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[[caption-width-right:350:There was a sword shop? Yeah, not going back in there to find it.]]
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[[MemeticMutation It's not a secret to everybody]] that [[ThatOneLevel these levels]] will test even the best of [[Franchise/TheLegendOfZelda legendary heroes]].


[[folder:''The Legend Of Zelda'']]
* Level 4-1 teems with Vires, and as you'll be wielding the White Sword at the time, you can't kill them so they stay dead. Also, most of the level is blacked out, forcing you to constantly use the candle. Oh, and for the boss, you meet Gleeok for the first time.
* Level 6-1. Being the first appearance of the [[DemonicSpiders Wizzrobe]] enemy, and also swarming with shield-eating Like Likes and paralyzing Bubbles. It's quite common among Zelda players to complete the much easier Level 7 and tough-but-not-as-tough Level 8 first, saving Level 6 for last.
* Levels 4-2 introduces a new mechanic - {{Non Player Character}}s that mug you for either 50 rupees, or ''permanent'' loss of one HeartContainer. It also introduces red and blue bubbles - red bubbles cause you to be unable to draw your sword until you hit a blue bubble, and often a room will have 4 or 5 red bubbles and only 1 blue bubble. It also has a remarkable GuideDangIt moment - there's a walk through wall ''in the room with the Triforce piece'' where you'd never, ever think to look for it - and if you don't find it you'll never find the Raft either because the Raft is back there.
* Level 5-2. The reason this level is such a bastard is because you're going to be facing down Wizzrobes with your White Sword. Even then it wouldn't be too, too bad except for one particular room. The room's a spiral leading to a staircase and packed with blue wizzrobes, and you ''literally'' have nowhere to dodge. Hopefully you brought a potion, because you'll likely need both doses to get through that one room
* Level 8-2. The monsters aren't all that tough, but the level is the most complicated maze in the entire game - full of one-way secret passages and one way doors - and lots of dodongos, which means running out of bombs is a constant issue.

[[folder:''Zelda II: The Adventure of Link'']]
* Death Mountain. It's filled with obnoxiously hard enemies (even by [[NintendoHard this game's standards]]), and is an extremely confusing maze.
* The Great Palace is plagued with completely unconventional mechanics compared to the rest of the game, including horrid dead-ends, endless loops, and monsters with increased hitpoints relative to what they have when encountered elsewhere. If you made it here without all of your experience levels maxed out at 8, good luck!

[[folder:''A Link To The Past'']]
* The IcePalace can become seizure-inducing due to the tougher bestiary, obstacles and maze-like layout. In particular, there is a switch in B6 which requires hitting a red/blue switch, then doubling back several floors in order to push a block down from B5 onto the switch. Luckily, having the [[SequenceBreaking Cane of Somaria]] makes it much easier.[[note]]In fact, until the UpdatedRerelease, it was almost ''assumed'' that any player would do the dungeons out of order so that they could tackle the Ice Palace with the Cane of Somaria.[[/note]] Worse, the map is rendered useless due to most rooms being made up of discrete sections. Nothing worse than finally getting halfway down correctly, then remembering that warping to the beginning of the level flipped the red/blue switches.
* Turtle Rock's confusing floating platform track sections. Particularly the first one, which forces you to ride through four lamps, shooting each of them with the Fire Rod to light them all and open the door, THEN run back and get through the door before one of the lamps goes out and it closes. "Don't go any further without a green potion" indeed.

