom Sword]] in {{PH|-}}. The time limit (only in this temple) and the Phantoms are nullified by the various "safe zones" throughout the dungeon. In {{ST|-}}, Link has to collect three [[Tears of Light#Spirit Tracks|Tears of Light]] so that Princess Zelda is able to possess the suits of armor of a Phantom (though the [[Lokomo Sword]] later makes this step unnecessary), and help his partner through the floors of the tower. The Safe Zones now simply hide Link from the Phantoms' sight.
 
An oddity is that, for the first time in a 3D game, every single dungeon in {{PH|-}}, including the Temple of the Ocean King, has the same audio theme, and no minibosses are found either (with the exception of a group of Phantoms near the end of the aforementioned central dungeon). {{ST|-}} partially reverts these changes, with three different dungeon themes.
 
==={{SS|-}}===
[[File:SS Ancient Cistern.png|thumb|left|An overview of the main room of the Ancient Cistern in {{SS|-}}]]
For {{SS}}, a new visual style combining the characteristics of both realism and cel-shading is accompanied by several changes to the dungeons, as hinted by the developers long before the game's release. Most of them are more compact than those of the previous games, and the Compass is absent (instead, the map incorporates its properties). The compact size is compensated by the size of the rooms, where various puzzles and obstacles are packed within, as well as enemy diversity. Boss Keys are replaced by other, differently-shaped [[Puzzle Key]]s, which are manually placed in the doors with the help of the Wii Remote's orientation.
 
Notably, the overworld (which underwent several alterations as well) is explored akin to the dungeons, as Link must make use of his tools and skills to make his way through the areas, as well as meet the various conditions and items to gain access to the actual dungeons. He still interacts with characters, but the gameplay is still akin to dungeon exploration.
 
==={{ALBW|-}}===
In {{ALBW}} the dungeons can be completed in no specific order. {{ALBW}} mostly features dungeons which appeared in {{ALttP}}, with the addition of 3 new dungeons: the [[Ice Ruins]], [[House of Gales]] and [[Lorule Castle]].  
Some of the dungeons that feature share similarities or to the game's [[The Legend of Zelda: A Link to the Past|spiritual prequel]] such as:
*The [[Eastern Palace]] reusing the same exterior and similar layout as the [[Eastern Palace|previous version]]
*The [[Tower of Hera]] returning with a new layout (e.g Moldorm being fought outdoors at the top of the tower)
*The {{Term|ALBW|Desert Palace|link}} reusing the several entrances also with the previous version
*The [[Skull Woods]] with the several entrances
*The {{Term|ALBW|Thieves' Hideout (Dungeon)|link}} still uses {{Plural|ALBW|Conveyer Belt|link}}. Also, the boss [[Stalblind]] is the Lorulean counterpart of [[Blind the Thief]].
 
The dungeons require Link to merge into walls in order to reach different rooms or platforms. Some of the main dungeon puzzles in the are new (e.g Link needing to remove obstacles in the Dark Palace for light to reach the bottom floor as this allows access to the boss), whilst some are recycled from previous titles (e.g Having to manipulate water currents to reach new places in the Swamp Palace, much like the [[Lakebed Temple]]).
 
==={{BotW|-}}===
[[File:BotW Divine Beast Vah Medoh.png|thumb|Divine Beast Vah Medoh from {{BotW|-}}]]
The majority of dungeons in {{BotW|-}} are 120 [[Ancient Shrine]]s (136 with the DLC), and four large animal-shaped machines called the [[Divine Beast]]s. Each of the four Divine Beasts have their own name. Divine Beast [[Vah Ruta]] is shaped like an elephant, while Divine Beast [[Vah Medoh]] is shaped like an eagle, Divine Beast [[Vah Rudania]] is like a salamander, and Divine Beast [[Vah Naboris]] is like a camel, and each of the beast correspond to the [[Zora]]s, [[Rito]]s, [[Goron]]s and [[Gerudo]]s races, respectively. [[Ancient Shrine]]s are much like traditional dungeons from older games, but smaller in size and generally focused on a single concept, all of which share the same blocky [[Sheikah]] architecture, and don't have any bosses (except for the Test of Strength shrines). Each shrine is named for the [[monk]] who designed it. The interiors of the Divine Beasts each share a different style of Sheikah architecture and are larger than the shrines, with challenges themed around the Divine Beast.  
 
