Dungeon
Dungeons,(TLoZThe Legend of Zelda | TAoLThe Adventure of Link | ALttPA Link to the Past | LALink's Awakening | OoTOcarina of Time | MMMajora's Mask | OoSOracle of Seasons | OoAOracle of Ages | FSFour Swords | TWWThe Wind Waker | FSAFour Swords Adventures | TMCThe Minish Cap | TPTwilight Princess | PHPhantom Hourglass | STSpirit Tracks | SSSkyward Sword | ALBWA Link Between Worlds | TFHTri Force Heroes)[1] also known as Levels,(TLoZThe Legend of Zelda | LALink's Awakening)[2][3] are locations in The Legend of Zelda series.[note 1][name references needed] They form the "underworld" of the worlds which Link visits and contain items and treasure to collect, enemies to overcome, and puzzles to solve.
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 The Legend of Zelda, Pendants and Crystals in A Link to the Past, musical instruments in Link's Awakening, and other items throughout the other games. In The Adventure of Link, the goal is not to collect, but to return gems to magical statues in the dungeons.
Items
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 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 Big Key is used to open specially locked doors (and sometimes chests). It is sometimes called the Boss Key since its use usually signals that the boss fight is about to occur.
History
The Legend of Zelda
In The Legend of Zelda, the Dungeons retained the same format as the rest of the game: Link maneuvers each area from a top-down perspective, facing everything from dead ends to invincible and usually strong enemies to complex traps, puzzles, and maze-like passages. From this game to A Link to the Past, 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. 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 Enemies and Bosses introduced sooner. The general layout of Hyrule remains the same, but the locations of items scattered across the overworld are also hidden in different places.
The following is a list of Dungeons in The Legend of Zelda:
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 side-scrolling format, adding other platforming elements. For example, 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. 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, make effective tools in Link's fighting repertoire.
The following is a list of Dungeons in The Adventure of Link:
- Parapa Palace
- Midoro Palace
- Island Palace
- Maze Island Palace
- Palace on the Sea
- Three-Eye Rock Palace
- Great Palace
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 were still subject to 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 and Dark dichotomy, some Dungeons in the Dark World are in the exact same places where Dungeons located in the Light World. The Dungeons also start featuring Big Keys, required to open the main Dungeon Items' Treasure Chests and to access the Dungeon Master's Lairs.
The following is a list of Dungeons in A Link to the Past:
- Eastern Palace
- Desert Palace
- Tower of Hera
- Hyrule Castle
- Palace of Darkness
- Swamp Palace
- Skull Woods
- Thieves' Town
- Ice Palace
- Misery Mire
- Turtle Rock
- Ganon's Tower
- Palace of the Four Sword
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, five dungeons can only be accessed after collecting the proper entrance key
The following is a list of Dungeons in Link's Awakening:
- Tail Cave
- Bottle Grotto
- Key Cavern
- Angler's Tunnel
- Catfish's Maw
- Face Shrine
- Eagle's Tower
- Turtle Rock
- Wind Fish's Egg
- Color Dungeon
Ocarina of Time
After a five-year absence on the market, The Legend of Zelda series returned with its fifth installment, titled Ocarina of Time. Its series-new 3D graphics allow the game's Dungeons to be far more individual. 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.[note 2] The game also introduces another first in the series: an optional Dungeon. This Dungeon is named the Gerudo Training Ground. If he completes the challenges therein, Link will obtain the Ice Arrows, which are not necessary for completing his quest.
Though not included in the original release of the game for the Nintendo 64, the GameCube release of Ocarina of Time carries a Master Quest, which is a similar revisiting of the game to that of the Second Quest from the original The Legend of Zelda. One major difference of note between the Second Quest and the Master Quest is that, in the Second Quest from The Legend of Zelda, both the overworld and Dungeons undergo radical changes, but in Master Quest, only the Dungeons change. These altered Dungeons offer 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. It is made even more difficult due to it being mirrored east-west and making Enemies inflict twice as much damage as before.
