Breath of the Wild retired the key
12 min read
By Eduardo Orellana ·
Nintendo, 2017. The Divine Beasts are puzzles you can see whole, and the shrines are the old dungeon chopped into single ideas. The key hunt is what left.
A dungeon chopped into shrines
Almost nothing in The Legend of Zelda: Breath of the Wild, Nintendo, 2017, matches the temple the series trained people to expect. A Divine Beast is a machine you can rotate and understand as one object. A shrine is a single idea with a door. The long chain, find the map, find the compass, find the big key, is what got retired.
Retirement is not the same as failure. The open world could not afford a syllabus of tools hidden at the end of multi-hour mazes, because the player might do the maze last or not at all. The shrine is the idea small enough to be optional. The loss is real too. A dungeon is a place you inhabit, and a shrine is a puzzle you complete. Players who miss the inhabiting are not nostalgic for keys. They are nostalgic for a building they had to live in. If you cut the building, offer something else that takes time in one place.
What counts as a dungeon in Breath of the Wild
Almost nothing in The Legend of Zelda: Breath of the Wild matches what the series has trained players to call a dungeon.
What it has instead are divine beasts, enormous machines squatting on the overworld. Vah Ruta is a mechanized elephant in Zora's Domain. Vah Rudania is a weaponized salamander on Death Mountain. Vah Medoh is a robotic bird circling Rito Village. Vah Naboris is a huge camel out in Gerudo Desert. The expansion adds a fifth, hidden beneath the Shrine of Resurrection.
Link shuts each machine down, climbs inside, takes the controls back, and turns it against Calamity Ganon. Once you are in there, some familiar furniture is waiting: a map, puzzles, a boss, a heart container at the end.
The rest of it has been thrown out.
How divine beasts drop Zelda's usual dungeon scaffolding
The scaffolding a Zelda dungeon usually runs on, rooms and floors and locked doors, is mostly absent inside a divine beast. The interiors are open. Doors only exist when a door happens to be part of a puzzle.
Key items are gone too. Magnesis, Stasis, Cryonis, and bombs are all handed to Link in the opening hours, and bows, rods, and elemental arrows behave like consumable gear rather than the treasure a dungeon is built around.
The sequence is equally lean. Find the terminal that gives you the map, switch on the remaining terminals in whatever order suits you, activate the main terminal, fight the boss. There is nothing else to it.
No small keys. No locked doors. No item that arrives halfway through and makes you reread the space. No fixed order of events. Map a divine beast the way you would map a classic Zelda dungeon, tracing locks and the keys that open them, and the diagram tells you nothing.
Why the divine beasts count as puzzle boxes
The beasts are not a break with the series so much as a specialization of it, because their one big idea is that the dungeon moves.
Ruta's trunk swings through 10 positions. Rudania rotates a quarter turn. Medoh tilts to the left or the right. Naboris carries three rotating chambers in its belly. The expansion dungeon turns on a central axle that spins either way.
Every one of those movements is a tool. Tilt the bird and a cart rolls down a rail. Spin the axle and it becomes an elevator. Swing the elephant's trunk and water pours onto a flame. Rotate the whole salamander and a ball rolls where you need it.
That places them alongside Zelda's puzzle-box dungeons, the Water Temple in Ocarina of Time, the Lakebed Temple in Twilight Princess, Sky Keep in Skyward Sword. Dungeons like those want you thinking about the whole building at once, about how one room reaches into another and how the mechanism fits together.
Zelda's long history of clockwork dungeons
Dungeons that behave like one large machine go back a long way in this series. Link's Awakening had Eagle's Tower, where you bring one floor down onto another. Ocarina of Time took the idea into three dimensions and made dungeons feel like clockwork.
From there the sensibility spread. Water levels you raise and lower, staircases that rotate, time stones, mirrored layouts, rooms that slide, mechanisms too big to see all at once. All of it asks you to hold the dungeon in your head as a single object rather than a chain of rooms.
Breath of the Wild inherits that tradition and alters two things about it. The transformation now happens live, and you trigger it from the map screen no matter where you are standing.