[[folder:''Link's Awakening'']]
* Catfish's Maw, where a miniboss steals the dungeon item and requires you to pursue it all over the damned dungeon to its hidey-holes. The last one is extremely difficult to find, as it is ''very close to the entrance'' in an area the player has likely long since visited and won't think to go back to.
* ''Link's Awakening'''s Turtle Rock, the last main story dungeon, is an absurdly complicated and massive maze where ''every previous miniboss from the game'' appears as '''''respawning enemies'''''; the dungeon's unique miniboss is capable of [[MookBouncer knocking Link back to the dungeon entrance]]; one puzzle requires Link to shoot an arrow into the eye of a random statue (while this is normally a Zelda staple, this is the ''only'' time in the game this is required, and it occurs in the eighth dungeon)[[note]]This puzzle in particular stumped so many people that the ''DX'' remake adds a hint that you must shoot the statue right in the same room it's found in[[/note]]; and, completing the dungeon requires the player to visit a hidden room whose entrances are [[GuideDangIt not even on the Dungeon Map.]]
* Face Shrine is also difficult due to its confusing layout, rooms not on the map and for introducing Wizzrobes that abuse TeleportSpam. On the other hand the mid-boss is fun and the end boss is easy, so it evens out a bit.

[[folder:''Ocarina of Time'']]
* The Water Temple is, by far, the most infamous dungeon of the game, if not the entire series.
** The first reason has to do with the primary concept of rising and lowering the water level. Since Link can only walk underwater when he wears the Iron Boots and float back to the surface when he puts them away, the player has to pause and equip/remove them repeatedly, which is made more jarring by the slow transition between the item menu and the resumed playthrough. As if it weren't bad enough, it's possible to miss the item that makes it nearly tolerable. That's right: [[SelfImposedChallenge somebody did the whole Water Temple without the]] [[SuperNotDrowningSkills blue tunic]] (which means Link, in this case, is always on a permanent risk of drowning and dying if he's unable to get on a nearby surface in time). The boots' issue was fixed in the 3DS version, where both types (Hover and Iron) are considered as regular items rather than equipment ones, and can thus be mapped to a shortcut button.
** The second reason for the Water Temple being so hard is because, after some time exploring the temple and dealing with the different levels of the water's volume, you will get a key for a door. The problem is that if you use it to open the wrong door, the temple takes much longer. The right door is not the first locked door that you encounter, which means it's likely to mess up.[[note]](One very persistent rumor is that it's possible to use the keys in the wrong order, and [[UnwinnableByMistake fail the whole temple]]. That's right, many players still believe you can actually permanently screw up the Water Temple. And what does that mean? Restart your file! You ''can'' get into situations where it ''seems'' like this is the case -- you can actually still solve it if you take the right course of action, but if you can't manage to find that action, it seems like you're stuck forever).[[/note]] The key in question is most likely the one in the basement area of the temple's central pillar/tower-like structure. In a vertical area filled with spikes, narrow walkways and floating platforms, the natural thing is to go up, riding the floating platforms as you make the water level rise. It's not at all apparent that the player must then jump back into the water and swim down into the nest of spikes, which will reveal a hole that was previously blocked and obscured by the previously mentioned floating platform. Finding this key makes the temple significantly easier, and since the player always seems to be missing just one damn key, the shortage of keys situation is far less likely to happen when this area is fully investigated. They also attempted to rectify this problem in the 3DS version by changing the cutscene when you raise the water level to make it more obvious that a new path was opened up beneath the floating block.
** The third reason is the miniboss [[MirrorBoss Dark Link]], which due to a quirk of programming, takes much less time to beat on a three-heart run (his HP is equal to that of Link).
** It probably says something that in the Master Quest mode, which upped the difficulty of the game's other dungeons enormously, the Water Temple inexplicably became ''easier'' (if you can find the [[PixelHunt torches embedded in the walls]]). In fact, ''Ocarina'''s director [[http://gameinformer.com/b/news/archive/2009/11/29/aonuma-apologizes-for-water-temple.aspx has officially apologized for the Water Temple]]; he was finally able to set it right with the 3DS remake, which, in addition to the altered mechanics of the Iron Boots mentioned above, added color-coded lines marking the paths to the three Triforce symbols that let you change the water level.
* Jabu Jabu's Belly was no slouch either. Almost all enemies will electrocute you if you attack them, so most of them are either very difficult to bring down or outright unkillable until you get the boomerang.[[note]](The Zora princess herself can be thrown at the jellyfish, bubbles etc to kill them with little risk to you. When thrown, she giggles; she's immune to damage. One of the few times you can directly use an NPC *as a weapon*, and she seems to enjoy the experience. You can also make the jellyfish safe to kill by stunning them with those [[ThisLooksLikeAJobForAquaman Deku Nuts you almost never use]].)[[/note]] And also the Zora princess yells at you if you leave her, even though under certain circumstances, she'll vanish all on her own.
* The Ice Cavern. The constant falling icicles are annoying, and so are the ice monster ... things; but the level can be done fairly quickly if you know the right route.
* The OOT expansion [[NintendoHard Master Quest]] turns most of the dungeons into this, but the Fire Temple will probably make you [[RageQuit prematurely finish your game]] if you've come this far. Irritating use of fire, frequent use of lighting torches by firing arrows in front of them (to the point where it's better to [[SequenceBreaking beat the Water Temple first and get the Fire Arrows]]), maze-like layout, and probably one of the most frustrating puzzles in the series. This puzzle involves trying to get to a key by pushing a switch, quickly running to a hookshot target, and trying to get to the chest before the fire rises. Thing is, the switch has an improbably short fuse, so unless you learned the scarecrow's song, [[ThatOnePuzzle good luck.]] Even the first room has a huge GuideDangIt where the stairs are blocked by a barrier of fire. Obviously there's a switch to make it go away, right? Nope, you have to climb over the wall to bypass it.
* The Bottom of The Well. First off, if you even want to get into the place itself, you need to walk through a wall. That's right, [[GuideDangIt you need to go through an unassuming, totally generic looking wall that has no special markings on it, and the only hint you get is Navi telling you to "see the truth."]] But the fun doesn't stop there; the dungeon is filled with fake floors, which drop you into a cavern filled with redeads. Like the wall, these parts of the floor aren't marked in any way, so you need either a walkthrough or ''lots'' of trial and error to get past certain areas. The biggest trick is that it cleverly hides the boss [[spoiler:at the start of the level]]. Bosses aren't moved in Master Quest, so the Well should be no trouble, right? Guess what sucker: they moved the ''item'' you're trying to retrieve instead. The boss only drops the Compass, to move on you're going to have to [[spoiler:blow up a pile of detritus in the corner and get a hidden key]].