The following is a list of Dungeons in Ocarina of Time:
- Inside the Deku Tree
- Dodongo's Cavern
- Inside Jabu-Jabu's Belly
- Forest Temple
- Fire Temple
- Water Temple
- Shadow Temple
- Spirit Temple
- Ganon's Castle
Majora's Mask
Majora's Mask employs the same game engine used for Ocarina of Time, but 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, for example, serves as a waterwheel factory, while the [[[Woodfall Temple]] is made 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 it possible to reset Dungeons. As a result, all the puzzles solved, Enemies defeated, and Keys obtained in a Dungeon are reverted every time Link travels back in time, although he retains the Dungeon Map and Compass. However, after a Dungeon has been cleared for the first time, they allow Link to directly confront the Bosses through the warp spots that activate in their entrance rooms. Likewise, Stray Fairies can be collected in these Dungeons so that Link can return them to the Fairy's Fountains they belong to, in exchange for special rewards. The game's first three Dungeons require Link's new respective forms (Deku Link, Goron Link, and Zora Link) to be completed. In the fourth Dungeon Stone Tower Temple, Link makes use of all of them to reach Twinmold; all main temple items in this game also pertain to the Bow.
The following is a list of Dungeons in Majora's Mask:
Oracle of Seasons and Oracle of Ages
The handheld games Oracle of Seasons and Oracle of Ages 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 nineteen Dungeons.
The following is a list of Dungeons in Oracle of Seasons:
- Gnarled Root Dungeon
- Snake's Remains
- Poison Moth's Lair
- Dancing Dragon Dungeon
- Unicorn's Cave
- Ancient Ruins
- Explorer's Crypt
- Sword & Shield Maze
- Onox's Castle
- Room of Rites
The following is a list of Dungeons in Oracle of Ages:
- Spirit's Grave
- Wing Dungeon
- Moonlit Grotto
- Skull Dungeon
- Crown Dungeon
- Mermaid's Cave
- Jabu-Jabu's Belly
- Ancient Tomb
- Black Tower
- Room of Rites
Four Swords and Four Swords Adventures
Four Swords and 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 following is a list of Dungeons in Four Swords:
The following is a list of Stages in Four Swords Adventures:
- Cave of No Return
- Hyrule Castle
- Eastern Temple
- Tower of Flames
- Temple of Darkness
- Desert Temple
- Pyramid
- Temple of Ice
- Tower of Winds
- Palace of Winds
The Wind Waker
The series' next installment, The Wind Waker, 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, which grants Link the ability to manipulate other crucial characters and inanimate Objects, adding another layer to the gameplay and challenging puzzle elements that are hallmarks of the series. Other additions include the availability of Warp Jars that help Link return to previous rooms more quickly, as well as the collection of Treasure Charts that pinpoint treasures that can be found later while exploring the Great Sea. There are also one-room, doorless mini-Dungeons.
The following is a list of Dungeons in The Wind Waker:
- Forsaken Fortress
- Dragon Roost Cavern
- Forbidden Woods
- Tower of the Gods
- Earth Temple
- Wind Temple
- Ganon's Castle
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 backstory to Four Swords and Four Swords Adventures. Although Link once again gains the ability to split himself into up to four Links, this game does not feature a multiplayer mode. However, the complexity of the Dungeons once again takes a turn. Adding a new layer of puzzle challenge to the game is Ezlo, who allows Link to shrink to the tiny size of the Minish 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 Minish. However, this newfound freedom to go where he wants is replete with new dangers, too, from Cats to giant 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 or require that he shrink at certain points. The Minish Cap is also the first game to exploit the concept of Pieces of Heart within Dungeons.
The following is a list of Dungeons in The Minish Cap:
- Deepwood Shrine
- Cave of Flames
- Fortress of Winds
- Temple of Droplets
- Palace of Winds
- Dark Hyrule Castle
Twilight Princess
Twilight Princess returns the player to the 3D perspective after Four Swords Adventures and The Minish Cap. It 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 features a new gameplay element: Link's ability to transform 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. Thematically, the game's Dungeons vary significantly, including a mining cavern, an inhabited mansion, and a Temple trapped in Time, among others. As in The Minish Cap, there are Pieces of Heart within these Dungeons, usually obtained after solving optional puzzles or obstacles.
