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* Near the end of the game, the monsters start to hit with a harrowing thought. If you wake up the wind fish and end the dream with you in it...do you die with them?

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* Near the end of the game, the monsters start to hit with a harrowing thought. If thought: [[spoiler:If you wake up the wind fish and end the dream with you in it...do you die with them?them?]]

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* Near the end of the game, the monsters start to hit with a harrowing thought. If you wake up the wind fish and end the dream with you in it...do you die with them?
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* When the true nature of Koholint is revealed. The player is faced with a MortonsFork. Do they proceed knowing the consequences of their actions? Or stop just before the final boss? The meaning of the cryptic owl statues is unraveled. [[spoiler: If Link does not escape the deity's dream, he'll age away and die of natural causes. As bad as that sounds, there's no guarantee he'll even pass on, as there are ghosts on the island. The hero will [[BarredFromTheAfterLife linger in this world for all eternity as a spirit]].]]

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* The game ends [[spoiler:with a DreamApocalypse: you've just erased Koholint Island from existence, alongside Tarin, the villagers, the animals don't exist anymore, Bow-Wow the Chain Chomp, none of which exist anymore.]] Unless you get to unlock the [[ThatOneAchievement borderline unachievable]] [[spoiler: special ending]], even [[spoiler:Marin]] is among the casualties.
** However[[spoiler:, a dream logic is that the world of dreams only truly ends when the dreamer dies, because said places of dreams can be revisited over and over. As long as the Wind Fish lives, Koholint will appear and disappear over and over, but no longer plagued by monsters.]]

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* The game ends [[spoiler:with a DreamApocalypse: you've just erased Koholint Island from existence, alongside Tarin, the villagers, the animals don't exist anymore, Bow-Wow the Chain Chomp, none of which exist anymore.]] Unless you get to unlock the [[ThatOneAchievement borderline unachievable]] achievable]] [[spoiler: special ending]], even [[spoiler:Marin]] is among the casualties.
** However[[spoiler:, a dream logic is that the world of dreams only truly ends when the dreamer dies, because said places of dreams can be revisited over and over. As long as the Wind Fish lives, Koholint will appear and disappear over and over, but no longer plagued by monsters.]]
casualties.
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* The player is left with an ''existential nightmare'' after completing the game. [[spoiler:When Koholint Island suffers a DreamApocalypse, all are the characters of this magical world not just dead? [[CessationOfExistence But worse? Erased from existence?]] An ApocalypseHow "Z" class? Or will they be [[{{Reincarnation}} Reincarnated]] somehow? Do they live on in an alternate reality? Do they survive in Link's memories in the waking world? [[HopeIsScary Or were they never real]] to begin with?]]
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[[caption-width-right:160:The fate of all those who faced Moldorm.]]
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[[quoteright:160:http://static.tvtropes.org/pmwiki/pub/images/tail_cave_execution_chamber.png]]
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** Which means that if you're trying for [[spoiler:the best ending]], once you steal from him ''you can never return to the shop again, [[MarkOfShame THIEF]]''.
* If you get knocked off the edge of the arena by the first boss, you won't just respawn with half a heart missing like in the rest of the game, oh no. You'll find yourself in some kind of execution chamber with skeletons hanging by chains from the ceiling. Holy shit, Nintendo!
* The final battle with the Nightmares takes on an extra edge when you realize they're using the shape of Link's personal nightmares to fight back. This implies the battles with Agahnim and Ganon in ''A Link to the Past'' (among others) had such an impact on you that deep down, you're still scared of them. And the Nightmares are exploiting that fear to defeat you. What's more, when you get to the final form, the Nightmares lose all shape and reason (though what Nightmares ARE reasonble?) and turn into the Lovecraftian mass known as [=DethI=] (pronunced "Death Eye"), wildly swinging in some vain hope of taking you down.
* If you think about it, the entire game becomes one massive exercise in Nightmare Fuel (no pun intended) once you have [[spoiler: examined the mural relief in the Face Shrine. This single episode changes the meaning of everything you had seen in the game, and of what you have yet to experience. The Nightmares in the dungeons, in spite of their villainous nature, become de facto guardians of their very reality. All the people, animals, fairies and the like who had been helping you out throughout the whole game had been unwittingly cooperating in their own annihilation. The silly owl, who had been giving you advice throughout the story and instructing you where to go next begins to look more like an angel of death than anything else. What is perhaps the most disturbing element of all, however, is Link himself, as he does not question the nature of his quest even after he learns the truth, and slavishly follows the instructions of first the owl, and then the Wind Fish itself. Once you realize the above, it becomes evident that it is the only game in the series wherein Link's death would have been in the best interest on the very world he inhabits. To add insult to injury, his only 'reward' for awakening the Jerkass God itself is being left on a drifting pile of wood remaining from his ship with no food, no drinkable water and no land in sight. Seen from this perspective, the game concludes with a borderline Kill'em All Downer Ending.]]