What real-time transformation adds to traversal
Older Zelda games hand you the transformation at a remove, in a cutscene or after a switch somewhere else. Here the beast shifts while Link is still running across it.
Few puzzles genuinely require you to act mid-movement, though Medoh has a good one. Tilting the bird swings a hammer toward a gong, and the same tilt slides a fan that would otherwise shut a door, so you hold the fan in place with Magnesis while the whole thing leans.
Even where the puzzles leave that potential on the table, live movement pays off in traversal. Flip Rudania and it catches Link before Death Mountain does. Ride Naboris's rotating chambers up to higher ground. In Ruta you climb high, jump, and glide across to a terminal, which is simply not a move that older dungeons of sealed rooms and no jump button could offer.
It suits the game around it. Set beside this, the dungeon spaces of earlier Zelda games can feel stiff.
The cost of controlling a dungeon from the map
The second change is harder to call. Every divine beast is operated from the map screen, at any moment, from any position inside it.
Compare the Sandship in Skyward Sword, where switching between past and present means putting an arrow into a time stone. The switch costs you movement and aim, and that cost makes you plan: pick your era before you head below deck, work out which state the mechanism needs, commit to it.
Distance between the switch and the thing it switches is itself a puzzle generator. Put a time stone outside a room. Make the outer door open in the past and the inner door open in the present. Now you have a problem worth solving, precisely because you cannot flip the state once you are inside.
Give the player that toggle in a menu and the problem evaporates.
Where menu control helps and where it hurts
Menu control buys real things. The beasts move quickly, backtracking essentially disappears, and you get the spectacle of reshaping an enormous structure without walking back across it to do so.
The bill arrives on the puzzle side. When any state is one menu away, some challenges land softer than they might have. Others fall to trial and error, cycling through configurations the way you might mash a rotation button in Fez until the picture snaps together.
Not all of them. Several beast puzzles want Link positioned somewhere specific before the movement happens, which puts the planning back. Naboris is the standout, because three independently rotating chambers produce enough combinations that guessing stops working and you have to reason about what turns what.
One Naboris puzzle drops the camel's tail, has Link stand on it, then asks you to restore the circuit so the tail lifts with him aboard. Another buries a terminal in a cage you have to line up with a window in the hull. That is the system at full strength, and it shows how much of the difference is a matter of feel rather than plan: you only find out which puzzles hold up by getting in and playing them.
The smaller puzzles inside each beast
Not everything inside a divine beast runs on the master mechanism. Each one also holds self-contained problems that ignore it entirely.
In Naboris, two electric balls are meant to power a pair of switches. If the second ball is proving elusive, you can complete the circuit yourself with metal you happen to be carrying. A chest, a sword, a bow, a shield. In Ruta, a water wheel needs stopping at the right instant, which is what Cryonis is for.
These little conundrums are frequently the sharpest material in the beasts, and they draw on the systemic toolkit the rest of the game runs on. Physics, current, metal, and the world's own rules will often carry you through a problem that seems to want one specific answer.
The trouble is how much weight the puzzles are carrying. They are close to the only thing the beasts have.
Thin combat, no locks, and interiors that blur together
Strip out keys and locked doors and you strip out the navigation half of a Zelda dungeon. Combat does not fill the gap either: a handful of Guardian Scouts, some floating skulls, a boss, and nothing resembling a mini-boss to break up the middle.
Then there is how they look. The beasts are magnificent from the outside and largely interchangeable from the inside. The same murky textures, the same stonework, the same restrained score, five times over.
That is not a cosmetic complaint. Architecture, music, atmosphere, and visual identity are a large part of why a dungeon is any good. The Forest Temple's unease, how odd Snowpeak Ruins is, the shape of Skyward Sword's Earth Temple, these are the reasons those places stay with you.
The divine beasts end up mechanically distinct and aesthetically repetitive, and the repetition is what you remember.
Why divine beast pacing falls flat
A Zelda dungeon usually has a shape you can feel while you are in it. A tower that climbs. A hub that opens a wing at a time. A space rewritten the moment the key item shows up. Wide exploration that tightens into a run at the boss.
