Dungeon

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Link exploring a Dungeon fromA Link to the Past

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 asLevels,(TLoZThe Legend of Zelda |LALink's Awakening)[2][3] are locations inThe Legend of Zelda series.[note 1][name references needed] They form the "Underworld" of the worlds whichLink visits and containItems and treasure to collect,Enemies to overcome, andPuzzles to solve.

Contents

Purpose

The main reason for the existence of Dungeons is to house a prize that Link must collect. Throughout the series theseItems have been different; Link collects fragments of the Triforce in the originalThe Legend of Zelda,Pendants andCrystals inA Link to the Past, musical instruments inLink's Awakening, and other Items throughout the other games. InThe Adventure of Link, the goal is not to collect, but to return gems to magical statues in the Dungeons.

Items

Big Key in The Wind Waker
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 ofThe Adventure of Link, almost every Dungeon that Link encounters contains a set of items usable only in that Dungeon. These include aDungeon Map, which displays the layout of the Dungeon (but may still omit certain secret rooms). The original use of theCompass 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. TheBig Key is used to open specially locked doors (and sometimes chests). It is sometimes called theBoss Key since its use usually signals that the boss fight is about to occur.

History

The Legend of Zelda

Link searching for secrets in a Dungeon fromThe Legend of Zelda
Main article:Dungeons in The Legend of Zelda

InThe Legend of Zelda, the Dungeons retained the same format as the rest of the game:Link maneuvers each area from atop-down perspective, facing everything from dead ends to invincible and usually strong enemies to complex traps, puzzles, andmaze-like passages. From this game toA 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 specialSecond 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 strongerEnemies andBosses introduced sooner. The general layout ofHyrule remains the same, but the locations of items scattered across theoverworld are also hidden in different places.

The following is a list of Dungeons inThe Legend of Zelda:

The Adventure of Link

Main article:Dungeons in The Adventure of Link

The Adventure of Link saw a major change in the originalZelda concept, in that, though the top-down perspective remains, it only does so whenLink is wanderingHyrule Field. Most of the action takes place in aside-scrolling format, adding otherplatforming elements. For example, this is the onlyZelda title untilBreath of the Wild in which the player can press one button to make LinkJump without the aid of items or special moves. The side-scrolling element adds difficulty to the overall game, and the Dungeons especially. CertainEnemies are much more difficult to defeat than they were in the strictly top-down perspective offered inThe 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 inThe Adventure of Link:

A Link to the Past

Main article:Dungeons in A Link to the Past
The entrance to thePalace of Darkness fromA 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 inThe 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 theDark World are in the exact same places where Dungeons located in theLight World. The Dungeons also start featuringBig Keys, required to open the main DungeonItems'Treasure Chests and to access theDungeon Master's Lairs.

The following is a list of Dungeons inA Link to the Past:

Link's Awakening

Main article:Dungeons in Link's Awakening

Link's Awakening also retains the same format, but they also include portions of side-scrolling navigation, as inThe Adventure of Link. Also, five Dungeons can only be accessed after collecting the proper entrance key

The following is a list of Dungeons inLink's Awakening:

Ocarina of Time

TheFire Temple fromOcarina of Time
Main article:Dungeons in Ocarina of Time

After a five-year absence on the market,The Legend of Zelda series returned with its fifth installment, titledOcarina of Time. Its series-new3D graphics allow the game's Dungeons to be far more individual. More unusual settings are used, such as the humongous insides of both atree and agiant 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 theGerudo Training Ground. If he completes the challenges therein, Link will obtain theIce Arrows, which are not necessary for completing his quest.