[[folder:''Majora's Mask'']]
* Snowhead Temple isn't terribly difficult, just a giant pain in the ass and a huge drain on time, even in Inverted Song of Time play. Examples of the frustration this temple offers are:
** Very disorienting minibosses, good luck actually hitting them in any of the 4-8 directions they'll be in, and that's ''before'' they fill the area with speeding images of themselves, all of which they will take advantage of to freeze you dead.
** Flat-out confusing temple design, involving a lot of Goron curling and trying to find the right staircase and the right room.
** Confusing switch puzzles that ''seem'' like they should be simple.
** The massive pillar that just decides to screw with you right when you thought you had the place figured out. Extra fun if you want that last fairy, which requires you to climb to the very top of the Temple, locate a precise angle and Deku Flower down the wall (and deal with the nightmare camera and movement controls if you screw up) for about five minutes, then precisely jump into an invisible hole in the wall and do it all over again if you're even a tiny bit off. The things redeeming this temple are its cool design and fun boss. But this sums it up pretty well:
-->'''LetsPlay/NintendoCaprisun''': I love how the camera pans up to show you just how much shit you have to do.
* The Great Bay Temple features a complicated series of switches, currents, waterfalls that must be frozen and thawed, etc. The crowning evil of this dungeon would be that in the second room there are three switches. Pressing the wrong ones reverses the current in the entire level, making it impossible for you to proceed until you return to hit them again. Also of note is that almost the entire level is based around hitting switches that are blocking barely visible water flow through multicoloured pipes, and you must follow the pipes to find the next switch, despite their aggravating habit of exiting through doors that can't be opened from this side. The real kicker for the Great Bay Temple (and whole game) is that you have a ''time limit'' [[note]](which can be tripled by playing the Song of Time backwards, resulting in the "Inverted Song of Time" that slows timeflow considerably for a maximum of 3 hours and 36 minutes)[[/note]]. In the other games, you could just keep bashing things in different ways all night long until you got past.
* The ''Majora's Mask'' version of Beneath the Well isn't difficult, but rather tedious and [[SolveTheSoupCans entirely bizarre and pointless.]] Instead of having to navigate areas full of creepy monsters and fake walls, you have to... give a bunch of items to Gibdos while wearing the Gidbo Mask. You have to obtain a Magic Bean and Red Potion before you can even enter the place, which requires some backtracking. From there, you have to go all through the area trying to find all the items needed to give to all the Gibdos. ''Why is this even necessary?!'' Fortunately, after obtaining the Mirror Shield in Ikana Castle you'll never have to go through this pointless mess again to get back to Ikana Castle.
* Stone Tower Temple. Just ''getting'' to the place is a nightmare that requires constant mask-switching, Elegy of Emptiness-playing, and endless cutscenes of blocks moving, in which the slightest slip-up could cost you great amounts of progress or even start you from the beginning. The two worst parts of it are [[ThatOneSidequest collecting the stray fairies]][[note]](For one or two of them, you have to do something deep in the temple, then go outside and flip it upside down, then do something else in the same room, then go outside again and turn it right side up just so you can get the fairy. And if you want the AwesomeButImpractical reward, you need all 15 of them)[[/note]], which, unlike the last three temples, doesn't even get you a good reward[[note]](In the other temples you get the advanced spin attack, the longer magic meter, and double defense, but the Stone Tower Temple reward is a C-item sword that does little more damage than the Gilded Sword)[[/note]]. There's also a room before you get the Light Arrows that involves a LightAndMirrorsPuzzle... except that the mirrors actually absorb light when you shine it on them, and you're supposed to use that and your Mirror Shield to reflect the light from your light source to one mirror, then to another mirror, then to a block in your way that disappears when light is shone on it. This wouldn't be so hard if not for the GoddamnedBats that respawn in the room, often messing up your aim at the mirrors. And if you stop shining light on one mirror for even half a second, you have to wait until the mirror has used up all its light before you can recharge it again. There's a GuideDangIt solution that makes it a little bit easier, but it's almost impossible without said solution.
* The final area in the game, the Moon, has two difficult segments:
** The Goron Maze requires you to go high speed on extremely narrow ledges, have to bounce off objects at the perfect angle to hop onto another platform, with little room for error. Although this section becomes a joke when you realize that the way to properly do it is by not moving the control stick at all. If you just roll straight, Link will bounce perfectly off the treasure chests for the vast majority of the level.
** The 3DS remake of the Zora maze made several arbitrary changes to the level design, most of which only serve to make the section drag out longer than it needs to. Previously just an underwater maze, the revamped version adds several timed switch gate sections, branching underwater tubes, and ledges that can only be reached by dolphin-jumping out of the water with impeccable timing, something that the rest of the game almost never requires you to do. To make things worse, missing a jump warps you back to the beginning, and several pipes lead to dead ends, with the correct route vaguely hinted at by a small fish. It doesn't help that Zora Link's swimming controls were completely reworked so that he goes a dozen times slower without using his magic barrier, and you'll ''have'' to use this to get past the timed gate sections, which means veering into pots containing magic power while worrying about everything else. Lastly, just to throw completionists off, [[LastLousyPoint one of the dead ends contains a heart piece.]][[/folder]]

