It’s true that The Legend of Zelda moved away from some of the more classic elements of the franchise beginning in 2017. Breath of the Wild was a stark redefinition of the franchise, and that included reshaping dungeons, a staple of the series that underwent a significant change. Revisiting any dungeon from Twilight Princess feels so different than the ones in Breath of the Wild or Tears of the Kingdom. Though the new “dungeons” are far from all bad, they have been the subject of complaints from players who insist that Zelda is better with a certain style of dungeon. If Nintendo is going to try and find a way to honor the old and the new, then these seven dungeons ought to be their inspiration.
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1. Snowpeak Ruins (Twilight Princess)

Snowpeak Ruins puts the “peak” in dungeons in Twilight Princess. It is arguably the best dungeon this series has ever had, so if Nintendo even wants to consult the franchise’s roots, this has to be on the list. It’s dangerous and cozy at the same time, featuring an atmosphere that feels like you’re lost in a stranger’s house in the middle of winter.
Some of the puzzle designs in this dungeon are impeccable, especially the ice block puzzle early on. What makes this such a good dungeon is that it’s full of danger (the Wolfos and the miniboss are awesome) while also feeling safe. You can always go back and get some soup to restore health if you’re struggling, which is out of place in a Zelda dungeon, but it made it stand out.
2. Swamp Palace (A Link to the Past)

The Swamp Palace is one of the most iconic in the entire series, so it would be a fantastic inspiration for a new Zelda game. It was arguably the first real water dungeon, something that would go on to be prevalent in almost every other game in this series. A game can be defined by its water dungeon, and A Link to the Past is no different.
What sets this apart is the lack of maddening design. Water dungeons (looking at you, Ocarina of Time) can be painful and memorable for all the wrong reasons, but the Swamp Palace is a wonderful reminder that you can use all those elements without bogging the game down and enraging players.
3. Arbiter’s Grounds (Twilight Princes)

What makes a good Zelda dungeon can often be the item you find, because that’s predominantly how the dungeon itself is designed. The dungeons with the Hookshot are designed around using that item. That’s where Arbiter’s Grounds in Twilight Princess really shines.
The spinner is not all that useful of an item in general. It was barely helpful outside the dungeon, but it was incredibly fun to use inside. Spinning along the tracks and jumping across to avoid danger remains one of the most enjoyable moments in any Zelda dungeon, and it’s the sort of thing that should come back.
4. Stone Tower Temple (Majora’s Mask)

Stone Tower Temple is a testament to how to end a game. Aside from the moon, this is the final dungeon in Majora’s Mask, and it asks players to utilize everything they’ve learned in their playthrough. That, and it features an incredible gimmick: turning things upside down and back again to progress.
It sports one of the best atmospheres in any dungeon, perfectly melding with the general sense of doom and dread that permeates Majora’s Mask. Most dungeons focus on the items you receive inside, but this one utilizes so many of the others, making it a well-rounded and engaging experience.
5. Hyrule Castle (Breath of the Wild)

For all the complaints about modern dungeons and how different they are, Hyrule Castle in Breath of the Wild is absolutely phenomenal, serving as evidence that these new-age dungeons can be good. Because of the abilities Link has, players can skip some of the more tedious steps, but those who want to explore certainly can and will have a great time.
It perfectly represents the freedom and creativity that Breath of the Wild brought to the series. And if you do explore, you end up being really rewarded. Some fantastic puzzles and items are available for those who do it the traditional way, which is how old-school dungeons always were.
6. Bottle Grotto (Link’s Awakening)

One of the best aspects of Bottle Grotto from Link’s Awakening is the lead-in. Just getting inside the dungeon itself is one of the most fun parts of the game since it requires you to lead an enemy to clear the pathway. And inside, it’s a masterclass in thematic dungeon design.
Everything is shaped like a bottle, and the dungeon’s item, the Power Bracelet, is included to allow Link to actually move these bottle-shaped items around. It helps that the bracelet is also one of the most useful items in Link’s Awakening, too, showcasing how the developers can style dungeons moving forward.
7. Sandship (Skyward Sword)

In all honesty, most of Skyward Sword’s dungeons serve as an example of what not to do. They’re tedious, overly large, painfully repetitive, and sometimes very confusing. They’re dense, which is why Nintendo did a complete 180 for Breath of the Wild. Some of those painful elements are present in Sandship, but it otherwise shines and does some things better than any other dungeon.
The changing environment, literally from lush life to an empty desert, is such a great mechanic to use for puzzles. Going back and forth in time within this dungeon is a great way to set up some of the future storytelling aspects and give players clues to some later puzzles, too.
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