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The Triforce Wielders
Recurring: Goddesses and Allies, Villains and Enemies, Races
Main Series: The Legend of Zelda, Zelda II: The Adventure of Link, A Link to the Past, Link's Awakening, Ocarina of Time, Majora's Mask, Oracle games, Four Swords, The Wind Waker, Four Swords Adventures, The Minish Cap, Twilight Princess, Phantom Hourglass, Spirit Tracks, Skyward Sword, A Link Between Worlds, Tri Force Heroes, Breath of the Wild & Tears of the Kingdom
Spin-Offs: Philips CD-i Games, Hyrule Warriors, Cadence of Hyrule, Hyrule Warriors: Age of Calamity

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Main Characters

    Link 
https://static.tvtropes.org/pmwiki/pub/images/link_mm3d.png
Click here to see Deku Link.
Click here to see Goron Link.
Click here to see Zora Link.
Voiced by: Fujiko Takimoto, Nobuyuki Hiyama (Fierce Deity form only)
"Wha...what are you, anyway?"
Tatl

The Hero of Time that saved Hyrule in the previous game. He went into the Lost Woods to search for his fairy Navi. While searching, he was attacked by the Skull Kid with his Fairy Companions Tatl and Tael and lost Zelda's Ocarina of Time as well as his horse Epona. He then follows the Skull Kid into the land of Termina, where he has to summon the Four Giants to stop the moon from being dropped onto the land.

The tropes below only apply to this Link in this game. For more information on this Link, see the character sheet for Ocarina of Time. Also see this character sheet for Twilight Princess for his appearance as the Hero's Spirit.


  • Adorably Precocious Child: When he's his regular, Hylian self. While he's not quite as much of a ladies' man as he was in Ocarina, characters in this game still find him cute.
  • Animals Hate Him: Dogs despise Deku Link, and getting pounced on by the dog in South Clock Town could be the first thing that happens to you in the game proper.
  • The Anti-Nihilist: Link, after creeping away from his life in Hyrule, is plopped into a world that will inevitably be destroyed, where the inhabitants are all destined to die in three days. What does he do? He keeps fighting to help and save them, regardless of how seemingly pointless his heroic actions are.
  • Ass-Kicking Pose: In the 3DS remake, all of his forms are given a special battle pose when an enemy is nearby and not targeted, adding to his Took a Level in Badass credentials since Ocarina.
  • Ass Kicks You: The final hit of Goron Link's three-hit combo has him take advantage of his additional weight to thrust his butt at the enemy... with such force that the screen shakes!
  • Badass Adorable: He's still a kid, but he's definitely more badass now. He can use adult equipment (Bow, elemental Arrows, Hookshot, and properly wielding the Hylian Shield), does fancy flips and acrobatics when he jumps across platforms, and overall has a much more confident demeanour to him — especially in the artwork, where he's seen with a cocky smile in contrast to his previous stoic frowning.
  • Bag of Spilling: Somehow, he forgot three of the songs he learned in the previous game — the Song of Time, Epona's Song, and the Song of Storms — and has to have them retaught to him at various points. When he does, it's stated that Link remembers them again from previously.
  • Be the Ball: One of Link's main powers in his Goron form, letting him perform a powerful Ground Pound and roll around at high speed. If the latter is done for long enough, Goron Link sprouts huge stone spikes from himself; increasing his speed further and mowing down enemies in his path.
  • BFS: Over the course of the game, Link can acquire a maximum of three swords that are immense in size, and are very powerful, but he can swing them around without much of a problem.
    • The Great Fairy's Sword, acquired after rescuing all the Stray Fairies in Stone Tower Temple, which is comparable in size to Link himself and needs to be wielded two-handed, much like Biggoron's Sword from the previous game.
    • Ater acquiring all of the game's masks, Link can receive the Fierce Deity Mask from the last Moon Child; which allows him to wield the Double Helix Sword, which is longer than Fierce Deity Link is tall and likewise also needs to be wielded two-handed.
  • Big Good: A strong case could be made for Link actively playing this role as well as the Hero of the game. He is not just saving Termina from its path to destruction, the side-quest system also lets him personally help save the lives of numerous citizens, whose lives will not get better without his help.
  • Blade Below the Shoulder: Zora Link can use his arm-fins as close-range weapons to augment his acrobatic punches and kicks, and even detach and then throw them as boomerangs.
  • Bling-Bling-BANG!: The Gilded Sword, which is the Razor Sword tempered with Gold Dust and bears a white-and-gold checkerboard pattern. Link's Hookshot in this game is also golden.
  • But Now I Must Go: After saving Termina, Link bids farewell to his new friends and returns to Hyrule to continue his search for Navi.
  • Byronic Hero: A rare unambiguously heroic example. To new players and the people of Termina, Link is a quiet, mysterious stranger who operates on a different wavelength and actively defies the end of the world against all odds. However, those who played Ocarina of Time know that, beneath his stoic exterior, Link is a lonely, traumatized child whose courage and willpower drive him to save as many people as possible, often to his own detriment.
  • Children Are Innocent: Continuing from Ocarina of Time, he has difficulty in grasping some of the adult concepts and concerns he comes across in his adventure: the circumstances of the engagement between Anju and Kafei fly right over his head, and he innocently goes along with the hug that Cremia initiates at one point, with the game noting how "warm and fuzzy" it makes him feel inside.
  • Chronic Hero Syndrome: The entire game is an example. Link could have simply left Termina and returned to search for Navi after regaining Epona and the Ocarina of Time. Instead, he stays so he can see to it that Termina is no longer in danger.
  • Dance Battler: As Deku Link, his close combat approach consists of choregraphic circular attacks.
  • Dead Person Impersonation: Three of his transformation masks contain the souls of deceased members of their respective tribes: a son of the butler of the Deku royal family, a mighty Goron hero, and a famous Zora guitarist.
  • Desperately Craves Affection: Best seen when being given a hug from Cremia overwhelms him with a warm, fuzzy feeling, hinting at his unfamiliarity with physical intimacy up to that point. He also opens and closes the game searching the Lost Woods for Navi, who the game describes as one of his dearest friends.
  • The Dreaded: Deku Link becomes this to the Business Scrubs that run Clock Town's Deku Scrub Playground for the rest of the cycle if you beat their challenge on all three days.
  • Due to the Dead:
    • Link digs a grave for Mikau and buries him, bowing to it afterwards out of respect.
    • He salutes Skull Keeta when the latter finally gives up his post and moves on to the afterlife.
  • Elemental Punch: Goron Link's fire punches.
  • Endearingly Dorky:
    • For all his levels taken in badass compared to Ocarina of Time, Link also shows a real silly side to him from time to time. It's especially noticeable when he's wearing certain masks — marching around while playing a jolly tune on his Ocarina with the Bremen Mask, doing an elaborate choreographed dance with Kamaro's Mask, and even just wearing certain ones like Romani's Mask and the Bunny Hood — and how he reacts to certain things. He goes limp in Cremia's arms and innocently feels "warm and fuzzy inside" when she hugs him, takes on a humorously pacifistic battle stance in his Goron form, and when the Rosa Sisters gratefully bow to him and call him "Master" for teaching them Kamaro's Dance, you can just imagine him blushing under the mask with that awkward posture.
    • Link has another big moment of this the manga, where he gets really excited upon arriving at Great Bay. He mentions to Tatl that — having lived in a deep forest in the landlocked Hyrule all his life — he's never actually been to a beach before.
  • Experienced Protagonist: He has already defeated Ganondorf in a previous timeline and had him tried and executed for treason (which didn't take) in this timeline just prior to setting off on another quest. The game handily demonstrates this once you take control, as the young hero's wide jumps from the previous game are replaced with skillful flips like he's been doing this for years. Which he technically has.
  • Foil: Link is a heroic Shadow Archetype to both main villains. To start, all three of them are children in their own ways and share a running theme of loneliness and Creepy Children.
    • To Skull Kid: Both are children who lost their best friend and were chosen by a great power, they also each have a fairy.
    • To Majora: The questions and behavior of the Moon Children ("figments" created by Majora's Mask) are implied to be shared by Link to some extent and he is also a Hope Bringer to Majora's Hope Crusher.
  • Forced Transformation: Skull Kid turns Link into a Deku Scrub when he first enters Termina. After Link recovers the Ocarina of Time, the Happy Mask Salesman helps him turn this into Voluntary Shapeshifting.
  • Fusion Dance: By wearing the transformation masks made from the souls of Darmani, Mikau, and the Deku Butler's son, he can gain their physical attributes and skills.
  • Good Old Fisticuffs: Goron Link fights with powerful punches and the occasional body strike. Zora Link does a bit of this too, albeit adding in acrobatic kicks and his arm-fins for more variety. In the 3DS remake, Link fights this way (along with some brute-force wrestling moves) when wearing the Giant's Mask to fight Twinmold, due to his weapons not growing in size with him.
  • Grin of Audacity: The game's artwork often depicts him with one, and he has the mettle to back it up, judging by everything he accomplishes in the game.
  • The Hero: Link is one of the few people that knows how to save Termina from the Skull Kid and the falling Moon; and the only one actively trying to do so. As part of the Bomber gang as well, he's also one of the primary movers in helping to solve the personal problems of Termina's citizens.
  • He Who Fights Monsters: Defied. The description for the Fierce Deity's Mask indicate that it is extremely powerful and possibly just as evil as Majora. Yet, Link puts it on anyway and his heroism never falters, allowing him to defeat Majora. As soon as he's done, he takes the mask off, rejecting its potential power, and leaves Termina forever. To further drive this home, the player can only make Link wear the mask during boss battles (or the Fishing Hole in the remake), emphasizing how he will only use the mask's power for good.
  • Hope Bringer: To the people of Termina.
  • Hyperspace Arsenal: While that's standard for Link, this game is probably the biggest case, given the number of masks he can carry; along with at least two swords that are longer than he is tall.
  • Incorruptible Pure Pureness: Despite the depressing setting and the potentially dangerous power of the Fierce Deity's Mask, neither can stop Link from being a courageous hero to the end.
  • Infinity -1 Sword: The Gilded Sword. A bit tough to forge, requires the second dungeon to be completed, and an entire cycle to pass, but it's the strongest weapon at Link's disposal by that point.
  • Infinity +1 Sword: The Great Fairy Sword. Only obtainable by collecting all the fairies in the fourth dungeon, which requires a lot of backtracking and exploring to find them all, but also the strongest single weapon in the game. As well as the Double Helix Sword (and the Fierce Deity's Mask, by extension), which can only be obtained in the final dungeon after completing the Moon Children's challenges and having collected every single non-transformation mask in the game, but so powerful it can only be used in boss rooms.
  • Irony: In this game, Link heals many souls who died with regret out of Unfinished Business and are left tied to the mortal plane. As revealed in Twilight Princess and Hyrule Historia, Link himself would suffer the same fate as said ghosts.
  • I Will Find You: The game opens up with him searching the Lost Woods for Navi, his Exposition Fairy who left him at the end of Ocarina of Time. Once his adventures in Termina are through, he presumably returns there to resume the search.
  • Kid Hero: Sort of. He's a bit older and taller here than in Ocarina of Time — which sometimes messes up the camera when playing the ocarina — and all but one of his transformations take on the body of an adult, but he's physically around 10-11 and still doesn't understand certain adult matters.
  • Kill It with Fire: Link's Deku and Zora forms are especially weak against fire, going down in one hit from any fire-based attack. Justified in that they're respectively plant and amphibian-based creatures.
  • Kill It with Ice: Due to his aquatic basis, Zora-Link will also fall in one hit from any ice-based attack.
  • Legacy Character: Link becomes the second Skull Keeta after beating the original in a fight and accepting the Captain's Hat as the prize.
  • Lightning Bruiser: When Goron Link reaches Super-Speed, he becomes unstoppable and almost indestructible.
  • Machete Mayhem: Link can obtain the Razor Sword, a short, single-edged blade.
  • Magic Music: Much like last time, Link's ownership of and skills with the Ocarina of Time let him do all sorts of useful things. These include — but aren't limited to — slowing down, speeding up and rewinding the flow of time itself, healing pained souls, causing localized rainstorms, producing statues where he stands, raising an enormous temple out of a deep swamp, quickly maturing baby chicks into fully-grown Cuccoos, and summoning the likes of Epona, a huge sea turtle, and the Four Giants from very far away.
    • When Link uses the Ocarina in any of his other forms however, they gain their own unique instruments (depending on which one) that work more-or-less the same way. Deku-Link uses Deku Pipes, Goron-Link uses Darmani's Drums of Sleep, and Zora-Link jams on Mikau's Guitar of Waves.
  • Man in a Kilt: As well as the classic floppy green cap being referenced in some way, Link's Deku, Goron, and Zora forms all wear green skirts without them being attached to a full tunic.
  • Morphic Resonance:
    • The Deku form, Goron form, and Zora form all still wear Link's green hat — although the Zora form actually merges the hat with the Zora head fin — and the green skirt of his tunic, his boots, and his gauntlets, despite the Hylian form not acquiring the gloves until he's older.
    • Deku-Link also has Link's bangs, while Zora-Link has his sideburns; although they've turned into yellow gills, they do still bare a close resemblance to his normal form's hair.
    • The outfit of the Fierce Deity takes on an armored breastplate and a different color, but is still almost the exact same outfit and body of his adult self otherwise.
  • Nice Guy: The end of the world won't stop Link from being kind and helpful to everyone he meets.
  • Not Quite Flight: Link's Deku form lets him glide for short distances after being fired out of a flower.
  • Older Than They Look: This Link's mind is sometimes implied to be more mature than his body; as he remembers his past as the Hero of Time, and when he fought in an adult body. The fact that his previous adventure involved Mental Time Travel makes this a bit ambiguous.
  • One-Winged Angel: A heroic example; wearing the Fierce Deity Mask allows him to become Fierce Deity Link, an absurdly powerful warrior who can crush even Majora.
  • Painful Transformation: The first time you wear a transformation mask, Link's eyes erupt with pain, his face will contort, and he shrieks in agony. This is mostly of the mental variety rather than physical. According to the Happy Mask Salesman: "It's very simple! The boundless sorrow surrounding each mask comes rushing inside the wearer when they put it on, so the urge to scream is quite understandable, really". The life of the mask flashes before his eyes and Link gets shocked by the horrors endured by the dead souls he takes on every time he puts on the mask.
  • Physical God: The Fierce Deity's Mask makes him one.
  • Rolling Attack: Goron-Link can curl up and roll around at will, though he can't actually hurt enemies with it until he whips out the spikes.
  • Scare the Dog: Dogs fear Goron Link greatly, and will run away from him yelping on sight.
  • Shock and Awe: Zora-Link's magic manifests as the ability to generate a powerful electrical shock. It can do damage and/or paralyze certain enemies to leave them open to a free hit.
  • Signature Headgear: For the most part, Link sports his usual floppy green Kokiri cap, which transforms with him in his alternate forms to different extents. He can also pick up some others on his travels, like the Captain's Hat and Postman's Hat... which he wears on top of his regular one.
  • The Soul Saver: When Link encounters a ghost with Unfinished Business, he is able to play the Song of Healing and grant them peace. In doing so, he takes their Unfinished Business onto himself. This also means that he seals their souls into a mask to transform into them.
  • Spin Attack: In addition to his standard sword-based spin attack, this is his main form of attack as Deku-Link, with the added bonus he can keep moving around as he spins like a living top of death. Link's regular spin attack can also be upgraded by the Great Fairy of Woodfall Templenote , giving it a ring-shaped energy field that explodes out and affects a wider area around him.
  • Super Drowning Skills: While in Goron form, who sinks like... well, a rock. It's downplayed in that while Gorons as a species do have the ability to breathe underwater, they can't get out of deep water again easily due to their huge weight and cumbersomeness; forcing a death-like reset to before he fell in to avoid being trapped. Link's Deku form can hop across water for a bit, but the moment he stops hopping and falls into the water, he ends up sinking immediately.
  • Super Not-Drowning Skills: Link's Zora form has this thanks to his gills, and as well as swimming much more quickly, allows him to dive down much deeper in any body of water and walk on the bottom to interact with important submerged things, like treasure chests and switches.
  • Sword Beam: The Double Helix Sword (when using the Fierce Deity's Mask) allows him to spam one that is almost guaranteed to hit, is capable of extreme rapid fire, and deals enough damage that any boss it's used against will generally go down in mere seconds.
  • Took a Level in Badass: In Ocarina of Time, young Link couldn't use the Bow or Hookshot, couldn't wield the Hylian Shield and Kokiri Sword at the same time, or even pull up tall grass without help from the Goron's Bracelet. Here, being a bit taller and older, young Link is now physically stronger and has a notably upgraded arsenal; with the ability to use the Bow and Hookshot, wield the Hero's Shield — the equivalent to the Hylian Shield — and Kokiri Sword both at once, and he can acquire even stronger swords and shields. In addition, sometimes Link does fancy somersaults while jumping across platforms, and he can now ride Epona; which only adult Link was able to do before. It shows in his general look and demeanour, too. Link didn't smile much in Ocarina of Time, not even in the game's artwork. In most of the artwork for Majora's Mask by comparison, however — the style of which is slightly shifted to reflect the game's dark nature — Link has a knowing and confident smirk on his face, now more than ready to brave any kind of danger.
  • Tragic Hero: Link is forced to relive the same three days over and over in a seemingly-futile attempt to save the world. While he ultimately succeeds and makes new friends along the way, he leaves them behind and never actually finds who he was looking for. Despite (and because of) his heroism, Link still ends the game alone in the Lost Woods, right back where he started.
  • Travel Transformation: Link can don various masks to transform into a Deku, a Goron and a Zora. Deku move at the same speed on land but can hover in the air. The Goron has a speedy Rolling Attack that can cover distance extremely swiftly. And the Zora can swiftly move through water like a dolphin.
  • Übermensch: Termina is a world consumed by despair and nihilism because the moon is crashing into Termina in three days. Link's status as Heroic Mime drives him to always act, never succumbing to fear or sadness. He rejects the hopelessness of the herd, in order to save them through sheer force of will. The nature of his task and his ability to control time put him Above Good and Evil; ergo rendering all his actions just, even at their most selfish, because his selfishness benefits all. After curing everyone of their hopelessness through his actions, he defeats a demonic mask to change the world's fate and allow Termina's people to make their own future. This ties into his ultimate mask, the Fierce Deity Mask. In Shingon Buddhist philosophy, Fierce Deities are the types of deities — such as Bishamonten —who, while benevolent, will mercilessly slay any deity that interrupts mankind's path to enlightenment, which is exactly what the Fierce Deity does to Majora at game's end.
  • Unreliable Illustrator: While the Grin of Audacity he wears in most of his artwork is befitting his development since Ocarina of Time, his behavior in-game is much more innocent and modest than the cocky expression would indicate. In fact, the only times he smiles at all are when opening a treasure chest, being healed by a Great Fairy, and on reuniting with Epona at Romani Ranch.
  • Unskilled, but Strong: When using the Giant's Mask in the remake, most of his equipment doesn't grow with him, and, as he has little to no hand to hand training, relies on wild haymakers, smashes, and improvised wrestling moves. That said, he's also the size of a Kaiju.
  • Voices Are Not Mental: When he uses the transformation masks, his grunts and cries are based on those that would belong to the characters he becomes. The only exception is his Fierce Deity form, which just sounds like his adult self in The Legend of Zelda: Ocarina of Time.
  • Voluntary Shapeshifting: Link has three forms he can shift into: Deku, Zora, and Goron. If you collected all the masks in the game and gave them all away (except for the Deku, Goron, and Zora Masks) to the kids you find running around in the field inside the Moon, then the kid who takes you to the fight with Majora will give you an extra transformation; via the Fierce Deity's Mask.
    Flavor Text: Could its dark powers be as evil as those of Majora?
  • Wrestler in All of Us: In 3D, the altered Giant's Mask essentially works like this, with Link using brute wrestling moves to attack; due to how, unlike in the original, his equipment doesn't grow in size with him. He can predominantly be seen using a chokeslam, an army roll, and a giant swing that ends with him whipping Twinmold head-first into the ground.

