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The Best Temple From Every Zelda Game

The Best Temple From Every Zelda Game
VOICE OVER: Kirsten Ria Squibb WRITTEN BY: Johnny Reynolds
Welcome to MojoPlays, and today we're looking at our picks for The Best Temple From Every Zelda Game. For this list, we'll be picking the most well-designed dungeons across Link's many adventures. However, we won't be including “Four Swords” as its dungeons are randomized. Our list includes Death Mountain “The Legend of Zelda” (1987), Forest Temple “The Legend of Zelda: Ocarina of Time” (1998), Ancient Cistern “The Legend of Zelda: Skyward Sword” (2011), Hyrule Castle “The Legend of Zelda: Breath of the Wild” (2017) and more!
Script written by Johnny Reynolds

The Best Temple From Every Zelda Game

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Welcome to MojoPlays, and today we’re looking at our picks for The Best Temple From Every Zelda Game. For this list, we’ll be picking the most well-designed dungeons across Link’s many adventures. However, we won’t be including “Four Swords” as its dungeons are randomized. Did your favorite temple make the cut? Head to the comments and let us know.

Death Mountain

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“The Legend of Zelda” (1987)

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The first game in the series is pretty tough, so players better be prepared when going into its ninth and final temple. At 57 rooms, it’s the largest in the game. Bombable walls, darkened areas, and an abundance of deadly enemies make it an absolute gauntlet. But for adventurers who loved uncovering the overworld’s secrets and slaying its nasty beasts, it’s a puzzle pulling you in to be solved. And it culminates in a final fight against an invisible, fireball-shooting Ganon. Just be sure to pack a potion; there’s a reason the temple’s layout is a skull.

The Great Palace

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“Zelda II: The Adventure of Link” (1988)

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The Great Palace is the final test standing between Link and the Triforce of Courage. And to say its layout is intimidating would be an understatement. There are multiple layers and branching paths to take, piquing the interest of any explorer. But there are also cleverly placed traps and enemies working in tandem against you. Enemies may sit up high to gain advantage, or attack as Link works his way through breakable blocks. But you’ll want to take every path as there are several helpful secrets hidden throughout. Adding to the onslaught of enemies is Dark Link, the now iconic final boss.

Ganon’s Tower

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“The Legend of Zelda: A Link to the Past” (1992)

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With the Super Nintendo’s better graphics came a more unique design for dungeons. And for the final temple, “A Link to the Past” definitely delivered. Hazards are much more prevalent here than in past games with pits, spikes, conveyor belts, and multiple fire-based traps that will test your reaction time. But the tower is also a maze of secrets and treasure to discover. And for the more combat-inclined players, there are plenty of enemies, including former bosses, to stab, shoot, bomb, and set aflame. Ganon’s Tower also offers the optional Red Mail, the strongest armor in the game, so that you can better wreak havoc on Agahnim and Ganon.

Turtle Rock

“The Legend of Zelda: Link’s Awakening” (1993)

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“Link’s Awakening” proved Nintendo could still craft incredible levels despite the smaller scale of a handheld game. Turtle Rock is the best of the bunch, balancing enemy encounters with puzzles that revolve around creating platforms over pits and pools of lava. There’s also a wide variety of enemy types, ranging from your standard pests to several previously-fought mini-bosses. Bolstering the temple’s traversal are the trap-laden, Mario-esque sections found throughout the game. Each one provides a different challenge, whether it be enemies or blocks of ice that Link must strategically melt to reach the other side. Pretty odd to see those in a volcano, though.

Forest Temple

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“The Legend of Zelda: Ocarina of Time” (1998)

The first adult temple of “Ocarina of Time'' is also one of the most visually unique in the game. Teasing players earlier with a broken staircase, the temple itself resembles a once-pristine mansion that’s been overrun by wildlife. Adding to the eerie, abandoned aesthetic are the ghostly Poes that playfully heed Link’s progress and the chanting that makes up its theme. Many room layouts and paths can be interacted with and changed. The temple’s design reaches its peak once Link gains the Bow, allowing him to flip certain rooms to reach new areas and items. Topping off the engaging dungeon is a fight with Phantom Ganon, giving you a practice run at the game’s final boss.