[[folder:''Oracle of Ages / Oracle of Seasons'']]
* Jabu Jabu's Belly in ''Oracle of Ages'' (not to be confused with the dungeon of the same name in [=OoT=]) puts all other water dungeons in all other Zelda games to shame. Plus all the other dungeons in those games. Heck, throw in most other dungeons in all other games, too. This place is insane. It's even completely possible to get yourself stuck with no keys, no way to access the boss key, and no way to start the water levels over from the beginning to fix your mistake, and in order to continue the game from this point, you must perform the [[GoodBadBugs Veran Warp]], which can corrupt your saves, but allows you to skip everything after the Tune of Ages, including this level.
* Skull Dungeon from the same game, too. A lot of the jumping is just ridiculous, and there's one room in particular where you have to jump across three moving platforms. If are even a second too soon or too late for the jump, you fall into a lava and you have to jump across each platform all over again.
* The Ancient Ruins from ''Oracle Of Seasons''. For one thing, it was huge--the boss battle was on the ''fifth floor''. For another, it prominently featured the Magic Boomerang, which was introduced in the level--which half the time ended up with you accidentally walking into a pit when you hit something and control shifted from the boomerang back to Link. Then there was that mad dash for the Boss Key with the walls closing in... and finally, the boss itself, which required both mad boomerangin' skills and quick timing, all done in ''a pit of quicksand''! With the Quicksand Ring, though, the boss battle becomes much less annoying, as you can move around normally without regard for the quicksand.
* The Sword and Shield Dungeon from the same game; between its sliding puzzles on the Ice side, and a few of the jumping puzzles on the Lava side (that take a cue from Skull Dungeon in Ages), can be quite frustrating as well.
* Oracle of Ages' version of [[BonusDungeon the Hero's Cave]], with its many hair-pullingly difficult puzzles. One particularly aggravating room near the end is full of lava - if you fall, it drops you back on the warp out, "conveniently" resetting the puzzle and forcing you to start it again.