    Tatl 
https://static.tvtropes.org/pmwiki/pub/images/tatl_mm3d.png
"Take me with you and I’ll help you out. Deal?"

The resident Exposition Fairy. Although she serves the same purpose as Navi, their personalities are rather different. Tatl only reluctantly joins Link, and initially doesn't even care what happens to him. She interrupts gameplay a little less often than Navi did, and with a muted bell ringing sound instead of Navi's "Listen!" sound.


  • Adaptational Nice Guy: In 3D, she doesn't act as condescending as in the N64 version if you want to check on an enemy's info, no longer scolding Link and the player for not knowing about returning common Ocarina of Time enemies.
  • Aloof Ally: She at first only joins you because she got separated from Skull Kid and Tael, and in the original version, she frequently tells you that you should already know Ocarina of Time-era enemies' weaknesses. Because this was one of Navi's most useful features, it comes across as a little annoying.
  • Arc Hero: Of Majora's Mask, being Link's Exposition Fairy who is both a native to Termina and has a personal connection to the Skull Kid.
  • Audience Surrogate: Becomes this during the Anju and Kafei side quest, when you temporarily take control of Kafei.
  • Big Sister Instinct: She has this for Tael and Skull Kid. She spent the entire game trying to be reunited with her little brother.
  • Cool Big Sis: To Tael whom looks up to her enough to put his life in danger to give her important information. She apparently was this for Skull Kid as well, and eventually grows to become one for Link, even though his mind is possibly Older Than He Looks.
  • Deadpan Snarker: She has a very unfriendly attitude when talking to Link or any other character (including her brother Tael).
  • Deuteragonist: Of the game, replacing Navi as Link's primary companion and getting a fair bit of Character Development along with it.
  • Defrosting Ice Queen: Starts off the game resenting Link, working with him against her will while blaming him for being separated from her brother and believing him to be completely incompetent. As the game goes on, she starts to warm up to him and trust in his abilities. By the end of the game, she's willing to literally go to the moon and back for Link, and is on the verge of tears when she says goodbye to him at the end of their quest.
  • Dub Name Change: She's called Chatto in the original Japanese, and Taya in French, German, Italian and Spanish.
  • Entitled Bitch: Early on, she genuinely expects Link to help her catch up to the Skull Kid, despite the fact that not only did she help mug Link and steal Epona and the Ocarina of Time, but also directly interfered with Link's attempt to pursue the Skull Kid after he was turned into a Deku Scrub (which is how they were separated in the first place).
  • Establishing Character Moment: The first hint that she has a softer side is when Link gets thrown off of Epona after unsuccessfully trying to prevent Skull Kid from stealing her. Tael and Skull Kid ride on into the distance, but she pauses and looks back at Link lying on the ground, as if concerned.
  • Everyone Has Standards: Initially, Tatl has no interest in helping Link and only allies with him to find her brother. That is, until she finds out what the Skull Kid is planning, which horrifies her to the point that she permanently teams up with Link to stop him.
  • Exposition Fairy: Literally.
  • Fairy Companion: Originally to the Skull Kid, she's this to Link.
  • Heel–Face Turn: Starts off as an ally of the Skull Kid's and uses Link just to find him and Tael at the start of the game, but after realizing how insane the mask's power has driven the Skull Kid, she sides with Link to stop him.
  • Instantly Proven Wrong: Tatl believes that the Skull Kid would be no match for a Great Fairy, and suggests Link visit the one in Clock Town to reverse his Forced Transformation. A couple minutes later, they find the Great Fairy shattered to pieces.
  • Jerkass: Compared to Navi, who was very straight-to-the-point, didn't sass Link much (past one line at the start of the game), and it was clear throughout their adventure how close the two had become. Tatl is sarcastic, patronizing, and impatient, and it takes right up until the end of the game for Tatl to show much affection for Link.
  • Jerkass Realization: After clearing Woodfall Temple, Tatl realizes how awful she's treated Link and apologizes for her actions... in the most aggressive way possible, of course.
    Tatl: All that stuff I did to you... ...your horse... I... I apologize. ...Sorry. There! I apologized! So don't hold it against me, got it?
  • Jerk with a Heart of Gold: Originally, she was only looking out for her brother and the Skull Kid. As time goes on, she realizes the damage Skull Kid did to Termina and sides with Link to take him down.
  • Kick the Dog: She's pretty mean to Kafei throughout his side quest, despite how tragic his circumstances are, though she does have a few moments where she realizes she's put her foot in her mouth and offers to help him out anyway. Inside Sakon's Hideout, she says Kafei's irresponsibility and tendency for rushing headlong into danger without thinking remind her of Tael, which is probably why she acts differently toward him.
  • The Lancer: Becomes this to Link, balancing out his quiet optimism with her snarky, brutally honest attitude as she guides him across the land.
  • Lampshade Hanging: She frequently tells you should already know the weaknesses of a lot of the game's enemies. That's because this Link should.
  • Never My Fault: Tatl stops Link from following the Skull Kid, and as a result gets left behind by him. She blames Link.
  • Pet the Dog: If Link fails to help Kafei on the final day, Tatl will take pity on him and tell Link to leave him to grieve in peace.
  • Punny Name: Her brother's name is Tael. Put the two together and you get Tattle-tale.
  • Snarky Non-Human Sidekick: Emphasized by the fact that Link is a Heroic Mime, so Tatl's snark is the only reaction from the viewpoint characters towards the events of the game.
  • Tsundere: Aggressive, harsh, and blames Link for her problems, but later grows fond of the guy and shows a sweeter and more caring side. She shows the Tsun again to Kafei, being snippy towards him but also sympathetic.

    The Skull Kid 
https://static.tvtropes.org/pmwiki/pub/images/skull_kid_mm.png
Voiced by: Sachi Matsumoto
"I just thought I’d have a little fun with you..."

The apparent Big Bad of Majora's Mask, the Skull Kid stole the titular mask from the Happy Mask Salesman. However, Majora took control of him, imprisoned the four Giants of Termina, and called down the moon to destroy the world. On top of that, the Skull Kid went around Termina to cause "mischief" to all four cardinal regions (poisoning the water in Woodfall, causing an eternal blizzard in Snowhead, warming up the ocean in Great Bay Coast, while also preventing the Gerudo Pirates from exploring Great Bay Temple, and cursing the living dead in Ikana Canyon) as well as several other pranks in Clock Town (such as turning Kafei into a child). With the aid of the Skull Kid's former companion, Tatl, Link stops Majora's plot, frees the Skull Kid from the mask's control, and gives the Skull Kid what he really wanted—a friend.


  • Anti-Villain: He was merely a mischievous brat before wearing Majora's Mask. Once he wears it, his pranks become a real threat for the citizens of Termina, but only because the mask's spirit is possessing him.
  • Arch-Enemy: After watching Skull Kid smack her brother and realizing that he intends to destroy all of Termina, Tatl draws the line and permanently sides with Link in order to put a stop to him.
  • Art Evolution: His initial appearance in Ocarina of Time had orange lips, but he's slightly redesigned to have a small bird-like beak in this game. The non Japanese version also gives his face a wooden texture instead of a pitch black shadowy texture, which in the 3DS version is applied on all regions.
  • Ascended Extra: It's hard to find a bigger jump than his ascension from "random character you play a song to in a forest and then never have to see again" like he was in Ocarina of Time to "major villain about to destroy the world" that he is here.
  • Big Bad: He is set up as this, being the one responsible for the Moon’s imminent destruction of Termina and all of the misery befalling its residents. Then it’s revealed after the Four Giants are saved and they stop the moon that Majora’s Mask is not only alive, but was possessing him the entire time, making Majora the real Big Bad.
  • Big Bad Friend: To Tatl and Tael, as well as the Four Giants, having been their best friend before putting on the mask.
  • Bitch Slap: He smacks Tael when the fairy starts to beg Link to bring the Giants, and repeats it on every subsequent visit to the Clock Tower.
  • Bowdlerise:
    • The non-Japanese versions of Majora's Mask changed the Skull Kid's unmasked face from being pitch-black to being vaguely wood-textured in a way that resembles a scarecrow due to the original design resembling Blackface, though the latter design can still be found in the portraits at the Ocean Spider House. In the 3DS remake, Skull Kid's face is wooden in all regions.
    • Even the Japanese version of Majora's Mask replaces the Skull Kid's orange lips from Ocarina of Time with a beak at this point.
  • Brainwashed and Crazy: Majora's Mask slowly corrupts him, turning his harmless pranks into truly evil acts.
  • Contrasting Sequel Antagonist: With Ganondorf in Ocarina of Time. Ganondorf is manly, while Skull Kid is childlike; Ganondorf is royalty, while Skull Kid is a nobody; Ganondorf seeks to rule the world, while Skull Kid seeks to destroy it; Ganondorf is the Triforce of Power's master, while Skull Kid is the Mask's pawn.
  • Creepy Child: An undead child prone to fits of deranged giggling that wields the power to destroy the world.
  • Deadly Prank: The Majora's Mask caused his pranks to become vicious to incredible supernatural levels on people by transforming them and the environment changing so drastically, from poisoning a swamp to forcing the dead to revive and stay stuck in a pointless war without realizing it.
  • Demonic Possession: A victim of it, as the "puppet" of Majora's Mask itself.
  • Disc-One Final Boss: He's seemingly the final boss of the game, since in reality he's the Mask's pawn, although you don't actually fight him outside of a single attack to get him to drop your stolen Ocarina.
  • Dub Name Change: This is more of a species trait, but the original Japanese Ocarina of Time referred to Skull Kids as "Stal Kids", using the same "Stal-" prefix as Stalchildren, Stalfos and Skulltulas (the latter also only in Japanese). Likewise, the German dub calls them "Horror Kids".
  • Easily Forgiven: Zig-zagged. Tael forgives the Skull Kid for all the trouble he caused with the power of Majora’s Mask and asks Tatl to not be so hard on him. Tatl, on the other hand, doesn't forgive him. By the end of the game, it appears as she does forgive him probably because she realized the power of Majora's Mask corrupted the Skull Kid and was too much for him to bear. The Giants also never thought less of him even after he caused so much trouble and still considered him their friend.
  • Establishing Character Moment: A retroactive example. When you meet him in Ocarina of Time, he likes the Skull Mask because he thinks it will make him look tough, and doesn't pay full price when he buys it from you. In retrospect, this shows that he had self-esteem issues and was somewhat amoral even before Majora's Mask came along.
  • Evil Laugh: He has a high-pitched giggle as his main audio track, although it changes to a deep chuckle when he starts threatening Link. When confronted on the Clock Tower, he lets out a quiet "Hee, hee..." as he prepares to drop the moon.
  • The Fair Folk: An "imp" living in the woods whose hobby is to mess with and/or swindle travelers.
  • Fairy Companion: He has two—Tatl, who joins Link, and Tael, who stays with him.
  • Foil: To Link. Both are young(-looking) boys who lived much of their lives in the forests of Hyrule but were not born there. Also, their character arcs in this game were put into motion by them being separated from their close friends (Navi in Link's case, the Four Giants in the Skull Kid's case). And each has his own Fairy Companion. Depending on how you interpret Navi's description of Skull Kids, he may also have been a Kokiri or Hylian child once upon a time, like Link (a Hylian child raised as a Kokiri).
  • Forgotten Friend, New Foe: At the end of the game, the Skull Kid intimates himself to the audience to be the same Skull Kid who would give Link a Piece of Heart for playing Saria's Song to him in Ocarina of Time.
  • From Nobody to Nightmare:
    • Goes from a minor character in Ocarina of Time to the main antagonist here.
    • In-universe, he went from a little lonely imp to the most powerful and evil being in Termina.
  • Giggling Villain: His appearances and subsequent "pranks" are always followed by a playful, high-pitched Evil Laugh.
  • Hates Being Alone: The Skull Kid is desperate to make friends, and completely breaks down if he loses them. When Tatl and Tael first found him, he was sitting in the cold rain, shivering and crying after his previous friends abandoned him.
  • The Heavy: The Skull Kid is the one wreaking havoc across Termina and pulling the moon towards Clock Town, but he's actually just a puppet for Majora's Mask itself.
  • I Just Want to Have Friends: Long ago, the Skull Kid was seemingly abandoned by his only friends, and upon finding new ones in Tatl and Tael, he goes to extreme lengths in order to impress them, culminating in him stealing Majora's Mask as part of a prank. This sense of loneliness and desperation made him the perfect puppet for Majora.
  • Immortal Immaturity: Acts like a spoiled, lonely kid. Was also a close friend of Termina's creator deities before they created it.
  • Kick the Dog: One of the earliest indicators that the Skull Kid is Not Himself is when he smacks Tael and commands him not to speak out of turn. This causes Tatl to immediately turn against Skull Kid for the rest of the game.
  • Living Legend: Downplayed; he's heavily implied to be the "imp" who features in Termina's creation myths.
  • Mask of Power: His powers come from Majora's Mask, which is slowly corrupting him.
  • Mini-Boss: When encountering him, the miniboss music is heard, but all Link has to do against him is play the Oath to Order after freeing all the Giants. He doesn't even attack Link.
  • Non-Indicative Name: His face doesn't really look like a skull, but more like a bird.
  • Not Himself: Pay attention to that first confrontation in the Termina underground. After his typical impish dialogue, he drops a very out-of-character line.
    Oh, come now... do you really think you can beat me as I am now? Fool!
  • Our Imps Are Different: He's referred to as an "imp", but thanks to Majora's Mask, he's an exceptionally powerful one. Except not really, since the spirit inside the mask turns out to have been running the show the whole time. Without it, he's far less imposing.
  • Power Floats: Thanks to the power of Majora's Mask; he is never seen floating without it.
  • Really 700 Years Old: He looks and acts like a little kid, but Anju's Grandmother's story implies that he's very old.
  • The Scapegoat: Almost every major character believes the Skull Kid is a sadistic monster ending the world For the Evulz. In reality, he's being controlled by Majora's Mask, intentionally using the Skull Kid to shift the blame away from itself and stifle any suspicion about its true nature.
  • Shadow Archetype: Is basically a dark version of Link: A child, with only a fairy for a friend, searching apparently in vain for companionship, and backed by a massive supernatural power (in Link's case, the Goddess of Time).
  • Touched by Vorlons: Both his power and insanity come from putting on the mask.
  • Tragic Villain: Ultimately, the Skull Kid is a lost child who just wants to have friends, and the lengths he's willing to go to for the sake of that goal lead to the mask twisting his mischievous personality into a sadistic love for destruction and using him as a puppet to end the world.
  • Troll: Even before he put Majora's Mask on, he had a knack for pissing people off.
  • The Unfought: The first time you "fight" him, you have to shoot him with Deku Link's bubble blast to cause him to drop the Ocarina of Time, then rewind time back to the first day. The second time you "fight" him, you have to summon the Four Giants to stop the moon.
  • Undead Child: As a child corrupted by the Lost Woods, he's an eternal child. Unlike alot of other undead, Skull kid isn't inherently evil, but rather mischievous and prone to not understanding the morality of others.
  • Unwitting Pawn: To Majora, who is using his body as a puppet to carry out its destructive goals.
  • Villainous Breakdown: He talks a big game when Tael tells Link to bring the four giants to Clock Town, saying that they couldn't stop him even if they were there, but once he sees Link play the Oath to Order, hears them bellow in response, and realizes that they're actually coming? He completely freaks out.
    Skull Kid: DON'T DO THAT IN FRONT OF ME!
  • With Great Power Comes Great Insanity: Subverted. It appears that the Skull Kid has gone mad with power, but in truth, the mask is slowly taking possession of him, and he has no control over it.
  • Woobie, Destroyer of Worlds: All he really wanted was some friends. Too bad he became corrupted by Majora.
  • Zero-Effort Boss: When the player encounters him as a "mini boss" at the end, all they have to do is play the Oath to Order and the Giants (and Majora) take it from there.

    Tael 
https://static.tvtropes.org/pmwiki/pub/images/mm3d_tael.png
"Swamp. Mountain. Ocean. Canyon. Hurry... the four who are there... bring them here..."

Tatl's more kindhearted younger brother. He is forced to stay with the Skull Kid for the three remaining days, but he still provides Link and Tatl with clues about how to stop the moon from crashing and, possibly, save the Skull Kid from Majora's Mask's control.


  • Butt-Monkey: Skull Kid slaps him every time you make it to the top of the Clock Tower.
  • Break the Cutie: Staying with the Skull Kid on the Clock Tower does a number on his demeanor, having finally grasped what exactly the imp is going to do.
  • Dark Is Not Evil: Despite having a shadowy aura, Tael is actually a good fairy. In fact, he's probably the nicer of the two fairy siblings.
  • Dub Name Change: He's called Trail in the original Japanese.
  • Punny Name: His sister's name is Tatl. Put the two together and you get Tattle-tale.
  • Small Role, Big Impact: Tael has a smaller role than his sister, but he vaguely tells her and Link to go to the four temples and awaken the Giants and bring them to the Clock Tower. It isn’t until the first Giant is awakened when Tatl realizes what he meant when he said, “swamp, mountain, ocean, canyon”.
  • Wide-Eyed Idealist: It says something that he still forgives Skull Kid for everything that's happened. Granted, he was right, but still.