to:

** Which means that if you're trying for [[spoiler:the the best ending]], ending, once you steal from him ''you can never return to the shop again, [[MarkOfShame THIEF]]''.
* If you get knocked off the edge of the arena by the first boss, you won't just respawn with half a heart missing like in the rest of the game, oh no. You'll find yourself in some kind of execution chamber with skeletons hanging by chains from the ceiling. Holy shit, Nintendo!
ceiling.
* The final battle with the Nightmares takes on an extra edge when you realize they're using the shape of Link's personal nightmares to fight back. This implies the battles with Agahnim and Ganon in ''A Link to the Past'' (among others) had such an impact on you that deep down, you're still scared of them. And the Nightmares are exploiting that fear to defeat you. What's more, when you get to the final form, the Nightmares lose all shape and reason (though what Nightmares ARE reasonble?) reasonable?) and turn into the Lovecraftian mass known as [=DethI=] (pronunced (pronounced "Death Eye"), wildly swinging in some vain hope of taking you down.
* If you think about it, the entire game becomes one massive exercise in Nightmare Fuel (no pun intended) once you have [[spoiler: examined the mural relief in the Face Shrine. This single episode changes the meaning of everything you had seen in the game, and of what you have yet to experience. The Nightmares in the dungeons, in spite of their villainous nature, become de facto guardians of their very reality. All the people, animals, fairies and the like who had been helping you out throughout the whole game had been unwittingly cooperating in their own annihilation. The silly owl, who had been giving you advice throughout the story and instructing you where to go next begins to look more like an angel of death than anything else. What is perhaps the most disturbing element of all, however, is Link himself, as he does not question the nature of his quest even after he learns the truth, and slavishly follows the instructions of first the owl, and then the Wind Fish itself. Once you realize the above, it becomes evident that it is the only game in the series wherein Link's death would have been in the best interest on the very world he inhabits. To add insult to injury, his only 'reward' for awakening the Jerkass God itself is being left on a drifting pile of wood remaining from his ship with no food, no drinkable water and no land in sight. Seen from this perspective, the game concludes with a borderline Kill'em All Downer Ending.]]----
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* If you think about it, the entire game becomes one massive exercise in Nightmare Fuel (no pun intended) once you have [[spoiler: examined the mural relief in the Face Shrine. This single episode changes the meaning of everything you had seen in the game, and of what you have yet to experience. The Nightmares in the dungeons, in spite of their dubious morality, become guardians of their very reality. All the people, animals, fairies and the like who had been helping you out throughout the whole game had been unwittingly cooperating in their own annihilation. The silly owl, who had been giving you advice throughout the story and instructing you where to go next begins to look more like an angel of death than anything else. What is perhaps the most disturbing element of all, however, is Link himself, as he does not question the nature of his quest even after he learns the truth, and slavishly follows the instructions of first the owl, and then the Wind Fish itself. Once you realize the above, it becomes evident that it is the only game in the series wherein Link's death would have been in the best interest on the very world he inhabits. To add insult to injury, his only 'reward' for awakening the Jerkass God itself is being left on a drifting pile of wood remaining from his ship with no food, no drinkable water and no land in sight. Seen from this perspective, the game concludes with a borderline Kill'em All Downer Ending.]]

to:

