Every Opening Dungeon in Zelda Games RANKED
- Forest Temple
- Eastern Palace
- The Eagle
- Spirit's Grave
- Gnarled Root Dungeon
- Forsaken Fortress
- Parapa Palace
- Forest Temple
- Temple of Fire
- Hyrule Castle
- Tail Cave
- Suthorn Ruins
- Divine Beast Vah Ruta
- Deepwood Shrine
- Skyview Temple
- Hyrule Castle
- Inside the Deku Tree
- Forest Temple
- Wind Temple
- Woodfall Temple
#20: Forest Temple
“The Legend of Zelda: Tri Force Heroes” (2015)
Dungeons in “Tri Force Heroes” tend to be pretty short. Each area in the game is made up of a handful of stages, climaxing with a dungeon that’s about as long as each section that precedes it. So, since it’s only part of an overall experience, it’s pretty easy to place this game’s Forest Temple at the bottom of our list. It’s got decent puzzles, traps, and a boss fight that gets you used to the stacking Totem mechanic. But it’s also very linear, and somewhat forgettable in a game that’s mostly mediocre. It isn’t terrible, but it leaves a lot to be desired.
#19: Eastern Palace
“The Legend of Zelda: A Link Between Worlds” (2013)
“A Link Between Worlds” is a fantastic game, but the same can’t really be said of its first dungeon. Part of the issue is its design; since this is a spiritual successor to “A Link to the Past,” the Eastern Palace is extremely similar to the dungeon of the same name found in that game. Link also doesn’t get the game’s signature painting ability until after the boss fight, which leads to a lot of really fun puzzles, traversal, and combat in later dungeons. It still makes nice use of the 3D effect, with platforms that raise and lower, and switches that must be hit at different heights. But it suffers from a lack of creativity.
#18: The Eagle
“The Legend of Zelda” (1987)
More commonly known simply as Level-1, the Eagle from the original game is probably a strong memory for a lot of older players. It is the first dungeon in the series, after all. But beyond its iconicism, there’s clearly not that much to it. It’s mostly a series of rooms in which you fight basic enemies like Keese, Stalfos, and Gels, which then drop keys that take you further in. Even its boss, Aquamentus, can be killed in only a few hits.
#17: Spirit’s Grave
“The Legend of Zelda: Oracle of Ages” (2001)
“Oracle of Ages” starts things off spooky with its first dungeon. But while the Spirit’s Grave does have some strong vibes, with its mausoleum-type setting and enemies, it falls short in how you actually interact with it. When not fighting enemies, most of the navigation and puzzle solving revolves around pushing blocks. Or, after getting the Power Bracelet, picking up heavy pots that guard your path instead. Needless to say, it’s not exactly a thrilling gameplay loop, nor that exciting of an early item to get. It’s perfectly suitable within its game, but pales in comparison to most other starting dungeons.
#16: Gnarled Root Dungeon
“The Legend of Zelda: Oracle of Seasons” (2001)
Coming out just ahead of its sister game, “Oracle of Seasons” dungeons get off to a slightly better start with the Gnarled Root Dungeon. Since “Seasons” is more action-focused, while “Ages” is more puzzle-focused, this opening dungeon benefits from a little more excitement. There are more enemies and traps, as well as a fun mine-cart ride between rooms. There’s just a lot more going on than in the Spirit’s Grave, giving you more to do. The Ember Seeds are also a bit more enticing of an item to earn than a bracelet that helps you lift heavy pots.
#15: Forsaken Fortress
“The Legend of Zelda: The Wind Waker” (2003)
“The Wind Waker,” along with several other games in the series, are in interesting positions, in that you return to their opening dungeons later to complete them. You can complete most of the Forsaken Fortress dungeon on your first visit, so it counts, which is a shame because Dragon Roost Cavern is way better. Having the first dungeon be a stealth mission where you lose your sword and can often get thrown in a jail cell was a big ask for the beginning of a game. Its layout is also confusing on a first playthrough, leading to you re-stealthing through the same rooms. Of course, at #15, it isn’t without its merits. Sneaking through a pirate stronghold, in an attempt to lead a prison break, is objectively a cool idea. And it is satisfying to finally get past a group of enemies, even if it takes you a few tries.
#14: Parapa Palace
“Zelda II: The Adventure of Link” (1988)
Parapa Palace is perhaps the most straightforward and easily manageable dungeon in “Zelda II.” Given the game’s reputation as the most hellishly difficult game in the series, simple definitely works in its favor. Link navigates three below-ground floors, fighting progressively tougher enemies in search of keys. Similar to the first game, there isn’t much in terms of puzzles or unique design from other dungeons per se. But the dungeon succeeds at being a nice level of challenge at this point in the game, especially since this game’s difficulty spikes not long after this with Death Mountain.
