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[[File:ALttP Dungeon Artwork.png|right|thumb|Link exploring a dungeon from {{ALttP|-}}]]
[[File:ALttP Link Exploring A Dungeon Artwork.png|right|thumb|Link exploring a dungeon from {{ALttP|-}}]]
{{Term/Store|Dungeon|Dungeons|Series, TLoZ, TAoL, ALttP, LA, OoT, MM, OoS, OoA, TWW, FS, FSA, TMC, TP, PH, ST, SS, ALBW, TFH|plural}},{{Exp Game|TLoZ|TAoL|ALttP|LA|OoT|MM|OoS|OoA|TWW|FS|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.
{{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==
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==Items==
==Items==
[[File:TWW Big Key Render.png|70px|right|Big Key in The Wind Waker]]
[[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.
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.


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==={{TAoL|-}}===
==={{TAoL|-}}===
{{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 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 {{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.
{{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.


==={{ALttP|-}}===
==={{ALttP|-}}===
[[File:Palace of Darkness ALttP.png|thumb|left|The entrance to the [[Palace of Darkness]] in {{ALttP|-}}]]
[[File:ALttP Palace of Darkness.png|thumb|left|The entrance to the [[Palace of Darkness]] from {{ALttP|-}}]]
{{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.
{{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.


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==={{OoT|-}}===
==={{OoT|-}}===
[[File:Fft.jpg|thumb|right|The [[Fire Temple (Ocarina of Time)|Fire Temple]] in {{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 (except the first two, which respectively reuse the two cavern/grotto themes). 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.
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.


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.
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.
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{{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]].
{{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]].


==={{OoS|-}}===
==={{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 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.


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==={{TWW|-}}===
==={{TWW|-}}===
[[File:Forsaken Fortress TWW.jpg|thumb|left|The inside of the [[Forsaken Fortress]] as seen in {{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]].
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.


==={{TMC|-}}===
==={{TMC|-}}===
{{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.
{{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? !-->


==={{TP|-}}===
==={{TP|-}}===
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==={{PH|-}} and {{ST|-}}===
==={{PH|-}} and {{ST|-}}===
[[File:Temple of Wind.png|thumb|right|The entrance to the [[Temple of Wind]] in {{PH|-}}]]
[[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}} (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.
   
   
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==={{SS|-}}===
==={{SS|-}}===
[[File:Ancient Cistern.jpg|thumb|left|An overview of the main room of the Ancient Cistern in {{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.
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.


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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:
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 [[Eastern Palace]] reusing the same exterior and similar layout as the [[Eastern Palace|previous version]]
*The [[Tower of Hera (A Link Between Worlds)|Tower of Hera]] returning with a new layout (e.g Moldorm being fought outdoors at the top of the tower)
*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 {{Term|ALBW|Desert Palace|link}} reusing the several entrances also with the previous version
*The [[Skull Woods (A Link Between Worlds)|Skull Woods]] with the several entrances
*The [[Skull Woods]] with the several entrances
*The [[Thieves' Hideout (A Link Between Worlds)|Thieves' Hideout]] still uses conveyer belts. Also, the boss [[Stalblind]] is the Lorulean counterpart of [[Blind the Thief]].
*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]]).
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|-}}===
==={{BotW|-}}===
{{Sectstub|BotW}}
[[File:BotW Divine Beast Vah Medoh.png|thumb|Divine Beast Vah Medoh from {{BotW|-}}]]
[[File:BotW Divine Beast Vah Medoh.png|thumb|Divine Beast Vah Medoh from {{BotW|-}}]]
A majority of the dungeons in {{BotW|-}} are large machines called [[Divine Beast]]s. Each Beast corresponds to a [[Race]] from the game. Additionally, there is also [[Hyrule Castle (Breath of the Wild)|Hyrule Castle]], the end-game dungeon, and the [[Final Trial]], an extra dungeon added in [[The Champions' Ballad]].
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 Ruta|link}}
*{{Term|BotW|Divine Beast Vah Naboris|link}}
*{{Term|BotW|Divine Beast Vah Naboris|link}}
*{{Term|BotW|Divine Beast Vah Medoh|link}}
*{{Term|BotW|Divine Beast Vah Medoh|link}}
*{{Term|BotW|Divine Beast Vah Rudania|link}}
*{{Term|BotW|Divine Beast Vah Rudania|link}}
*[[Hyrule Castle (Breath of the Wild)|Hyrule Castle]]
*{{Term|BotW|Ancient Shrine|link}}
*[[Hyrule Castle (Dungeon)|Hyrule Castle]]
*[[Final Trial]]
*[[Final Trial]]


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===Architecture===
===Architecture===
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 (A Link to the Past)|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.
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.


[[File:Lakebedtemplestair.jpg|thumb|right|The interior of the [[Lakebed Temple]], a water-themed dungeon in {{TP|-}}]]
[[File:TP Lakebed Temple.jpg|thumb|right|The interior of the [[Lakebed Temple]], a water-themed dungeon in {{TP|-}}]]


===Themes===
===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 this 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).
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.
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.
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*They are optional.
*They are optional.


[[File:PirateStrongholdSS.png|thumb|left|[[Pirate Stronghold]], a mini-dungeon in {{SS|-}}]]
[[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 [[Ice Cavern (Ocarina of Time)|Ice Cavern]] 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|-}}.
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|-}}.


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.
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.


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).
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).
==Nomenclature==
{{Nomenclature}}


==Gallery==
==Gallery==
<gallery>
<gallery>
File:TLoZ Labyrinths Notes Artwork.png|Notes about Dungeons written by [[Link]]
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|-}}
File:TLoZ Link Dungeon Artwork.png|{{Term|TLoZ|Link|link}} entering a {{Term|TLoZ|Dungeon|link}} from {{TLoZ|-}}
</gallery>
</gallery>


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{{Notes}}
{{Notes}}
{{Ref}}
{{Ref}}
{{DungeonNav2}}
{{DungeonNav2}}
{{Categories
{{Categories
  |Game Elements
  |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
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