* If you think about it, the entire game becomes one massive exercise in Nightmare Fuel (no pun intended) once you have [[spoiler: examined the mural relief in the Face Shrine. This single episode changes the meaning of everything you had seen in the game, and of what you have yet to experience. The Nightmares in the dungeons, in spite of their dubious morality, villainous nature, become de facto guardians of their very reality. All the people, animals, fairies and the like who had been helping you out throughout the whole game had been unwittingly cooperating in their own annihilation. The silly owl, who had been giving you advice throughout the story and instructing you where to go next begins to look more like an angel of death than anything else. What is perhaps the most disturbing element of all, however, is Link himself, as he does not question the nature of his quest even after he learns the truth, and slavishly follows the instructions of first the owl, and then the Wind Fish itself. Once you realize the above, it becomes evident that it is the only game in the series wherein Link's death would have been in the best interest on the very world he inhabits. To add insult to injury, his only 'reward' for awakening the Jerkass God itself is being left on a drifting pile of wood remaining from his ship with no food, no drinkable water and no land in sight. Seen from this perspective, the game concludes with a borderline Kill'em All Downer Ending.]]
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None


* If you think about it, the entire game becomes one massive exercise in Nightmare Fuel (no pun intended) once you have [[spoiler: examined the mural relief in the Face Shrine. This single episode changes the meaning of everything you had seen in the game, and what you have yet to experience. The Nightmares in the dungeons, in spite of their dubious morality, become guardians of their very reality. All the people, animals, fairies and the like who had been helping you out throughout the whole game had been unwittingly cooperating in their own annihilation. The silly owl, who had been giving you advice throughout the story and instructing you where to go next begins to look more like an angel of death than anything else. What is perhaps the most disturbing element of all, however, is Link himself, as he does not question the nature of his quest even after he learns the truth, and slavishly follows the instructions of first the owl, and then the Wind Fish itself. Once you realize the above, it becomes evident that it is the only game in the series wherein Link's death would have been in the best interest on the very world he inhabits. To add insult to injury, his only 'reward' for awakening the Jerkass God itself is being left on a drifting pile of wood remaining from his ship with no food, no drinkable water and no land in sight. Seen from this perspective, the game concludes with a borderline Kill'em All Downer Ending.]]

to:

* If you think about it, the entire game becomes one massive exercise in Nightmare Fuel (no pun intended) once you have [[spoiler: examined the mural relief in the Face Shrine. This single episode changes the meaning of everything you had seen in the game, and of what you have yet to experience. The Nightmares in the dungeons, in spite of their dubious morality, become guardians of their very reality. All the people, animals, fairies and the like who had been helping you out throughout the whole game had been unwittingly cooperating in their own annihilation. The silly owl, who had been giving you advice throughout the story and instructing you where to go next begins to look more like an angel of death than anything else. What is perhaps the most disturbing element of all, however, is Link himself, as he does not question the nature of his quest even after he learns the truth, and slavishly follows the instructions of first the owl, and then the Wind Fish itself. Once you realize the above, it becomes evident that it is the only game in the series wherein Link's death would have been in the best interest on the very world he inhabits. To add insult to injury, his only 'reward' for awakening the Jerkass God itself is being left on a drifting pile of wood remaining from his ship with no food, no drinkable water and no land in sight. Seen from this perspective, the game concludes with a borderline Kill'em All Downer Ending.]]
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None


* If you think about it, the entire game becomes one massive exercise in Nightmare Fuel (no pun intended) once you have [[spoiler: examined the mural relief in the Face Shrine. This single episode changes the meaning of everything you had seen in the game, and which you have yet to experience. The Nightmares in the dungeons, in spite of their dubious morality, become guardians of their very reality. All the people, animals, fairies and the like who had been helping you out throughout the whole game had been unwittingly cooperating in their own annihilation. The silly owl, who had been giving you advice throughout the story and instructing you where to go next begins to look more like an angel of death than anything else. What is perhaps the most disturbing element of all, however, is Link himself, as he does not question the nature of his quest even after he learns the truth, and slavishly follows the instructions of first the owl, and then the Wind Fish itself. Once you realize the above, it becomes evident that it is the only game in the series wherein Link's death would have been in the best interest on the very world he inhabits. To add insult to injury, his only 'reward' for awakening the Jerkass God itself is being left on a drifting pile of wood remaining from his ship with no food, no drinkable water and no land in sight. Seen from this perspective, the game concludes with a borderline Kill'em All Downer Ending.]]