[[folder:''Four Swords'']]
* 2-2 of Hero's Trials in the Anniversary Edition. This is true ''especially'' if you're playing solo and your [=DSi=]'s/3DS's L and R buttons do not work. Door two, up until level 3, is a remake of Talus Caves. While Talus Caves is mildly difficult, this gets ridiculous on the second section, where the majority of the level is basically ice. Add on Moblins at the beginning that can snipe you. Add on Ice Wizzrobes. Add on Darknuts. Add on Ball-on-Chain Darknuts. Add on very narrow paths at critical portions. You will cry.
* Vaati's Castle section (the last section per level) in each of the three doors definitely count. While they are not "boss fights", the course itself is a boss room. The fans can be quite annoying, and they are less forgiving with narrow paths. Enemy ambushes can be really cruel when the area you're at has rather large swaths of bottomless pits. Worse, you have enemy ambushes that can really drain your rupees. Hero's Trial levels 1-3, 2-3, and 3-3 are the only levels (other than Realm of Memories 1-2) that contain flying tiles, some that respawn. Many people had trouble beating Hero's Trials 2-3 because of an enemy ambush that came in three waves nonstop full of Stalfos and Moblins followed by Fire Wizzrobes and Ball-and-chain Darknut followed by even more Stalfos.

[[folder:''The Minish Cap'']]
* The Cloud Tops: like walking in a circle collecting [[MacGuffin Kinstones]] and fusing them to random pieces of architecture for '''no''' reason other than {{Padding}}? And woe to the person who accidentally misses a Kinstone, forcing them to circle around ''again'' hoping they don't overlook the same thing twice. The music's nice though, and it leads up to the [[BestLevelEver Palace of Winds]], so it's not as bad as it could be.
* The Temple of Droplets. It's a long, difficult ice-themed dungeon full of annoying puzzles, especially after you get the dungeon item.

