This page showcases videos demonstrating examples of "roughly representative" full clears of dungeons for timing and analysis purposes.
Besides the normal disclaimers on execution variance, it is important to note that dungeon clear times deviate highly depending on key layout and routing strategy. For linear dungeons the full clear route is more-or-less representative of the average time that may be spent in the dungeon in a real run, but for other dungeons it is difficult to capture this with a single route video.
In addition, some of the routes as presented will vary in the number of items they collect based on key and item layout. Where possible, the number of non-dungeon items expected to be collected in a non-key-shuffle seed using the given route will be estimated.
In the future it should be possible to utilize room-by-room timings in conjunction with routing simulation code to evaluate the actual average clear times for across all possible key layouts (or for more complex dungeons, an empirical estimate based on a large sample size). For some dungeons the average clear time will be reduced compared to what is shown here due to cases where chests can be skipped, while routing other dungeons may necessitate more backtracking on average. This rough "representative analysis" is provided as a means to derive stand-in heuristics in lieu of more refined timing data being available at this time.
The above chart shows an overall time comparison of the demonstrated routes for each dungeon -- including the time taken to travel to that dungeon from a Save+Quit -- sorted roughly from fastest to slowest. When using the minimum viable equipment for each dungeon, the time taken is generally 30-33% slower on average, with some dungeons being affected much more than others.
This chart highlights and shows the time taken to complete each dungeon route itself, separated from the amount of time taken to travel to the dungeon. On average, the travel time usually accounts for roughly 20-25% of the total time spent for the dungeon.
Eastern Palace is arguably the most linear dungeon, so the timing provided here is mostly representative, with the exception of being able to skip one or both of the vanilla big key chest (see Eastern Palace Big Key) and the boss, if they are known to be map/compass.
Note that runners may also elect to take the Big Key Chest 50/50 when appropriate, either coming back for the big key chest if necessary, or skipping it altogether.
When doing all checks in the dungeon except for the boss, 2.4 non-dungeon items are collected on average.
Desert Palace routing is highly dependent on key layout, as you may sometimes be forced to go back and forth between the left and right sides of the dungeon.
In addition, the boots-locked item on the torch is the big key 25% of the time, and the small key roughly 35% of the time.
When skipping the boss, 1.5 non-dungeon items are collected on average.
The timing for full-clearing Tower of Hera is highly dependent on the contents of the basement chest (vanilla big key chest). This chest contains the big key 33% of the time, and contains either the small key or the map/compass roughly 36% of the time, in which case it can be skipped entirely. The route shown enters the basement, which is the more common case.
With the hookshot on hand, the Herapot glitch can be used to warp to the later part of the dungeon, which allows for skipping the basement chest in all cases, as shown here.
Roughly 1.33 non-dungeon items are collected on average when skipping the vanilla big key chest in this way.
Palace of Darkness routes will vary widely based on key layout, and it is often possible to skip one or more chests by deducing that they are small keys.
Helmasaur is commonly skipped if not required, as that check takes roughly 129-155 seconds depending on equipment. Roughly 4.28 non-dungeon items are collected on average in this case.
The Swamp Palace route shown here navigates to the two "Left Side Swamp" checks before proceeding to the compass chest and big chest. However, there is a 33% chance that the big key will be placed in one of the four checks beyond the big chest and the big chest will contain a non-dungeon item, thus necessitating backtracking or re-entry into the dungeon to collect the final item in the big chest.
Therefore, this route as shown collects an average of 5.66 non-dungeon items.
The two "Left Side Swamp" checks are commonly skipped as shown here, or delayed until after defeating the boss.
This results in an average of 4.17 non-dungeon items being collected in a first pass through the dungeon.
Several different viable routing strategies are possible for Skull Woods depending on the situation and available equipment. Notably, Skull Woods is commonly routed into other Dark World checks (such as Village of Outcasts/Thieves Town area), which necessitates backtracking out of the dungeon afterwards and usually makes a back-to-front clear preferable.
The small key layout will affect the relative efficiency of different Skull Woods routes. With the mirror on hand, walking into the skull entrance first is generally fastest on average when doing a front-to-back clear. The low equipment route shown instead enters the dropdown hole first, which tends to be faster on average even when accounting for the fact that this risks a ~10% chance of being softlocked and requiring a Save+Quit and a separate trip to the dungeon.
The routes shown feature a front-to-back clear, which runs the risk of leaving an item behind in the big chest in layouts where the big key has not yet been collected in this route. This is relatively rare, so on average 1.9 non-dungeon items are collected with a front-to-back route like this.
If clearing only the "front (and middle)" portion of Skull Woods (i.e. the non-fire rod locked sections), 1.25 non-dungeon items are collected on average.
The travel time to Thieves Town is often largely amortized since it is adjacent to several other overworld checks in the Dark World.
Collecting only the checks in the first 4 chests of the dungeon (one of which is guaranteed to be the Big Key) yields an average of 1.56 non-dungeon items.
Without somaria on hand, the typical route through Ice Palace utilizes a bomb jump (the "Ice Palace Bomb Jump") to proceed to the second half of the dungeon with the blue pegs down. Routes through the latter part of the dungeon are divergent depending on key and item layout -- for example, a small key in the pengator chest (vanilla compass chest) can allow for traveling directly east from the plus-shaped room to the right-hand side of the dungeon, essentially skipping 4 rooms of traversal.
The route shown checks the "Iced T" chest before the freezor chest and big chest, as this generally is the fastest way to open all chests in the dungeon, but this is not necessarily desirable (or even possible) depending on key layout and optimization preferences.
When using the IPBJ route, the "Iced T" chest is generally the slowest non-boss check to route in, so runners can elect to skip it entirely (or take it as a 50/50 gamble) as shown above. Because the big key is not required to complete the dungeon when the IPBJ is utilized, this route works even when the big key is in the Iced T chest.
This results in one less non-dungeon item being collected if that item is in the Iced T chest itself, or if the Iced T chest contains the big key and the big chest contains an item. On average, 2.76 non-dungeon items are collected if using this route.
With somaria on hand, a significantly more efficient (and more consistent) route is available via using the "Icebreaker" clip to directly access the vanilla big key Chest. There are generally no deviations in this route, aside from skipping the later checks if all non-dungeon items (and the big key) have already been collected.
Misery Mire features the largest potential differential between a low and max equipment clear, and should generally be avoided with minimal equipment on hand -- with only 10 bombs and a fighter sword, the Vitreous fight alone takes roughly two minutes, as Vitreous requires 32 sword spins and/or bomb hits to defeat!
Dungeon routes can differ depending on key layout and routing approach, with the vanilla big key chest (cutscene chest) being a common skip due to taking a significant amount of time to route in.
Turtle Rock is a linear dungeon, so there are very few deviations in a full clear route, with the exception of potentially skipping chests on the laser eye bridge if all non-dungeon items and small keys have already been collected. Mimic Cave is included in the clear, though it is technically treated as an overworld check separate from the dungeon itself by the seed generation process.
The travel time to Turtle Rock (including medallion cutscene) is the longest in the game, and even longer if the hookshot is not available (and access is via mirror instead). However, it is situated adjacent to east dark death mountain checks (Superbunny Cave, Hookshot Cave) and can be checked together with those locations if the proper equipment is available.
When skipping Trinexx, 4.28 non-dungeon items are collected on average in the rest of the dungeon (plus one in Mimic Cave, if the mirror is available).