The divine beasts rarely produce that arc. Ruta comes closest: you begin at the bottom, get a water wheel spinning, ride it up, and finish by working the trunk to reach the head.
Elsewhere the beasts stay open and non-linear from the first terminal to the last. That is consistent with everything else in the game, but consistency is not the same as memorable pacing.
In a game this freeform, tighter dungeons would have supplied contrast, and contrast is what is missing.
Shrines escalate a single idea better
The 120 shrines dotted across Hyrule are small, sealed challenge rooms, and quite a few of them are paced better than the beasts they sit alongside.
The good ones take one idea and turn it over. Joloo Nah Apparatus is about spinning a block: light every lamp, then aim four fans at once, then hit six torches while water sprays across your path. Blue Flame builds its challenges around moving a blue flame with a torch or an arrow.
That is textbook escalation. Introduce, complicate, then check whether the player really understood.
The format is not free of irritations. Running dry on arrows or snapping your last weapon inside a shrine is no fun, and a few shrine names give the answer away before you walk in. Even so, a shrine feels more like a traditional Zelda puzzle room than any divine beast does.
Shrines as loose dungeon rooms buried in Hyrule
A shrine is roughly one room lifted out of a Zelda dungeon and hidden somewhere in the overworld, and a small number stretch closer to a dungeon proper.
Trial of Power runs longer and more varied than most, with a layout that folds back on itself. Shrines are also the only place in the entire game where you will find a small key.
Usually, though, a shrine is the length of one room from a Wind Waker or Twilight Princess dungeon: a quick burst of puzzle solving, then back out into Hyrule. Most are puzzle rooms, some are blessings handed over for an overworld challenge, and others are arenas against Guardian robots.
Their common failing is sameness. Identical visual language, identical music, every single time, which is handsome at shrine three and wearing by shrine forty. They also sit apart from the world, sealed in abstract chambers underground instead of belonging to the places they are found in.
Hyrule Castle does the most dungeon work
The most dungeon-like place in Breath of the Wild is not a divine beast or a shrine. It is Hyrule Castle.
It is where the whole game points, and it comes stocked: a maze of a layout, real fights, small puzzles, paths that branch, rooms you were not meant to find.
Keys, locks, and dungeon items are still absent, but the castle may well satisfy the appetite the beasts leave unfed. It is also remarkably permissive about entry. Walk in the front. Slip through the cave by the moat. Take the near-linear route and trade blows with Lynels and Guardians. Or climb it and invent a way of your own.
What you bring with you changes it enormously. Revali's Gale erases whole sections. The Zora armor lets Link swim up the waterfalls and skip nearly all of it, which is one shortcut too many.
Verdict on Breath of the Wild dungeon design
The divine beasts land somewhere between a success and a miss.
The puzzle-box half is genuinely good. Reshaping an enormous machine in order to move through it and solve it feels great, and the best terminals hang off giant water wheels, spinning rooms, huge fans, and live circuits.
The rest is harder to defend. They are short. Their interiors have no identity to speak of. Too many puzzles are softer than the mechanism could support. Openness flattens the pacing, and there is too little combat or navigation to change the rhythm along the way.
They are also five variations on one style. Players who love a global mechanism will take that trade, but Zelda has historically gained from setting plainer dungeons next to its clockwork ones.
Some of the best ideas in Zelda dungeon design are sitting inside these machines. The execution does not finish the job. Bold and strange enough to belong in this game, and still short of the landing.
Build it in Flockbay
In the Flockbay app, build one shrine, a single idea and a door, and one larger room you have to understand before it opens. Play both. If you only want to make shrines, admit you are making puzzles, not a dungeon. If the large room is dull, the idea was not big enough to inhabit.
An AI puzzle maker suits the shrine. An AI dungeon crawler maker is the building. Do not pretend they are the same ask.
Keep reading
- The plateau teaches the whole map
- The overworld writes the dungeon
- Skyward Sword leads you through
- Build a physics puzzle dungeon of your own in 3D, with AI
Puzzles are the smallest part of it. Pacing, navigation, combat, atmosphere, and the choices you hand the player decide whether a dungeon works, and the only way to know whether yours does is to build it and play it.
Keep reading on dungeon design