zelda dungeons

The four major Zelda: Breath of the Wild Dungeons

https://twitter.com/IGN/status/819936704605790208

During a video segment to show off the collectors edition, they showed the backside of the map, revealing a tapestry that depicts “the story of Calamity Ganon”

The middle has Calamity Ganon with what looks like the King of Hyrule with the master sword on the right, and Zelda on the left. With some editing, Zelda becomes more clear.  You can see Zelda kneeling while shooting golden light at the Calamity Ganon

.In each of the four corners of the tapestry there is a large animal. a Bird, a lizard, an elephant, and a camel. We have seen a Sheikah bird in the game award trailer that resembles the bird in the tapestry.  

In the January 12th trailer we get a look at what appears to be the camels walking through a desert.

we see the lizard on what looks like the side of death mountain.

and we have not seen the elephant to my knowledge.

in the tapestry each of the four Sheikah Beasts appear to have a rider or pilot standing on them. My theory is that each of the beasts will serve as one of the rumored four large dungeons with their riders possibly being the boss.

Could this be one of the corrupted pilots?

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I’m gonna run a Zelda themed LOTFP game. So I made some easy to reference class sheets for character creation. Obv I don’t own the rights to anything Nintendo related and this is purely a work of fan art that is making me 0 money. 

The colors on these got kind of fucked, but I think it actually adds to the old school game manual vibe.

There’s some hacked apart LOTFP rules included on these but I can’t really say that I care if that bothers you :P

Also LTTP Zora are way cooler looking than OOT.

Good? Good.

need more blogs 2 follow!

hey ya’ll do me a big favor and like/reblog this if u blog abt these things! i might follow back too!

✦ overwatch! 
✦ zarya mm my love
✦ roadhog roadhog roadhog roadhog
✦ mass effect
✦ dragon age
✦ dishonored
✦ legend of zelda!
✦ skyrim
✦ wow
✦ dnd 
✦ the adventure zone

or any of these nice pairings!

✦ mchanzo
✦ zaryamei
✦ genyatta
✦ roadrat
✦ shakarian
✦ fenhawke
✦ zelgan

Dungeon Crafting: Puzzle Dungeons

image source: Legend of Zelda: Oracle of Ages

Now, I don’t know if you people have seen Mark Brown’s miniseries on YouTube known as Boss Keys, but it’s pretty great. It picks apart and analyzes some of my favorite dungeons from the Legend of Zelda games and finds out what makes a dungeon a Zelda dungeon. I have always loved these dungeons because they have a lot of density and force you to explore the space slowly and think your way through its puzzles. Definitely check out Boss Keys. From what I learned from those videos plus my own experiences as a DM, I’m going to try and detail how to create a Zelda-like puzzle dungeon. There are a few hallmarks that you should hit on:

Dungeon Density

Each area in the dungeon should be complex. It should have several things to interact with in each room other than the monsters or guardians. Everything doesn’t have to be immediately useful or usable, but it should provide context for the dungeon. For ideas, think what the dungeon was used for and research what sorts of things might be in an ancient tomb, lost temple, or forgotten keep. Have certain puzzle elements stand out. A good example from the Legend of Zelda is the eyeball above a closed door. I would stray away from that type of “puzzle” as it’s very well-known, I assume, that you have to hit the eye to open the door. On the other hand, a well-known puzzle like that could signal to the players that this is going to be one of “those” dungeons.

Making a dungeon complex and dense will mean that you have less rooms to populate, and will make it feel robust and well-used. It will also give a feeling of slight confusion for the players as they try to organize all of the information you’re giving them, but as the dungeon progresses, they can pick and choose which parts of the dense dungeon are integral to solving the dungeon!

Hub Areas

With all of that dungeon density I’ve been talking about, it’s good to have some sort of hub area. It could be a large room, a safe sanctuary, or have some overbearing landmark for players to imprint on. This will be the main part of the dungeon that they remember and can rely on. They will pay the most attention to this hub. So if this hub is a main part of solving your dungeon puzzle, they will notice changes made to the room very easily. For instance, a hub room could be a gaping chasm with bridges that seem to be mechanical. When certain levers in other parts of the dungeon are pulled, some pathways in the hub open up and some close off as the bridges ascend, descend, or turn. Back in my post about dungeon tempo, this creates a nice rhythm for players to always come back to a room that they’ve cleared and notice progress.