to:

* If you think about it, the entire game becomes one massive exercise in Nightmare Fuel (no pun intended) once you have [[spoiler: examined the mural relief in the Face Shrine. This single episode changes the meaning of everything you had seen in the game, and which what you have yet to experience. The Nightmares in the dungeons, in spite of their dubious morality, become guardians of their very reality. All the people, animals, fairies and the like who had been helping you out throughout the whole game had been unwittingly cooperating in their own annihilation. The silly owl, who had been giving you advice throughout the story and instructing you where to go next begins to look more like an angel of death than anything else. What is perhaps the most disturbing element of all, however, is Link himself, as he does not question the nature of his quest even after he learns the truth, and slavishly follows the instructions of first the owl, and then the Wind Fish itself. Once you realize the above, it becomes evident that it is the only game in the series wherein Link's death would have been in the best interest on the very world he inhabits. To add insult to injury, his only 'reward' for awakening the Jerkass God itself is being left on a drifting pile of wood remaining from his ship with no food, no drinkable water and no land in sight. Seen from this perspective, the game concludes with a borderline Kill'em All Downer Ending.]]
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Added a brief analysis of the game through the lens of Nightmare Fuel... and there is plenty to go around.


* The final battle with the Nightmares takes on an extra edge when you realize they're using the shape of Link's personal nightmares to fight back. This implies the battles with Agahnim and Ganon in ''A Link to the Past'' (among others) had such an impact on you that deep down, you're still scared of them. And the Nightmares are exploiting that fear to defeat you. What's more, when you get to the final form, the Nightmares lose all shape and reason (though what Nightmares ARE reasonble?) and turn into the Lovecraftian mass known as [=DethI=] (pronunced "Death Eye"), wildly swinging in some vain hope of taking you down.

to:

* The final battle with the Nightmares takes on an extra edge when you realize they're using the shape of Link's personal nightmares to fight back. This implies the battles with Agahnim and Ganon in ''A Link to the Past'' (among others) had such an impact on you that deep down, you're still scared of them. And the Nightmares are exploiting that fear to defeat you. What's more, when you get to the final form, the Nightmares lose all shape and reason (though what Nightmares ARE reasonble?) and turn into the Lovecraftian mass known as [=DethI=] (pronunced "Death Eye"), wildly swinging in some vain hope of taking you down.down.
* If you think about it, the entire game becomes one massive exercise in Nightmare Fuel (no pun intended) once you have [[spoiler: examined the mural relief in the Face Shrine. This single episode changes the meaning of everything you had seen in the game, and which you have yet to experience. The Nightmares in the dungeons, in spite of their dubious morality, become guardians of their very reality. All the people, animals, fairies and the like who had been helping you out throughout the whole game had been unwittingly cooperating in their own annihilation. The silly owl, who had been giving you advice throughout the story and instructing you where to go next begins to look more like an angel of death than anything else. What is perhaps the most disturbing element of all, however, is Link himself, as he does not question the nature of his quest even after he learns the truth, and slavishly follows the instructions of first the owl, and then the Wind Fish itself. Once you realize the above, it becomes evident that it is the only game in the series wherein Link's death would have been in the best interest on the very world he inhabits. To add insult to injury, his only 'reward' for awakening the Jerkass God itself is being left on a drifting pile of wood remaining from his ship with no food, no drinkable water and no land in sight. Seen from this perspective, the game concludes with a borderline Kill'em All Downer Ending.]]
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* The final battle with the Nightmares takes on an extra edge when you realize they're using the shape of Link's personal nightmares to fight back. This implies the battles with Agahnim and Ganon in "Link to the Past" (among others) had such an impact on you that deep down, you're still scared of them. And the Nightmares are exploiting that fear to defeat you. What's more, when you get to the final form, the Nightmares lose all shape and reason (though what Nightmares ARE reasonble?) and turn into the Lovecraftian mass known as Death Eye, wildly swinging in some vain hope of taking you down.

