It is a well-known convention of the Zelda series for a new item to be acquired halfway through a given dungeon. The last half of the dungeon often serves as an introduction to that item, teaching how it is used by presenting obstacles that require the item to progress. The peak of this test is normally at the boss fight of the dungeon, where the item offers an ingenious way for a small Hylian to defeat an otherwise insurmountable monster.

Although there are some cases where an item is only used to complete the respective dungeon and never needed again in the game, that doesn’t make the experience any less worthwhile. Designed to be ingrained, the puzzles, item, and boss of a dungeon are, more often than not, interconnected and provide a consistent gameplay experience.

I for one have always enjoyed the fight with Stallord in Arbiter’s Grounds. The fourth dungeon in Twilight Princess, Arbiter’s Grounds introduces the Spinner; a gear-like mechanism that latches onto specific markings on walls. The dungeon introduces the concept with an entire room of these markings, Link having to jump from wall to wall to progress further. The element of risk remains with the boss fight that follows, the player changing the walls the Spinner is connected to and avoiding Blade Traps and fireballs until they have caught up to Stallord.

What do you think? What boss fight best utilizes the respective dungeon item? What boss do you wish had something to do with the acquired dungeon item? Let us know in the comments below!

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