    Happy Mask Salesman 
https://static.tvtropes.org/pmwiki/pub/images/happy_mask_salesman_mm3d.png
"You've met with a terrible fate, haven't you?"

While he first appeared as a minor NPC in Ocarina of Time, the Mask Salesman became a more important character in Majora's Mask. It was he who was carrying the cursed mask when the Skull Kid stole it, and he cures Link's Forced Transformation in exchange for his promise to find it.


  • Adaptational Villainy: In the manga, where he seeks Majora's Mask for unwelcome purposes.
  • Alternate Self: Averted. This isn't the Termina counterpart to the man who ran the Happy Mask Shop in Ocarina of Time—they're one and the same.
  • Ambiguously Human: The children on the Moon look oddly like him. In fact... Although, in a mock interview, the HMS claims that he'd never met them, though he does like how they have his hair style. He also never moves from one pose to another on-camera; anything more than movements back-and-forth or side-to-side only happen between cuts.
  • Apathetic Citizens: He doesn't seem to care that the moon is crashing, he just wants the mask back. On the other hand, though, he does express the concern that something bad will happen if the Skull Kid continues to possess the mask, so maybe he cares a little more than he lets on. He'll also congratulate you at the end if you completed all the mask sidequests and brought happiness to everyone in Termina.
  • Ascended Extra: In Ocarina of Time, he was just part of a minor sidequest. In Majora's Mask, he helps restore Link back to his normal self, and sets Link off on a quest to retrieve the titular Majora's Mask back. Of course, when evil masks are causing havoc and the only way to fight back is more masks, who better to turn to than a mask salesman?
  • Author Avatar: Widely believed to be this for Shigeru Miyamoto – because of his knowledge of the world and recent events (even after time resets), the masks referencing other Nintendo franchises, his superpowers and his characteristic facial expression.
  • Cheshire Cat Grin: Constantly has a huge smile on his face. It adds to his weird vibe.
  • Collector of the Strange: If there's a mask, he wants it; the fact that Majora's Mask has demonic powers seems to be what inspired him to seek it out in the first place.
  • Creepy Good: He's creepy as all get out, but he appears to be genuinely looking out for the public good when he insists that you get Majora's Mask back for him. He restores Link to his true form by teaching him the Song of Healing, which not only undoes the Skull Kid's prank, but gives Link one of his primary tools; he also continually reminds you that something terrible will happen if you fail. In 3D, he's the one giving you the Notebook instead of Jim, saying that he "found" it.
  • Encyclopaedic Knowledge: He will share details on any and every mask you bring him.
  • Everyone Calls Them Barkeep: Only ever called "Happy Mask Salesman".
  • Eyes Always Closed: His default expression. You know things are serious when he DOES open them, like when he freaks out at Link for not getting the mask back.
  • Foreshadowing: When Link first encounters him, the HMS explains he must leave in three days. It's only after that Link learns the moon is falling and he has three days to stop it.
  • Ghostly Glide: The Happy Mask Salesman is rarely seen actually walking. He usually "cuts" from frame-to-frame to different locations, though at one point he turns around to face the camera by slowly rotating on the spot. When he walks off at the end of the game, he stops after a few feet and fades away.
  • Hammerspace: Apparently where he keeps that giant pipe organ that he uses to teach Link the Song of Healing.
  • Humanoid Abomination: While he looks like any other Hylian, he occasionally moves in inhuman ways, such as rotating in place or fading into thin air. His emotional expressions also lack any real transition between themselves—he just cuts from one expression to another like he's changing masks.
  • Inexplicably Awesome: Why was he carrying a mask of pure evil, and why does he share your Ripple-Effect-Proof Memory? No idea. Why does he know the Song of Healing and how much power does he have to pull off a Stealth Hi/Bye? Still no idea.
  • Leitmotif: The Song of Healing as either a slow piano piece or a fast-paced brass tune depending on his mood.
  • Magic Music: He teaches Link the Song of Healing, which allows him to heal troubled souls and turn their remains into masks.
  • Meaningful Name: While he literally sells happy masks and is smiling, his name could also imply that the smile he wears is itself a mask of his true temperament.
  • Minion Maracas: He does this to Link the first time Link fails to recover Majora's Mask.
  • Mood-Swinger: He's a nice enough man, but he flips his lid when he learns you didn't get the mask back—and then is instantly all smiles again, encouraging you to persevere. Though, considering the power that the mask possesses, it's justified.
  • Quest Giver: The Happy Mask Salesman interrupts Link's pursuit of the Skull Kid, who had stolen both Epona and the Ocarina of Time, with the request to retrieve Majora's Mask from the imp, which quest necessarily ends up being far more involved and heals far more wrongdoing than Link ever intended.
  • Shout-Out: Some of the masks he is carrying resemble Mario, Elvis, and Darth Maul.
  • Suddenly Voiced: In some Japanese trailers for Majora's Mask 3D.
  • These Are Things Man Was Not Meant to Know: In one of the mock interviews done by Nintendo during the lead-up to the 3D rerelease, he's asked for any sage advice he has to offer that he's learned from his work. He responds with "Ignorance is Bliss."
  • Unwitting Instigator of Doom: An article on Zeldainformer suggests that the Happy Mask Salesman's attempt to collect Majora's Mask may have been at least partly responsible for the restless undead in Ikana Canyon. That the Salesman has a mask nearly identical to the emblem of the Mirror Shield — which is in the Ikana royal family's possession — implies he at least has a connection to the location.

    The Four Giants 
https://static.tvtropes.org/pmwiki/pub/images/fourgiants.png

The guardian deities of Termina.


  • Aloof Ally: To the Skull Kid; they were once his buddies, but came down hard on him after hearing complaints. To Link, they can only be called at the last minute at the Clock Tower.
  • Beware the Nice Ones: They're guardian deities, you threaten the people of Termina, even if said threat was really a cry for attention rather than true malice, and they will come after you. This terrified and saddened the Skull Kid, who truly felt he lost their friendship.
  • Cephalothorax: Unlike other examples, though, their arms and legs are very lanky.
  • Everyone Has Standards: While the Giants were not afraid to put their foot down with Skull Kid's mischievous antics before he came across Majora's Mask, they are well aware that the Skull Kid's actions under Majora's influence are not his own. A few of them even ask Link and Tatl to forgive him because of this. When the moon is stopped and Majora is defeated, the Giants clarify to Skull Kid that they still consider him a friend, even after his previous troublemaking and Demonic Possession from Majora.
  • Leitmotif: The Oath to Order is incorporated into their theme song, and it's what Link uses to summon them.
  • Load-Bearing Hero: Once summoned, they hold the moon up to prevent it from falling into Termina.
  • Obstructive Code of Conduct: Like with the Turtle, at some point in the past the gods of Termina all decided to no longer overshadow or control the lives of mortals, and merely watch from their slumber. This confused the Skull Kid who vented his frustrations out on the peoples of Termina.
  • Physical God: Downplayed. Each of the four giants in legend shaped one of the four "worlds" surrounding Clock Town and went on to serve as their guardian gods. However, they are sorely outclassed by the power of Majora's Mask.
  • Poor Communication Kills: After Skull Kid attempts to cause some mischief in all the four worlds to bring his friends back from their resting places, the Four Giants angrily denounce his actions and demand that he leave Termina lest he be destroyed by them. This results in Skull Kid believing that the Giants had rejecting his friendship, which leads to a series of events that cause him to find Majora's Mask and kick-start the main conflict of the game.
  • Sealed Good in a Can: Link needs to free them all in order to save the day.
  • The Unintelligible: The Giants sing and speak in incomprehensible gibberish when they appear before Link. Only Tatl and the Skull Kid are shown to be able to understand them.

    Majora's Mask 
https://static.tvtropes.org/pmwiki/pub/images/9cb321316e06164439147b3f627f17b4.png
Click here to see its second form, Majora's Incarnation.
Click here to see its final form, Majora's Wrath.
"Will you play...with me?"

A mask once used in Black Magic hexing rituals thousands of years ago. When the mischievous Skull Kid steals the Mask, it begins to corrupt him, causing the moon to slowly crash into Termina. It quickly becomes apparent there is much more to the Mask than meets the eye.