Though not included in the original release of the game for theNintendo 64, theGameCube release ofOcarina of Time carries aMaster Quest, which is a similar revisiting of the game to that of theSecond Quest from the originalThe Legend of Zelda. One major difference of note between the Second Quest and theMaster Quest is that, in the Second Quest fromThe Legend of Zelda, both theoverworld and Dungeons undergo radical changes, but inMaster Quest, only the Dungeons change. These altered Dungeons offer new puzzles and traps, as well as different locations for theItems within and strongerEnemies introduced sooner. ForOcarina 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 inOcarina of Time:

Majora's Mask

Main article:Dungeons in Majora's Mask

Majora's Mask employs the same game engine used forOcarina of Time, but has not offered a Second Quest. In fact, the game's Dungeons are the lowest in number in the series: four mainTemples, with two mandatory mini-Dungeons. However, they are more complex in various aspects, and they are thematically unique. TheGreat Bay Temple, for example, serves as a waterwheel factory, while the [[[Woodfall Temple]] is made of stone and wood used by theDeku for their worship. One of the new elements is the game'sTime-based gameplay device, which makes it possible to reset Dungeons. As a result, all the puzzles solved,Enemies defeated, andKeys obtained in a Dungeon are reverted every timeLink travels back in time, although he retains theDungeon Map andCompass. However, after a Dungeon has been cleared for the first time, they allow Link to directly confront theBosses 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 theFairy'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, andZora Link) to be completed. In the fourth DungeonStone Tower Temple, Link makes use of all of them to reachTwinmold; all main temple items in this game also pertain to theBow.

The following is a list of Dungeons inMajora's Mask:

Oracle of Seasons andOracle of Ages

Main articles:Dungeons in Oracle of Seasons andDungeons in Oracle of Ages

The handheld gamesOracle of Seasons andOracle of Ages retain the top-down perspective from the earlier 2D games. Additionally, thanks to theLinked Game feature, the overall quest between the two games offers a total of nineteen Dungeons.

The following is a list of Dungeons inOracle of Seasons:

The following is a list of Dungeons inOracle of Ages:

Four Swords andFour Swords Adventures

Main articles:Dungeons in Four Swords andStages in Four Swords Adventures

Four Swords andFour 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-playerZelda adventures, making for more varied and interesting puzzles and gameplay, which can only be conquered when the individualLinks work as a team.

The following is a list of Dungeons inFour Swords:

The following is a list ofStages inFour Swords Adventures:

The Wind Waker

The inside of theForsaken Fortress as seen inThe Wind Waker
Main article:Dungeons in 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 DungeonItems is more prominent when it comes to puzzle-solving. This game also introduces theCommand Melody, which grantsLink the ability to manipulate other crucial characters and inanimateObjects, adding another layer to the gameplay and challenging puzzle elements that are hallmarks of the series. Other additions include the availability ofWarp Jars that help Link return to previous rooms more quickly, as well as the collection ofTreasure Charts that pinpoint treasures that can be found later while exploring theGreat Sea. There are also one-room, doorless mini-Dungeons.

The following is a list of Dungeons inThe Wind Waker:

The Minish Cap

Main article:Dungeons in 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 thebackstory toFour Swords andFour Swords Adventures. Although Link once again gains the ability to split himself into up to fourLinks, 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 isEzlo, who allows Link to shrink to the tiny size of theMinish who inhabit most ofHyrule. This item and ability combination grants Link access to places he could never have gone before, such as inside certainEnemies and into the homes of the Minish. However, this newfound freedom to go where he wants is replete with new dangers, too, fromCats to giantChuchus, 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 ofPieces of Heart within Dungeons.

The following is a list of Dungeons inThe Minish Cap:

Twilight Princess

Main article:Dungeons in Twilight Princess

Twilight Princess returns the player to the 3D perspective afterFour Swords Adventures andThe Minish Cap. It features a higher number of Dungeons than bothMajora's Mask andThe Wind Waker, matching the amount shown inOcarina of Time. Additionally, it features a new gameplay element: Link's ability to transform into aWolf. Certain puzzles can only be solved and obstacles overcome by Link when he is in wolf or human form. TheItems play a heavy role in puzzle specifications once again. Thematically, the game's Dungeons vary significantly, includinga mining cavern,an inhabited mansion, anda Temple trapped in Time, among others. As inThe Minish Cap, there arePieces of Heart within these Dungeons, usually obtained after solving optional puzzles or obstacles.

The following is a list of Dungeons inTwilight Princess:

Phantom Hourglass andSpirit Tracks

The entrance to theTemple of Wind inPhantom Hourglass
Main articles:Dungeons in Phantom Hourglass andDungeons in Spirit Tracks

Phantom Hourglass andSpirit 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 thestylus. The stylus is used for movement, swordplay, usingItems, and picking upObjects. For instance, the player can use the stylus to control the movement ofLink'sBoomerang, to plot his path through Dungeons, and to highlight DungeonItems andTreasure Chests. TheDungeon Map andCompass 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 andEnemies that seek to impede him. Thus, theKeys are generally found in the same area as theBoss Door itself.