Stone Tower Temple

“The Legend of Zelda: Majora’s Mask” (2000)

The Stone Tower Temple lies deep within the unsettlingly creepy Ikana Canyon. And it’s one that will test every ability Link has as he races against the clock. Puzzles and hazards make equal use of all four of Link’s forms, making it the most varied in the game. Despite it being found in a thematically dark area, many puzzles revolve around using light through either the Mirror Shield or the Light Arrows that are found here. But by far the most interesting aspect of the temple comes when Link flips it upside down, completely changing room layouts. Add on some of the catchiest music of the game and larger-than-life enemies, and you’ve got one impressive temple.

Ancient Ruins

“The Legend of Zelda: Oracle of Seasons” (2001)

This dungeon from Capcom’s handheld entry essentially lets Link explore an ancient Egyptian crypt. Snake-like Ropes and mummy-like Gibdos prowl through most of the rooms. And its music invokes a time of Pharaohs and Sphinxes. But it isn’t just a design straight out of an old adventure movie that this temple has going for it. Its puzzles heavily revolve around using Link’s Magnetic Gloves and Boomerang while navigating requires heavy use of Roc’s Feather. While the two-button limitation of the GBC means you’ll be item switching a lot, there’s no denying that navigating this temple is an awful lot of fun.

Mermaid’s Cave

“The Legend of Zelda: Oracle of Ages” (2001)

The other half of Capcom’s duology has Link traveling between two time periods. And the only temple to utilize both eras is the Mermaid’s Cave. This large dungeon is essentially two in one. Both eras feature different puzzles, layouts, and their own Map and Compass. While that might sound intimidating at first, and it is, keeping your wits and cracking the dungeon is supremely satisfying. Additionally, this temple’s hidden treasure, the useful Mermaid Suit, upgrades Link’s Zora Flippers so that he can explore deeper areas for treasure, swim faster against currents, and use items underwater.

Earth Temple

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“The Legend of Zelda: The Wind Waker” (2003)

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Like the Stone Tower Temple before it, many of the Earth Temple’s puzzles revolve around using rays of light. However, your companion Medli’s harp combined with the temple’s Mirror Shield allows for twice the creativity. Controlling Medli via the Command Melody also brings another layer to exploration as she can glide to places Link can’t reach. Then there’s the temple’s visual features, resembling a crypt with coffins hiding ReDeads and Stalfoses. Strange blue fog hides creepy Floormasters and packs of Poes can be found throughout. And the boss fight with the King of all Poes, Jalhalla, while not very difficult, is still a wonderful blend of kooky and spooky.

Temple of Darkness

“The Legend of Zelda: Four Swords Adventures” (2004)

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As the name implies, the Temple of Darkness from this multiplayer adventure is very dark, both aesthetically and literally. Stalfoses, Wizzrobes, and the tentacled Ropas infest fog-covered rooms. Yet you’ll never lose hope as slashing enemies with four swords at once never grows old. And the puzzles are terrific, such as pushing an entire room around to connect certain areas and piecing together bits of a riddle from various Deku Scrubs. It’s also a great example of how the game utilized the Game Boy Advance’s link cable with many smaller side rooms transitioning to the handheld’s screen. While it unfortunately recycles Phantom Ganon from an earlier boss fight, he at least provides a bit more of a challenge here by summoning clones.

Temple of Droplets

“The Legend of Zelda: The Minish Cap” (2005)

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Not every level shows you its final boss early on, but the Temple of Droplets is unique that way. Much of the dungeon is frozen over, causing Link to slide around. And many of the puzzles revolve around using skylights to melt ice blocks with keys inside them. Parts that aren’t frozen over utilize the Flippers so Link can avoid hazards or lily pads so he can reach new areas. This means navigating requires a certain level of patience. But one of the game’s signature items, the Gust Jar, makes a treat out of exploring and fighting enemies. Furthermore, there’s an element of suspense after Link acquires the Flame Lantern and must navigate darkened rooms filled with enemies.

Arbiter’s Grounds

“The Legend of Zelda: Twilight Princess” (2006)

Once a prison for Hyrule’s most dangerous criminals, the Arbiter’s Grounds is swarming with angry spirits in the forms of Gibdos, skeleton soldiers, Poes, and even ghostly rats. And its Desert setting brings with it quicksand and hordes of beetles that will drag you below. While it does rehash the four Poes from “Ocarina of Time’s” Forest Temple, Wolf Link’s tracking abilities makes the hunt play out differently. But it’s the second half, after Link obtains the Spinner, that makes it one of the best “Zelda” temples ever. Traversal is wonderfully freeing, riding to new heights and jumping between various tracks. And it’s used to even better effect against the temple’s final boss, the imposing Stallord.

