Dungeon Items
Throughout Hyrule are temples acting as trials for Link to conquer and acquire new items to aid him in his quest.
In these structures navigation requires usage of the hero's abilities, the items he acquires and keys to unlock doors.
To aid the hero navigating the structure of these temples a Map can be found which details all the rooms and even highlights areas that have been visited already.
Additionally a Compass can be found which will mark the hero's current position, last visited room, and even displays were items are even if they are hidden initially.
The final room of the dungeon is locked with a much larger and elaborate lock requiring the Big Key to enter the boss's lair.
Small keys are used to unlock doors within dungeons.
In the overworld there are a few areas that feature a small key one being held by Coro, another in a cavern inside Faron Woods, a couple being held onto by King Bulblin, and the final one held by a Bulblin guarding the gate leading to Arbiters Ground featured in the Bulblin Camp.
There are a couple dungeons that feature unique keys in addition to the pre-existing ones to add onto the complexity of these dungeons.
File:Item-goron-big-key.pngThe Goron Mines feature an initially broken big key which can be assembled together by collecting the three Key Shards which then form the key to unlock the room where Fyrus awaits.
Snowpeak Ruins features a unique set of additional items that act as psuedo keys for the dungeon in addition to the standard keys which are the Ordon Pumpkin and Ordon Goat Chese respectively. This dungeon also features a uniquely designed big key being the Bedroom Key which was used to lock the room were a missing piece of the Mirror of Twilight rests.