Starting in 2017, *The Legend of Zelda* series began to evolve, moving away from some of its traditional features. *Breath of the Wild* dramatically changed the formula, and that included a major overhaul of dungeons – a long-standing series highlight. Compared to dungeons in *Twilight Princess*, those in *Breath of the Wild* and *Tears of the Kingdom* feel quite different. While these newer dungeons aren’t necessarily poor, some players have expressed disappointment, believing the series excels with a more classic dungeon design. To balance honoring the past with innovation, Nintendo could look to these seven dungeons for inspiration.
1. Snowpeak Ruins (Twilight Princess)
Snowpeak Ruins is a standout dungeon in *Twilight Princess*, and many fans consider it the best in the entire *Zelda* series. It’s a must-include if Nintendo ever revisits classic dungeon design. The atmosphere is uniquely unsettling yet inviting, creating the feeling of being lost inside a strange home during winter.
This dungeon features some brilliantly designed puzzles, particularly an ice block puzzle near the beginning. What really makes it great is the balance between challenge and safety. It’s full of threats like Wolfos and a fantastic miniboss, but you can always retreat and recover with a bowl of soup – a unique feature for a Zelda dungeon that helps it stand out.
2. Swamp Palace (A Link to the Past)
Man, the Swamp Palace is seriously one of the coolest dungeons in Zelda history. It was totally the first time I really felt like I was *in* a water dungeon, and after that, almost every Zelda game had one! I really think a dungeon can make or break a Zelda game, and for me, the Swamp Palace in *A Link to the Past* is a perfect example of how to do it right.
What makes the Swamp Palace stand out is its clever design. Many water-based dungeons in games, like the one in *Ocarina of Time*, are frustrating and remembered for being difficult. But the Swamp Palace proves you can include those types of challenges without making the game annoying or upsetting players.
3. Arbiter’s Grounds (Twilight Princes)
A great Zelda dungeon is often defined by the unique item you discover within it, as the entire dungeon’s layout and puzzles are usually built around using that item. Arbiter’s Grounds in *Twilight Princess* is a prime example of this, expertly designed to showcase the Hookshot’s capabilities.
The spinner isn’t a particularly useful item overall. While it didn’t see much use outside of dungeons, it was incredibly fun to play with inside them. Racing along tracks and jumping to avoid obstacles remains a highlight of many Zelda dungeons, and it’s a feature that should be brought back in future games.
4. Stone Tower Temple (Majora’s Mask)
Stone Tower Temple is a perfect example of a strong game ending. As the last major dungeon in *Majora’s Mask*, it challenges players to use all the skills they’ve developed throughout the game. It’s also incredibly unique, with a gameplay mechanic that involves literally flipping the world upside down to solve puzzles and move forward.
This dungeon has one of the most immersive atmospheres in the game, fitting perfectly with the dark and unsettling feeling of *Majora’s Mask*. Unlike most dungeons that center around new items you find inside, this one cleverly uses items you’ve already collected, creating a balanced and captivating experience.
5. Hyrule Castle (Breath of the Wild)
Despite criticisms of modern game dungeons, Hyrule Castle in *Breath of the Wild* is a standout example of how they can be truly excellent. Link’s abilities allow players to bypass frustrating sections if they choose, but those who enjoy thorough exploration will find a rewarding experience.
This game truly captures the sense of freedom and creativity that made *Breath of the Wild* so special. Exploring the world is well worth your time, as you’ll discover clever puzzles and useful items – just like the classic dungeons of older games.
6. Bottle Grotto (Link’s Awakening)
Bottle Grotto in *Link’s Awakening* is particularly memorable because of how you enter it. The process of getting inside-specifically, needing to trick an enemy into clearing the path-is almost as enjoyable as the dungeon itself. Once you’re in, the dungeon is a fantastic example of how to create a cohesive and immersive environment.
The dungeon is filled with objects shaped like bottles, and Link needs the Power Bracelet to push them around. This item is also incredibly helpful throughout the game *Link’s Awakening*, and demonstrates a clever way the developers can design future dungeons.
7. Sandship (Skyward Sword)
To be honest, the dungeons in *Skyward Sword* don’t really work well – they’re often boring, too big, and feel like you’re doing the same thing over and over. They can also be quite confusing. This is likely why Nintendo completely changed its approach with *Breath of the Wild*. While the Sandship dungeon has some of those same frustrating parts, it’s generally excellent and even improves on other dungeons in the game.
The way the environment transforms – from vibrant and full of life to a barren desert – is a fantastic foundation for creating puzzles. Traveling between these different time periods within the dungeon not only sets the stage for future story elements but also provides players with hints for challenges they’ll face later on.
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2025-09-17 22:34