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 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.
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

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

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
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:
- 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 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:
- 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 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:
- 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, 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:
- 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 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
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:
- 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 inOracle 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 andFour 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:
- 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 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:
- 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 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
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:
- 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 andSpirit 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:
- 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 inSpirit Tracks:
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
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:
- TheEastern Palace reusing the same exterior and similar layout as itsprevious iteration.
- TheTower of Hera returning with a new layout.
- TheDesert Palace reusing the several entrances also with the previous version.
- TheSkull Woods with the several entrances.
- TheThieves' Hideout still usesConveyor Belts. Also, theBoss,Stalblind, is the Lorulean counterpart ofBlind 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 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:
- 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
- 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

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.

The following is a list of Dungeons inBreath 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
- 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
- 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:
- 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 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.

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
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Gallery
The Legend of Zelda
Notes about Dungeons written by LinkThe Legend of Zelda
Link entering a Dungeon
See Also
Notes
- ↑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.
- ↑"Inside The Deku Tree (Theme)" and "Dodongo's Cavern (Theme)" are reused as the themes forSecret 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
- ↑5.05.1Hyrule Encyclopedia, Tokuma Shoten Publishing Co., Ltd., pg. 216
- ↑塞尔达传说:百科全书, New Star Press, pg. 220
- ↑Ocarina of Time manual, iQue version, pg. 32
- ↑
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) - ↑
Hai trovato unaChiave Piccola! Usuala per aprire una porta o un passaggio nel dungeon.
— N/A (Oracle of Seasons, Italian version) - ↑
Hai trovato unaChiave Piccola! Usuala per aprire una porta o un passaggio nel dungeon.
— N/A (Oracle of Ages, Italian version) - ↑"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.
- ↑
Link dovrà affrontare 8 celle sotterranee piene di mostri perfidi e trappole insidiose.
(Link's Awakening box)