#13: Forest Temple
“The Legend of Zelda: Spirit Tracks” (2009)
Since the Tower of Spirits is broken into multiple parts, and serves as the finale, the Forest Temple acts as the game’s first dungeon. Set inside a pyramid, it uses a basic but effective traditional dungeon aesthetic. What leaves more of an impression is its item, the Whirlwind, which produces powerful gusts of wind when you blow into the DS’ mic. You get it early on, so most of the dungeon’s puzzles and fights are centered around it. And for the most part, Nintendo found simple but clever uses for it throughout. Even if blowing into the mic is gimmicky in other areas, like those pan flute performances, the Forest Temple is a decent introduction to the Whirlwind’s various uses.
#12: Temple of Fire
“The Legend of Zelda: Phantom Hourglass” (2007)
Similar to “Spirit Tracks,” the Temple of the Ocean King is more the game’s final dungeon, even if you visit it first. Which is good for “Phantom Hourglass,” as the Temple of Fire is much better. Even though the Forest Temple is a good showcase of the Whirlwind, the gimmick of blowing into the mic isn’t as simple and effective as drawing on the DS’ touchscreen. And that’s the key reason this dungeon is a bit stronger. It’s a great introduction of this core mechanic, letting you write clues to puzzles on your map. But primarily, with letting you chart the path of your boomerang. It’s a small but satisfying sense of achievement to curve it around obstacles and make it through fiery traps.
#11: Hyrule Castle
“The Legend of Zelda: Four Swords Adventures” (2004)
It’s usually a treat going into a Hyrule Castle dungeon. And in “Four Swords Adventures,” it’s a nice conclusion to the first set of levels. The “A Link to the Past” design inspiration came with a lovely visual update. The coolest part about this dungeon is having sections set in and outside of the castle, with gameplay moving to the Game Boy Advance whenever you’re inside. While this is certainly more combat-oriented than most other mainline games, it works well here. A sprawling stronghold, packed with enemy soldiers, culminating in a classic boss like Phantom Ganon, is a great way to lead into the rest of the adventure.
#10: Tail Cave
“The Legend of Zelda: Link’s Awakening” (1993)
When it comes to the Tail Cave, we admit its placement has something to do with its legacy. The first dungeon in the first handheld “Zelda;” its scope, while small today, was impressive to have in your pocket in the 90s. It acted as a promise in quality for what the game had in store. But even standing on its own, it's a solid opener. Set inside crumbling ruins, with broken floor over bottomless pits, within the context of the mysterious Koholint Island’s history, it sets the tone moving forward. And sure, the item being Roc’s Feather, giving Link the ability to jump, isn’t all that exciting given the button limitations of the Game Boy. But it’s still a fun climax to the game’s introduction.
#9: Suthorn Ruins
“The Legend of Zelda: Echoes of Wisdom” (2024)
Where the tutorial introduces the echo mechanic in “Echoes of Wisdom,” the Suthorn Ruins acclimates you with two of the game’s other core features: Bind, used to move objects and enemies, and the Link transformation ability, used for more traditional combat. There are some pretty clever puzzles and obstacles using each of these, so the dungeon succeeds in getting the player more comfortable with the game’s mechanics. It’s very basic compared to every dungeon that comes after it, and its stereotypical dungeon aesthetic and design don’t help it stand out. Still, it does a good job showcasing Zelda’s alternate playstyle over what people are used to.
#8: Divine Beast Vah Ruta
“The Legend of Zelda: Breath of the Wild” (2017)
Yes, you can technically complete the Divine Beasts in any order. But the most popularly accepted first choice, given it’s the closest when you get the quest, is Vah Ruta. And while the Divine Beasts overall were seen as a bit of a downgrade from dungeons, this is one of the better ones. There are some decent little brainteasers throughout, some of which find clever uses for Link’s Sheikah Slate abilities. The most noteworthy feature is Vah Ruta’s trunk, constantly spraying water, and the position of which you can change to solve other puzzles and navigate further. Despite their negative reception, the developers crafted a pretty entertaining water level.
#7: Deepwood Shrine
“The Legend of Zelda: The Minish Cap” (2005)
Shrinking down to explore a hidden world is executed with perfect charm in “The Minish Cap.” And the opening dungeon, Deepwood Shrine, is a wonderful realization of that concept. There are all kinds of delightful features. Giant leaves in the foreground, hanging over your head. A miniature Link using mushrooms to fling himself across gaps, a rotating barrel to reach a new area, or a lilypad to float down a stream. It’s got such a strong sense of style and space for an opening 2D dungeon. And the item, the Gust Jar, is an enjoyable early item to get. The boss, a giant Chu Chu, is a bit of a cop out. But everything before it is great.