  • Almighty Idiot: Majora may be an extremely sadistic, Ax-Crazy being, but it barely seems to comprehend its own actions. As far as it's concerned, everything it's doing is just a game.
  • Amazing Technicolor Battlefield: The room where you fight Majora's Mask is a dark room with walls that change color.
  • Ambiguous Gender: Very much so; the signals are very mixed. It's unknown if it even has a gender at all.
    • Some fans do refer to it as female (the creators of the opera Majora included), likely due to the name being feminine and its voice being reused from Twinrova, a female character. Also, the name is similar to the Marajoara culture, which not only had masks (like many other ancient Brazilian cultures, which are used as inspiration for many Nintendo-related games, famously including Doki Doki Panic and by extension Super Mario Bros. 2) but also had females most prominent in their iconography and associated the moon with the female gender. The crown-like upturned crescent moon it has in its Incarnation and Wrath forms (most prominently in the former) also gives it similarities to Hecate, a goddess of the Moon, witchcraft, magic, and crossroads, who had three forms and was known as the "Goddess of the Triple Moon".
    • The Moon Child wearing Majora's Mask, generally thought to literally be Majora, uses the masculine pronoun "Ore" to refer to themselves. In contrast, the other Moon Children use "Boku", and the Skull Kid uses "Oira", so it's not a case of the Majora Moon Child just using the same pronoun as someone else they're connected to. The Majora Moon Child is also referred to by the other Moon Children with "he/him" pronouns in both Japanese and English. Though the fact that all the Children have the same face model as the Happy Mask Salesman only blurs things further.
  • And I Must Scream: In the non-canon backstory given in the manga, the mask was originally carved from the hide of a beast that lived in a land where time stood still. While talking to a wandering warrior, the beast admitted that it suffered, since it was forever stuck in this timeless wasteland. It could not leave and it could not die and move on.
  • Antagonist Title: While the preceding story was named after a tool used by the forces of good, Majora's Mask refers to a sentient Artifact of Doom.
  • Armor-Piercing Question: The Moon Children it creates as "figments" all ask one of these to Link.
    Odolwa's Moon Child: "Your friends... What kind of... people are they? I wonder... Do these people... think of you... as a friend?"
    Goht's Moon Child: "What makes you happy? I wonder... what makes you happy... does it make... others happy, too?"
    Gyorg's Moon Child: "The right thing... what is it? I wonder... if you do the right thing... does it make... everybody... happy?"
    Twinmold's Moon Child: "Your true face... What kind of... face is it? I wonder... The face under the mask... Is that... your true face?"
  • Artifact of Doom: Started out as one, and it just got worse from there as it developed a mind of its own.
  • Ax-Crazy: By far one of the most deranged villains in the Zelda series, even more than Zant (whose plans at least did not involve destroying the world for shits and giggles). Everything is nothing more than a twisted game to this thing and it seeks no goal other than the complete destruction of Termina.
  • Battle Tops: Majora's Wrath fires spinning, spiked tops that explode after a few moments.
  • Big Bad: The real villain of the game and the one manipulating Skull Kid.
  • Bishōnen Line: Majora's Incarnation sprouts humanoid limbs and an eye stalk for a head, and Majora's Wrath bulks up those limbs and has a human head. Inverted in that Majora becomes even more monstrous the more humanoid its form becomes.
  • Blue-and-Orange Morality: The Mask evidently knows nothing but fun and games and constantly seeks people to play with. When talking with the children on the moon, it's clear that the Mask has no idea what it's doing is wrong—it's all just another game.
  • Body Horror: When Majora's Incarnation transforms into Majora's Wrath, its muscles grow so quickly that they can be heard tearing and surging.
  • Boss Remix: Its Leitmotif gets remixed for the final battle with it. See here
  • Boss Subtitles: Averted. Much like with Ganon in Ocarina of Time, it's the one boss in the game to only show its name(s) without further descriptors.
  • Bright Is Not Good: The Mask is painted with a very vivid and psychedelic pallet of colors but is still evil incarnate. The bright colors actually manage to have a nauseating feel to them, especially post-One-Winged Angel.
  • Bring It: Majora's Wrath will occasionally make this gesture if you don't attack it.
  • Cephalothorax: Gains one as Majora's Incarnation with long and lanky limbs, although to what extent the mask can be considered a "head" is up for debate. Loses it when it grows a proper head as Majora's Wrath.
  • Clipped-Wing Angel: Majora's Incarnation is this. While the fight with the Mask itself is about what you would expect from a battle with a cursed Artifact of Doom, Majora's Incarnation mostly just runs around and performs harmless dances, only occasionally stopping to throw energy balls at you. Subverted when you defeat the Incarnation and it transforms into Majora's Wrath.
  • Colony Drop: It wants to drop the Moon on Termina and destroy the world.
  • Combat Tentacles: Majora's Mask sprouts tentacles from behind it for the first part of the boss fight. As Majora's Wrath, its hands are replaced with long whips.
  • Contrasting Sequel Antagonist: To the antagonist of the last game, Ganondorf:
  • The Corrupter: The Mask's main power. Anyone who wears it has their most negative traits and darkest desires amplified. At first, the wearer may use its power for their own interests, but the longer they wear the Mask, the more it begins to gradually overwrite the wearer's will and eventually takes full control.
  • Creepily Long Arms: As Majora's Incarnation. The arms get longer as Majora's Wrath, when it gains tentacles.
  • Creepy Child: When Link goes to the Moon to confront Majora's Mask, it creates five Moon Children wearing the masks of the game's bosses to "play" with him. They also pose philosophical questions in an attempt to unnerve the hero.
  • Creepy High-Pitched Voice: Majora's Incarnation and Majora's Wrath both speak in high-pitched squeaks and ear-splitting screams. It makes the spirit inside the mask sound like a feral child.
  • Curb-Stomp Battle: Using the Fierce Deity's Mask makes it by far the easiest Final Boss in the Zelda series.
  • Cycle of Hurting:
    • This is the closest thing to describing an attack Majora will make a point of using in all three forms. Each time this attack hits you, it will do some moderate damage, but the thing is that once it hits, you can't avoid the subsequent half minute of continuing to get hit by it. The Mask will train a sunbeam from its eyes on you and keep it there, the Incarnation will repeatedly fire bolts from its hands at your face, and the Wrath will slam its whips into you over and over and over. All three forms will give Link no chance to get up before the next strike lands, and the latter two come with little to no warning.
    • Demonstrated in up to eleven fashion in this video wherein Majora's Wrath grabs Link with its Combat Tentacles and flings him across the room... five times, in quick succession, without giving Link even an instant to recover between each attack.
  • Cyclops: Majora's Incarnation has a single horned eye to serve as a makeshift head.
  • Dance Battler: Majora's Incarnation twirls like a ballerina, does That Russian Squat Dance, and moonwalks while fighting you.
  • Dangerous Device Disposal Debacle: The legend of Majora's Mask says that the people who created it used to use it in hexing rituals until they finally realized exactly what kind of destructive power was contained within it, sealed it in shadow so it would never be used, and then went missing. By the time of the game's events, the Mask Salesman only sought it out as a collector's item, leaving it open for the Skull Kid to steal and subsequently misuse. Link eventually prevents Majora’s powers from being a problem again by destroying it, leaving the mask as a normal mask.
  • Dark Is Evil: A mask that was used for Black Magic rituals that is apparently housing the spirit of an ancient, unknowable, demonic entity of pure evil and malice that can corrupt anyone who wears it, loves to play sadistic games with people, and is out to destroy the world possibly for its own sick amusement. Can't get any more dark or evil than that. Majora's Mask plays with the idea, visually—on a base of deep, dark purple, vivid yellows, reds, and greens make for a bright palette, but the effect is sickening rather than charming.
  • Demonic Possession: Takes control of Skull Kid and gradually corrupts him. Later does this to the moon itself.
  • Deranged Dance: Majora's Incarnation spends the entire fight dancing around the battlefield. It is also completely, violently insane.
  • Diegetic Soundtrack Usage: Listen closely to Majora's Incarnation, and you'll hear it humming the theme of Death Mountain from the original Legend of Zelda.
  • Does This Remind You of Anything?: The entire battle with Majora's Incarnation, and the way that it cries out when hit or just babbling, has the distinct feeling of having to discipline a disobedient child. This is particularly evident when you knock it down and it starts thrashing around like a child throwing a tantrum, which comes to a head when it transforms into Majora's Wrath, when its childish anger has boiled over.
  • The Dog Was the Mastermind: Downplayed. It's obvious from the start Majora's power is corrupting Skull Kid, but it's not very clear the mask itself is alive and was in control until the final battle.
  • Dub Name Change: It's called "Mujura" in the Japanese version.
  • Eldritch Abomination: An ancient, unknowable evil in the form of a mask, with dark magic powerful enough to tear the moon from its orbit and send it on a collision course with Termina. By the time it reveals that It Can Think, this trope becomes more apparent, as it creates its own Pocket Dimension on the moon to further toy with Link. It also has completely alien morals, and while it seems to delight in tormenting people, its overall mental state seems far too child-like to understand that what it's doing is wrong. This arguably makes it even creepier.
  • The End of the World as We Know It: This is its ultimate goal, which it achieves if you haven't played the Song of Time in time.
  • Energy Ball: Majora's Incarnation fires these at Link when it's not dancing, as do the four Boss Remains.
  • Evil Counterpart: To the Triforce in Ocarina of Time. The Triforce is associated with the world's creation, while Majora's Mask seeks only its destruction.
  • Evil Is Bigger: Majora's Incarnation and Majora's Wrath tower over Link. Only when Link wears the Fierce Deity's Mask does he come close to matching them in size.
  • Evil Is Not a Toy: Part of its backstory is that it was a mask used by an ancient tribe for hexing rituals until they figured out what kind of dark force they were messing with and sealed it away. In regards to the actual game, Skull Kid taking the mask for himself causes him to gradually become more sociopathic and omnicidal, to the point where he's little more than a mindless puppet for Majora itself.
  • Evil Is Petty: While Majora's ultimate goal is Termina's destruction, that doesn't stop it from having Skull Kid commit smaller and more petty acts of evil, such as turning Link into a Deku Scrub, turning Kafei into a child days before his wedding, attacking Koume in Woodfall Swamp, shattering the Great Fairies into fragments, and cursing each of Termina's four regions. Unlike most examples, however, this only serves to make Majora all the more terrifying, as it seems completely indiscriminate in its evil acts. Whether it's turning people into strange things, ruining someone's life, or committing horrendous acts of mass slaughter, it's all part of the same sick game.
  • Evil Mask: The spirit of Majora is the reason why anyone who wears the mask is corrupted. After Link destroys Majora in the final battle, the mask loses its magical power for good.
  • Extra Eyes: When it reaches its Incarnation form, it gets an eye on the top while retaining the other two (now located in its chest). The Wrath form gets two more eyes in the head.
  • Extremity Extremist: Majora's Wrath, when not using its whips, will sometimes kick Link if he's too close.
  • Eye Beams: Majora's Mask fires these at Link.
  • Eye Motifs: Eyes seem to be a recurring motif for Majora, especially in the remake. The four masked bosses each have a Majora-like eyeball as a weak point, Majora's Incarnation and Wrath have Extra Eyes on their chests, Majora's Incarnation fires orbs of electricity that resemble eyes, and Majora's Wrath fires spiked tops decorated with eyes—these are actually thrown from the eyes that have grown onto its limbs in Wrath form.
  • Eyes Do Not Belong There: Majora's Incarnation and Wrath have eyes on their chest.
  • Final Boss: Of Majora's Mask. The Skull Kid turns out to be only a puppet.
  • Final-Exam Boss: Assuming you don't just use the Fierce Deity Mask and turn it into a Curb-Stomp Battle, Majora's Mask requires you to recall the strategies against the other bosses to defeat it. Tatl even invokes this, encouraging you during each phase to think back to what attacks you used in said battles.
  • Flat Character: Majora is entirely defined by its amusement in causing mass destruction and inducing suffering in individuals for a sick laugh.
  • Floating Mask: Initially starts as this. It only gets worse from there.
  • Flunky Boss: After taking damage in the first round of the fight, Majora's Mask summons the four boss remains to assist it.
  • Forced Transformation: Seems quite fond of this. It turned Link into a Deku Scrub and Kafei into a child.
  • For the Evulz: It merely wants to play a game...a game that usually involves lots of death and destruction.
  • Fragile Speedster: Majora's Incarnation moves ridiculously fast, but it only takes one hit to be stunned.
  • Generic Doomsday Villain: Majora has next to no backstory nor motives or characterization beyond it thinking the pain and suffering it causes is a fun game. This is a case of this trope working to the game’s benefit, as these traits are what make Majora such a terrifying villain.
  • "Get Back Here!" Boss: Majora's Incarnation frantically runs around the room, stopping only to dance, taunt you, or pelt you with energy balls.
  • Giggling Villain: Crossing over with Laughing Mad, as Majora simply cannot stop cackling during its "game" with Link.
  • Glass Cannon: Majora's Incarnation. Its Energy Ball attack is powerful, particularly in the 3DS remake, but it's easily stunned and doesn't take many hits to defeat.
  • Glowing Eyes of Doom: When the mask starts to act on its own, its eyes glow brighter.
  • Growing Muscles Sequence: Its muscles audibly distend as it transforms from Majora's Incarnation to Majora's Wrath.
  • Hates Being Alone: Implied at the end of the game, which parallels the Skull Kid's own loneliness. If Link completes the trials on the Moon, the Moon Children will disappear, leaving only Majora itself in the form of a single child wearing the mask, curled up in a fetal position. Majora then remarks that all of the other children are gone and asks Link, the only other child on the Moon, to play.
    Majora: Everyone has gone away, haven't they? Will you play… with me?
  • Hellish Pupils: Big, unnerving, and unblinking eyes with yellow sclerae and green irises that glow brighter whenever it moves on its own.
  • Hoist by His Own Petard:
    • Can be invoked by collecting all the masks in the game, allowing Majora to give you the Fierce Deity's Mask, which is the strongest mask in the game and makes the fight with it somewhere between marginally and ludicrously easier.
    • During the first fight with Majora's Mask, by using the Mirror Shield to deflect its Eye Beams, Link can not only damage Majora, but can also destroy the floating Boss Remains in the room.
  • Hope Crusher: Majora thrives on the misery and suffering of others, and goes out of its way to inflict as much suffering and despair onto others as possible in any way it can. This makes it a direct Foil to Link, who travels across Termina and strives to help everyone he can and save them from the impending disaster.
  • Horned Humanoid: As Majora's Incarnation and Majora's Wrath.
  • Hulking Out: Majora's Incarnation begins to beef up as it turns into Majora's Wrath.
  • Humanoid Abomination: Its later forms, Majora's Incarnation and Majora's Wrath, are Horned Humanoids, but they're no less eldritch than anything else the mask is capable of.
  • Interim Villain: The eponymous mask is one in every way: In the context of the child timeline brought about by the events of The Legend of Zelda: Ocarina of Time, the game takes place between Ganondorf's two major appearances in the timeline (Ocarina of Time and The Legend of Zelda: Twilight Princess). In the context of the 3D games' release order, Majora's Mask is an Interim Villain because the 3D game released after its game (The Legend of Zelda: The Wind Waker, placed in the adult timeline) has Ganondorf resurge after his defeat in Ocarina of Time. Lastly, in the context of Zelda releases overall, Majora's Mask is sandwiched between Ganondorf's appearances in Ocarina of Time and his eventual resurrection in the linked story of both The Legend of Zelda: Oracle Games (placed in the downfall timeline).
  • I Shall Taunt You: Majora's Incarnation occasionally stops to dance or make some sort of weird movement. If you try to get close then, it'll simply run away.
  • It Can Think: The big twist of the game is that Majora's Mask isn't just an evil mask, it has an incredibly warped mind of its own.
  • Jerkass: What little personality Majora has is needlessly cruel, sadistic, and obsessed with destruction.
  • Kick the Dog: Anything the Mask does is for the sake of cruelty. To Majora, kicking dogs is its hobby.
  • Knight of Cerebus: The game was already dark by Zelda standards, but once the mask starts moving on its own and takes control of the moon, it adds a whole new layer of menace. It also serves as one to the Zelda universe as a whole. Most Zelda villains have reasonable and logical motives behind their actions, basically boiling down to world domination. Others have more altruistic reasons. Majora, however, possessed none of these and clearly enjoyed causing destruction for its own sake. Its motives, insanity, and the sheer mystery surrounding its origins makes it widely recognized as one of the darkest villains in the franchise.
  • Laughing Mad: Just fight Majora's Wrath or even Majora's Incarnation and you'll see that it seems to laugh a disturbingly large amount of the time.
  • Leitmotif: One of the most memorable themes in Zelda history. Heard here.
  • Let's Get Dangerous!: As its title describes, Majora's Wrath is when it goes from "just toying with you" to "I'm seriously gonna kill you!" It's even reflected in the music, where it goes from playful and childish to furious and intense.
  • Lightning Bruiser: Majora's Wrath. It's fast, agile, can leap across the room and throw you across the room, and its attacks deal more damage.
  • Load-Bearing Boss: The defeat of Majora's Mask (as Majora's Wrath) causes the Moon to dissolve.
  • Mad God: Batshit insane and possessing the power to destroy the world. It's even crazier in the Manga, going from trying to kill Skull Kid to asking Link to play tag without missing a beat.
  • Madness Mantra: On the Moon, Majora and the Moon Children repeatedly say "Let's play" or variations thereof when talking to Link, showing how the entity views everything it's doing as one twisted game.
    Majora: Let's play good guys vs. bad guys. Yes, let's play that. […] That's fine right? Well… Shall we play?
  • The Man Behind the Man: Turns out Majora was the one who corrupted the Skull Kid and made him cause the moon to fall.
  • Mask of Power: Before putting the mask on, Skull Kid was a playful forest child. After putting the mask on, he's capable of killing everyone via Colony Drop thanks to the dark magic within.
  • Mirror Character: To the Skull Kid. They're both childish, supernatural beings who enjoy pulling pranks and constantly seek new people to play with. The difference is that Majora's ideas of "fun" and "pranks" heavily differ from Skull Kid's.
  • Misanthrope Supreme: The few lines of dialogue the Mask has indicate that it is has a very low opinion of all things not... it.
  • Mysterious Past: The game reveals nothing about Majora other than the fact it has beef with the Fierce Deity and that its mask has been previously used in dark rituals. The manga expands on its origins, even showing what Majora looked like before its mask is carved out of its corpse.
  • Nice Job Fixing It, Villain:
    • In the long run, turning Link into a Deku Scrub was a big mistake, as thanks to the Happy Mask Salesman, Link not only breaks the spell, but learns to control his new power, as well as the power of many other masks.
    • Invoked by Majora giving Link the Fierce Deity's Mask after Link gives it most of his own masks. The Fierce Deity's power makes the boss fight with it rather easier.
  • Nightmare Face: Just look at those eyes. And it gets even worse when it transforms during the final battle, as it gains a third eye, with the other two becoming its torso.
  • Nightmare Fuel Station Attendant: Its eyes and Combat Tentacles are creepy enough, and then it becomes a Humanoid Abomination, complete with disturbing movements and pulsing arms.
  • No Ontological Inertia: When Majora's Wrath is defeated in the final battle, the moon it summoned disintegrates in the Four Giants' arms. It's implied that any curses Link hasn't already broken (such as Kafei's Fountain of Youth) are ended with the Mask's defeat.
  • Nothing Is Scarier: A major part of what makes Majora one of the most terrifying things in the franchise is how little is known about it. What even is that thing? A demon? An evil spirit? A Mad God? Why does it adopt the mannerisms of a bratty child - did the Skull Kid rub off on it somehow, or rather did it choose its host to fit its own personality? Is it even male, female, or neither? Why does it want to destroy everything? None of these questions are ever answered.
  • Oddball in the Series: Out of all of Link's enemies in the entire Zelda franchise, he was the only one who didn’t seem to have a connection to Ganon until Bellum from Phantom Hourglass.
  • Omnicidal Maniac: Its ultimate goal. It wishes to crash the moon into Termina and obliterate everything in sight. The last thing Link sees in the Non-Standard Game Over is Majora disappearing into the void, meaning the mask itself is unaffected by the end of the world.
    Majora/the Moon: I... I shall consume. Consume... Consume everything.
  • One-Winged Angel: A really unnerving one, as it grows tentacles and exposed muscles as it takes damage during the final battle.
  • Our Demons Are Different: Well, it's never been explicitly stated what Majora is, but demon is a close guess. Especially true of Majora's Wrath, which resembles a stereotypical demon. However, in the manga, Majora's real form is more of a case of Our Dragons Are Different.
  • Playing with Fire: After the mask summons the Boss Remains to obstruct Link, it starts shooting a beam of intense fire to attack Link, but this can be deflected with the Mirror Shield to burn the other masks, including Majora itself.
  • Person of Mass Destruction: Aside from its whole "drop the Moon" bit, Majora causes all other sorts of trouble around Termina, such as poisoning Woodfall Swamp's water, trapping Snowhead in perpetual winter, murking the waters of Great Bay, and plaguing Ikana Canyon with the living dead.
  • Practically Joker: Majora's Mask is a disturbing, Ax-Crazy villain of unknown origin who is associated with the color purple and causes varying degrees of suffering to anyone it meets for its own amusement. The Moon Children, implied to be "figments" of Majora, all try to get under Link's skin with bizarrely philosophical questions.
  • Psychopathic Manchild: Majora is likened to an immature child playing a game; it doesn't care what the game is or how unfair it's being as long as it's winning, and it flips the heck out when it starts losing. To hammer the point home, the Moon Children that Link meets are merely "some figment created by Majora's Mask", according to the Happy Mask Salesman.
  • Purple Is Powerful: Its main color is purple, and it has enough dark magic to qualify as powerful.
  • Reality Warper: Another thing that makes Majora so frightening is the sheer vastness of its power. It can perform various magical feats such as turning people into strange things, altering the weather, placing curses on others, creating pocket dimensions, Flight, bestowing its powers to anyone who wears its mask, taking control of its wearers, and raising the living dead. In short, Majora can do anything and seems to have no limits to its magic. Majora's Mask may very well be the most powerful and dangerous artifact in the Zelda universe save for the Triforce.
  • Red and Black and Evil All Over: Also Purple All Over. This is the basic color scheme of Majora's Mask.
  • Sadist: Majora thrives on the misery and suffering of others, not only by homing the Moon towards Termina, but also by cursing all of Termina's main regions along with committing other petty acts of evil, such as turning Kafei into a child days before his wedding or shattering the Great Fairies into fragments. There's nothing it won't do as long as it gets to ruin the lives of others.
  • Sanity Has Advantages: While the evil force inside Majora's Mask may be an all-powerful Eldritch Abomination, it thinks it's playing a game, which allows Link to "play good guys against bad guys" and slay it. This is in comparison to the Skull Kid, who immediately accelerates the moon’s crash course when Link reaches him and never leaves himself vulnerable to attack, making saving the Giants the only viable option to stop him.
  • Scare Chord: Each new round of its boss fight is opened by the same five notes of its Leitmotif, albeit remixed.
  • Screams Like a Little Girl: In its second and final forms, stunning it will cause it to let out a high-pitched, hellish scream.
  • Sealed Evil in a Can: The mask was sealed in shadow by the ancient tribe prior to the game. Somehow, the Salesman found the mask before the Skull Kid stole it from him. Once the demonic incarnation of the mask's power is destroyed, the physical mask remains and is rendered virtually as harmless as a normal mask, something the salesman comments on.
  • Sequential Boss: Goes from Artifact of Doom to Humanoid Abomination over the course of a grueling three-round boss fight.
  • Shock and Awe: Majora's Incarnation fires orbs of electricity.
  • Spikes of Villainy: In its Incarnation and Wrath forms, both as shoulder and rib spikes corresponding to their placement on the mask itself.
  • Spin Attack: Majora's Mask attacks by spinning itself at you with tentacles outstretched like a buzzsaw.
  • The Spook: Who or what was Majora? And why is its mask so evil? Over a decade after the game was released, we still know next to nothing about Majora's Mask or where it came from.note  Its inexplicable creepiness makes it one of Zelda's most memorable and frightening villains.
  • Straw Nihilist: Majora as a character seems to represent this mentality. It's a being that causes pointless acts of destruction and traps the world in a cycle of imminent destruction, making the inhabitants lose all hope so it can enjoy their despair.
  • Super-Speed: is quite fast. It spends most of the fight running around the boss room so quickly that the animation is lagging behind it.
  • Tactical Suicide Boss:
    • In its first form, if it didn't keep using its Eye Beams, Link wouldn't be able to deflect it with his Mirror Shield.
    • As Majora's Wrath, it will sometimes grab Link with one of its tentacles. If Link happens to be in his Zora form, he can use his barrier to electrocute Majora, forcing it to let go and stunning it for free hits.
  • Tantrum Throwing: Whenever Majora's Incarnation is stunned, it collapses to the floor and begins pounding its fists and shrieking like a pre-schooler that didn't get its way.
  • Villainous Breakdown: Once Majora's Incarnation realizes it's no longer winning its "game", it flips out, represented by its final transformation into Majora's Wrath.
  • Villainous Glutton: When it possesses the Moon, Majora's Mask proclaims that it will "consume everything".
  • Vocal Dissonance: Majora's Wrath is a giant, muscular demon, but it has the same Creepy High-Pitched Voice as Majora's Incarnation.
  • Walking Spoiler: For most of the game, you are led to believe that Majora's Mask is merely an inanimate object that is amplifying the Skull Kid's evil feelings and granting him powerful magic. Then when you summon the Four Giants and halt the Moon, the Mask detaches itself from Skull Kid's face, verbally states its intentions to destroy Termina without using its former puppet, and then flies up into the Moon.
  • Wham Line: As soon as the mask starts talking, it becomes clear who the real Big Bad was the entire time.
    Majora: Certainly, he had far too many weaknesses to use my power.
  • Wham Shot: Immediately after Majora speaks for the first time, the camera focuses on the mask, floating in the air as Skull Kid's lifeless body hangs down. Then the mask drops Skull Kid's body altogether, revealing that the mask has been alive and in control the whole time.
  • Wicked Heart Symbol: It's shaped like a purple heart with Spikes of Villainy. From the Happy Mask Salesman's Miiting: "By adding spiky thorns to the beautiful and pure shape that is a heart, we tried to strongly convey the mask's sinister nature."
  • You Have Outlived Your Usefulness: Does this to Skull Kid after the Four Giants are summoned, albeit by abandoning him rather than outright killing him, at least in the game. In the manga, it flat-out throttles Skull Kid around in mid-air before dropping him and trying to flash-fry him with its Eye Beams because he doesn't want to "play" anymore and that makes him boring.
    Majora: A puppet that can no longer be used is mere garbage. This puppet's role has just ended.

The Four Masked Beasts

    Shared Tropes 
  • Adaptational Badass: All the bosses get a tremendous upgrade in the 3DS version:
    • In the original version, Odolwa is a straightforward boss, as Link merely has to fire an arrow at his head when he isn't blocking to stun him. In the 3DS version, he blocks arrows more often, forcing Link to either look for openings in his defense or use the Deku Flowers in the room. This is a downplayed example though, as some of his powers (like the circle of fire) have been scrapped too.
    • In the original, Goht can be defeated by covering in the boss door and shooting fire arrows at it. In the 3DS version, Goht has its weakness to Fire Arrows removed, forcing you to fight it in the traditional Chasing Your Tail fashion.
    • In the original version, Gyorg can be fought either on the ground or underwater, and its whole body is vulnerable. In the 3DS version, it gets a second phase that forces you to fight it underwater and is redesigned with a Skull for a Head that defends against frontal attacks.
    • In the original version, Twinmold is a simplistic boss, as the Giant's Mask makes the fight easier and it rarely attacks. In the 3DS version it's a Sequential Boss, with the first phase forcing you to fight the blue centipede without the Giant's Mask while the red one constantly attacks with fireballs.
  • Elite Four: All four beasts must be destroyed to release the Four Giants and save Termina.
  • Eyes Do Not Belong There: In the 3DS remake, all four bosses have a Majora-like eyeball on some part of their bodies that serve as their weak point. Odolwa has one taking up the back of his head, Goht has one on its back, Gyorg has one in its mouth, and both Twinmold crawlies have one in their mouths (and the blue one in particular has three on its belly).
  • Fisher King: Defeating one undoes the damage and harmful effects they have inflicted on the region of Termina they lord over.
  • Four Is Death: These four beasts are causing chaos in the four corners of Termina and inflicting suffering as well as blocking the Giants to aid Majora. Link must destroy all four to save Termina.
  • Go for the Eye: In the 3DS remake, all four bosses have a Majora-like eyeball on their body that must be attacked to actually damage the boss; all other attacks are just to get the eye to show itself.
  • Sealed Good in a Can: Their living bodies are the cans in which the Four Giants are sealed.
  • Sorting Algorithm of Evil: Odolwa is a humanoid figure who can be defeated by base Link (in the remake, the fight is designed around Deku Link). Players have to master the Goron and Zora Mask powers to defeat Goht and Gyorg. Twinmold is a pair of gigantic flying centipedes who can only be defeated with a mask that cannot be used anywhere outside its arena.
  • Suddenly Voiced: In the manga, they are given dialogue primarily consisting of them taunting Link in battle. The exception is Twinmold, who stays silent.
  • Theme Naming: Their subtitles always mention how they are masked.