Additionally, there is also [[Hyrule Castle (Dungeon)|Hyrule Castle]] which serves as the end-game dungeon, the [[Yiga Clan Hideout]], which acts as a mini dungeon centered around stealth, the [[Trial of the Sword]], a very large shrine added in [[The Master Trials]] DLC, where link is stripped of his equipment and traverses a long series of naturalistic environments filled with enemies, and the [[Final Trial]], an extra Divine Beast like dungeon added in [[The Champions' Ballad]] DLC. Several shrines, mostly blessing shrines, as well as the Divine Beasts have a challenge in the overworld that is structured like an area in a dungeon, requiring specific items or characters to progress, solving puzzles, and defeating enemies/the Divine Beast. Effectively acting as the first area or all of the dungeon. Notable examples include [[Thyphlo Ruins]], a maze like ruin which must be navigated in perpetual darkness and [[Eventide Island]], where Link is stripped of his equipment and can only use resources found on the island to reach the shrine.
 
[[File:BotW Oman Au Shrine.png|thumb|[[Oman Au Shrine]], one of the earlier shrines from {{BotW|-}}.]]
*{{Term|BotW|Divine Beast Vah Ruta|link}}
*{{Term|BotW|Divine Beast Vah Naboris|link}}
*{{Term|BotW|Divine Beast Vah Medoh|link}}
*{{Term|BotW|Divine Beast Vah Rudania|link}}
*{{Term|BotW|Ancient Shrine|link}}
*[[Hyrule Castle (Dungeon)|Hyrule Castle]]
*[[Final Trial]]
 
==Classification==
There are several criteria to classify a dungeon, including the following:


=== Games into present ===
===Architecture===
''The Legend of Zelda'' series continues in late 2006 with [[The Legend of Zelda: Twilight Princess|''Twilight Princess'']], which returns the player to the 3D perspective after ''Four Swords Adventures'' and ''The Minish Cap'', but adds a new element of puzzle and gameplay: the ability Link gains to turn himself into a wolf. Certain puzzles can only be solved and obstacles overcome by Link when he is in wolf or human form. The items play a heavy role in puzzle specifications once again. Statue manipulation also returns to stretch the player's abilities and test his/her puzzle-solving skills. Thematically , the game's dungeons vary significantly, including [[Goron Mines|a mining cavern]], [[Snowpeak Ruins|an inhabited mansion]] and [[Temple of Time|a temple trapped in time]], among others.
A dungeon can be classified according to its architecture. Some types include [[labyrinth]]s, [[palace]]s and [[temple]]s. Not infrequently, several games have portrayed common types of building (for example, the labyrinths are exclusive to the original {{TLoZ|-}}, the temples are mainstream for the 3D games, etc.); and depending on this, the dungeons themselves may be crafted for a specific quest purpose. Besides the aforementioned types of dungeons, there are also [[Cavern]]s (characterized for having little, if any, artificial architecture within), [[Tower (Disambiguation)|towers]] (large buildings that have a more prominent purpose, such as [[Tower of Hera|guarding a pearl that bring protection to the user from dark influences]], or [[Tower of the Gods|guarding the entrance to the ruins of an ancient kingdom]]), or [[Inside the Deku Tree|organic]] [[Inside Jabu-Jabu's Belly|entities]], among others.


''[[The Legend of Zelda: Phantom Hourglass|Phantom Hourglass]]'' (the sequel to ''The Wind Waker'') and ''[[The Legend of Zelda:Spirit Tracks|Spirit Tracks]]'' once again use cel-shading and similar puzzle elements. A new addition to the series with this games is the almost-exclusive use of the [[wikipedia:Stylus|stylus]]. The stylus is used for movement, swordplay, using items and picking up objects.  For instance, the player can use the stylus to control the movement of Link's [[Boomerang]], to plot his path through dungeons, and highlight dungeon items (i.e. the [[Dungeon Map|dungeon map]], [[Compass]], etc.). Traditional ''Zelda'' elements remain, but are significantly altered by the extensive use of the stylus, adding challenging features that are another first in the series.
[[File:TP Lakebed Temple.jpg|thumb|right|The interior of the [[Lakebed Temple]], a water-themed dungeon in {{TP|-}}]]
 
''Phantom Hourglass'' and ''Spirit Tracks'' also contain a "master dungeon" ([[Temple of the Ocean King]] and [[Tower of Spirits]]). These master dungeons are rather large, and Link must visit them between regular dungeons to acquire [[Sea Chart|Sea Charts]] and [[Rail Map|Rail Maps]], which guide him to previously unexplored areas. The Temple of the Ocean King is filled with fog, which limits the amount of time which Link can spend in the dungeon to the amount of sand remaining in the titular [[Phantom Hourglass (Item)|Phantom Hourglass]]. Both dungeons themselves contain [[Phantom|Phantoms]], which are enemies that Link cannot defeat until he acquires the [[Phantom Sword]] in Phantom Hourglass. In Spirit Tracks Link has to collect three [[Tears of Light#Spirit Tracks|Tears of Light]], so that Princess Zelda is able possess the suits of armor of a Phantom. The time limit (only in Phantom Hourglass) and the Phantoms are nullified by the various "safe zones" throughout the dungeon.
===Themes===
The dungeons in {{TLoZ|-}} series cover a wide variety of elements, themes and environments. Among the most well-known types of dungeons, according to these criteria, are forest, fire and water dungeons. Depending on the element present in the dungeon, there may be a determined type of puzzles, bestiary and obstacles to conquer; added to this are the unique mechanics or themes that make the dungeon different from the others. Not all dungeons convey elemental themes, however, and some of them show a heavy ambiguity that makes them more difficult to classify (for instance, none of the dungeons in the NES games can be distinguished this way).
 
