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1. Snowpeak Ruins (Twilight Princess)

Snowpeak Ruins puts the “peak” in dungeons in Twilight Princess. It is arguably the best dungeon this series has ever had, so if Nintendo even wants to consult the franchise’s roots, this has to be on the list. It’s dangerous and cozy at the same time, featuring an atmosphere that feels like you’re lost in a stranger’s house in the middle of winter.
Some of the puzzle designs in this dungeon are impeccable, especially the ice block puzzle early on. What makes this such a good dungeon is that it’s full of danger (the Wolfos and the miniboss are awesome) while also feeling safe. You can always go back and get some soup to restore health if you’re struggling, which is out of place in a Zelda dungeon, but it made it stand out.
2. Swamp Palace (A Link to the Past)

The Swamp Palace is one of the most iconic in the entire series, so it would be a fantastic inspiration for a new Zelda game. It was arguably the first real water dungeon, something that would go on to be prevalent in almost every other game in this series. A game can be defined by its water dungeon, and A Link to the Past is no different.
What sets this apart is the lack of maddening design. Water dungeons (looking at you, Ocarina of Time) can be painful and memorable for all the wrong reasons, but the Swamp Palace is a wonderful reminder that you can use all those elements without bogging the game down and enraging players.
3. Arbiter’s Grounds (Twilight Princes)

What makes a good Zelda dungeon can often be the item you find, because that’s predominantly how the dungeon itself is designed. The dungeons with the Hookshot are designed around using that item. That’s where Arbiter’s Grounds in Twilight Princess really shines.
The spinner is not all that useful of an item in general. It was barely helpful outside the dungeon, but it was incredibly fun to use inside. Spinning along the tracks and jumping across to avoid danger remains one of the most enjoyable moments in any Zelda dungeon, and it’s the sort of thing that should come back.
4. Stone Tower Temple (Majora’s Mask)

Stone Tower Temple is a testament to how to end a game. Aside from the moon, this is the final dungeon in Majora’s Mask, and it asks players to utilize everything they’ve learned in their playthrough. That, and it features an incredible gimmick: turning things upside down and back again to progress.