    Odolwa 
https://static.tvtropes.org/pmwiki/pub/images/odolwa_mm.png
Masked Jungle Warrior

A towering blade dancer, Odolwa is the boss of Woodfall Temple. In addition to guarding one of the Giants, he has kidnapped the Deku Princess and turned the waters of Woodfall and the Southern Swamp poisonous.


  • Amazing Technicolor Population: Odolwa has green skin (unless he managed to paint his whole body), and looks human enough to qualify.
  • Bilingual Bonus: His name comes from the Japanese 踊るわ (Odoru wa), which means "I'll dance". Fitting for a Dance Battler.
  • Boss-Arena Idiocy: In the remakes, he has Deku Flowers littering the room that Deku Link can use to drop Deku Nuts on him from above.
  • Boss Subtitles: Masked Jungle Warrior: ODOLWA
  • Dance Battler: He spends much more time dancing and chanting than he does actually making attempts on Link’s life.
  • Dub Name Change: It's called Odelva in Korean.
  • Evil Counterpart: Odolwa is one to Link, being another swordsman born in a jungle instead of a forest with magical summoning powers: he even has his own Jump Attack and Spin Attack mirroring Link's own. The difference being that one is a hero and the other is a monster. His Dance Battler demeanor also makes him a mirror to Link’s Deku form.
  • Hollywood Natives: He’s a fairly stereotypical depiction of Central American natives.
  • Machete Mayhem: Odolwa's weapon is a machete that is matched to his gigantic body.
  • Luckily, My Shield Will Protect Me: Odolwa uses a giant shield alongside a sword. Although he doesn't use it much in the original game, he's far more proactive with it in the 3DS version, using it to block the arrows he's weak to.
  • Pest Controller: Odolwa summons swarms of moths and beetles during his battle.
  • Playing with Fire: In the original version, Odolwa can create a circle of fire around Link. This was scrapped in the 3DS version.
  • The Savage Indian: He’s a stereotypical Central American native who kidnaps a princess and tries to kill Link.
  • Screaming Warrior: He shouts throughout his fight.
  • Spin Attack: Odolwa can perform this move.

    Goht 
https://static.tvtropes.org/pmwiki/pub/images/goht_mm.png

A mechanical bull fought as the Boss of Snowhead Temple, where it guards the second Giant. It also caused the abnormally long and cold winter at Snowhead.


    Gyorg 
https://static.tvtropes.org/pmwiki/pub/images/gyorg.png

An immense, monstrous fish fought as the Boss of the Great Bay Temple. It guards the third Giant, and has caused the waters of the Great Bay Coast to become polluted and its climate to become abnormally hot.


  • Bilingual Bonus: Its name is based on the word gyo, Japanese for "fish".
  • Boss-Arena Idiocy: In the second phase of its fight in the remake, spike mines on breakable chains litter the arena, pulled toward Gyorg as it inhales to swallow you. No guesses as to what you have to do.
  • Boss Subtitles: Gargantuan Masked Fish: GYORG
  • Dub Name Change: It's called Guyorg in the original Japanese.
  • Feed It a Bomb: In the 3DS version, the second phase of the fight with Gyorg involves tricking it into inhaling mines.
  • Fiendish Fish: It's a giant purple fish with a set of huge fangs, responsible for the murkiness and the dangerous warming of the Great Bay waters and fought as a boss enemy that tries to devour you.
  • Flunky Boss: It can summon smaller versions of itself from its mouth.
  • "Jaws" First-Person Perspective: Gyorg introduces itself in the battle with the camera being in its eyes as it swims through the water.
  • Sequential Boss: In the 3DS version, after being pelted with enough arrows, Gyorg rams into and sinks the platform in the middle of the arena, forcing Link to remain in Zora form for the remainder of the fight. The player must then break the chains to the mines scattered around the arena, causing Gyorg to swallow them when it inhales.
  • Skull for a Head: As you can see above, Gyorg has been redesigned this way in the 3DS version. The skull protects its head from attacks, forcing Link to fire arrows at its body.
  • Tactical Suicide Boss: Gyorg in the 3DS remake can be stunned by tricking it into inhaling the mines that appear in the arena, causing it to reveal its eye.
  • Underwater Boss Battle: The remake adds a phase where Gyorg destroys the platform Link is standing on after taking enough damage, forcing the rest of the fight to take place underwater.
  • Weaponized Offspring: In the remake, Gyorg summons smaller versions of itself to harass Link.

    Twinmold 
https://static.tvtropes.org/pmwiki/pub/images/twinmold_mm.png

A pair of giant, armored centipedes fought as the Boss of Stone Tower Temple. It keeps the fourth Giant captive, and is responsible for the restless dead that stalk Ikana Canyon.


  • Attack Its Weak Point: Its heads and tails are the only parts of its bodies not covered by impenetrable natural armor.
  • Behemoth Battle: How the battle against Twinmold proceeds. The best way (and only way in the remake) to take it out is to don the Giant's Mask and even the odds.
  • Big Creepy-Crawlies: With emphasis on creepy and big: alongside the collective mind thing, Twinmold corrupted the already inhospitable Ikana Canyon by resurrecting the dead in a constant agony, and it's so big that Link needs a mask that makes him giant to have a chance to defeat it.
  • Boss Subtitles: Giant Masked Insect: TWINMOLD
  • Breath Weapon: In the remake, the red centipede spits fireballs from its mouth.
  • Creepy Centipedes: It's a pair a giant centipede who occupy Stone Tower Temple, the weirdest dungeon in the game (which, considering the nature of Majora's Mask, is saying a lot).
  • The Dividual: Twinmold is considered less a duo of centipedes and more a single entity split in two bodies. If you return to Stone Tower Temple during a future cycle (without having revisited yet the other temples by that point), it will greet you with the same message as the other, single-entity bosses:
    "Ye who hold my remains... Return to the appointed place to face me."
  • Dual Boss: As it is a dual entity, both crawlies must be defeated to free the final giant.
  • Dub Name Change: It's called Skorn in the original Japanese.
  • Quicksand Sucks: In the original version, if you stray too far in the boss room with Twinmold, you'll fall through the sand and end up back at the dungeon entrance, wasting precious time.
  • Red Oni, Blue Oni: In the remake, the red constantly attacks while the blue hangs back and leaves you alone.
  • Sand Worm: Even if its a pair of crawlies, Twinmold still gives this impression, as it dives into and bursts out of a giant sandy wasteland.
  • Segmented Serpent: Twinmold is a pair of giant crawlies composed of multiple armored segments, with its heads and tails being its only weak spots.
  • Sequential Boss: In the 3DS version, the blue centipede must be killed with arrows while the red one assaults Link. Once the first one has been killed, Link must wear the Giant Mask to go after the second.
  • Suspiciously Similar Substitute: Twinmold is similar to both the Lanmolas and the Moldorms from A Link to the Past, except much larger.
  • Weaponized Offspring: In the remake, the red crawly summon smaller versions of itself, called "Moldbabies", to harass Link.

Minibosses

    Wart 
https://static.tvtropes.org/pmwiki/pub/images/mm_wart_model.png

A floating eye found inside the Great Bay Temple. It is protected by both its tough skin and a shield of bubbles; only its open eye is vulnerable to damage.


  • Broken Armor Boss Battle: It starts its battle surrounded by a full-body covering of bubbles. Link needs to scatter and break these up in order to expose its vulnerable eye. Its armor rotates around its body, meaning that holes made within it only reveal its eye temporarily, making it necessary to break off as much as possible to maximize the spans where it can be harmed. Once it's hit enough, it will completely drop the remaining bubbles off its body and just try to ram Link.
  • Dub Name Change: Strangely, a case of a name not being changed. Wart is known as Arrghus in every other localization it appears in. Arrghus is the name of a boss in A Link to the Past, A Link Between Worlds and Tri Force Heroes which has the same appearance and gimmicks, and Wart is the name both creatures have in their respective games' Japanese version, confirming that they're the same species. Notably, the Italian translation consistently uses "Arghus" for all versions of this monster, while the French, Spanish and German dubs used "Glob'oeil/War/Warzenauge" in the game's original version but changed it to "Meduso/Argus/Arghus" in Majora's Mask 3D to match what they call the other versions of the boss, making the current English version the only one not to refer to this incarnation of the enemy by the same name as the other games'.
  • Exotic Eye Designs: Its iris has four concentric colored rings — red, yellow, black and green, going inward towards its pupil.
  • Faceless Eye: Wart's body is a floating eyeball surrounded by armored scales. It's invulnerable while the eye is closed.
  • Go for the Eye: It can only harmed by striking it in the eye, which in turn requires breaking off enough of its armor to get to it and waiting out the periods where it closes its eyelids. Once it drops the bubbles and starts trying to ram Link, you'll need to shoot it while the eye is open and likely charging you to finish it off.
  • He Was Right There All Along: It will not attack until you go into first-person mode and look up at the very, very high ceiling. Once you make eye contact, it drops to the floor and begins the fight.
  • Outside-the-Box Tactic: Wart is surrounded by a shield of eyeballs that make it almost invincible and which are hard to individually separate from the main body so that they can be destroyed... unless you remember that Deku Nuts have a large area effect, and can dislodge several eyes at a time.
  • Turns Red: After being shot in the eye enough, Wart will drop any remaining bubbles surrounding its body and begin speeding around the room trying to smash Link. The bubbles can still hurt Link if they make contact with him.

    Gekkos 
https://static.tvtropes.org/pmwiki/pub/images/mm_gekko_model.png

Creatures a little like a frog and a little like gecko. Link fights two of these enemies over his quest: one, in the Woodfall Temple, fights by throwing punches and then by riding a Snapper. The second, in the Great Bay Temple, hides within a cluster of Mad Jellies, which it uses to shield itself when approached by Link.


  • Gelatinous Encasement: In the Great Bay Temple, Link encounters a Gekko equipped with an army of Mad Jelly. The jellies will converge around Gekko, shielding him and sucking Link in for a combo if he gets too close. The solution is to freeze the giant blob with your ice arrows, shattering it on the floor to expose Gekko to damage.
  • Horse of a Different Color: In its battle's second phase, the Gekko in the Woodfall Temple calls in a turtle-like snapper and rides around on it. Link must knock it off its steed in order to damage it.
  • Wall Crawl: The Gekko in the Woodfall Temple periodically scampers along the walls and ceiling of its room, invulnerable to any attack save the bow and arrows.

    Gomess 
A scythe-wielding specter fought inside the Stone Tower Temple. Gomess is shielded by a swarm of bats, which protect its weak area from damage.
  • Attack Its Weak Point: Gomess can only be damaged by striking the green orb beneath its robes, which is only exposed when its bat swarm is cleared away.
  • Barrage of Bats: It's accompanied by an endless swarm of Bad Bats that protect its weak point.
  • Broken Armor Boss Battle: An unorthodox example. It's surrounded by a swarm of bats that protect its vulnerable weak point and which need to be killed off in order to actually damage it.
  • Glowing Eyes: The only visible feature in Gomess' otherwise featureless shadowed face are its glowing green eyes.
  • The Grim Reaper: It's a floating, robed specter that wields a scythe, closely resembling the traditional Reaper figure. Its French name, Faucheur, is also French for "Scyther" and is the masculine version of the traditional name for Death, "la Faucheuse".
  • Sinister Scythe: It's a pitch-black, floating, robed specter whose primary weapon is a long scythe.

Clock Town Inhabitants

    Anju and Kafei 
https://static.tvtropes.org/pmwiki/pub/images/anju_and_kafei.png
Kafei (left) and Anju (right)

Anju is Termina's counterpart to Hyrule's Cucco Lady, and the owner of the Stock Pot Inn, along with her family. She was to get married to Kafei on the day of the Carnival of Time, until he went missing. She is also a good friend of Cremia.

Kafei is the son of Clock Town's Mayor, and Anju's fiancé. He mysteriously disappeared about a month before his marriage was scheduled to take place. As it turns out, he was cursed into the body of a child by the Skull Kid. Things took a turn for the worse when he tried to go to the Great Fairy for help, as along the way, he ran into the thief Sakon, who stole his precious Sun's Mask from him. Now he feels he can't show himself to Anju before fixing things.


  • The Anti-Nihilist: Despite the odds being constantly stacked against them and knowing that the moon is falling, Anju and Kafei never give up hope in their love and wedding. Even in the final hours before Termina's destruction, they are content with their fates because they still have each other.
  • Ascended Extra:
    • While their sidequest is already one of the longest and most memorable in the game, the manga makes them even more important; not only is Anju the one who gives Link the first bit of exposition about Termina and the moon, their reunion is what sets off Skull Kid's Villainous Breakdown.
    • In relation to just the games, Anju is one compared to the Cucco Lady, as the latter was only briefly important to some minor subquests in contrast to Anju being central to this game's most elaborate sidequest.
  • Chekhov's Gunman: Kafei is one of the first people you see whenever you start a new three-day cycle in Clock Town. He comes out of the entrance to the Laundry Pool to mail his letter to Anju, but you can't talk with him at that point.
  • Childhood Marriage Promise: It's briefly mentioned when they reunite that they had promised each other when they were young to exchange wedding masks on the day of the Carnival of Time (which according to Termina tradition was the best day for couples to be married). The promise proves so meaningful that Kafei refuses to reunite with Anju without retrieving his wedding mask (the Sun's Mask) from Sakon, who stole it shortly before the events of the game began.
  • Disproportionate Retribution: In the manga, Kafei was cursed because he wasn't up to playing with the strange masked child so late at night.
  • Face Death with Dignity: They accept their inevitable deaths at the end of their sidequest, spending their final moments with each other.
  • Fountain of Youth: Kafei looks to be about the same age as Link due to a curse from the Skull Kid.
  • Freakiness Shame: While it would make sense given Kafei's current state, it's actually averted; he's not hiding from Anju because of his age regression, he's hiding because he lost his Sun's Mask. If you help him get the mask back, he proves it when he meets Anju again on the third day. Played straight in the manga, to the point that Link even demands that the Skull Kid restore Kafei's adult body during the final confrontation on top of the clock tower.
  • Generation Xerox: Wearing Kafei's Mask while talking to Anju's grandmother gives you dialogue that implies that the grandmother was a schoolteacher for Kafei's father, Mayor Dotour, and that Kafei looks just like his dad did when he was a kid.
  • Guest-Star Party Member: Kafei has the honor of being the first character in the series besides Link to be controllable by the player. The downside is that your control over him is short.
  • Honor Before Reason: Kafei knows Anju is worried about him, but he insists he can't return to her without his stolen mask. Meanwhile, Anju is starting to wonder if Kafei's abandoned her, which isn't helped by her meddling mother.
  • Idiot Ball:
    • A minor example for Anju, but in the original version of the game, you could claim the reservation of a Goron also named Link regardless of your race by just giving your name to her. This is averted in the 3DS version, where she clearly remembers that the Link who made the reservation is a Goron; thus, you actually need to be in Goron form to claim the room.
    • Kafei gets one toward the end of their sidequest. When you first enter Sakon's Hideout, Kafei will try to grab the Sun's Mask by stepping up onto a very obvious switch, which sets off a trap that forces him and Link to complete a puzzle to prevent it from being lost.
  • Insecure Love Interest: Anju needs to be shown the Pendant of Memories to be convinced Kafei still loves her; otherwise, she'll lose faith in him.
  • Lethal Chef: Anju, according to her grandmother's diary and a Keaton. Given that there are always bugs crawling through the kitchen of the Stock Pot Inn, Anju's bad reputation as a cook may not be entirely unjustified.
  • Lost Wedding Ring: Kafei insists on retrieving the Sun's Mask before seeing Anju again because the fusion of the Sun's and Moon's Masks is Termina's analogue for marriage.
  • Love Triangle: Cremia is implied to have a crush on Kafei (although her ambiguous dialogue and the fact that neither she nor Romani ever refer to him by name have led some to speculate that she actually has a crush on Anju). Anju's parents seem aware of it, however, hinting at it to try and get Anju to forget about Kafei.
  • Mistaken for Cheating: Anju's mother interprets Kafei's disappearance as evidence that he's run off with Cremia.
  • My Own Private "I Do": By the time the two of them are reunited, almost everyone has already evacuated Clock Town. As such, they simply exchange their masks in Anju's room with Link acting as their witness. They are shown to have a proper wedding during the end credits though.
  • Official Couple: Their subplot is one of the longest and most involved in the game, and their love and dedication to each other is at the heart of it. The manga ties their plot even more closely to the main plot.
  • Older Than They Look: Kafei. Locked into a child's body, it's only natural. This is Zig Zagged somewhat; while it's difficult to tell due to the game's art style, official art and his lack of smaller eyes makes it appear as though Kafei is intended to look like he has an adult man's head on a child's body, which, while freaky, would help in avoiding the reunion scene with Anju being very creepy-looking.
  • Race for Your Love: Kafei engages in a mostly-offscreen one, after retrieving the Sun's Mask, from Ikana Canyon all the way to Anju's room, just minutes before the world is about to go under.
  • Shapeshifting Excludes Clothing: Kafei's sleeves and shoes seem a bit too big for him, implying they're his adult-sized clothes. It's more obvious in the manga, where he is briefly seen as an adult in a flashback with the clothes fitting him much better.
  • Suspiciously Similar Substitute: Averted with Kafei, but Anju is one of the unnamed Cucco lady in Ocarina of Time. This in turn inspired later characters who are Suspiciously Similar Substitutes of both, such as in The Legend of Zelda: The Minish Cap. She bears the name Anju yet deals with Cuccos.
  • Tiny Guy, Huge Girl: Though only because Kafei's been de-aged; they were originally the same height.
  • Together in Death: See their sidequest through to the end, and you'll have about a minute and thirty seconds left before the moon crashes. They tell you that they intend to "greet the morning, together." Link can still stop the moon if the Giants are all freed, though.
  • The Unreveal: Kafei's adult body. During the end credits, you'll see their wedding ceremony, but it starts off directly from Kafei's point of view before switching to an overhead angle that's conveniently blocked by Tingle.
  • Video Game Cruelty Potential: It's possible to injure Kafei on the first day when he's delivering his letter by tricking the dog in Clock Town into attacking him or blowing him up with Bombs, Bombchus, or the Blast Mask. Also, if you help Kafei retrieve the Sun Mask but didn't give his pendant to Anju like he asked you to, when he reaches her room just before the moon falls, he'll find that she didn't wait for him.
  • You Are Worth Hell: They reunite moments before the moon falls onto the town and have no intention to evacuate.