[[folder:''Twilight Princess'']]
* Snowpeak Ruins. The knee-deep snow, the icy floors, the Block Puzzles, the sliding ice things (you know the ones), the Freezards... the [[AwesomeButImpractical ball and chain]] does little to abate the hurting. Plus, there's the fact that enemies didn't drop hearts ([[AntiFrustrationFeatures but you can always ask the nice Yeti for soup.]] Have fun backtracking to the same room for that, though).
* The City in the Sky is a MarathonLevel that takes an average of four to five hours, and that's if you know where you're going. Just getting to it is annoying enough, since it requires a huge FetchQuest just to start another FetchQuest. It's far too easy to fall to your death, and the level requires precise Clawshotting in order to survive. Plus, it's very easy to get lost in that huge place. For some players however, it picks up massively once you obtain the second clawshot, largely due to just how fun zipping about everywhere via clawshot can be.
* The defending of the caravan. A combination of the Gale Boomerang, needed to put out fires, having next to no range, fast-moving targets, pterosaurs dropping bombs on everything and the fact that Epona handles like she's drunk makes it nearly impossible to beat.
* ''Twilight Princess' '' version of the Lost Woods has an absurdly confusing layout that the game doesn't provide a map for, not even an overworld map. If that isn't enough to frustrate you, the infinitely respawning GoddamnedBats that go out of their way to hunt you down the whole time you're trying to navigate the place will certainly be. Once you finally get through it, you have to contend with ThatOnePuzzle at the end. And if that's not enough, in order to beat the game, you have to do it ''twice''.
* [[FanNickname Solmasters]]. You have to carry a glowing orb through three rooms. A giant hand is chasing you, and if it gets too close, it will snatch the orb back, and unless you want to do the whole damn thing over, you have to grab it out with the clawshot. This requires good aim, and if there are any monsters around, you have to either kill them first or do the targeting really, really quickly. You have to put the orb in certain spots to raise platforms or stairs so that you can get to the other door, which involves leaving it unattended for the hand to grab before you can reach solid ground and clawshot it back up. Enemies can knock it out of your grip, and it likes to roll, so you have to chase it down, and most likely do the whole room over. And there's two of those orbs, each with their own giant hand. Have fun!
* All the Tear of Light collection quests. Each time you enter the twilight-cursed regions (which have bloom turned up high enough to hurt your eyes), you're stuck in wolf form, which severely limits your tool and travel options. Once there, you have to search all across the region looking for the Shadow Insects that you must kill to obtain each Tear. Except they're invisible, which means you must switch to sense mode, which makes it difficult to see very far. And they're not easy to find, either. You have to do this three times in all; the Lanayru Province can take an ''hour'' even at a good pace.
* Both of the mandatory wolf mode sections. They take ''forever'', and since you're stuck in wolf mode, you can't really do much. Especially the second section, which prevents you from warping anywhere.
* Lakebed Temple (which, incidentally, [[LampshadeHanging hangs a lampshade]] on the infamy of '''the''' Water Temple mentioned above). If Midna is talked to while in the Lakebed Temple she'll comment on how large the dungeon is and how hard finding all the keys needed to progress will be. Thankfully there's not nearly as many keys in this version. Instead, the main room requires pulling multiple levers to change the layout of the room. There are many doors open with most of them leading to a dead end at first.

[[folder:''Phantom Hourglass'']]
* The Temple of the Ocean King is one of the franchise's most hated, thanks to the repeat visits through the same rooms, the timer, and the ability of the Phantoms to knock you back to a room's entrance while reducing the time you have left.

[[folder:''Spirit Tracks'']]
* The final floors of the Tower of Spirits are the most devious part in the game, since they're packed with a vast array of puzzles, hazards and passageways that can only be tackled by out-of-the-box methods that make use of ''all'' of the items in the inventory and clever cooperation with the various types of Phantoms Zelda can possess. At one point, Link and Zelda also have to find ''three'' keys to access three different rooms whose puzzles can only be solved when all of those rooms are available for access. Near the end, there's also an invasion of several powerful enemies (including three high-tier Geozards) where Link must triumph while avoiding a pitfall.