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 the recurring [[Ganon's Tower]], which encases the elements of most dungeons in the games where it appears) are of this type, as are regular dungeons like the [[Arbiter's Grounds (Dungeon)|Arbiter's Grounds]] (shadow, desert) in {{TP|-}} and the [[Sword & Shield Maze]] (fire, ice) in {{OoS|-}}, among others.
 
===Rank===
Some ''Zelda'' games may feature ''main'' dungeons and [[:Category:Mini-Dungeons|''mini''-dungeons]]. The main dungeons are the most important, as they are directly related to the game's plot, and are usually the largest and most difficult to conquer, not to mention the mandatory presence of a boss in each of them.  


== Classification ==
The mini-dungeons are mid-way stages that show one of these two characteristics:
=== Architecture ===
In the original ''The Legend of Zelda'' game, Link explores '''labyrinths''', whose purpose is to guard the fragments of the [[Triforce of Wisdom]], with the final labyrinth being the whereabouts of [[Ganon]] and the [[Triforce of Power]]; these mazes house numerous and powerful enemies, such as knights, apparitions and monsters. Puzzle-wise, they aren't too complex, aside from a few parts where Link has to either move a square rock or trade some item or money to someone. The progress is more based on defeating creatures in order to open locked door or collect keys; something interesting is that creatures used to be bosses in some dungeons may return in later ones, either as bosses again or mid-way opponents, and either as powerful as before or as stronger variations. The dungeons are mostly monochrome, some of them are blue-colored, others are green-colored, yellow-colored or white-colored; in the first quest, the arrangement of their rooms are based on animals or objects they are named after. In the second quest, the first five dungeons resemble letters (E, A, L, D, Z; EALDZ is an anagram for ''Zelda''), the sixth is based on a hat, the following two are spiral-shaped and the last one is similar to its First Quest counterpart, but surprisingly smaller.


All dungeons from ''The Adventure of Link'' and some from ''A Link to the Past'' are '''palaces'''. The former ones house sacred lecterns where Link must place magic crystals that lift the seal blocking the entrance to the [[Great Palace]], which itself houses the long-missing [[Triforce of Courage]], the latter ones guard either sacred pendants that are the key for obtaining the [[Master Sword]] or crystals where imprisoned maidens are encased. In ''Zelda II'', the palaces are explored with a side-scrolling format and, like the previously cited labyrinths, can be distingished by the color of the bricks they were built with; they usually require Link using magic spells to be conquered, and fighting enemies is now optional (as long as they're easy to overlook, of course). In ''A Link to the Past'', the palaces are explored in top-view perspective, and have a more elaborate interior than the previously cited dungeons, having more hazards, obstacles and traps; as with all other dungeons in the game, a [[Big Key]] is required in each palace to meet the boss.
*They may be required to complete for reasons not as prominent as those that motivate the young hero to complete the main dungeons.
*They are optional.


Most ''Ocarina of Time'' dungeons, all of ''Majora's Mask'' ones and some from ''The Wind Waker'' and ''Twilight Princess'', Link finds and explores '''temples'''. In ''Ocarina of Time'' and ''The Wind Waker'', these temples are built to awaken the chosen Sages who contribute on the defeat of evil, as well as to worship sacred deities. The temples is ''Ocarina of Time'' are, interestingly, the first dungeons where keys (big and small) begin to be used, as the first dungeons lack them; they also can be completed by Adult Link only, and each one revolves puzzle-wise around a gimmick or mechanic related to the theme that's being dealt with (for example, in the [[Water Temple]], Link has to change the level of water in order to make some rooms accessible, in the [[Forest Temple]] he has to modify some corridors in order to find come Poes that stole the main room's lights; and so on). In ''The Wind Waker'', the two temples act in a similar way their OOT counterparts do, the differences are that they cannot be completed by one lone person, and that the chosen Sages pray to give power to the [[Master Sword]], whereas the Sages of the other temples await in the [[Sacred Realm]] to keep Ganon from causing evil. In ''Majora's Mask'', the temples guard the [[Four Giants]] that aid the people of [[Termina]] when disgrace is foreseen.
[[File:SS Pirate Stronghold.png|thumb|left|[[Pirate Stronghold]], a mini-dungeon in {{SS|-}}]]
Having either condition, they may not house a boss or even a map and compass, or they are smaller in size. For example, the {{Term|OoT3D|Ice Cavern|link}} in {{OoT}} has the [[Iron Boots]], which are required in a future dungeon, but it is pretty small in comparison to the temples, and no boss is found. A dungeon lacking a map and compass is the [[Ancient Castle of Ikana]] in {{MM}}. An example of an optional dungeon is the [[Gerudo's Training Ground]] in {{OoT|-}}.