    Mayor Dotour and Madame Aroma 
https://static.tvtropes.org/pmwiki/pub/images/dotour_aroma.png

The leaders of Clock Town and Kafei's parents. Mayor Dotour struggles to end the dispute between the carpenters and the guards. Madame Aroma hasn't heard a thing from Kafei since his disappearance a month prior to the start of the story, so she takes it upon herself to ask Link for his help using Kafei's Mask to gather info about his whereabouts.


  • The Ditherer: Mayor Dotour seems incapable of exercising his authority at all, much less making important decisions (namely, whether the town's carnival should continue in the face of apparent disaster).
  • Drowning My Sorrows: Madame Aroma spends the final day at the Milk Bar, showing no sign that she intends to leave. The 3DS remake downplays this by having her remark that she's waiting to see if perhaps there's still a chance she'll hear about Kafei, although even if she does get his letter, she'll stay at the bar until the very end.
  • Generation Xerox: If you wear the Kafei Mask and talk to Anju's grandmother, she'll confuse you for his father (who apparently was bullied as a child).
  • Grande Dame: Madame Aroma fits the bill, although she's not unhelpful or obstructive in her interactions with Link.
  • Henpecked Husband: Subverted. Without the Couple's Mask, Dotour only makes a decision regarding an evacuation order once Mutoh threatens to get his wife involved, but it's implied this is because he doesn't want Aroma to have to worry about it.
  • Hidden Depths: If you bring the Couple's Mask, Mayor Dotour finally gets his head together and brings an end to the argument, and remind everyone of why he's the mayor. Rather than let Mutoh and Viscen force him to decide the townspeople's fate, he decides that whether to stay or flee should be decided by each individual.
  • I Was Quite a Looker: If the portrait of them behind the front desk in the mayor's office is anything to go by. Dotour is depicted as taller, Aroma as thinner, and he's dramatically sweeping her off her feet.
  • Large and in Charge: Madame Aroma. It's implied she has more power over the committee than her husband, the actual mayor.
  • Secret-Keeper: It's implied that Dotour knows his son's whereabouts if you speak to him while wearing Kafei's Mask after stopping the argument on the first day with the Couple's Mask.
    Dotour: You're the one my wife has hired? So Kafei still hasn't... hmmm. This is a secret, so don't tell my wife. Go ask at the Curiosity Shop, the store in the west part of town that only opens at night. That guy is a bad influence on me...
  • Tiny Guy, Huge Girl: Madame Aroma is much larger than her husband.

    Anju's Family 
Anju's mother, grandmother, and deceased father.
  • Berserk Button: Kafei's Mask to Anju's mother. If Link wears it when talking to her she'll get angry and yell to not talk to her "wearing such an unpleasant mask".
  • Disappeared Dad: A few conversations with Anju's mother mention that Tortus (Anju's father) had abandoned the family at some point and never came back before his death, or at least never reconciled with his wife; this is likely why she and Anju are worried that Kafei might have just run away to avoid marriage. Whether he ever returned or not, he is already long dead before the start of the game.
  • Family Business: Anju and her mother run the Stock Pot Inn and live there with her grandmother.
  • Generation Xerox: Anju's mother basically looks like a heavier, middle-aged Anju. She also assumes that Kafei has abandoned Anju the same way Tortus abandoned her.
  • Love-Obstructing Parents: Anju's mother has a very low opinion of Kafei (to the point of becoming angry if Link speaks to her while wearing Kafei's Mask), and insists that he's run off with Cremia and that Anju shouldn't bother waiting for him to return. She herself apparently had a similar experience with Anju's father, Tortus.
  • No Name Given: Anju and her late father Tortus are the only family members to be given proper names.
  • Obfuscating Insanity: Several hints in-game heavily suggest that Anju's grandmother is faking her senility. Mostly to avoid Anju's awful cooking.
    Granny: Oh, Tortus. I've already had lunch.
    Anju: Grandmother... I am Anju! Tortus was my dad... And you haven't had lunch yet!
    Granny: I've already had lunch. Now be quick and take that away.
    Anju: Not eating is bad for you. Please eat...
    Granny: Didn't I say that I already ate lunch, Tortus?!? Impossible child!
    Anju: Then don't eat my food. I give up...
    Granny: Whew!
    Anju: "Whew?"
    Granny: Er... W-W-Whewwwould you like me to read you a story?
  • Scatterbrained Senior: This appears to be the case for Anju's grandmother, as she will call Link by her deceased son's name, and if he's wearing Kafei's mask, she will think he is the mayor as a child, when she was his schoolteacher. However, reading her diary implies that it is all an act.
  • Small Role, Big Impact: Anju's grandmother doesn't initially seem to have much importance to the plot besides providing some extra info on the family situation and giving you Pieces of Heart for listening to her stories. But her second story is the first time the game shows that the Four Giants and the Skull Kid are estranged friends, which is a pretty big revelation concerning the main plot.
  • The Storyteller: Anju's grandmother can tell Link the stories of the four giants and the mask festival. She goes on for so long that Link has to get a special mask just to stay awake.
  • Suspiciously Similar Substitute: Anju's grandmother shares a model with the elderly potions master in Ocarina of Time. A few character dialogues imply that she's the grandmother of Anju's counterpart in that game as well.

    The Bombers and Professor Shikashi 
https://static.tvtropes.org/pmwiki/pub/images/bombers_mm.png
The Bombers, with Jim in the middle.

The Bombers Secret Society of Justice are a group of children that do their part in making the world a better place, going around town and helping people in whatever way they can. They use Professor Shikashi's Astral Observatory as a hideout.


  • Apathetic Citizens: The Bombers never acknowledge the fact that the moon is falling at any point. Even right up to the final seconds before the moon hits, they'll still be seen playing in the streets and talking about their notebooks as if there were nothing unusual going on. Subverted in most other ways, however, in that they're highly concerned about the problems and personal demons of everyone in Termina and even have a society that seems to be centered around helping people. Also downplayed in the manga adaptation: two Bombers can be seen discussing the moon on the Final Day, with one saying his mother said the moon wouldn't fall, and the other saying it's probably way too late to evacuate Clock Town anyway.
  • Brats with Slingshots: The resident troublemakers of Clock Town, they won't let you progress until you figure out their secret.
  • Fantastic Racism: Due to their experiences with Skull Kid, they don't allow non-humans into the Bombers.
  • Free-Range Children: If they even have parents, they definitely don't keep a very tight leash on them.
  • Friend to All Children: Professor Shikashi is fond of the Bombers and openly greets Link when they first meet, asking if he's a friend of theirs.
  • Law of Chromatic Superiority: Jim, the leader of the Bombers, wears a red bandanna, while the kid guarding the entrance to the hideout (presumably Number Two to Jim) wears a yellow one. The other members wear blue ones.
  • Non-Indicative Name: No, they're not Mad Bombers. In fact, they are never seen using bombs and there's no indication they even know how to use them.
  • Suspiciously Similar Substitute:
    • Professor Shikashi is one of the old man in blue in Hyrule Castle Town/Kakariko Village who usually had a story to tell.
    • The Bombers are ones of the kid who walks around in Kakariko Graveyard during the daytime.
  • We Used to Be Friends: They probably encountered the Skull Kid after he found Majora's Mask; it would certainly be a good reason for why Jim spends three days fruitlessly trying to pop a balloon with the image of Majora's Mask on it. There's a second balloon in the Bomber's hideout, cutting them off from Professor Shikashi, which they probably also don't appreciate.
  • You Can Run, but You Can't Hide: The Bombers play hide-and-seek with Link.

    Toilet Hand 
https://static.tvtropes.org/pmwiki/pub/images/hand_mm3d.png

A hand sticking out of the Stock Pot Inn's toilet. It demands toilet paper from passersby. Whom the hand belongs to is never revealed.


  • My Name Is ???: The Bomber's Notebook records him as "???".
  • The Spook: This is really the only thing to describe him with. Nothing except his hand is ever seen (is it even a he?). How he got into the toilet, or why he is unable to get out, is unanswered. He has no name, and he has no impact at all on the plot. You can go the whole game without seeing him so long as you don't think to explore that little bathroom at night.
  • Toilet Humour: You can earn a Piece of Heart from him in exchange for any item, so long as that item is made of paper.
  • Video Game Cruelty Potential: That high-priority letter from a missing son to his worried mother, or a letter from a concerned lover to their missing partner? There's a Piece of Heart in it for you if you flush it down the toilet...

    The Banker 
A happy banker who kindly deposits money for Link.
  • Eyes Out of Sight: His eyes are never visible.
  • Ripple-Effect-Proof Memory: Subverted. His chosen method of keeping track of someone's account with him is to write the amount on their arm in a special ink. This is retained through each time loop, so technically, despite never having met Link before in future loops, he takes the inked numbers as proof positive that Link is a customer with the given amount deposited.
  • Suspiciously Similar Substitute: Of the beggar from Ocarina of Time.

    The Bomb Shop Family 
An old woman and her grown son who run the Bomb Shop in West Clock Town.
  • Miniature Senior Citizens: The mother is one of the shortest NPCs in the game.
  • Suspiciously Similar Substitute: The son is one of the Bombchu Salesman in Ocarina of Time, while the mother is one of the old lady in Hyrule Castle Town who talks about going to Lake Hylia to find items to sell.
  • Video Game Cruelty Potential: Remember the event where you have to save the mother from Sakon (which nets the Bomb Mask)? In order to continue the Anju and Kafei quest, you have to let Sakon get away with it.

    Honey and Darling 
https://static.tvtropes.org/pmwiki/pub/images/honey_darling.png

An extremely happy couple who run Honey & Darling's Shop, which changes minigames with each passing day. Honey is the woman and Darling is the man.


  • Happily Married: Disgustingly so. It seems to distract them from their job.
  • Sickeningly Sweethearts: Shooting them increases your time in their mini-game. It also does absolutely nothing to darken their mood. They do start questioning if they're truly happy after Link cleans them out of all their prizes.
  • Suspiciously Similar Substitute: They're the Terminian counterparts for the unnamed couple in Hyrule Town's Market.

    Link the Goron 
A Goron who happens to have the same name as the player character.
  • Hello, [Insert Name Here]: His official name is Link. His in-game name is whatever you name Link.
  • Traveling Salesman: His cap, pink bow tie, and pack all seem to mark him as one of these; it's possible he's in town to do business at the Carnival of Time.
  • Verbal Tic: "-goro". He gets screwed out of a room in the Stock Pot Inn because Anju doesn't realize it's just a tic. Funnily enough, if you don't claim the key for yourself by the time he comes to pick it up, Anju does realize it's just a tic and gives it to him. In the 3DS version, Anju already knows that the Link who made the reservation was a goron, and to get his room, you actually need to be in the Goron form to get the key (whereas in the original version of the game, you could just give Anju your name regardless of race and get his room).
  • Video Game Cruelty Potential: Link can assume this guy's identity and steal his reservation at the inn. It gets you a silver rupee stored in his room, easy access to the inn at night (the alternative being the Deku flower close to the entrance), and the chance to listen in to Anju's room thanks to faulty inner walls (only to hear her crying about the dilemma she faces), but makes an innocent bystander sleep outside. Luckily, the Goron doesn't mind that much since it's supposedly going to be a warm night.

    Mutoh and Viscen 
Lesser town leaders who spend their time shouting at each other in the Mayor's office. Mutoh is on the town council and is actively campaigning for the festival to carry on as his carpenters finish building everything. Viscen is the Captain of the Guard and is adamant that the Mayor give the order for everyone to flee, because, you see, the moon is falling. Poor Mayor Dotour can barely get a word in edgewise. Their positions are represented in lesser part by the carpenters, who defiantly carry on their work, and the soldiers, who by the third day are urging everyone they can to leave town.
  • Apathetic Citizens: Subverted; by the third day, even the most obstinate of the carpenters is ready to leave town. Also subverted with Mutoh, who's argues the falling moon is just a rumor but spends his final night bellowing at it.
  • Both Sides Have a Point: While the player may be inclined to side with Viscen when he rightly lambasts Mutoh for ignoring the "giant chunk of rock" about to crush Clock Town, Mutoh isn't entirely in the wrong either; leaving town is dangerous, most of the citizens would have nowhere to stay even if they did evacuate, and the moon is so large that fleeing is pointless; all of Termina will be destroyed after the third day.
  • The Chains of Commanding: Downplayed with Viscen, who curses to himself on the third night even if you show him the Couple's Mask, which indicates he really wanted orders to come from up top.
  • Conflict Killer: Link can use the Couple's Mask to get the two sides to make peace with each other.
  • Despair Event Horizon:
    • Viscen succumbs to this when he loses the argument. If Link talks to him during the night of the third day, he can only curse the soldiers' fate. There are guards still convinced that an evacuation order is coming.
    • Even after he wins, Mutoh learns too late his apprentices have almost all left, and so he spends the evening bellowing at the moon.
  • The Determinator: Mutoh's stubbornness is his primary defining trait. He'll argue with anyone — Mayor Dotour, Viscen, and even the falling moon.
  • Failed a Spot Check:
    • Inverted by the guards, who originally believe the unmasked Link to be a child (and thus, not allowed to leave without his parents) until they see the sword strapped to his back.
    • Played straight by Viscen, however, who argues that the only people in town are soldiers and public servants. This isn't true in the slightest (unless the merchants all work for the town government).
  • Foil: The carpenters and the guards. The guards constantly warn you to take care while the carpenters seem to think there's nothing to worry about. By the third day, this gets flipped on its head — the guards are so committed to their duty that they remain in town even after the carpenters have fled.
  • Foreshadowing: Mutoh threatening to bring Madame Aroma into the argument is the only thing that can prompt Mayor Dotour to get a real thought into the discussion, mainly suggesting he not. Mutoh ultimately brings Aroma in anyway and gets his way.
  • Hidden Depths:
    • If Deku Link talks to Mutoh on the night of the third day, he offers a sincere, if very upset, apology for his apprentices failing to finish the festival tower and offers as much comfort as he can, almost in a fatherly sort of way. For such a bull-headed and argumentative man, he shows vastly more compassion than Viscen does.
    • If Link brings the Couple's Mask to the argument, both the Mayor and Mutoh are made to think of their families. Viscen, however, tries to return to the argument because he knows his guards are doomed to die if an evacuation order is not given, even if everyone else decides to leave.
  • Honor Before Reason:
    • Mutoh accuses the guards of cowardice and being disloyal to tradition while Viscen agitates for an evacuation notice.
    • The soldiers stick to their posts even during the last few moments of the three-day cycle, convincing themselves to remain even after the carpenters have left town.
  • Implausible Deniability: Mutoh refuses to believe the moon will fall no matter how close it gets, and no matter how many other people, including his family and workers, say otherwise.
    • It's implied on the last day that he has come to believe it will fall, but is too stubborn to flee town or admit that he was wrong.
  • Murder by Inaction: Invoked; Viscen is convinced that the townspeople are doomed because Mutoh's insistence on hosting the festival is preventing the mayor from giving an evacuation notice.
  • Never Speak Ill of the Dead: The Eastern guard invokes this when he urges you to leave.
  • Psychological Projection: One of the carpenters would rather bellow about cowardice at a recruitment poster for the town soldiers than do his job. By the second day it's pretty obvious he's not quite as confident in the state of things as he'd like to pretend.
  • Pyrrhic Victory: If the argument goes uninterrupted, Mutoh ultimately gets his way. Unfortunately, by the time he wins the argument, the carpenters have all decided to jump ship.
  • Selective Obliviousness: Both Mutoh and Viscen. While it's easy to single out Mutoh for not acknowledging the gravity of the falling moon, Viscen very obviously doesn't have a complete grasp of the situation himself. To start with, Viscen talks as if the only remaining people in town are the soldiers and public servants, which just isn't truenote .
  • Suspiciously Similar Substitute: Mutoh shares a model with the head carpenter from Ocarina of Time. Viscen shares his model with the soldiers guarding the interior of Hyrule Castle from the same game.
  • Take a Third Option: Rather than given an official order to stay or to leave, if Link presents him with the Couple's Mask, Mayor Dotour will instead think of his family and put his foot down — to leave or stay will be decided by each individual. Viscen is displeased by this, which casts some doubt on his motives.

    Curiosity Shop Guy 
https://static.tvtropes.org/pmwiki/pub/images/180px_mm3d_curiosity_shop_man_art.png

The mysterious man from the Curiosity Shop. He works in a normal-looking establishment during the days and shifts to the Curiosity Shop during the nights to sell "profitable" stuff to his clients.