[[folder:''Skyward Sword'']]
* The Lanayru Mining Facility. The enemies are a pain, the time-shifting puzzles are very tedious, and it's all accompanied with some [[HellIsThatNoise rather freaky music]]. Even more frustrating is that this is the temple after the Earth Temple, and the boss of this temple is a joke, making Scaldera seem tough in comparison. It doesn't help that two of the other enemies there, Beamos and Sentrobes, while being fairly managable normally, become intense on a [[SelfImposedChallenge No-Shield playthrough.]] And you have to carry the timeshift orbs past them, activating them while your hands are full. And the dungeon is actually ''longer'' than the next dungeon, and probably the one after that too. It really says something when this game's water dungeon actually inverts this trope and becomes a BreatherLevel from the Mining Facility.
* A rare non-dungeon example in the series comes later: the EscortMission at Eldin Volcano. Basically, you have to escort a robot up ''the entire volcano'', which is now swarming with Bokoblin Archers capable of hitting said robot from afar. They also have an annoying tendancy of hitting you in the face with a point-blank shot ''just as you kill them''. And you're going to make a good use of the Bow here. And even then, prepared to pull your hair out in frustration as you get through a tough area only to have Scrapper shot down by an off-screen archer when you could have sworn you killed them all. Several times. And it gets worse once you reach the Summit. Think fighting two [[DemonicSpiders Lizalfos]] is hard? Try fighting two while keeping them away from Scrapper, who [[AnnoyingVideoGameHelper annoyingly persters you when he's under attack]] and mocks you when you fail. Even worse, plot-wise, Scrapper not pulling a LeeroyJenkins would have made things much easier.
* Even later, Lanayru Gorge has a case of That One Room. It's filled with Technoblins, Beamos and Sentrobes, all of them either GoddamnedBats or DemonicSpiders, and you have to follow a Timeshift Stone in a moving mining cart to avoid falling in [[QuicksandSucks sinksand.]] Fall in, and you don't take damage, but you'll be returned to the start of the room ''WITH ALL ENEMIES RESPAWNED!'' Attempting to put an arrow in a Beamos' eye, missing by millimeters and proceeding to get knocked into the sinksand by its beam... speaks for itself. What makes this place truly maddening is that its situated after five or so ''incredibly easy'' rooms... but [[CheckpointStarvation there are no checkpoints between them.]] Having to go back through those easy rooms again ''every time you die'' will drive you insane.
* The entire process of ''reaching'' the Sandship dungeon is excruciating, as you need to visit Skipper's Hideout, the Shipyard, ''and'' the Pirate's Fortress first, all of which are essentially mini-dungeons in of themselves (the Shipyard even throws you into an unexpected rematch with the Lanayru Mining Facility's boss!) And ''then'' you have to still have to sail in a boat, search for an invisible ship, and blast it with a cannon several times before you can finally engage the real dungeon, and the boat's controls are wonky at best.
* The Silent Realms are reviled by fans for this:
** Similar to the Tear of Light fetching quest in ''Twilight Princess'', the objective is to run through this area and collect 15 tears and then get back to the entrance/exit circle to obtain your next PlotCoupon to get to the next dungeon. Sounds simple enough, except that the area is actually a death trap! Upon leaving the entrance/exit circle, you immediately get noticed by the realm's Guardians that will cause you to fail this test, if they manage to hit you. Obtaining a tear causes the Guardians to fall asleep for 90 seconds, but that doesn't mean much as Watchers are walking around and if they spot you and shine their light on you, the Guardians re-awaken. [[https://www.youtube.com/watch?v=n8_LJN-dxtc The music upon being chased by Guardians is terrifying.]] And once you have done the Realm for each of the corresponding areas - Faron, Lanayru and Eldin - you think you are done with them forever; but then you learn that you have one final, extra-hard Realm left to do in [[spoiler:Skyloft]].
** The Eldin Silent Realm is probably the worst out of all of them. For one, it's an absolutely gigantic area. The tears are all scattered over the huge level, which is ''very'' bad if you've been spotted. And the tears on the large sand slide are the hardest to obtain, since it's a one-way slide covered in Waking Water (which instantly alerts the guardians if you step in it) and it's somewhat difficult to get over to the tear by the air current-geysers. [[spoiler:Skyloft]], too, since even though [[spoiler:you've been in that place throughout the game]] you'll still easily get lost and possibly fall off the place.
* The Tadtone collecting quest Faron makes you do before she teaches her part of the Song of the Hero. Since all of Faron Woods is flooded by then, it's easy to get lost while looking for all 17 groups of Tadtones scattered through the huge underwater area; so [[GuideDangIt unless it comes to your mind the idea of bringing an upgraded Air Potion and drink it while having the Potion Medal equipped in your Adventure Pouch to prolong drastically your oxygen meter]], you'll spend more time trying to avoid drowning than looking for the Tadtones.