Phantom Hourglass andSpirit Tracks also contain a "master Dungeon", yjrTemple of the Ocean King andTower of Spirits, respectively. These Dungeons are relatively large, and Link must visit them between regular Dungeons to acquireSea Charts andRail Maps, respectively, which guide him to previously unexplored areas. Both Dungeons themselves containPhantoms, 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 ofSand of Hours remaining in the titularPhantom Hourglass. Link cannot defeat the Phantoms until he acquires thePhantom Sword inPhantom Hourglass. The time limit in thisTemple and the Phantoms are nullified by the various "safe zones" throughout the Dungeon. InSpirit Tracks, Link has to collect threeTears of Light so thatPrincess 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, theLokomo 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 inPhantom 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 inPhantom Hourglass:

The following is a list of Dungeons inSpirit Tracks:

Skyward Sword

An overview of the main room of the Ancient Cistern inSkyward Sword
Main article:Dungeons in Skyward Sword

ForSkyward 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. TheCompass is absent, and theDungeon 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 asEnemy diversity.Boss Keys are replaced by other, differently-shapedPuzzle 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 findItems 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 inSkyward Sword:

A Link Between Worlds

Main article:Dungeons in A Link Between Worlds

InA Link Between Worlds the Dungeons can be completed in no specific order.A Link Between Worlds mostly features Dungeons which appeared inA Link to the Past, with the addition of three new Dungeons.

Some of the Dungeons that feature share similarities toA Link to the Past, such as:

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 asLink needing to remove obstacles in theDark Palace for light to reach the bottom floor. Some puzzles are recycled from previous title. such as having to manipulateWater currents to reach new places in the Swamp Palace.

The following is a list of Dungeons inA Link Between Worlds:

Tri Force Heroes

Main article:Levels in Tri Force Heroes

This section of the page is incomplete. You can help Zelda Wiki byexpanding it.

The following is a list of Levels inTri Force Heroes

Breath of the Wild

Divine Beast Vah Medoh fromBreath of the Wild
Main article:Dungeons in Breath of the Wild

The majority of Dungeons inBreath of the Wild are 120Ancient Shrines and four large animal-shaped machines called theDivine 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, andDivine Beast Vah Naboris is like a camel. Each Divine Beast corresponds to theZora,Rito,Gorons, andGerudo, 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 ancientSheikah architecture, although none of them feature aBoss, either. Each Shrine is named for theMonk 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 alsoHyrule Castle which serves as the end-game Dungeon, and theYiga Clan Hideout, which acts as a mini Dungeon centered around stealth.The Master TrialsDownloadable Content pack adds a large Shrine known as theSword Monk's Shrine, wherein Link is stripped of his equipment and traverses several levels filled with enemies.The Champions' Ballad Downloadable Content pack adds theFinal Trial, an extra Divine Beast-like Dungeon. It also adds 16 new Ancient Shrines.

Oman Au Shrine, one of the earlier shrines fromBreath of the Wild.

The following is a list of Dungeons inBreath of the Wild:

Tears of the Kingdom

Main article:Dungeons in Tears of the Kingdom

This section of the page is incomplete. You can help Zelda Wiki byexpanding it.

LikeBreath of the Wild, the majority of the Dungeons inTears of the Kingdom are the 152Shrines of Light. 120 of them are located on theSurface ofHyrule, while another 32 are onSky Islands in theSky. There are six main Dungeons, five of which result in aSage being awakened to fight alongsideLink.

Link can challenge the Dungeons in any order. The Dungeons themselves are also non-linear and make use ofAncient 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 theDivine Beasts return, though each are now activated using the Sage's ability. The exception to this is theSpirit Temple, which only consists of aBoss room.

The following is a list of Dungeons inTears of the Kingdom:

Echoes of Wisdom

Main article:Dungeons in Echoes of Wisdom

This section of the page is incomplete. You can help Zelda Wiki byexpanding it.

