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[[File:In the Dungeon.jpg|right|thumb|Link exploring a dungeon in {{LA}}.]]
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Present in all [[The Legend of Zelda (Series)|''Zelda'' games]], the '''dungeons''' form the "[[underworld]]" of the worlds which [[Link]] visits and contain items and treasure to collect, enemies to overcome, and [[puzzle]]s to be solved.
[[File:In the Dungeon.jpg|right|thumb|Link exploring a dungeon in ''Link's Awakening'']]
Present in all [[The Legend of Zelda (Series)|''Zelda'' games]], the '''Dungeons''' form the "[[underworld]]" of the worlds which [[Link]] visits and contain items and treasure to collect, enemies to overcome, and [[puzzle]]s to be solved.


==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 {{LOZ}}, [[Pendants of Virtue|pendants]] and [[crystal]]s in {{ALTTP}}, musical instruments in {{LA}}, and other items throughout the other games. In {{AOL}}, 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 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.


==Items==
==Items==
[[File:Bosskey.png|70px|right|Big Key in The Wind Waker]]
[[File:Bosskey.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 {{AOL}}, 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.


=History=
=History=
==2D Era==
===''The Legend of Zelda''===
==={{LOZ}}===
[[File:TLoZ Dungeon Artwork.jpg|thumb|Link searching for secrets in a dungeon from ''The Legend of Zelda'']]
[[File:TLoZ Dungeon Artwork.jpg|thumb|Link searching for secrets in a dungeon from {{LOZ}}.]]
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's 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.
In {{LOZ}}, 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's 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.


==={{TAOL}}===
===''The Adventure of Link''===
{{AOL}} 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, 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 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, 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}}===
===''A Link to the Past''===
[[File:Palace of Darkness ALttP.png|thumb|left|The entrance to the [[Palace of Darkness]] in {{ALTTP}}.]]
[[File:Palace of Darkness ALttP.png|thumb|left|The entrance to the [[Palace of Darkness]] in ''A Link to the Past'']]
{{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 ''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 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 ''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 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.


==={{LA}}===
===''Link's Awakening''===
{{LA}} 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.
{{LA}} 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.
{{Clear}}
{{Clear}}


==3D Era (1998–2001)==
===''Ocarina of Time''===
==={{OOT}}===
[[File:Fft.jpg|thumb|right|The [[Fire Temple (Ocarina of Time)|Fire Temple]] in ''Ocarina of Time'']]
[[File:Fft.jpg|thumb|right|The [[Fire Temple (Ocarina of Time)|Fire Temple]] in {{OOT}}.]]
After a five-year absence on the market, the ''Zelda'' 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 tree and a 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, the Gerudo Training Ground, in which, if he completes the challenges therein, Link will obtain the [[Ice Arrow]]s, which are not necessary for completion of his quest.
After a five-year absence on the market, the ''Zelda'' 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 tree and a 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, the Gerudo Training Ground, in which, if he completes the challenges therein, Link will obtain the [[Ice Arrow]]s, which are not necessary for completion of his quest.


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#Ports and Remakes|Master Quest]], which is a similar revisiting of the game to that of the [[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. For ''Ocarina of Time 3D'', ''Master Quest'' is implemented with the same cartridge, and made even more difficult due to it being mirrored east-west (like ''Twilight Princess'' 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 ''Ocarina of Time'' 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 ''[[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. For ''Ocarina of Time 3D'', ''Master Quest'' is implemented with the same cartridge, and made even more difficult due to it being mirrored east-west (like ''Twilight Princess'' for the Wii) and making enemies inflict twice as much damage as before.


==={{MM}}===
===''Majora's Mask''===
{{MM}} 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 are the lowest in number in the rest of the series: 4 main temples, with two mandatory mini-dungeons. However, they have become more complex in various aspects, and they're thematically unique (the third dungeon, for example, serves as a waterwheel factory, while the first one is a stone and wood temple used by the Deku for their worship). One of the new elements 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 (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, Goron and Zora) to be completed, while in the fourth one, Link makes use of all of them to reach the temple's boss; all main temple items in this game also pertain to the Bow.
{{MM}} 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 are the lowest in number in the rest of the series: 4 main temples, with two mandatory mini-dungeons. However, they have become more complex in various aspects, and they're thematically unique (the third dungeon, for example, serves as a waterwheel factory, while the first one is a stone and wood temple used by the Deku for their worship). One of the new elements 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 (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, Goron and Zora) to be completed, while in the fourth one, Link makes use of all of them to reach the temple's boss; all main temple items in this game also pertain to the Bow.


==={{OOS}} and {{OOA}}===
===''Oracle'' Series===
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 ''The Legend of Zelda'' 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 ''The Legend of Zelda'' game with both Quests.