to:

* The final battle with the Nightmares takes on an extra edge when you realize they're using the shape of Link's personal nightmares to fight back. This implies the battles with Agahnim and Ganon in "Link ''A Link to the Past" Past'' (among others) had such an impact on you that deep down, you're still scared of them. And the Nightmares are exploiting that fear to defeat you. What's more, when you get to the final form, the Nightmares lose all shape and reason (though what Nightmares ARE reasonble?) and turn into the Lovecraftian mass known as Death Eye, [=DethI=] (pronunced "Death Eye"), wildly swinging in some vain hope of taking you down.
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None


* The final battle with the Nightmares takes on an extra edge when you realize they're using the shape of Link's personal nightmares to fight back. This implies the battles with Agahnim and Ganon in "Link to the Past" (among others) had such an impact on you that deep down, you're still scared of them. And the Nightmares are exploiting that fear to defeat you. What's more, when you get to the final form, the Nightmares lose all shape and reason (though what Nightmares ARE reasonble?) and turn into the Lovecraftian mass known as Death Eye, wildly swinging in some vein hope of taking you down.

to:

* The final battle with the Nightmares takes on an extra edge when you realize they're using the shape of Link's personal nightmares to fight back. This implies the battles with Agahnim and Ganon in "Link to the Past" (among others) had such an impact on you that deep down, you're still scared of them. And the Nightmares are exploiting that fear to defeat you. What's more, when you get to the final form, the Nightmares lose all shape and reason (though what Nightmares ARE reasonble?) and turn into the Lovecraftian mass known as Death Eye, wildly swinging in some vein vain hope of taking you down.
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Personal interpretation


* If you get knocked off the edge of the arena by the first boss, you won't just respawn with half a heart missing like in the rest of the game, oh no. You'll find yourself in some kind of execution chamber with skeletons hanging by chains from the ceiling. Holy shit, Nintendo!

to:

* If you get knocked off the edge of the arena by the first boss, you won't just respawn with half a heart missing like in the rest of the game, oh no. You'll find yourself in some kind of execution chamber with skeletons hanging by chains from the ceiling. Holy shit, Nintendo!Nintendo!
* The final battle with the Nightmares takes on an extra edge when you realize they're using the shape of Link's personal nightmares to fight back. This implies the battles with Agahnim and Ganon in "Link to the Past" (among others) had such an impact on you that deep down, you're still scared of them. And the Nightmares are exploiting that fear to defeat you. What's more, when you get to the final form, the Nightmares lose all shape and reason (though what Nightmares ARE reasonble?) and turn into the Lovecraftian mass known as Death Eye, wildly swinging in some vein hope of taking you down.
Is there an issue? Send a MessageReason:
None


[[AC: In order for NightmareFuel tabs to survive, a new writing style is going to be used, nicknamed '''Example Lobotomy'''. Basic rules: just list facts as they are, don't just say "character X" or "the X scene" (such Administrivia/{{zero context example}}s will be {{zapped}}), spoiler policy to be determined on a case-by-case basis, italics to be applied to works' names only and not to give emphasis on what tropers say. "X scared me" is already implied by the mere addition of that example by the troper.]]

----
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** Which means that if you're trying for [[spoiler:the best ending]], once you steal from him *you can never return to the shop again, [[MarkOfShame THIEF]]*.

to:

** Which means that if you're trying for [[spoiler:the best ending]], once you steal from him *you ''you can never return to the shop again, [[MarkOfShame THIEF]]*.THIEF]]''.
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Added DiffLines:

** Which means that if you're trying for [[spoiler:the best ending]], once you steal from him *you can never return to the shop again, [[MarkOfShame THIEF]]*.
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* The game ends [[spoiler: with a DreamApocalypse: you've just erased Koholint Island from existence, alongside Tarin, the villagers, the animals don't exist anymore, Bow-Wow the Chain Chomp, none of which exist anymore.]] Unless you get to unlock the [[ThatOneAchievement borderline unachievable]] [[spoiler: special ending]], even [[spoiler: Marin]] is among the casualties.