  • Always Identical Twins: In the remake, the Swamp and Ocean Fishermen share his model, and state that they are brothers. A line of dialogue from the fishermen implies that he is also related to them.
    Fisherman: Huh? Ya say ya saw someone with my face in town? Nonsense. It's nonsense! I have no idea who yer talking about!! Nonsense, it is. We're not talkin' about this anymore. Got it? Just drop it.
  • Character Tics: Appears to suffer from a chronic itch, as he is always scratching his back. This also serves to identify him and the Trading Post owner as the same person.
  • Clark Kenting: When he leaves his job at the trading post to run the Curiosity Shop, he just takes off his toupee and puts on a pair of sunglasses.
  • Even Evil Has Standards: He deals in stolen goods and will buy Zora eggs without a second thought, but he will flat-out refuse to buy a bottled Deku Princess or Seahorse. It's also implied that even he thinks Sakon is a greedy scumbag and only does business with him for money.
  • Fantastic Racism: He will only do business with humans, and only with humans not wearing masks, to boot. He will let Gorons and Zoras shop at the Trading Post, though.
  • Friend in the Black Market: Is this to Kafei, helping tip him off when his mask inevitably shows up at the shop.
  • Jerk with a Heart of Gold: Despite being all too willing to traffic in stolen goods, he does care greatly for his friendship with Kafei, which is why he points you after him.
  • Obliviously Evil: He doesn't even seem to realize that dealing in stolen goods is something to be ashamed of. He doesn't bother hiding the nature of his business from total strangers.
    Curiosity Shop Guy: A seller of stolen goods is just a middleman who's trying to provide his customers with good product. Look, I know nothing! If it comes to me, I buy it! I'm a charitable organization that helps people in need!
  • Paper-Thin Disguise: See Clark Kenting.
  • Suspiciously Similar Substitute: Of the fisherman from Ocarina of Time.
  • Toxic Friend Influence: Mayor Dotour considers him to be this towards himself and Kafei.

    The Postman 
https://static.tvtropes.org/pmwiki/pub/images/postman_mm.png

A dedicated postman who works in Clock Town to deliver letters. He takes his work seriously, to the point his schedule is far more important than his well-being.


  • Determinator: "Tomorrow's delivery is still scheduled!" Keep in mind, this is a point where "tomorrow" most likely isn't coming, but that's not going to stop him from doing his job.
  • Schedule Fanatic: To the point of being willing to sacrifice his own life because of it.
  • Secret-Keeper: He seems to be aware that Kafei wants to lay low for the time being, as evidenced by this conversation with Anju when he delivers Kafei's letter to her:
    Anju: This letter, wh-where did you?!?
    Postman: From the postbox.
    Anju: Th-that's not what I mean! From the postbox where?!?
    Postman: From the postbox somewhere.
  • Suspiciously Similar Substitute: Of the running man in Hyrule Field in Ocarina of Time. The Postman would later get Suspiciously Similar Substitutes in The Wind Waker and Twilight Princess.
  • Timed Mission: He offers Link a short minigame where Link has to count to ten before talking to the Postman again. Simple, except there's no timer. (hint: use the Bunny Hood to reveal the timer)
  • Unstoppable Mailman: His life is nothing to his schedule. He takes his work so seriously that he refuses to flee on the last day unless he's given the order.

Characters from Milk Road

    Romani and Cremia 
https://static.tvtropes.org/pmwiki/pub/images/romani_and_cremia.png

Two sisters who run Romani Ranch together. Ever since their father passed away, Cremia has taken care of Romani by herself despite the hard times they have to go through, such as dealing with the Gorman Brothers and the mysterious disappearances of their cows.


  • Adapted Out: In the manga by Akira Himekawa, there is no subplot of Epona going missing and turning up at Romani Ranch, and as a result, neither sister appears. Himekawa does include an illustration of them at the end as a way to try to make up for not being able to fit them into the story.
  • Adorably Precocious Child: Romani. She's cute and cheerful, and not all that shy about calling Link cute to his face.
  • Alien Abduction: If you fail Romani's Day 1 sidequest, she'll be abducted by "Them" along with the cattle, and she can be found wandering around Romani Ranch in a daze the following morning.
  • Amnesiac Resonance: Romani keeps up her characteristic foot-tapping even after being abducted by Them, and even offers to let Link practice his archery once she’s recovered enough to speak.
  • Cheerful Child: Romani has a very bright and sunny personality. Unfortunately, it's dampened quite a bit if she's taken by the aliens.
  • Childhood Friend Romance: Onesided, while Cremia and Anju were already stated to be friends in the original version of the game, the 3DS remake adds a photo to the former's bedroom which implies that the two of them and Kafei have all known each other since they were children, adding a new layer to Cremia's unrequited crush.
  • Cool Big Sis: Romani admires her older sister Cremia, especially since she does a lot of the farm work and does her best to run the ranch on her own. If you successfully complete all the tasks for Romani Ranch, Cremia decides to let Romani drink Chateau Romani.
  • The Cuckoolander Was Right: Most adults (such as her older sister Cremia) would probably dismiss Romani's theories about cow abducting ghosts/aliens as a product of a child's wild imagination, but she turns out to be right. It's also implied that she's actually seen them before.
  • Decomposite Character: Romani and Cremia are both based on Malon, with Romani representing young Malon as she appeared in the past and Cremia representing adult Malon seen in the future. Since Malon is one of only a few characters in Ocarina of Time to have a different child and adult form, this makes a degree of sense.
  • Escort Mission: If Link saves Romani Ranch from "Them", he can help Cremia deliver some milk to town; and in the process, must drive off the disguised Gorman Brothers attempting to destroy the cart. This becomes laughably easy if you wear the Gorman Mask, which you can only get after finishing the quest. This affects the brothers so much that they can't bring themselves to attack.
  • Evil-Detecting Dog: During the defense of Romani's barn, the dog will bark in the direction of the closest of "Them" for Link to go after first.
  • Family Business: Both girls run the ranch together, though Cremia does more work due to being a mother figure to Romani.
  • Farm Boy: Two Farm Girls who are in full charge of the ranch and the animals they're raising there.
  • Faux Action Girl: Romani's a good shot with her bow, but despite all the training she's been doing to prepare for "Them," she doesn't offer Link any assistance during the battle, and if "They" manage to breach the barn, they'll easily abduct her along with the ranch's cattle.
  • Friend to All Living Things: They adore the cows, and took care of Epona when she turned up at the ranch. They also have a small dog.
  • Heroic BSoD: If you fail to stop the aliens, Cremia will spend the Second Day standing in the roofless barn, staring at where the cows once were and mumbling to herself about how she should have taken her sister's warnings seriously.
  • Laser-Guided Amnesia: Romani's fate should you fail to stop the alien invasion on the Night of the First Day. She's physically unharmed, but has no memory of the aliens at all, nor does she remember what the purpose of the "practice" game was.
  • Let Them Die Happy: It's implied the reason why Cremia declares that Romani has proven herself to be an adult and allows her to drink Chateau Romani on the final night is because she knows that neither of them are going to be alive to see the next morning, so she won't get another chance to try the drink she's always wanted to taste. (and given the fact that it's treated like alcohol, she may be trying to dull her senses so she won't feel any pain when the inevitable happens).
  • Lost in Translation: In Ocarina of Time, Malon's Japanese name is Maron, which means "chestnut". Her Majora's Mask counterpart Cremia's Japanese name is Kurimia, where Kuri is another Japanese word for chestnut.
  • Love Triangle: Cremia has an unrequited crush on Kafei, who's already engaged to her best friend Anju. Nevertheless, she attends their wedding, possibly indicating she's moved on and is instead happy for them.
  • Marshmallow Hell: One of the "rewards" you earn from Cremia after successfully finishing the above mentioned Escort Mission while already having Romani's Mask, though it is clearly not intentional.note  "You could get used to this."
  • Missing Mom: Cremia says that the ranch was passed down to them after their father's death, but it's never stated what became of their mother.
  • My God, What Have I Done?: If you talk to Cremia without having stopped the alien invasion, she'll verbally beat herself up for not having listened to Romani's warnings.
  • The Nicknamer: Romani dubs Link "Grasshopper" and calls him that instead of his real name, owing to his green clothes and funny way of walking.
  • Promotion to Parent: With their father dead and no apparent mother to speak of, Cremia takes care of Romani in addition to her other ranch duties.
  • Ship Tease: Should Link help her fight back the aliens, Romani will ask Link to live on the ranch with her. Unfortunately, she won't see him again after the festival.
  • Suspiciously Similar Substitute: Of Malon, both before and after the Time Skip. Romani is the child while Cremia is the adult.
  • Third-Person Person: Romani sometimes talks like this.
  • Thousand-Yard Stare: Should Romani be abducted by the aliens, she will permanently have this expression for the rest of the three-day cycle.
  • Together in Death: Familial example. Assuming that you've completed their sidequests, Cremia will ask Romani to sleep with her on the third night after promising to let her try some Chateau Romani.

    Gorman and the Gorman Brothers 
https://static.tvtropes.org/pmwiki/pub/images/110px_mm3d_gorman.png
Gorman

Three brothers who got separated once their middle brother went up to become involved in the world of entertainment. The younger and older Gorman brothers run the Gorman Track together, and they utterly dislike Romani Ranch to the point that they cause Cremia many problems, such as breaking her milk jars behind her back and robbing her of her milk cargo. Meanwhile, Gorman runs the Gorman Troupe (which is composed of himself, the Rosa Sisters, Guru-Guru, and the Twin Jugglers). He is dismayed to learn that his troupe won't be able to perform in the festival because Lulu of the Indigo-Gos lost her voice due to the mishappenings at Great Bay Temple.


  • Bitch in Sheep's Clothing: Downplayed. Gorman's almost sycophantic in his attempt to please Madame Aroma when he goes to meet her on the first day, clasping his hands together and putting on an exagerrated smile.
  • Blatant Lies: Their claim that the milk from Romani Ranch is watered down and theirs is the highest quality around. In reality, they don't appear to even own any cows and any milk they sell was probably stolen from Cremia (and watered down, no less).
  • Dark and Troubled Past: Downplayed. The fact that his brothers have a spare Garo mask lying around implies Gorman may have left more than just "horse business" behind when he turned to performing.
  • Drowning My Sorrows: Once Gorman realizes Madame Aroma has no recourse for him after cancelling his troupe's performance, he spends the rest of his time in the milk bar. When the bartender reminds him that it doesn't actually open until 10:00 PM, he insists on being allowed to stay anyway. He gets himself staggering drunk with milk both nights and in the remake even gives himself a milk hangover.
  • Family Business: The youngest and oldest brothers run the Gorman Track together.
  • Gonk: Madame Aroma calls Gorman's face annoying right to his... er, face.
  • The Heckler: Gorman briefly becomes one when Link, in his various forms, plays parts of the Ballad of the Wind Fish. Playing the whole song, however, moves him to tears, and he apologizes.
  • Jerk with a Heart of Gold: The 3DS remake tries to give the brothers at the ranch more redeeming traits. Even though they still do terrible things to the Romani ranch, it's clear the brothers at the ranch care deeply for their middle brother, to the point an additional side quest was added in with them attempting to help him when they hear how terrible a time he's having in Clock Town.
    • The Gorman (that is, the middle brother) is snobbish and short-tempered, but part of the reason he's so upset over the Gorman Troupe losing its job is that he has the morale of his employees to consider, and doesn't know how to break the news to them. If Link manages to cheer him up on the first night, he'll spend the second playing cards with the twin jugglers.
  • Malicious Slander: Since Romani Ranch has a giant boulder isolating the inhabitants from the rest of the world, the Gorman brothers are free to lie without them. This may be why the Swordsman in Clock Town believes "their milk has no freshness" if Link wears the Romani Mask while talking to him.
  • Meaningful Name: Their Japanese name, Gouman, means "haughty".
  • Middle Child Syndrome: Gorman, the middle brother, seems to suffer from a case of this. When drunk, he laments the fact that he can't race or take care of horses, which both of his brothers can do.
  • Mutual Envy: The reason why Gorman and his two brothers are estranged from each other; Gorman, deep down, sees himself as "the despised second son" who only went into show business because he failed as a rancher, and when the Indigo-Gos cancel their performance, even that opportunity's denied him. Yet while Gorman's older brother can race horses, and his younger brother can nurture them, they're still stuck eking out a miserable living on an inhospitable farm while Gorman is off traveling the world and making a name for himself. Fulfilling Gorman's sidequest brings the three of them closer together; Gorman decides to visit home with his troupe in tow, while his brothers will be shamed into mending their dishonest ways if Link wears the Gorman Mask in front of them.
  • Mysterious Past: What exactly was the sequence of events that led to the Gorman brothers owning a set of Garo Masks? (Note: the Garo are best understood as "Ninjas whose ghosts infest the Valley of Death").
  • Secret-Keeper: When you beat the brothers at a horse race, they'll grant Link a Garo Mask and swear him to secrecy, probably because they wear their own masks to raid Cremia's milk wagon. The secret may be out anyway — a one-eyed wraith sends Link to Milk Road to look for a Garo Mask before allowing him entrance into the depths of Ikana Canyon.
  • Suspiciously Similar Substitute: To Ingo from Ocarina of Time. The Brothers even challenge you to a horse race and bedevil the pretty redhead who also happens to be in the ranch business.
  • Tears of Remorse: The Gorman Brothers get very sentimental when Link wears the Circus Leader Mask, which reminds them of their middle brother. Furthermore, they feel bad for doing bad deeds. Doing this stops them from assaulting Link and Cremia during the milk wagon delivery sidequest, although completing that quest is a requirement to get the mask in the first place. Actually exaggerated as well — the mask itself is suffering from a case of Ocular Gushers.

    The Gorman Troupe 
The band of performers that followed Gorman to the Clock Festival. Unfortunately, they've got their own share of problems on top of the falling moon. The juggers are handling things well, but the dancing Rosa Sisters haven't got a dance, Guru-Guru spends his nights angsting about his past, and Gorman hasn't told any of them that their performance has been cancelled because the main act hasn't got a singer.
  • Always Identical Twins: The Rosa Sisters and juggling brothers are pairs of identical twins, and the jugglers will lampshade the fact that their troupe has two sets of twins. The only way to tell them apart is the color of their outfits.
  • Does This Remind You of Anything?: If you enlighten the Rosa Sisters with the dance of Kamaro, they do some very suggestive fawning over you. The particular shape of the Kamaro mask doesn't help.
  • Failed a Spot Check: Played With. The Rosa Sisters fail to identify Link-wearing-the-Kamaro Mask with Link Unmasked, but this is of a piece with the game's themes about roles and its mask motif. To be fair, the Kamaro mask completely covers Link's own face.
  • Foil: The juggling twins and the Rosa Sisters. The juggling twins go unnamed, are always together, and constantly joke about everything, even the falling moon. The Rosa Sisters have full names (Judo and Marilla), spend the daylight hours alone, and are serious to a fault. However, the jugglers are very concerned with the lives of people around them, up to having conversations with Link about rumors of a kidnapping in the Southern Swamp in the middle of their routine, while the Rosa sisters will ignore Link as they ponder their looming deadline and when they practice at night will harshly tell him to go away.
  • For Happiness: The jugglers consider doing this their job, and they're pretty darn good at it, too. Of all the members of the Gorman Troupe, they're the only ones without a sidequest to be completed to help them. In fact, they share rumors that ultimately lead to the first major undertaking of the game in the Southern Swamp, therefore indirectly helping someone else.
  • Fun Personified: The jugglers even in their off-hours, when they make jokes about bluffing one another as they play with cards that have their figures printed on both sides.
  • Grief Song: Guru-Guru's dialog is structured in a way that makes it apparent that he's singing his words (check those three-note repeated phrases with the opening bars of the music he's playing), and he sings about his problems.
  • Hidden Depths:
    • Downplayed with Gorman, who presents a haughty face to the world but is despairing on the inside.
    • Guru-Guru seems to be a fairly optimistic guy, but he has a past he's none too proud of.
    • The juggling brothers are surprisingly concerned with the world for a pair of jokers. They do what they do to make other people smile.
  • Stealth Hi/Bye: The Troupe leaves town without a trace at some point between 5:59 and 6:00 AM on the third day.
  • Suspiciously Similar Substitute:
    • Guru-Guru shares a character model with the windmill man in Ocarina of Time.
    • The Twin Jugglers look and act very similar to the laughing men in Ocarina of Time.
  • Technician vs. Performer: The Rosa Sisters deconstruct it. Because their dance isn't ready, Judo spends the day lamenting the quality of the dance, while Marilla fears how disappointed everyone will be.

    Grog 
https://static.tvtropes.org/pmwiki/pub/images/grog_mm3d.png

A lonely man who takes care of the chicken corral south of Romani Ranch.


  • Delinquent Hair: He has it styled into green Liberty Spikes.
  • Dub Name Change: He's called Noodforgothing and Nadekuro in the original Japanese.
  • The Eeyore: He's fully convinced that Termina will be inevitably destroyed when the moon falls, thus his only regret in life is that he supposedly won't be able to see the chicken horde grow into fully-matured Cuccos. Link can help him feel better by marching with the chicken while he wears the Bremen Mask, causing them to grow into adult Cuccos.
  • Emo Teen: Implied, he's pale, and moody to the point of suicidal (not outright stated but was willing to sit there when the moon crashes down). He seems to be a Nice Guy under all that.
  • Face of a Thug: Looks like a mean punk but cares deeply for his chicks.
  • Friend to All Living Things: Implied to be this under his Emo Teen tendencies.
  • Suspiciously Similar Substitute: He looks just like the depressed son of Mutoh in Ocarina of Time, only here he has a yellowish green mohawk.
  • Walking Shirtless Scene: He's never seen with a shirt.
  • White Hair, Black Heart: Subverted, despite his "frightful crest" he's a nice guy that wants his chicks to grow up safely.

    Mamamu Yan 
A woman who runs the Doggy Racetrack gambling game south of Romani Ranch.

    "Them" 
https://static.tvtropes.org/pmwiki/pub/images/c5283kevuaa10q9.jpg

A group of mysterious beings that raid Romani Ranch for its cows every year, two days before the Carnival of Time.


  • Aliens Steal Cattle: Their primary objective is to steal the ranch's cattle.
  • Blue-and-Orange Morality: If They have any kind of morality or reason for Their actions beyond petty cruelty, it's one completely beyond human understanding.
  • Bright Is Not Good: They come to the Ranch in a glowing ball of light, and Their eyes shine brightly enough to be used as spotlights.
  • The Flatwoods Monster: They're based on the supposed Flatwoods Monster alien sighting, having the same distinct appearance as the creature.
  • Implacable Man: One possible way to defeat Them is to play the inverted Song Of Time, slowing down the flow of time and making Them slower. They are still persistent but it's a lot easier to stay on top of Them and stop Them from getting into the barn.
  • Nothing Is Scarier: Part of what makes Them so damn creepy is that we know virtually nothing about them. Where They come from, Their motives, why They want the cattle and what They do to Romani that renders her nearly catatonic. It's all one big question mark and it's safe to say that whatever the answers are, they aren't good ones.
  • Not Using the "Z" Word: Despite the obvious similarities, no one calls Them "aliens." According to Cremia, Romani calls Them "ghosts".
  • Squishy Wizard: They have amazing technology that allows Them to travel vast distances, abduct entire barns of cattle and do...something to Romani but They have no forms of attack or defense and can be destroyed by simple arrows and that's if They aren't simply killed by the sun of the next morning.
  • The Spook: No one knows what They are, where They come from, why They want the cows, or what They do to Romani if They kidnap her.
  • Weakened by the Light: The sun of the next morning kills Them.
  • Would Hurt a Child: If Link fails to drive Them away on the night of the First Day, They abduct Romani and do something that leaves her depressed, confused, and unresponsive.
  • The Voiceless: They have no lines of dialogue.