Because ofPrincess Zelda's ability to createEchoes inEchoes of Wisdom, the Dungeons are not designed around Zelda'sSwordfighting capabilities. Instead, Dungeons focus on her traversal and puzzle-solving capabilities. The Dungeons are all located within theStill World.

After Zelda completes theSuthorn Ruins, she can then choose whether to challengeGerudo Sanctum or theJabul Ruins. Afterwards, she entersHyrule Castle as the fourth Dungeon. Following this, she can enterEldin Temple,Lanayru Temple, orFaron Temple in any order. The Final Dungeon, Null's Body, takes place within the antagonistNull 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 inEchoes of Wisdom:

Classification

There are several criteria to classify a Dungeon, including the following:

The interior of theLakebed Temple, a water-themed Dungeon inTwilight Princess

Architecture

A Dungeon can be classified according to its architecture. Some types includelabyrinths,palaces andtemples. Not infrequently, several games have portrayed common types of building (for example, the labyrinths are exclusive to the originalThe 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 alsoCaverns (characterized for having little, if any, artificial architecture within),towers (large buildings that have a more prominent purpose, such asguarding a pearl that bring protection to the user from dark influences, orguarding the entrance to the ruins of an ancient kingdom), ororganicentities, among others.

Themes

The Dungeons inThe 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 recurringGanon's Tower, which encases the elements of most Dungeons in the games where it appears) are of this type, as are regular Dungeons like theArbiter's Grounds (shadow, desert) inTwilight Princess and theSword & Shield Maze (fire, ice) inOracle of Seasons, among others.

Rank

SomeZelda games may featuremain Dungeons andmini-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.
Pirate Stronghold, a mini-Dungeon inSkyward Sword

Having either condition, they may not house a boss or even a map and compass, or they are smaller in size. For example, theIce Cavern inOcarina of Time has theIron 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 theAncient Castle of Ikana inMajora's Mask. An example of an optional Dungeon is theGerudo's Training Ground inOcarina of Time.

As mentioned above, bothPhantom Hourglass andSpirit 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 earlierHyrule Castle inA Link to the Past andForsaken Fortress inThe 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, afinal 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 theFinal 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

Names in Other Regions
LanguageNamesMeanings
Japan
Japanese
  • 迷宮 (Meikyū)(TLoZThe Legend of Zelda)[5]
  • 地下迷宮 (Chika Meikyū)(TLoZThe Legend of Zelda)[5]
  • Labyrinth
  • Underground Labyrinth
The People's Republic of China
ChineseSISimplified
  • 迷宫 (Mí gōng)(TLoZThe Legend of Zelda)[6]
  • 迷宫 (Mígōng)(OoTOcarina of Time)[7]
  • Labyrinth
  •  
The Italian Republic
Italian
  • Dungeon(TLoZThe Legend of Zelda |OoSOracle of Seasons |OoAOracle of Ages)[8][9][10]
  • Labirinto(LADXLink's Awakening DX)[11]
  • Cella sotterranea(LALink's Awakening)[12]
  •  
  • Maze
  • Underground dungeon
This table was generated from Zelda Wiki'stranslation data.

Gallery

  • The Legend of Zelda


    Notes about Dungeons written by Link
  • The Legend of Zelda


    Link entering a Dungeon

See Also

Notes

  1. They are also referred to asCaves,Palaces, andNightmares' Lairs inThe Legend of Zelda: Link's Awakening—Nintendo Player's Guide byNintendo of America.[4] However, asEncyclopedia supersedes the guide, those terms are not consideredCanon.
  2. "Inside The Deku Tree (Theme)" and "Dodongo's Cavern (Theme)" are reused as the themes forSecret Grottoes and caverns, respectively.