==3D Era (2002–2005)==
===''Four Swords'' and ''Four Swords Adventures''===
==={{FS}}===
{{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.
{{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.


==={{TWW}}===
===''The Wind Waker''===
[[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 ''The Wind Waker'']]
The series' next installment, {{TWW}}, saw more breakthroughs in graphics and changes to the way the game is played through the dungeons. In this installment, the use of dungeon items become more prominent when it comes to puzzle solving. 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 [[Warp Jar]]s 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 series' next installment, {{TWW}}, saw more breakthroughs in graphics and changes to the way the game is played through the dungeons. In this installment, the use of dungeon items become more prominent when it comes to puzzle solving. 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 [[Warp Jar]]s 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]].


==={{TMC}}===
===''The Minish Cap''===
{{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 ''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 Minish Cap'' is also the first game to exploit the concept of [[Heart Container#Piece of Heart|Pieces of Heart]] locations 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 ''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 Minish Cap'' is also the first game to exploit the concept of [[Heart Container#Piece of Heart|Pieces of Heart]] locations within dungeons.


==={{TP}}===
===''Twilight Princess''===
''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 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. 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 ''The Minish Cap'', there are also Pieces of Heart within, usually obtained after solving optional puzzles or obstacles.
''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 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. 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 ''The Minish Cap'', there are also Pieces of Heart within, usually obtained after solving optional puzzles or obstacles.


==Seventh generation==
===''Phantom Hourglass'' and ''Spirit Tracks''===
==={{PH}} and {{ST}}===
[[File:Temple of Wind.png|thumb|right|The entrance to the [[Temple of Wind]] in ''Phantom Hourglass'']]
[[File:Temple of Wind.png|thumb|right|The entrance to the [[Temple of Wind]] in {{PH}}.]]
{{PH}} (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 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 ''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 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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An oddity is that, for the first time in a 3D game, every single dungeon in ''Phantom Hourglass'', 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). ''Spirit Tracks'' partially reverts these changes, with three different dungeon themes.
An oddity is that, for the first time in a 3D game, every single dungeon in ''Phantom Hourglass'', 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). ''Spirit Tracks'' partially reverts these changes, with three different dungeon themes.


==={{SS}}===
===''Skyward Sword''===
[[File:Ancient Cistern.jpg|thumb|left|An overview of the main room of the [[Ancient Cistern]] in {{SS}}.]]
[[File:Ancient Cistern.jpg|thumb|left|An overview of the main room of the [[Ancient Cistern]] in ''Skyward Sword'']]
For {{SS}}, a new visual style combining the characteristics of both realism and cel-shading is accompanied by several changes that were made 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 the enemy diversity. Boss Keys are replaced by other, differently-shaped [[Boss Door Objects]], 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 that were made 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 the enemy diversity. Boss Keys are replaced by other, differently-shaped [[Boss Door Objects]], 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 has to make use of his tools and skills to make his way through the areas, as well as to meet the various conditions and items to gain access to the actual dungeons. He does still interact with characters, but the gameplay is still akin to dungeon exploration.
Notably, the overworld (which underwent several alterations as well) is explored akin to the dungeons, as Link has to make use of his tools and skills to make his way through the areas, as well as to meet the various conditions and items to gain access to the actual dungeons. He does still interact with characters, but the gameplay is still akin to dungeon exploration.


==={{ALBW}}===
===''A Link Between Worlds''===
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]].  
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:
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 (A Link Between Worlds)|Eastern Palace]] reusing the same exterior and similar layout as the [[Eastern Palace (A Link to the Past)|previous version]]
*The [[Eastern Palace (A Link Between Worlds)|Eastern Palace]] reusing the same exterior and similar layout as the [[Eastern Palace (A Link to the Past)|previous version]]
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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 ''The Legend of Zelda'', 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 ''The Legend of Zelda'', 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.


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


===Themes===
===Themes===
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*They are optional.
*They are optional.


[[File:PirateStrongholdSS.png|thumb|left|[[Pirate Stronghold]], a mini-dungeon in {{SS}}.]]
[[File:PirateStrongholdSS.png|thumb|left|[[Pirate Stronghold]], a mini-dungeon in ''Skyward Sword'']]
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's 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 ''Ocarina of Time''.
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's 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 ''Ocarina of Time''.


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 ''A Link to the Past'' and [[Forsaken Fortress]] in ''The Wind Waker'', as they're only visited twice each, but they're 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 ''A Link to the Past'' and [[Forsaken Fortress]] in ''The Wind Waker'', as they're only visited twice each, but they're still heavily plot-critical and are places for twists in the storyline.