The following is a list of Dungeons in Twilight Princess:
- Forest Temple
- Goron Mines
- Lakebed Temple
- Arbiter's Grounds
- Snowpeak Ruins
- Temple of Time
- City in the Sky
- Palace of Twilight
- Hyrule Castle
Phantom Hourglass and Spirit Tracks
Phantom Hourglass and 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 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 to highlight Dungeon Items and Treasure Chests. The Dungeon 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. Boss Keys must now be carried by Link manually, who must keep an eye for the obstacles and Enemies that seek to impede him. Thus, the Keys are generally found in the same area as the Boss Door itself.
Phantom Hourglass and Spirit Tracks also contain a "master dungeon", yjr Temple of the Ocean King and Tower of Spirits, respectively. These Dungeons are relatively large, and Link must visit them between regular dungeons to acquire Sea Charts and Rail Maps, respectively, which guide him to previously unexplored areas. Both Dungeons themselves contain Phantoms, 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 of Hours remaining in the titular Phantom Hourglass. Link cannot defeat the Phantoms until he acquires the Phantom Sword in Phantom Hourglass. The time limit in this Temple and the Phantoms are nullified by the various "safe zones" throughout the Dungeon. In Spirit Tracks, Link has to collect three Tears of Light so that Princess Zelda is able to possess the suits of armor of a Phantom and help his partner through the floors of the Tower of Spirits. However, the Lokomo Sword later makes this step unnecessary. 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 Phantom Hourglass, including the Temple of the Ocean King, has the same audio theme, and no minibosses are found either. The only exception is a group of Phantoms near the end of the aforementioned central Dungeon. Spirit Tracks partially reverts these changes, with three different Dungeon themes.
The following is a list of Dungeons in Phantom Hourglass:
- Temple of Fire
- Temple of Wind
- Temple of Courage
- Ghost Ship
- Goron Temple
- Temple of Ice
- Mutoh's Temple
- Temple of the Ocean King
The following is a list of Dungeons in Spirit Tracks:
Skyward Sword
For Skyward Sword, 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.[citation needed] Most of them are more compact than those of the previous games. The Compass is absent, and the Dungeon Map incorporates its properties instead. 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 Keys, which are manually placed in the doors with the help of the Wii Remote's orientation.
Notably, the overworld is explored similarly to the Dungeons, as Link must make use of his tools and skills to make his way through the areas. In addition, he also has tp meet the various conditions and find Items to gain access to the actual Dungeons. He still interacts with characters, but the gameplay is still akin to Dungeon exploration.
The following is a list of Dungeons in Skyward Sword:
- Skyview Temple
- Earth Temple
- Lanayru Mining Facility
- Ancient Cistern
- Sandship
- Fire Sanctuary
- Sky Keep
A Link Between Worlds
In A Link Between Worlds the Dungeons can be completed in no specific order. A Link Between Worlds mostly features Dungeons which appeared in A Link to the Past, with the addition of three new Dungeons.
Some of the dungeons that feature share similarities to A Link to the Past, such as:
- The Eastern Palace reusing the same exterior and similar layout as its previous iteration.
- The Tower of Hera returning with a new layout.
- The Desert Palace reusing the several entrances also with the previous version.
- The Skull Woods with the several entrances.
- The Thieves' Hideout still uses Conveyor Belts. 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, such as Link needing to remove obstacles in the Dark Palace for light to reach the bottom floor. Some puzzles are recycled from previous title. such as having to manipulate Water currents to reach new places in the Swamp Palace.
The following is a list of Dungeons in A Link Between Worlds:
- Eastern Palace
- Tower of Hera
- House of Gales
- Inside Hyrule Castle
- Desert Palace
- Dark Palace
- Swamp Palace
- Skull Woods
- Thieves' Hideout
- Ice Ruins
- Turtle Rock
- Lorule Castle
Tri Force Heroes
The following is a list of Levels in Tri Force Heroes
- Forest Temple
- Water Temple
- Fire Temple
- Ice Temple
- The Lady's Lair
- Desert Temple
- Grim Temple
- Sky Temple
Breath of the Wild
The majority of Dungeons in Breath of the Wild are 120 Ancient Shrines and four large animal-shaped machines called the Divine Beasts. Each of the four Divine Beasts have their own name. Divine Beast Vah Ruta is shaped like an elephant, 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. Each Divine Beast corresponds to the Zora, Rito, Gorons, and Gerudo, respectively. Ancient Shrines are much like traditional dungeons, but they are smaller in size and generally focused on a single concept. They all are designed used ancient Sheikah architecture, although none of them feature a Boss, either. Each Shrine is named for the Monk who designed it. Several Shrines have a challenge in the overworld that Link must overcome before he can enter. The interiors of the Divine Beasts each share the Sheikah architectural style and are larger than the shrines, with challenges themed around the Divine Beast.