References

  1. 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)
  2. Level-1 — N/A (The Legend of Zelda)
  3. Level 1--
    Tail Cave
    — N/A (Link's Awakening DX)
  4. The Legend of Zelda: Link's Awakening—Nintendo Player's Guide, Nintendo of America, pg. 12 & 16
  5. 5.05.1Hyrule Encyclopedia, Tokuma Shoten Publishing Co., Ltd., pg. 216
  6. 塞尔达传说:百科全书, New Star Press, pg. 220
  7. Ocarina of Time manual, iQue version, pg. 32
  8. 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)
  9. Hai trovato unaChiave Piccola! Usuala per aprire una porta o un passaggio nel dungeon. — N/A (Oracle of Seasons, Italian version)
  10. Hai trovato unaChiave Piccola! Usuala per aprire una porta o un passaggio nel dungeon. — N/A (Oracle of Ages, Italian version)
  11. "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.
  12. Link dovrà affrontare 8 celle sotterranee piene di mostri perfidi e trappole insidiose. (Link's Awakening box)
Dungeons inThe Legend of Zelda Series
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The Legend of ZeldaThe Adventure of LinkA Link to the PastLink's AwakeningOcarina of TimeMajora's MaskOracle of SeasonsOracle of AgesFour SwordsThe Wind WakerFour Swords AdventuresThe Minish CapTwilight PrincessPhantom HourglassSpirit TracksSkyward SwordA Link Between WorldsTri Force HeroesBreath of the WildTears of the KingdomEchoes of WisdomLink's Crossbow TrainingHyrule Warriors

Dungeons inLink's Awakening


Dungeons

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(LADXLink's Awakening DX |LANSLink's Awakening (Nintendo Switch)) • Chamber Dungeon(LANSLink's Awakening (Nintendo Switch))

Mini-Dungeons

Moblin Cave • Kanalet Castle • Ancient Ruins

Levels inTri Force Heroes


Woodlands
Deku Forest • Buzz Blob Cave • Moblin Base • Forest Temple

Riverside
Secret Fortress • Abyss of Agony • Cove of Transition • Water Temple

Volcano
Blazing Trail • Hinox Mine • Den of Flames • Fire Temple

Ice Cavern
Frozen Plateau • Snowball Ravine • Silver Shrine • Ice Temple

Fortress
Sealed Gateway • Bomb Storage • Training Ground • The Lady's Lair

The Dunes
Infinity Dunes • Stone Corridors • Gibdo Mausoleum • Desert Temple

The Ruins
Illusory Mansion • Palace Noir • Lone Labyrinth • Grim Temple

Sky Realm
Floating Garden • Deception Castle • Dragon Citadel • Sky Temple

Den of Trials

Forest Zone • Flooded Zone • Scorching Zone • Frozen Zone • Fortified Zone • Desert Zone • Shadow Zone • Baneful Zone

Dungeons inBreath of the Wild


Dungeons

Divine Beast Vah Ruta • Divine Beast Vah Rudania • Divine Beast Vah Medoh • Divine Beast Vah Naboris • Hyrule Castle

Downloadable Content

Sword Monk's Shrine(TMTThe Master Trials Downloadable Content) • Final Trial(TCBThe Champions' Ballad Downloadable Content)

Ancient Shrines

Akh Va'quot • Bareeda Naag • Bosh Kala • Chaas Qeta • Daag Chokah • Dagah Keek • Dah Kaso • Dah Hesho • Daka Tuss • Dako Tah • Daqa Koh • Daqo Chisay • Dila Maag • Dow Na'eh • Dunba Taag • Gee Ha'rah • Goma Asaagh • Gorae Torr • Ha Dahamar • Hawa Koth • Hia Miu • Hila Rao • Ishto Soh • Ja Baij • Jee Noh • Jitan Sa'mi • Joloo Nah • Ka'o Makagh • Kaam Ya'tak • Kah Mael Shrine • Kah Okeo Shrine • Kah Yah Shrine • Kam Urog Shrine • Katah Chuki • Katosa Aug • Kay Noh • Kaya Wan • Kayra Mah • Ke'nai Shakah • Keeha Yoog • Keh Namut • Kema Kosassa • Kema Zoos • Keo Ruug • Ketoh Wawai • Korgu Chideh • Korsh O'hu • Kuh Takkar • Kuhn Sidajj • Lakna Rokee • Lanno Kooh • Maag Halan • Maag No'rah • Maka Rah • Mezza Lo • Mijah Rokee • Mirro Shaz • Misae Suma • Mo'a Keet • Mogg Latan • Monya Toma • Mozo Shenno • Muwo Jeem • Myahm Agana • Namika Ozz • Ne'ez Yohma • Noya Neha • Oman Au • Owa Daim • Pumaag Nitae • Qua Raym • Qaza Tokki • Qukah Nata • Raqa Zunzo • Ree Dahee • Rin Oyaa • Ritaag Zumo • Rok Uwog • Rona Kachta • Rota Ooh • Rucco Maag • Saas Ko'sah • Sah Dahaj • Sasa Kai • Sha Gehma • Sha Warvo • Shada Naw • Shae Katha • Shae Loya • Shae Mo'sah • Shai Utoh • Shai Yota • Shee Vaneer • Shee Venath • Sheem Dagoze • Sheh Rata • Sho Dantu • Shoda Sah • Shoqa Tatone • Shora Hah • Soh Kofi • Suma Sahma • Ta'loh Naeg • Tah Muhl • Tahno O'ah • Tawa Jinn • Tena Ko'sah • Tho Kayu • To Quomo • Toh Yahsa • Toto Sah • Tu Ka'loh • Tutsuwa Nima • Voo Lota • Wahgo Katta • Ya Naga • Yah Rin • Zalta Wa • Ze Kasho • Zuna Kai