Mutoh’s Temple

“The Legend of Zelda: Phantom Hourglass (2007)

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Mutoh’s Temple is a fantastic blend of “The Legend of Zelda” and “Indiana Jones.” Hidden arrow shooters, trap doors, and rotating spike logs are all waiting to dissuade any adventurer from exploring further. Additionally, it benefits from giving the player its hidden item, the Hammer, early on. The DS’s touch screen allows for a wider range than Hammers in previous “Zelda” games. Which is much appreciated when it comes to fighting enemies or making it through the temple’s various puzzles and obstacle courses. Flinging Link through the air via spring-loaded platforms and smashing Stalfoses into dust is immense fun no matter how many times you do it. Then there’s the satisfying boss fight with Eox, a stone goliath just waiting to be shattered.

Fire Temple

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“The Legend of Zelda: Spirit Tracks” (2009)

A great “Zelda” temple usually has great puzzles, and the Fire Temple from “Spirit Tracks” definitely fits the bill. Mirrored rooms that have the player make note of traps on the second screen and mine carts with branching paths to treasure make it extremely fun to explore. But the puzzles centered on its hidden item, the Bow, are what make this temple memorable. It’s filled with arrow orbs that will change the trajectory of your arrow depending on the direction the orb is facing. And since you can move these orbs, as well as change their direction, these puzzles offer plenty of little “A-ha!” moments.

Ancient Cistern

“The Legend of Zelda: Skyward Sword” (2011)

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The fourth temple of “Skyward Sword” houses plenty of visual flare and interestingly contrasts with itself. The majority is covered in gold and themed around Eastern imagery. But the lower level features undead Bokoblins and murky waters that, when touched, will damage and curse you. The Ancient Cistern’s puzzles are almost as serene as its art style. Most revolve around moving the central room’s giant statue or changing water levels to reach new areas. Things get really fun after you acquire the Whip, which makes wonderful use of the Wii’s motion controls. Also, and it shouldn’t be understated, the Ancient Cistern has one of the best boss fights in the entire series: the six-armed, gold-plated automaton, Koloktos.

Thieves’ Hideout

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“The Legend of Zelda: A Link Between Worlds” (2013)

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Only Nintendo could turn a temple into an escort mission and have it be one of the best in the game. The Thieves’ Hideout in Lorule relies more heavily on puzzles and obstacles than it does enemies. Though you’ll still have some lumbering Zazaks and bomb-like Bawbs to contend with. Navigating this dungeon’s obstacles is a blast, using conveyor belts and gusts of wind to your advantage as well as switches that raise and lower you to different heights. There’s a heavy focus on Link’s signature painting mechanic, too, with plenty of pits to get around and jail cells full of treasure. This mechanic also comes in clutch against the boss Stalblind, whose shield you humorously hide on.

The Lady’s Lair

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“The Legend of Zelda: Tri Force Heroes” (2015)

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Temples work a bit differently in this multiplayer adventure. The Lady’s Lair is the final section of the Fortress area and finally introduces the game’s primary antagonist, Lady Maud. While “Tri Force Heroes’” temples aren’t nearly as long as those in more traditional entries, The Lady’s Lair makes great use with what it’s given. You’ll need to stack your three Links to hit switches and enemies at various heights, such as a Ferris Wheel of projectile-throwing knights. This all turns out to be practice for the Lady’s trio of pets, all of who’s weak spots require you to be at a certain height to hit.

Hyrule Castle

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“The Legend of Zelda: Breath of the Wild” (2017)

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The Divine Beasts weren’t everyone’s cup of tea, but the finale shows what the future of “Zelda” could be. “Breath of the Wild’s” Hyrule Castle is a massive, non-linear temple with a ton of different entrances and exits. You could bypass everything by riding the waterfalls up to Calamity Ganon’s location. Or you could go exploring for the vast amount of high-level weapons, treasure, side quests, and lore in the form of diary entries from Zelda and the King. However, all of it is guarded by an army of the toughest enemies the game has to offer. “Breath of the Wild” was celebrated for its emphasis on player decision so it’s only natural that it’s final temple did the same.

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