Dungeons inThe Legend of Zelda
Level 1 • Level 2 • Level 3 • Level 4 • Level 5 • Level 6 • Level 7 • Level 8 • Level 9
Dungeons inThe Adventure of Link
Parapa Palace • Midoro Palace • Island Palace • Maze Island Palace • Palace on the Sea • Three-Eye Rock Palace • Great Palace
Hyrule Castle • Castle Dungeon • Eastern Palace • Desert Palace • Tower of Hera
Palace of Darkness • Swamp Palace • Skull Woods • Thieves' Town • Ice Palace • Misery Mire • Turtle Rock • Ganon's Tower • Palace of the Four Sword
GBA version only
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))
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
Woodfall Temple • Snowhead Temple • Great Bay Temple • Stone Tower Temple
Swamp Spider House • Pirates' Fortress • Oceanside Spider House • Beneath the Well • Ancient Castle of Ikana • Moon Dungeons
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
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
Maku Road • Great Moblin's Keep • Ambi's Palace • Hero's Cave
Chambers of Insight • Sea of Trees • Talus Cave • Death Mountain • Vaati's Palace
Dragon Roost Cavern • Forbidden Woods • Tower of the Gods • Forsaken Fortress • Earth Temple • Wind Temple • Ganon's Castle
Fire Mountain • Ice Ring Isle • Ghost Ship • Savage Labyrinth
Stages inFour Swords Adventures
Whereabouts of the Wind
Lake Hylia • Cave of No Return • Hyrule Castle
Eastern Hyrule
The Coast • Village of the Blue Maiden • Eastern Temple
Death Mountain
Death Mountain Foothills • The Mountain Path • Tower of Flames
Near the Fields
The Field • The Swamp • Infiltration of Hyrule Castle
The Dark World
Lost Woods • Kakariko Village • Temple of Darkness
The Desert of Doubt
Desert of Doubt • Desert Temple • Pyramid
Frozen Hyrule
Frozen Hyrule • Temple of Ice • Tower of Winds
Realm of the Heavens • The Dark Cloud • Palace of Winds
Deepwood Shrine • Cave of Flames • Fortress of Winds • Temple of Droplets • Palace of Winds • Dark Hyrule Castle
Forest Temple • Goron Mines • Lakebed Temple • Arbiter's Grounds • Snowpeak Ruins • Temple of Time • City in the Sky • Palace of Twilight • Hyrule Castle
Lantern Caverns • Cave of Ordeals • Cave of Shadows(TPHDTwilight Princess HD)
Temple of the Ocean King • Temple of Fire • Temple of Wind • Temple of Courage • Ghost Ship • Goron Temple • Temple of Ice • Mutoh's Temple
Tower of Spirits • Forest Temple • Snow Temple • Ocean Temple • Fire Temple • Sand Temple
Skyview Temple • Earth Temple • Lanayru Mining Facility • Ancient Cistern • Sandship • Fire Sanctuary • Sky Keep
Dungeons inA Link Between Worlds
Eastern Palace • Tower of Hera • House of Gales • Inside Hyrule Castle • Desert Palace
Ice Ruins • Swamp Palace • Thieves' Hideout • Dark Palace • Skull Woods • Turtle Rock • Lorule Castle
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
Forest Zone • Flooded Zone • Scorching Zone • Frozen Zone • Fortified Zone • Desert Zone • Shadow Zone • Baneful Zone
Divine Beast Vah Ruta • Divine Beast Vah Rudania • Divine Beast Vah Medoh • Divine Beast Vah Naboris • Hyrule Castle
Sword Monk's Shrine(TMTThe Master Trials Downloadable Content) • Final Trial(TCBThe Champions' Ballad Downloadable Content)
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
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
Wind Temple • Fire Temple • Water Temple • Lightning Temple • Hyrule Castle • Spirit Temple • Beneath Hyrule Castle
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
Suthorn Ruins • Jabul Ruins • Gerudo Sanctum • Hyrule Castle • Eldin Temple • Faron Temple • Lanayru Temple • Null's Body
Dungeons in Freshly-Picked Tingle's Rosy Rupeeland
Hero's Shrine • Pirate Hideaway • Deku Temple • Insect Cavern • Desma's Labyrinth
Stages inLink's Crossbow Training
Level 1
Ordon Target Practice • Gerudo Stalfos: Defender • Arbiter's Grounds: Ranger
Level 2
Goron Target Practice • Zora River: Defender • Skull Shooting
Level 3
Kakariko Target Practice • Fruit Balloons • The Great Bridge: Defender
Level 4
Zora River Target Practice • Hyrule Castle: Defender • Skulltula Forest: Ranger
Level 5
Oocca Target Practice • Gerudo Moldorm: Defender • The Shootout
Level 6
Ordon Target Practice 2 • Bridge of Eldin: Defender • Snowpeak Ruins: Ranger
Level 7
Underground Target Practice • City in the Sky: Defender • Temple of Time: Ranger
Level 8
Horseback Target Practice • Snowpeak Ruins: Defender • Darknut Battle
Ranch Target Practice • Sacred Grove: Defender • Fossil Stallord Battle
Hyrule Field • Eldin Caves • Faron Woods • Valley of Seers • Death Mountain • Lake Hylia • Twilight Field • Palace of Twilight • Skyloft • Sealed Grounds • Temple of the Sacred Sword • Temple of Souls • Gerudo Desert • Ganon's Tower • Forsaken Fortress • Wind and Earth Temples
Frozen Grotto • Gerudo Ruins • Lost Swamp • Temple of Storms • Hyrule Castle • Future World
Gerudo Arena • Temple of Brainstorms • Future World
- 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
- Web Citations Needing Archival
- Articles needing improvement
- Articles lacking name references
- Breath of the Wild articles lacking name references
- Tears of the Kingdom articles lacking name references
- Echoes of Wisdom articles lacking name references
- Articles lacking sources
- Incomplete sections
- Incomplete Tri Force Heroes sections