[[folder:''A Link Between Worlds'']]
* The Ice Ruins. It's a very treacherous SlippySlideyIceWorld with very narrow pathways and tough enemies throughout the dungeon. There's also the run-up. First you have to follow the path to Rosso's Ore Mine to the bottom of Death Mountain in Hyrule (assuming that the player even figures out that that's where they're supposed to go, considering the game [[GuideDangIt gives zero hint that the portal is located near Rosso's mine]]) which takes you through a massive cavern that requires precise platforming all while GoddamnedBats and obstacles are trying to knock you off. The path also requires you to face [[BossInMookClothing Lynels]], who deal four hearts per hit and take eight hits from a ''fully upgraded Master Sword'' to kill. There are bosses less threatening than a single Lynel, and they roam this area in ''packs.'' Get to the bottom and you can switch over to Lorule's Death Mountain, where you then have to climb up the same cavern again, only this time with even more precise and obstacle-ridden platforming. The Lynels are gone, replaced with ice statues that can be one-shotted with the Fire Rod... but you face them on slippery icy platforms over open pits.
* The Palace of Darkness as well. Most of the dungeon is in the dark so you will need the lamp to see where you are going. However, some rooms require you to put out the torches to see things that the light makes invisible. There is very little indication that you should do this. Navigating the place can also be a pain thanks to it being huge.

[[folder:''Breath Of The Wild'']]
* Akkala Tower. To get there requires going through a ruined citadel full of Black Bokoblins and Moblins plus Guardian Skywatchers. The other way is to climb the walls of the place. Once you get there you will find the entire area flooded with Malice. Actually climbing the tower is not as bad as getting there but requires finding a Cursed Eye and destroying it to clear a very small patch of Malice protecting a metal plank, then moving that plank so it can be used as a bridge to reach the tower.
* The road to Zora's Domain the first time you go there. The path is narrow, winding, long and full of enemies and some have [[ThatOneAttack electric attacks]]. It's also raining so there is no way to take a shortcut by climbing.
* Going up Death Mountain to reach Goron City the first time as well. The area is so hot that without proper protection Link ''bursts into flames''. The "correct" method is to find the nearby stable and buy some Fireproof Elixirs, but given the WideOpenSandbox nature of the game, it's fairly likely you'll approach Death Mountain from a direction that skips the stable. Barring this, then, you can either make your own elixirs (with creatures [[TheKeyIsBehindTheLock found only on Death Mountain]]) or buy Fireproof Armor (from a shop [[TheKeyIsBehindTheLock in Goron City]]). Have fun tanking dozens of hearts of damage!
* The combined EscortMission and stealth sequence that makes up the battle against Vah Rudania. Ironically it is not the escorting that is the problem as your escort has a barrier to protect him and you can tell him to stop at anytime but he will run if it the going gets tough. Knocking out the sentries with metal blocks can be difficult due to the controls (and it is a bit difficult to realise you can do this) but the biggest problem comes from a few Moblins on the way up who are powerful and can easily knock you off the mountain.