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The Legend of Zelda: Breath of the Wild - more dungeon details

by rawmeatcowboy
10 February 2017
GN Version 5.0

Some of these are old and some are new. I suspect many will consider them spoilers, so read on at your own risk.

- dungeon maps are a 3D model
- specific locations you need to pursue are marked
- can't see a floor-by-floor layout
- no compass
- dungeons are smaller and less labyrinthine
- dungeons have a friendly voice guiding you that offers general hints and warns you of the boss
- this voice is not heard outside of the dungeon, and Nintendo has not mentioned who the voice belongs to
- dungeons do not hide items that are required to complete the dungeon
- bosses won't be based around a singular dungeon-focused item
- when you find a dungeon, you need to make sure you have everything you need, and lots of it
- one dungeon has pockets of a poisonous, sentient liquid that hurts to touch
- this substance is called malice, and little eyeballs will sprout from these patches
- attacking the eyeball will clear away the malice and sometimes constituted a small puzzle
- diamond-shaped switches that can be activated with an attack are present, and still react to your sword, bombs or arrows
- in one dungeon, after activating a switch with his Sheikah Slate, Link was able to control the dungeon slightly
- when looking at the map, he could tilt the dungeon in order to open new paths or to make blocks and switches slide around