- This article is about the recurring objects in the series. For the game console, see Nintendo Switch.
All games except The Adventure of Link
- 1 Function
- 2 Types of Switches
- 3 Nomenclature
- 4 Gallery
- 5 See Also
- 6 References
Switch Activation Effects
Effects can include:
- Opening doors
- Making Treasure Chests appear (frequently with keys in them)
- Moving walls or other obstacles
- Opening gates to fill areas with water, or drain them
- Turning fans on or off
- Deactivating Armos statues
- Opening skylights
- Making monsters appear (if booby-trapped)
Once pushed, a switch's effect may or may not be permanent:
- Permanent: The switch's action remains in effect indefinitely, or at least until Link leaves the room, which triggers many puzzles in the series to reset.
- Timed: The switch's action only lasts for a short duration, usually with a musical cue or ticking clock sound effect to indicate this.
- Momentary: Only applies to floor switches. Will stay activated as long as something is on top of it to hold it down, otherwise it will immediately deactivate when something gets off the switch.
Types of Switches
Strangely rare in The Legend of Zelda series, Mechanical Levers are normal, hand-activated levers that perform some function when pushed into a different position. They were fairly common in A Link to the Past, especially in the Swamp Palace, but almost unheard of in most other games.
- Main article: Floor Switch
Floor Switches normally take the form of a large button or plate, which can be activated by being stepped on by Link, or sometimes by placing a heavy object on top.
- Main article: Pull Lever
A Pull Lever is a variation on the mechanical switch which is recessed into a wall. Link must pull on a handle to activate it. Pull levers are frequently timed or booby trapped.
A Grapple Switch is a ceiling-mounted variation on the pull lever which is activated by Link hanging from it, either by its handle or by using the Clawshot/Grappling Hook. Sometimes they require Link to wear the Iron Boots for extra weight.
- Main article: Torch
Torches are sometimes used as disguised switches, which are activated by lighting them. Torch switches are frequently timed, their effects lasting only until the flame goes out. When multiple torches are present, Link will usually have to light them all before the first one goes out to trigger the effect. This is much easier with area-effect spells such as Din's Fire, or at least long-range methods like a Fire Arrow.
- Main article: Shock Switch
Shock Switches are small sphere- or obelisk-shaped Switches that can be activated by being slashed by a sword or hit by another weapon.
- Main article: Eyeball Switch
An Eyeball Switch is a wall Switch that looks like an open eye. When hit by an Arrow (or sometimes a Slingshot pellet), the eye closes and is activated. Some of these Eyeball Switches are encased in ice, which must be unfrozen using the Fire Arrow or other flame-based attack. There are two variations: Yellow ones, which are one-time activated, and Silver ones, which could be hit multiple times. They appear in Ocarina of Time, Majora's Mask, The Wind Waker, Four Swords Adventures, Twilight Princess, Phantom Hourglass, Spirit Tracks, and Skyward Sword. Fire Eyes are identical in appearance to Eyeball Switches.
In Phantom Hourglass some Eyeball Switches will "flip" to protect themselves from being activated when Link faces north, so Link have to face south and have something that changes the arrow's direction like an Arrow Orb or a Grappling Hook so Link can activate them when they are open. They appear in the Temple of the Ocean King and the Temple of Ice.
A Sun Pattern is activated by having Light Beam shone at it, usually by rotating a mirror or by using the Mirror Shield. When activated, they sometimes evaporate. Like Pull Levers, they can sometimes be trapped.
Wind Switches, also known as Propellers, are objects shaped like miniature windmill propellers appearing in Skyward Sword. They can be activated by blowing them with the Gust Bellows, causing them to rotate.
Many rooms are designed so that some invisible effect is triggered when all the monsters in the room are killed. This almost always means opening a door or making a chest (or at least a key) appear. Every non-fairy floor in the Cave of Ordeals in Twilight Princess works this way, but examples can be found dating back all the way to the original The Legend of Zelda.
|Names in Other Regions|
The symbol that appears on switches in The Wind Waker
- The Legend of Zelda: Link's Awakening — Nintendo Player's Guide by Nintendo of America Inc. , pg. 16
- "Canyon, #1: Eyeball Switch" — Sheikah Stone (Majora's Mask 3D)
- "Canyon, #4: Sun Pattern A" — Sheikah Stone (Majora's Mask 3D)
- "Timeshift Stone Cart and Wind Switch" — Sheikah Stone (Skyward Sword)
- "Visual inspection indicates this object is very old. I must conclude that this is a Propeller. It is an object designed to spin in a steady wind," — Fi (Skyward Sword)