Adding new content to the remake - Some Ideas
So with the remake, I am obviously extremely excited. But with it being a remake, you don't necessarily get to see the developers use the new hardware and technological capabilities of the modern because it is all a remake of what's worked when the game initially released. Graphics will be better, sure, but I found myself wishing there'd be new content so we could see a fresh take on what OOT could do. So I came up with a few ideas on how they could do it. Obviously they wont, but it's fun to imagine.
I propose they add 3 new full dungeons, and a bunch of new side quests, some locked behind the new dungeon key items, some not. Content would be entirely optional regarding the main game, but showcase what a fresh take on OOT lore could offer.
Starting off after you defeat the Dodongo's Cavern, still a child, we enter:
The Gerudo Royal Catacombs.
- Where normally you are item locked to not be able to enter the valley, stuck behind the canyon, now the tents there have a little more to offer. Now, there is an expedition team there trying to find a way into the catacombs. They need help finding the entrance, which conveniently you now have bombs to find. One or two quests later and you can enter the new dungeon
- This dungeon is for the royal line and hides ancient treasure and a dangerous fallen gerudo warrior of old. I'll gloss over dungeon layout as that's something that'd be worked out, but for the most part it tries to stay on the semi-lighter side. I want to save the classic creepier stuff for adult link like normal. The catacombs will be filled with Gerudo themed Stalfos and the miniboss will be some magic-based stal enemy who will drop the key item. The final boss room is a room filled with sand with a sarcofagus in the center, presumably some royal from a bygone era. The boss door closes, and from the sand explodes the boss - it's a BOTW Molduga or Majoras Mask Twinmold type enemy. It would bury itself in the sand of the boss room, popping out to deal damage, etc etc. Use the key item to stun and deal damage.
- The key item would be Gerudo Shock Charges. This shock ammo is child-exclusive and works like any other classic ammo, having special targets that only it works with. In the dungeon, you can only carry one of these at a time. Fight the boss using the ammo, which the boss will occasionally drop, and at the end you now have a new "key" that can unlock some new content throughout the world. Basically, if you see a shock target, you can expect new content behind it. Perhaps there's a minigame associated with it. During some side quests, eventually you'd get to a point where you'd need this ammo to progress to keep certain story beats locked behind new content.
- The reward for beating this dungeon is not a heart container, but simply a pouch for the ammo so now you can carry 15 at a time.
After you complete the Water Temple, you hear rumors of some of the castle guards gathering outside the castle. Cue: The Castle Barracks
- The guards talk to adult link, saying they are trying to garrison their forces to gather supplies from the castle barracks - a new off site location that is not surrounded by the barrier. This location has now been completely overrun with monsters, so the guards are comically afraid of it. But they tell link that in the barracks lies weapons and skills they desperately need. Their numbers are dwindling, so if they want any hope training up a new force, they need these items.
- Okay, so basically the dungeon revolves around 3-4 minibosses, and one final boss. It's a classic dungeon, but sprinkle Pirates' Fortress from Majora's in there where you are trying to find the location of several Weapon Techniques, after finding one, a miniboss appears as a tutorial. These weapon techniques are the same as twilight princess - showing where the Hero's Shade learned them.
- The final boss could be some corrupted soldier, the chief monster Ganondorf put there, really anything. The reward for beating this dungeon is Magic Armor. It's simple, while wearing, if you take any damage, it will use half of your magic meter and negate all damage. If you get hit below half your meter, you will get 1/2 a heart taken and the rest of the magic. From then on, getting hit costs X rupees and you still take 1/2 a heart every time.
- Now while exploring, your combat abilities are a bit more fun to use. Both child and adult link can use these techniques, though these animations would change a bit. Perhaps child link can't use them on some large enemies.
The last new dungeon is after the Spirit Temple. You may return to the temple of time to find that a new area has opened. You are going to the Sacred Realm and into the Sage's Sanctum - A final trial to prove your worthiness.
- To begin this dungeon, we start with some story missions. If you go into the new area in the Temple of Time, a sage will let you enter after you restore castle town. Essentially, there should be some quest so that way adult link's castle town is at minimum not overrun by enemies. Some townsfolk start to tentatively come back. Perhaps there's a mission like in TOTK's Gerudo Village Gibdo battle where you need to defend the center and flush out all the Redead's from the town. Anyway, you gain permission to enter the dungeon
- Inside, the main objective is to open the flow of spiritual sage energy to the master sword, or something similar. The puzzles teach you pieces of a song.
- The mini boss contains the final piece to the song, where you then learn all along it's been Fi's song, the ballad of the goddess. Playing this song as a child will have link hold his hand up, and the master sword will fly Mjolnir style into his hand, where he will become and adult. Playing it as an adult will have the sword burst into light, teleporting back to the temple, and have him return to a child. The rest of the dungeon now can have puzzles that require you to switch back and forth between child and adult at the same time. Where the spirit temple needed you to change states to do the dungeon as a whole, certain puzzles here will require both. Perhaps you shoot a slingshot target that opens a door. Inside, you see an arrow target, but turning into an adult will close that target off, so the puzzle is how you can get access to it while having freedom to go back and forth at will, rather than needing to go to the temple of time.
- Main boss can be something spirit-y, idk. But the important reward is now you can change forms at will
In the world at large, each of these new things can unlock special areas or quests, but as a whole don't change much story wise if you choose not to engage with them. It keeps the old story as it is, and allows you to see new content as well. New side quests can be gated behind story beats that need these items or dungeons finished, new collectibles can be gated to them, etc. Overall I just really hope they add new stuff to the game instead of making it a perfect 1:1 remake - I want to see the next generation of zelda devs get to design cool dungeons, side quests, and more.
Posted Sep 25, 2026, 7:40 PM UTC