#6: Skyview Temple
“The Legend of Zelda: Skyward Sword” (2011)
Thanks to some untraditional mechanics, Skyview Temple is one of the harder opening dungeons in the series. That’s not to say it isn’t enjoyable or well-designed, though. It’s got some great design choices that fit with descending underground within a deep forest. Dense plant life like mushrooms, creepy crawly enemies like Stalfos, Deku Babas, and Skulltulas, mountains of dust, spider webs, and crumbling structures that show ages of decay; you can almost smell how musty it is. The dungeon’s item, the Beetle, was a simple-to-use showcase of motion controls. And then there’s the iconic introduction of villain Ghirahim, a challenging first boss who deftly tested our skills in virtual swordfighting.
#5: Hyrule Castle
“The Legend of Zelda: A Link to the Past” (1992)
From the get-go, “A Link to the Past” made it clear how monumental a step up from the previous two games it was going to be. On a dark and stormy night, Link braves a castle overtaken by evil to rescue Princess Zelda. While this is another dungeon you return to later, you experience enough of Hyrule Castle to count it. And what an experience it is. The presentation and build up is truly stunning for the time. From navigating its enemy-filled hallways to leading Zelda to safety down a hidden path through the sewers, it, like many things in “A Link to the Past,” leaves a strong impression.
#4: Inside the Deku Tree
“The Legend of Zelda: Ocarina of Time” (1998)
As the very first dungeon at the dawn of 3D “Zelda,” Inside the Deku Tree had an important role to fill. It needed to showcase combat, puzzles, and overall level design within an entirely new space for the first time. Even all these years later, it’s remarkable how good an introduction it is to the world and gameplay of “Ocarina of Time.” Already, the setting of a dying deity’s body is unique. But every room is designed to teach you the core blocks of the game’s DNA, from lock-on targeting during combat to water physics to first-person aiming. And yeah, you might get tired of Navi’s advice on replays. But on its own, “Ocarina’s” opener is an impressive foundation for 3D dungeon design.
#3: Forest Temple
“The Legend of Zelda: Twilight Princess” (2006)
“Zelda” clearly has a lot of Forest Temples; some opening dungeons, some not. And the one in “Twilight Princess” is one of the best. The design highlights the strong art direction. Buried in a deep, forest valley, it gives a strong sense in how ancient this place is through scope. Full rooms are built into the center of gigantic trees, and reaching other areas requires crossing massive ravines subject to strong gusts of wind. Plus, we can’t deny, rescuing cute monkeys in order to access more areas is pretty fun. As is using the dungeon’s item, the Gale Boomerang, to control the temple’s weathered structures and overcome its enemies. An aesthetically pleasing design plus a new spin on a classic item make for a strong start to a game known for some of the best dungeons.
#2: Wind Temple
“The Legend of Zelda: Tears of the Kingdom” (2023)
Similar to “Breath of the Wild,” there’s no set order for the temples in “Tears of the Kingdom.” However, the story does heavily point you in the Wind Temple’s direction first. And just like Vah Ruta, it’s one of the best in the game. Firstly, the setting. A ship floating high in the sky, surrounded by icy winds; you’re immediately sucked in by the very real atmosphere. Secondly, Tulin is the game’s most likable companion, thanks to his useful gust ability for traversal and his good-natured personality. Although the Wind Temple does suffer a bit in hindsight since it features the same basic gameplay loop as the other dungeons (take the companion to several different spots and have them activate their ability), this is still the most unique version of it. Plus, it ends things on a high note, with an incredibly fun fight against Colgera.
#1: Woodfall Temple
“The Legend of Zelda: Majora’s Mask” (2000)
Everything about “Majora’s Mask” is a little bit darker, and a little bit stranger than other “Zelda” games. As if to visually represent this, Woodfall Temple is another Forest-themed dungeon, yet one set in a dark swamp and literally poisoned from within. Along with the unnerving chanting and percussion of its music, this gives the dungeon an imposing, yet engaging personality. It’s also a nice blend of gameplay, being both a good showcase of Deku Link’s unique abilities, and puzzles revolving around the bow, which Link earns midway through. With its immaculate vibes courtesy of poisonous waters and dark rooms, and a satisfying use of core mechanics, Woodfall Temple leaves its mark among the many other forest-themed levels across the series.
Which “Zelda” game do you think has the best opening dungeon? Share your thoughts in the comments, and we’ll see you next time!