Branching Paths

Branching paths are a key part of puzzle dungeons. Don’t have a dungeon that is all one path that railroads players to the end of the dungeon with a puzzle for each room. Players need to be able to explore and discover the available paths in the dungeon and find the path for themselves. In the Boss Keys miniseries I mentioned, Mark constantly differs Legend of Zelda dungeons by whether they make you find a path versus making you follow a path. I personally enjoy finding the path and I think most players do too. It is key in creating what are known as…

A-Ha Moments

An a-ha moment is not that feeling you get when listening to Take On Me, but it’s pretty close. It’s that feeling a player gets when they figure out a puzzle by suddenly putting two and two together. There are a few aspects to create this in dungeon and level design:

  • Foreshadowing: implying that one part of the dungeon must be revisited later or implying something further in the dungeon exists. Laying this groundwork puts thoughts in players’ heads to help them markedly acknowledge that it’s okay to leave this area, because something lies ahead.
  • State Changes: the environment of the dungeon or its parts changes based on the actions of the players. This is the “puzzle” part of the a-ha moment. Pressing a button to change gravity, move a pylon, or change water levels can would count as a state change. Even acquiring a key item that can affect the dungeon or the players’ movement would count (see Link’s Pegasus Boots, Hover Boots, Silver Gauntlets, etc.)
  • Backtracking: After the state change, the dungeon has shifted. Some areas that were once inaccessible can now be accessed, and areas that were once open have closed off. This forces the players to backtrack. Where do they backtrack to? The place that foreshadowed the backtracking.

How does this look in practice? Let’s make an example:

The players enter a dungeon and quickly make it to a hub area with four doors. three of the doors have a bridge extending from it to a central platform. The platform and bridges are 100 ft. above a pit of spikes, which are very satisfying to kick the kobolds in this room onto. Once players tire themselves of punting kobolds, they notice that the central platform has a large plinth with a stationary mirror set into it. The mirror is facing one of the directions of the bridges. The mirror can’t be easily moved without tools, and it has no apparent use yet. The players move on to one of the doors connected by the bridge.

The players go through several chambers, fighting monsters and avoiding traps, when they find a room with a lever in it. When pulled, they hear a low rumbling and grinding of stone elsewhere in the dungeon. When they return to the hub room, the central platform and bridges have rotated, allowing passage to the door that didn’t have a bridge leading to it before.

Down this new route, the players find a stone button with an angel relief on it. After pushing a huge rock onto it, they hear another rumbling. On returning to the hub room, an angel relief is now visible on the wall as a stone slab has moved away to reveal it.

The yet unexplored room is still accessible by the bridge, and after exploring down that path, the players find a crank near a gilded relief of a sun. The crank opens up a sunroof in the hub area. The sun (if daytime) shines light onto the central mirror in that room, which then reflects it out in one direction. The only problem is, the beam of light from the mirror isn’t facing the way the PCs want (towards the revealed angel relief in the hub area).

Realizing that they need to point the mirror so the light shines on the angel relief, they must backtrack to the room with the lever that rotates the bridges and mirror until the mirror is oriented the way they want.


This example has density. It’s essentially four rooms with all the things they need to solve a puzzle in the hub area (the central room with the bridges). It could use more density though with more puzzle intertwined throughout some filler rooms or with more things to do in each room; I was light on description for the purpose of the example. It has three branching paths (four if you include where they entered from). The mirror foreshadows a light puzzle, and the sun icon foreshadows the opening of the sunroof. The bridges, angel relief, and sunroof all exist in the hub area and change states based on the players’ actions in the rest of the dungeon. Players have to backtrack to the room that changes the bridge orientation so they can rotate the mirror to face the right direction. This is a fairly simple puzzle, but in the context of a session of D&D where the story less shown and more told, it can prove more difficult. Keep all of these factors in mind when making a puzzle dungeon, and don’t forget to watch Boss Keys!

Zora Race

Subraces split between the classical river zora from anything pre-ocarina of time and link between worlds and the sea zora more prominent in games post-ocarina, could probably make for good rangers and warlocks. I was originally thinking of just reflavoring triton for the theoretical campaign but a lot of their traits weren’t very fitting for river zora or zora in general.

Keep reading

3. Forest Temple
Koji Kondo
3. Forest Temple

The #3 Scary Spooky Zelda Tune is…the Forest Temple (OOT)!

This Forest temple is beautiful as it is haunting, in both music and appearance.  It is the first dungeon Link must complete once he becomes an adult to save his childhood friend.  Full of ghosts, stalfos, and wolfos, it matches well our Halloween theme.

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Awesome Games on the Horizon - Part Deux (Click below to view their trailers)

  • *E3 rolls around*
  • My Wallet: Hoe don't do it.
  • E3: Fallout 4, Earthbound Beginnings,Skylanders Superchargers,New Smash DLC,The Legend Of Zelda Triforce Heroes, Final Fantasy 7 HD remake, new Fire Emblem Fates and Shin Megami Tensei x Fire Emblem trailers, Hyrule Warriors Legends and Pokemon Super Mystery Dungeon stuff.
  • My Wallet: Oh my god.