to:

* The game ends [[spoiler: with [[spoiler:with a DreamApocalypse: you've just erased Koholint Island from existence, alongside Tarin, the villagers, the animals don't exist anymore, Bow-Wow the Chain Chomp, none of which exist anymore.]] Unless you get to unlock the [[ThatOneAchievement borderline unachievable]] [[spoiler: special ending]], even [[spoiler: Marin]] [[spoiler:Marin]] is among the casualties.
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Added DiffLines:

** However[[spoiler:, a dream logic is that the world of dreams only truly ends when the dreamer dies, because said places of dreams can be revisited over and over. As long as the Wind Fish lives, Koholint will appear and disappear over and over, but no longer plagued by monsters.]]
Is there an issue? Send a MessageReason:
None


* If you get knocked off the edge of the arena by the first boss, you won't just respawn with half a heart missing like in the rest of the game, oh no You'll find yourself in some kind of execution chamber with skeletons hanging by chains from the ceiling. Holy shit, Nintendo!

to:

* If you get knocked off the edge of the arena by the first boss, you won't just respawn with half a heart missing like in the rest of the game, oh no no. You'll find yourself in some kind of execution chamber with skeletons hanging by chains from the ceiling. Holy shit, Nintendo!
Is there an issue? Send a MessageReason:
None


* The shopkeeper has one rule of thumb: ShopliftAndDie. You actually can get away with stealing: after getting out of the shop fine, the game goes, "You got it for free! Are you proud of yourself?", then a few hours later you forget all about it. The problem is, the shopkeeper didn't forget: he is just standing there before he - no kidding - delivers a OneHitKill with a [[ShockAndAwe lightning attack]] if you happen to access the shop again.

to:

* The shopkeeper has one rule of thumb: ShopliftAndDie. You actually can get away with stealing: after getting out of the shop fine, the game goes, "You got it for free! Are you proud of yourself?", then a few hours later you forget all about it. The problem is, the shopkeeper didn't forget: he is just standing there before he - no kidding - delivers a OneHitKill with a [[ShockAndAwe lightning attack]] if you happen to access the shop again.again.
* If you get knocked off the edge of the arena by the first boss, you won't just respawn with half a heart missing like in the rest of the game, oh no You'll find yourself in some kind of execution chamber with skeletons hanging by chains from the ceiling. Holy shit, Nintendo!
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None


Prior to ''TheLegendOfZeldaOracleGames'', there was one game that pioneered the Zeldaverse in portable form. Its name is ''TheLegendOfZeldaLinksAwakening''.

The game's mission was bringing the refined gameplay from ''TheLegendOfZeldaALinkToThePast'' on portables, but back then nobody could possibly predict it would have brought the series' well-known-by-now [[NightmareFuel/TheLegendOfZelda scare factor]] as well.

to:

Prior to ''TheLegendOfZeldaOracleGames'', ''VideoGame/TheLegendOfZeldaOracleGames'', there was one game that pioneered the Zeldaverse in portable form. Its name is ''TheLegendOfZeldaLinksAwakening''.

''VideoGame/TheLegendOfZeldaLinksAwakening''.

The game's mission was bringing the refined gameplay from ''TheLegendOfZeldaALinkToThePast'' ''VideoGame/TheLegendOfZeldaALinkToThePast'' on portables, but back then nobody could possibly predict it would have brought the series' well-known-by-now [[NightmareFuel/TheLegendOfZelda scare factor]] as well.
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Huh, funny. I wrote the opening, but noticed just now that I\'ve written the wrong word. Sorry, folks.


