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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.
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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.)
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:''See also: [[Dungeon Item List|List of treasure items found in dungeons]]''
:''See also: [[Dungeon Item List|List of treasure items found in dungeons]]''


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 [[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.
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 ''[[Zelda II: The Adventure of Link|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.


==History==
==History==
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''[[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.
''[[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.


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—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—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.
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. In this installment, the dungeon idea got another renovation: as new items are introduced in the game, ''The Wind Waker'' proves 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 and obstacles change 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. Other additions include the availability of warping jars that help Link to 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 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]]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—or require that he shrink at certain places while he traverses the dungeons—to either enter the dungeons or access otherwise inaccessible areas.
''[[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]]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—or require that he shrink at certain places while he traverses the dungeons—to either enter the dungeons or access otherwise inaccessible areas.


===Games into present===
===Games into present===
''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.
''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'', and features a higher number of dungeons than both ''Majora's Mask'' and ''The Wind Waker'', matching the amount shown in ''Ocarina of Time''. Additionally, it 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.


''[[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.
''[[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.