Besides the aforementiones dungeons, there are also '''Caverns''' (characterized for having little, if any, artificial architecture within), '''Towers''' (large buildings that have a more prominent purpose, such as [[Tower of Hera|guarding a pearl that bring protection to the user from dark influences]], or [[Tower of the Gods|guarding the entrance tothe ruins of an ancient kingdom]]), or [[Inside the Deku Tree|organic]] [[Inside Jabu-Jabu's Belly|entities]], among others.
As mentioned above, both ''[[The Legend of Zelda:Phantom Hourglass|Phantom Hourglass]]'' and {{ST}} introduce the "master" dungeons, which have an even more significant role and must be visited numerous times so that Link can achieve success in his quest. Partial examples of master dungeons include the earlier [[Hyrule Castle]] in {{ALttP|-}} and [[Forsaken Fortress]] in {{TWW|-}}, as they are only visited twice each, but they are still heavily plot-critical and are places for twists in the storyline.


=== Themes ===
In all games, a ''final dungeon'' is in place. Though similar in various aspects to the regular dungeons, they also show new characteristics that accommodate to their role as the ultimate test for Link and his adventure. In addition to housing the [[Final Boss]], they show puzzles, obstacles and enemies that will test each of the young hero's skills. So far, there have been three types of final dungeon. For the first type, it is simply longer and more imposing that any of the main dungeons, often consisting of a very high number of rooms, and even sporting new enemies and features. In other games, the final dungeon is multi-elemental, and is divided into paths or routes that mimic (both in layout and in content) most of the previous dungeons in the adventure, mimicking the corresponding bestiaries as well. Finally, the supposed final dungeon might simply be an area of the overworld where the final boss awaits Link for the decisive battle (the boss may even have moved from a former location, such as its usually-residing dungeon).
The dungeons in the ''Zelda'' series cover a wide variety of elements, themes and enviroments; however, the following ones are the most common or the most recurring:


Dungeons located in '''forests''' or '''groves''' or '''swamps''' usually mimic the ecosystems surrounding them, both in context and in atmosphere; enemies such as [[Deku Baba]] plants, [[Deku Scrub|Deku Scrubs]] or [[Skulltula]] spiders inhabit the rooms; the puzzles are usually generic in nature and aren't too difficult to solve. Also, depending on the game itself or the plot, there may be various unique situations. For example, in ''Twilight Princess'', Link has to cooperate with monkeys in order to make his way through the rooms of the Forest Temple, in ''Ocarina of Time'', he ocassionally has to twist some corridors so that he can access and explore new rooms of the same temple.
==Nomenclature==
{{Nomenclature}}


Dungeons related to '''fire''' are expectedly more difficult because of the new hazards present, such as lava or fire obstacles. These dungeons feature puzzles that are in one way or another related to removing or creating fire, although others have more to do with the use of [[Bombs]]. Moving blocks have been reportedly frequent in these dungeons as well.
==Gallery==
<gallery>
File:TLoZ Labyrinths Notes Artwork.png|Notes about Dungeons written by [[Link]]
File:TLoZ Link Dungeon Artwork.png|{{Term|TLoZ|Link|link}} entering a {{Term|TLoZ|Dungeon|link}} from {{TLoZ|-}}
</gallery>


One of the most controversial types of dungeons are arguably those dedicated to '''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.
==See Also==
* [[Gameplay Elements of The Legend of Zelda Series]]
* [[Boss]]


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'''-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 hunt 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''' 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''' or '''wind''' dungeons revolve around either using wind in order to reach new places or crossing chasms carefully to avoid falling below.
{{Notes}}
{{Ref}}


[[category:Dungeons]]
{{DungeonNav2}}
{{Categories
|mechanics= TLoZ, TAoL, ALttP, LA, LADX, LANS, OoT, OoT3D, MM, MM3D, OoS, OoA, FS, TWW, TWWHD, FSA, TMC, TP, TPHD, PH, ST, SS, SSHD, ALBW, TFH, BotW, BSTLoZ, AST, CoH
}}
autopatrol, curators
24,450

edits