Additionally, there is also Hyrule Castle which serves as the end-game dungeon, and the Yiga Clan Hideout, which acts as a mini dungeon centered around stealth. The Master Trials Downloadable Content pack adds a large Shrine known as the Sword Monk's Shrine, wherein Link is stripped of his equipment and traverses several levels filled with enemies. The Champions' Ballad Downloadable Content pack adds the Final Trial, an extra Divine Beast-like Dungeon. It also adds 16 new Ancient Shrines.
The following is a list of Dungeons in Breath of the Wild:
- Divine Beast Vah Ruta
- Divine Beast Vah Naboris
- Divine Beast Vah Medoh
- Divine Beast Vah Rudania
- Ancient Shrine
- Hyrule Castle
- Final Trial
Tears of the Kingdom
Like Breath of the Wild, the majority of the Dungeons in Tears of the Kingdom are the 152 Shrines of Light. 120 of them are located on the Surface of Hyrule, while another 32 are on Sky Islands in the Sky. There are six main Dungeons, five of which result in a Sage being awakened to fight alongside Link.
Link can challenge the Dungeons in any order. The Dungeons themselves are also non-linear and make use of Ancient Powers to allow for creative puzzle solutions. The five Secret Stone Dungeons each correspond to a different Sage, and they can be navigated with the help of the sage's ability. The "terminal" system from the Divine Beasts return, though each are now activated using the Sage's ability. The exception to this is the Spirit Temple, which only consists of a Boss room.
The following is a list of Dungeons in Tears of the Kingdom:
- Wind Temple
- Fire Temple
- Water Temple
- Lightning Temple
- Hyrule Castle
- Spirit Temple
- Beneath Hyrule Castle
Echoes of Wisdom
Because of Princess Zelda's ability to create Echoes in Echoes of Wisdom, the Dungeons are not designed around Zelda's Swordfighting capabilities. Instead, Dungeons focus on her traversal and puzzle-solving capabilities. The Dungeons are all located within the Still World.
After Zelda completes the Suthorn Ruins, she can then choose whether to challenge Gerudo Sanctum or the Jabul Ruins. Afterwards, she enters Hyrule Castle as the fourth Dungeon. Following this, she can enter Eldin Temple, Lanayru Temple, or Faron Temple in any order. The Final dungeon, Null's Body, takes place within the antagonist Null itself. Other than the final Dungeon, each Dungeon completed will remain accessible via a portal located near the spot where the Rift's entry point was.
The following is a list of Dungeons in Echoes of Wisdom:
- Suthorn Ruins
- Gerudo Sanctum
- Jabul Ruins
- Hyrule Castle
- Eldin Temple
- Lanayru Temple
- Faron Temple
- Null's Body
Classification
There are several criteria to classify a dungeon, including the following:
Architecture
A dungeon can be classified according to its architecture. Some types include labyrinths, palaces and temples. 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 Caverns (characterized for having little, if any, artificial architecture within), towers (large buildings that have a more prominent purpose, such as guarding a pearl that bring protection to the user from dark influences, or guarding the entrance to the ruins of an ancient kingdom), or organic entities, among others.
Themes
The dungeons in The Legend of Zelda 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 (shadow, desert) in Twilight Princess and the Sword & Shield Maze (fire, ice) in Oracle of Seasons, among others.
Rank
Some Zelda games may feature main dungeons and 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.
The mini-dungeons are mid-way stages that show one of these two characteristics:
- 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.