Prior to ''TheLegendOfZeldaOracleGames'', there was one game that pioneered the Zeldaverse in portable game. Its name is ''TheLegendOfZeldaLinksAwakening''.

to:

Prior to ''TheLegendOfZeldaOracleGames'', there was one game that pioneered the Zeldaverse in portable game.form. Its name is ''TheLegendOfZeldaLinksAwakening''.
Is there an issue? Send a MessageReason:
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[[AC: In order for NightmareFuel tabs to survive, a new writing style is going to be used, nicknamed '''Example Lobotomy'''. Basic rules: just list facts as they are, don't just say "character X" or "the X scene" (such {{zero context example}}s will be {{zapped}}), spoiler policy to be determined on a case-by-case basis, italics to be applied to works' names only and not to give emphasis on what tropers say. "X scared me" is already implied by the mere addition of that example by the troper.]]

to:

[[AC: In order for NightmareFuel tabs to survive, a new writing style is going to be used, nicknamed '''Example Lobotomy'''. Basic rules: just list facts as they are, don't just say "character X" or "the X scene" (such {{zero Administrivia/{{zero context example}}s will be {{zapped}}), spoiler policy to be determined on a case-by-case basis, italics to be applied to works' names only and not to give emphasis on what tropers say. "X scared me" is already implied by the mere addition of that example by the troper.]]
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Removed dead link.


* [[http://www.youtube.com/watch?v=A5F0kpOCtiY Key Cavern's BGM]] starts a bit too loud, [[JumpScare which can make the moment you enter the dungeon pretty unnerving the first time around.]]

to:

* [[http://www.youtube.com/watch?v=A5F0kpOCtiY Key Cavern's BGM]] BGM starts a bit too loud, [[JumpScare which can make the moment you enter the dungeon pretty unnerving the first time around.]]
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I hate making mistakes like that.


The game's mission was bringing the refined gameplay from ''TheLegendOfZeldaALinkToThePast'', but back then nobody could possibly predict it would have brought the series' well-known-by-now [[NightmareFuel/TheLegendOfZelda scare factor]] as well.

to:

The game's mission was bringing the refined gameplay from ''TheLegendOfZeldaALinkToThePast'', ''TheLegendOfZeldaALinkToThePast'' on portables, but back then nobody could possibly predict it would have brought the series' well-known-by-now [[NightmareFuel/TheLegendOfZelda scare factor]] as well.
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Added the disclaimer.

Added DiffLines:

[[AC: In order for NightmareFuel tabs to survive, a new writing style is going to be used, nicknamed '''Example Lobotomy'''. Basic rules: just list facts as they are, don't just say "character X" or "the X scene" (such {{zero context example}}s will be {{zapped}}), spoiler policy to be determined on a case-by-case basis, italics to be applied to works' names only and not to give emphasis on what tropers say. "X scared me" is already implied by the mere addition of that example by the troper.]]
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Example Lobotomy at work. Page fully and successfully lobotomised!

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Prior to ''TheLegendOfZeldaOracleGames'', there was one game that pioneered the Zeldaverse in portable game. Its name is ''TheLegendOfZeldaLinksAwakening''.

The game's mission was bringing the refined gameplay from ''TheLegendOfZeldaALinkToThePast'', but back then nobody could possibly predict it would have brought the series' well-known-by-now [[NightmareFuel/TheLegendOfZelda scare factor]] as well.

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* The game ends [[spoiler: with a DreamApocalypse: you've just erased Koholint Island from existence, alongside Tarin, the villagers, the animals don't exist anymore, Bow-Wow the Chain Chomp, none of which exist anymore.]] Unless you get to unlock the [[ThatOneAchievement borderline unachievable]] [[spoiler: special ending]], even [[spoiler: Marin]] is among the casualties.
* The southern Face Shrine as a whole is pretty disturbing for an 8-bit Zelda game, with the eerie fresco, the apocalyptic messages, and the somber music. It's also where the island's [[TownWithADarkSecret dark secret]] is discovered.
* [[http://www.youtube.com/watch?v=A5F0kpOCtiY Key Cavern's BGM]] starts a bit too loud, [[JumpScare which can make the moment you enter the dungeon pretty unnerving the first time around.]]
* The shopkeeper has one rule of thumb: ShopliftAndDie. You actually can get away with stealing: after getting out of the shop fine, the game goes, "You got it for free! Are you proud of yourself?", then a few hours later you forget all about it. The problem is, the shopkeeper didn't forget: he is just standing there before he - no kidding - delivers a OneHitKill with a [[ShockAndAwe lightning attack]] if you happen to access the shop again.

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