The Champions' Ballad

Etsu Korima • Kamia Omuna • Kee Dafunia • Keive Tala • Kiah Toza • Kihiro Moh • Mah Eliya • Noe Rajee • Rinu Honika • Rohta Chigah • Ruvo Korbah • Sato Koda • Sharo Lun • Shira Gomar • Takama Shiri • Yowaka Ita

Dungeons inTears of the Kingdom


Dungeons

Wind Temple • Fire Temple • Water Temple • Lightning Temple • Hyrule Castle • Spirit Temple • Beneath Hyrule Castle

Shrines of Light

Anedamimik • Apogek • Bamitok • Chichim • Domizuin • Ekochiu • En-oma • Eshos • Eutoum • Ga-ahisas • Ganos • Gasas • Gatakis • Gatanisis • Gemimik • Gikaku • Gutanbac • Igashuk • Igoshon • Ihen-a • Ijo-o • Ikatak • In-isa • Irasak • Ishodag • Ishokin • Isisim • Iun-orok • Jikais • Jinodok • Jiosin • Jiotak • Jirutagumac • Jiukoum • Jochi-ihiga • Jochi-iu • Jochisiu • Jogou • Jojon • Joju-u-u • Joku-u • Joku-usin • Joniu • Jonsau • Josiu • Kadaunar • Kahatanaum • Kamatukis • Kamizun • Karahatag • Kikakin • Kimayat • Kisinona • Kitawak • Kiuyoyou • Kudanisar • Kumamayn • Kurakat • Kyokugon • Kyononis • Makasura • Makurukis • Maoikes • Marakuguc • Marari-in • Mayachideg • Mayachin • Mayahisik • Mayak • Mayam • Mayamats • Mayanas • Mayaotaki • Mayasiar • Mayatat • Mayaumekis • Mayausiy • Minetak • Miryotanog • Mogawak • Mogisari • Momosik • Morok • Moshapin • Motsusis • Musanokir • Nachoyah • Natak • Ninjis • Nouda • O-ogim • Orochium • Oromuwak • Oshozan-u • Otak • Otutsum • Pupunke • Rakakudaj • Rakashog • Rasitakiwak • Rasiwak • Ren-iz • Riogok • Rotsumamu • Runakit • Rutafu-um • Sahirow • Sakunbomar • Sepapa • Serutabomac • Sibajitak • Sifumim • Sihajog • Sikukuu • Simosiwak • Sinakawak • Sinatanika • Sisuran • Sitsum • Siwakama • Sonapan • Soryotanog • Suariwak • Susub • Susuyai • Tadarok • Tajikats • Taki-ihaban • Taninoud • Taunhiy • Tauyosipun • Tenbez • Teniten • Tenmaten • Timawak • Tokiy • Tsutsu-um • Tukarok • Turakamik • Turakawak • Ukoojisi • Ukouh • Usazum • Utojis • Utsushok • Wao-os • Yamiyo • Yansamin • Yomizuk • Zakusu • Zanmik

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