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 in Ocarina of Time 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 Majora's Mask. An example of an optional dungeon is the Gerudo's Training Ground in Ocarina of Time.
As mentioned above, both Phantom Hourglass and Spirit Tracks 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 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).
Nomenclature
Language | Names | Meanings |
---|---|---|
迷宮 (Meikyū) (TLoZThe Legend of Zelda)[8] | Labyrinth | |
| ||
| ||
This table was generated using translation pages. To request an addition, please contact a staff member with a reference. |
Gallery
-
Notes about Dungeons written by Link
See Also
Notes
- ↑ They are also referred to as Caves, Palaces, and Nightmares' Lairs in The Legend of Zelda: Link's Awakening—Nintendo Player's Guide by Nintendo of America.[4] However, as Encyclopedia supersedes the guide, those terms are not considered Canon.
- ↑ "Inside The Deku Tree (Theme)" and "Dodongo's Cavern (Theme)" are reused as the themes for Secret Grottoes and caverns, respectively.
References
- ↑ Encyclopedia, Dark Horse Books, pg. 144-161(TLoZThe Legend of Zelda | TAoLThe Adventure of Link | ALttPA Link to the Past | LALink's Awakening | OoTOcarina of Time | MMMajora's Mask | OoSOracle of Seasons | OoAOracle of Ages | FSFour Swords | TWWThe Wind Waker | FSAFour Swords Adventures | TMCThe Minish Cap | TPTwilight Princess | PHPhantom Hourglass | STSpirit Tracks | SSSkyward Sword | ALBWA Link Between Worlds | TFHTri Force Heroes)
- ↑
Level-1
— N/A (The Legend of Zelda) - ↑
Level 1--
— N/A (Link's Awakening DX)
Tail Cave - ↑ The Legend of Zelda: Link's Awakening—Nintendo Player's Guide, Nintendo of America, pg. 12 & 16
- ↑
Link dovrà affrontare 8 celle sotterranee piene di mostri perfidi e trappole insidiose.
(Link's Awakening box) - ↑
Il tuo scopo è trovare gli otto frammenti della Triforza nascosti nei dungeon...
(Your goal is to find the eight Triforce shards hidden within the dungeons...) (The Legend of Zelda Italian manual, Virtual Console version, pg. 3) - ↑ "Aiuta Link a trovare gli otto Strumenti delle Sirene, collezionando oggetti come i Calzari di Pegaso e l'Arpione, oltrepassando gli impegnativi labirinti e sconfiggendo gli spietati boss." — The Legend of Zelda: Link's Awakening DX | Game Boy Color | Giochi | Nintendo , www.nintendo.it, retrieved September 10, 2020.
- ↑ The Legend of Zelda manual, pg. 43
- ↑ Ocarina of Time manual, iQue version, pg. 32
- ↑ 塞尔达传说:百科全书, New Star Press, pg. 220
- Dungeons
- Mechanics
- Mechanics in The Legend of Zelda
- Mechanics in The Adventure of Link
- Mechanics in A Link to the Past
- Mechanics in Link's Awakening
- Mechanics in Link's Awakening DX
- Mechanics in Link's Awakening (Nintendo Switch)
- Mechanics in Ocarina of Time
- Mechanics in Ocarina of Time 3D
- Mechanics in Majora's Mask
- Mechanics in Majora's Mask 3D
- Mechanics in Oracle of Seasons
- Mechanics in Oracle of Ages
- Mechanics in Four Swords
- Mechanics in The Wind Waker
- Mechanics in The Wind Waker HD
- Mechanics in Four Swords Adventures
- Mechanics in The Minish Cap
- Mechanics in Twilight Princess
- Mechanics in Twilight Princess HD
- Mechanics in Phantom Hourglass
- Mechanics in Spirit Tracks
- Mechanics in Skyward Sword
- Mechanics in Skyward Sword HD
- Mechanics in A Link Between Worlds
- Mechanics in Tri Force Heroes
- Mechanics in Breath of the Wild
- Mechanics in Tears of the Kingdom
- Mechanics in Echoes of Wisdom
- Mechanics in BS The Legend of Zelda
- Mechanics in Ancient Stone Tablets
- Mechanics in Cadence of Hyrule