Characters from Woodfall

    The Deku Butler's Son 
https://static.tvtropes.org/pmwiki/pub/images/deku_butler_son.png

The son of the Deku royal family's butler. Through unknown circumstances, he became lost in the catacombs beneath Clock Town, where his soul was sucked out by the Skull Kid and used to turn Link into a Deku Scrub. His body remained underground in the form of a sad, twisted tree.


  • Animals Hate Him: Implied. If you examine the thoughts of the dog who inhabits South Clock Town with the Mask of Truth, he declares a particular hatred for a certain unnamed Deku Scrub. Said dog and others will attack Deku Link relentlessly whenever he comes by, implying that said Deku Scrub was this one.
  • Dead Person Impersonation: Subverted; Link technically assumes his form whenever he wears the Deku Mask, but he never finds out it has an actual spirit inside it and no one else ever recognizes him, so he doesn't know to act any differently than normal.
  • Death of a Child: He was just an innocent kid that ended up dying to fuel the transformation curse placed on Link.
  • Fusion Dance: It's his spirit being fused with Link's that turns the latter into a Deku Scrub.
  • No Name Given: He's only known through his relation to his father.
  • Noodle Incident: We never find out how he ended up inside the catacombs.
  • The Nose Knows: The Mask of Scents given to Link by his father once belonged to him.
  • Unlucky Every Dude: Unlike Darmani and Mikau, the Deku Butler's son wasn't a proud warrior or descended from great heroes, as far as we know. He was just an innocent kid who happened to be in the wrong place at the wrong time.
  • Your Soul Is Mine!: As mentioned, his soul was stripped from his body by the Skull Kid.

    Koumé and Kotake 
Two witch sisters who live in Woodfall. Unlike in Ocarina of Time, they're good guys. After Link rescues her, Koume runs the boating tour that leads toward the Deku Palace. Kotake owns the potion shop.
  • Dark Is Not Evil: Despite appearances, they're actually fairly nice people, although a bit racist towards Gorons, Dekus, and Zoras.
  • Developer's Foresight: Both of the witches don't think too highly of nonhumans. If Link wears a transformation mask and tries to talk to Koume while she's injured in the forest, she'll ignore him. Similarly, if Link wears one of the transformation masks and tries to talk to Kotake while she's flying in the forest, she'll ignore him and not land until he takes off the mask.
  • Fantastic Racism: They're not very nice to Gorons, Dekus, and Zoras. Though Kotake at least claims that she doesn't sell to them because potions only work on humans.
  • Good Counterpart: Compared to their Ocarina of Time counterparts, in Majora's Mask they're mostly friendly NPCs who are involved with the arc leading up to the swamp themed first dungeon, and aren't really involved with the story after that. This is in contrast to Ocarina of Time where they are central to the arc of the penultimate, desert-themed dungeon, and have a major role in the plot as the surrogate mothers to the Big Bad.
  • Healing Potion: Kotake owns a potion shop; the only potion shop in Termina.
  • Wicked Witch: Subverted — they may look like their evil counterparts in Hyrule, but they're much more benevolent here.

    Monkeys 
https://static.tvtropes.org/pmwiki/pub/images/monkey_mm.png

Monkeys that live in Woodfall together with the Deku Scrubs. Both races fell into despair once the Deku Princess disappeared, leaving her monkey companion accused of the "kidnapping".


  • Clear Their Name: This is the reason why Link has to go to the Woodfall Temple, as the Monkey is being blamed for the Deku Princess's kidnapping. It was actually Odolwa who was responsible.
  • Didn't Think This Through: The captive monkey insists on teaching Link the Sonata of Awakening on the loudest, most blaring instrument the latter has, despite that the effects of the instrument aren't needed at that precise time. All it does is alert the Deku King that the monkey knows a song he shouldn't know, which nearly seals his fate.
  • Hulk Speak: Aside from the captive monkey, who speaks perfect English, all the monkeys talk like this.
  • Ripple-Effect-Proof Memory: The captive monkey remembers the promise Link made to help him, even if a new cycle is started in between meeting him and clearing Woodfall Temple.

    The Deku Royal Family 
https://static.tvtropes.org/pmwiki/pub/images/deku_royal_family.png

A Deku Family that rules most of Woodfall and its temple. Their king is a hasty man, their princess is actually more level-headed, and their butler holds a few mysteries concerning his son. The Deku King blames the monkey for apparently kidnapping his daughter.


  • Blush Stickers: The Deku Princess has them.
  • Clothing Appendage: They have various headdresses, robes, bowties, etc., that are actually leaves and flowers growing from their bodies.
  • Death Glare: The Deku Princess gives quite a withering one to her people when she's jumping on her father. They are quite afraid of her.
  • Easily Forgiven: The monkey forgives the Deku King for torturing him and accusing him of kidnapping the Deku Princess.
  • Escort Mission: You must carry the Deku Princess back to the palace. Fortunately, she fits in a bottle. Easily one of the least irritating versions of an Escort Mission.
  • Everyone Calls Him "Barkeep": The King, the Princess, and the butler are only known by their titles.
  • Flight: The Deku Butler has an umbrella that allows him to hover and fly.
  • The Good Chancellor: The court butler seems to act as one; he serves the royal family loyally while at the same time trying to reign in the king's temper.
  • Hot-Blooded: The King's greatest weakness. His daughter has it to a lesser extent.
  • Knight Templar Parent: The Deku King is so angry about his daughter being kidnapped that he'll torture the first suspicious character he comes across.
  • Only Sane Man: The Deku Butler, who realizes that something must be done to save the princess.
  • Outliving One's Offspring: During the end credits, while everyone else is celebrating, the Deku Butler is shown weeping at the dead tree that is all that remains of his son.
  • Papa Wolf: The King means well (his daughter has been kidnapped). Unfortunately, he's punishing the wrong person.
  • Plant People: They're made of wood, and live in a highly wooded area.
  • Posthumous Character: The Butler's son. The Skull Kid used his essence to trap Link into his Deku form.
  • Reasonable Authority Figure: The Deku Princess is a bit Hot-Blooded, but she's far more sensible than her father and makes proper decisions.
  • Royals Who Actually Do Something: The Deku Princess braves Woodfall by herself in order to help her people. She gets kidnapped, but she willingly went to save them.
  • Ship Tease: Only in the manga, but the Deku Princess and the Deku Butler's son were attracted to each other, and she is attracted Link in his Deku form as a result.
  • Standard Royal Court: The Deku Scrubs in the king's throne room act as one.
  • Tiny Tyrannical Girl: The Deku Princess is a mostly benign example, since she only takes her anger out on her father and her servants, once he's crossed the line.

Characters from Snowhead

    Darmani 
https://static.tvtropes.org/pmwiki/pub/images/150px_darmani.png
"This feels strange for me to say, but when I was alive, I was a renowned warrior and veteran. Yes...when I was alive..."

Champion of the Goron Village in Snowhead. He died falling from the cliffs on the way to fight Goht at Snowhead Temple; his soul is used to make the Goron Mask.


  • Big Eater: It's mentioned that the only thing he loved more than a third helping of rock sirloin was partaking in the Goron races. He allegedly once boasted that he couldn't die without eating one thousand tons of the stuff.
  • Dead to Begin With: He's already dead by the time Link arrives in Snowhead. The region's first arc concerns finding an item with which you can see his ghost, in order to heal his sorrows and obtain the Goron Mask.
  • Manly Tears: He sheds these upon hearing the Song of Healing, which causes him to remember how he was cheered for and celebrated by his people.
  • Proud Warrior Race Guy: In life, he was the proud champion of the Goron tribe in Snowhead.
  • Rugged Scar: Sports a pretty nasty gash across his belly. It's notably not present when Link wears the Goron Mask, suggesting it might've been what he died from.
  • Speed Demon: One of his hobbies was participating in the Goron races each spring, according to the Goron elder's son.
  • Suspiciously Similar Substitute: Of Darunia, Hyrule's own Goron champion.

    Zubora and Gabora 
https://static.tvtropes.org/pmwiki/pub/images/zubora_and_gabora.png

Blacksmiths found in the Mountain Village. Zubora is the small man and Gabora is the huge masked guy.


  • Big Guy, Little Guy: Gabora clearly has more of the muscle, but he's frequented belittled and bossed around by the physically inferior Zubora.
  • Bitch in Sheep's Clothing: Downplayed by Zubora, who's quite pleasant when there's business to be done and has Gabora throw you out if there isn't. He also goes to the effort of "relieving" you of your leftover gold dust after Gabora creates the Gilded Sword.
  • The Blacksmith: The two of them run the Mounty Smith where Link can have the Kokiri Sword enhanced. Zubora handles the transactional side of things while Gabora does the actual metalwork.
  • Cassandra Truth: When their forge freezes over, Gabora makes mention of some hot springs nearby that can be used to thaw out the place. Zubora promptly shouts at him not to pretend to know what he's talking about, even though his advice turns out to be true.
  • Mean Boss: Downplayed. While Zubora frequently snaps at his blacksmith assistant for his constant bellowing, his anger is somewhat justified since it often wakes him out of a sound sleep, meaning he'd most likely be in a naturally bad mood. He also refuses to have Gabora take on any extra work just before the Carnival of Time, and Gabora can be seen enjoying himself in the celebrations in the ending.
  • The Unintelligible: Gabora grunts and roars in order to communicate, with Zubora usually needing to translate what he has to say.

    Goron Elder's Son 
A baby Goron who misses his father, and likes Goron races.

Characters from Great Bay

    Mikau 
https://static.tvtropes.org/pmwiki/pub/images/mikau_art.png
"Carve my farewell song on my grave...I’m depending on you to help that singer girl..."

The guitarist of the Zora jazz band the Indigo-Gos and allegedly their top warrior. He is killed attempting to rescue bandmate Lulu's kidnapped eggs from the Gerudo pirates; his soul is used to make the Zora Mask.


  • Alleged Lookalikes: Link's Zora form is completely lacking in anything that makes Mikau stand out from other Zora, namely his copious body art. Despite this, they're apparently close enough in appearance for Mikau's own band members to readily confuse the two.
  • Almost Dead Guy: Mikau's the only one of the transformation mask people you encounter while he's still alive. He holds on just long enough to deliver some exposition (in song form, even) before giving up the ghost.
  • Black Comedy: His death scene consists of him being dragged onto the beach while horribly injured from trying to save Lulu's eggs and begging Link to save them… in song form.
  • Heroic Lineage: Is allegedly descended from a long line of Zoran warriors.
  • Hot-Blooded: He uses his dying breaths to sing a song. Not a mournful, quiet, weak elegy, mind you; he jumps up, pulls out his guitar from nowhere, and jams!
  • It's Up to You: His bandleader, Ian, believed him to be the only Zora who could rescue Lulu's eggs from the pirates, thanks to his warrior lineage.
  • Mood Whiplash: While dying from his wounds and begging for help, Mikau decides to take out his guitar and put on one last show for Link.
  • Papa Wolf: As mentioned in Ship Tease, it's heavily implied that he's the father of Lulu's eggs. When some Gerudo pirates steal the eggs, he attempts to rescue them, but is attacked and left for dead in Great Bay's waters.
  • Self-Destructive Charge: Goes full Papa Wolf and invades the pirate's stronghold alone. He gets severely injured and left for dead for his efforts, without a single egg to show for it.
  • Ship Tease: With Lulu; it's all but stated that her eggs were also his.
  • Tattoo as Character Type: He has some pretty sweet body ink. Most prominent is the intricate tribal pattern covering the majority of his right arm, which conveys his identity as a free-spirited musician and also hints at his warrior ancestry.

    The Gerudo Pirates 
Gerudo Pirates who are stationed at Great Bay Coast. They want to make a fortune out of the stolen Zora Eggs.
  • Always Chaotic Evil: Unlike their Hyrulean counterparts, and with the exception of the occasionally crabby Twinrova sisters, each Gerudo in Majora's Mask is a vicious pirate.
  • Dark Action Girl: Unlike the grunts who are knocked out in a single hit, the mini-boss pirates are fully capable of putting up a decent fight against Link.
  • Even Evil Has Standards: The ones that fight Link directly will not kill him, and will instead throw him out once they've weakened him enough.
  • Evil Counterpart: The original Hyrulean Gerudo from Ocarina of Time were Desert Bandits who serve and even worship Ganondorf, but they come to respect Link's skills with stealth and thievery and are noted to avoid harming women and children or killing people. The Gerudo Pirates of Termina, in contrast, have no such sympathetic or honorable qualities; they stole newly-lain Zora eggs, something that put the potential hatchlings at risk of dying, in order to raid the Great Bay Temple, and Aveil's dialogue with her subordinate indicates that she is a Bad Boss.
  • The Guards Must Be Crazy: While their usual incompetence can be justified this time if Link wears the Stone Mask, which has the power to make him appear as plain and unassuming as stone, the 3DS remake takes this up to eleven, where they somehow don't even notice Shiro trying to escape their fortress without the mask in his possession.
  • Laser-Guided Karma: They stole a couple’s eggs and mortally wounded the father when he tried to rescue them in order to raid the Great Bay Temple. Not only does the whirlpool surrounding the temple send them flying, but the temple didn’t even have any worthwhile treasure in it.
  • Mini-Boss: Again, you get to fight a major Gerudo as a mini-boss when retrieving the Zora Eggs.
  • One-Gender Race: As in Ocarina of Time, all the pirates are female. Unlike Ocarina, though, there is no Terminian counterpart of Ganondorf to serve as their King.
  • Pirate Girl: All of them, since they're Gerudos, and as such they're a One-Gender Race.
  • Smoke Out: How the mini-bosses exit after Link defeats them.
  • Suspiciously Similar Substitute: Their captain, Aveil, is one of Nabooru's Dragon from Ocarina of Time.
  • Too Dumb to Live: Their attempt in infiltrating the Great Bay Temple, which is obviously surrounded by a giant water tornado that drags them away.
  • Would Hurt a Child: The mini-boss pirates introduce themselves to Link by openly expressing how much they look forward to fighting him.

    The Indigo-Gos and the Zoras 
https://static.tvtropes.org/pmwiki/pub/images/indigo_gos.png
The Indigo-Gos, from left to right:
Toto, Japas, Tijo, Lulu, Mikau, and Evan.

The Terminan Zoras live in Zora Cape. Unlike the Zoras of Ocarina of Time, these Zoras are music lovers.


  • Dub Name Change: In Japanese, Tijo is called Dijo.
  • Fan Boy: The whole Zora tribe that's not a famous band member is this.
  • Eyes Out of Sight: Japas' eyes are hidden by the fins on his head.
  • Fish People: Though with a bit more variance than they displayed in Ocarina of Time, as Evan resembles an eel, and Tijo a manta ray.
  • Fisher King: Inverted. Lulu's loss of voice is implied to be a reflection of the events transpiring at Great Bay Temple, whose guardians she and her family have acted as.
  • Glad I Thought of It: If you play Evan a song that was composed by Japas and Mikau, he'll take the notes you played, add some piano riffs over them, and reward you with a Piece of Heart for "inspiring" his new song. Downplayed since, in fairness, all he did was turn your notes into a bassline and come up with his own melody and accompaniment, rather than ripping the whole thing off.
  • Jerk with a Heart of Gold: While Evan is very prideful and somewhat selfish, he does care about his band mates and does his best to ensure that their upcoming performance won't be cancelled, urging Mikau to recover Lulu's eggs so that her voice may be restored. He also rewards Link for teaching him Mikau and Japas's song, despite claiming he was only "inspired" by it.
  • Mystical Pregnancy: This is one explanation for the significance of Lulu's eggs. Once hatched, they conveniently teach the song that restores their mother's voice and opens the way to Great Bay Temple.
  • Parental Love Song: Child to Parent. Once they hatch, the Zora larvae quickly improvise a song by using themselves as notes and to try and gesture to Link/Mikau to mimic it with his instrument as their way of telling their mother they'll be ok. This also unlocks Great Bay's main dungeon.
  • Secret-Keeper: Evan and Mikau were the only members who knew anything about Lulu's eggs. No one else knows why she's so upset.
  • Secret Legacy: Lulu is the latest in the line of Zoras who act as guardians of Great Bay Temple. It was so secret that even she didn't know about it.
  • Small Name, Big Ego: Evan considers himself the "leader" of the band as he is the primary songwriter, but is not even considered the band's front man by their audience. Because of this, his bandmates don't think too highly of him.
  • Surfer Dude: Japas talks like one.
  • Suspiciously Similar Substitute: Lulu is one of Princess Ruto's adult form in Ocarina of Time.

    Turtle 
https://static.tvtropes.org/pmwiki/pub/images/giant_turtle_mm.png

A big turtle deity with an island on his back, who's sleeping right behind the Zora Hall. He's the only gateway to get to Great Bay Temple.


  • Gentle Giant: A kind and supportive god to everyone in the sea.
  • I Know Your True Name: He knows Link's name and true form upon his awakening, regardless of whatever mask he may, or may not, be wearing.
  • Not So Above It All: After Great Bay is restored, he wants to suspend his slumber, because he really likes Lulu's singing.
  • Obstructive Code of Conduct: He does not interfere in the lives of mortals, and abides by ancient laws to resume his watching while he slumbers.
  • Super-Toughness: He swims past storms that have made the journey to Great Bay Temple impassable. The Gerudo Pirates and boats however were swept away as if they were nothing.
  • Tactical Withdrawal: The deity can offer to take Link back to shore before ridding Great Bay Temple of the evil lurking. Link seems abashed as the giant laughs, telling him not to feel ashamed, for retreating just like attacking is a strategy in of itself.
  • Turtle Island: An enormous turtle who's been sleeping long enough for a pair of palm trees to grow on his back.
  • The Watcher: He knows everything that goes on within the oceans of Termina.

    Beaver Brothers 
https://static.tvtropes.org/pmwiki/pub/images/beaver_bros_mm3d.png

Two beaver brothers who live high up in the waterfall close to Great Bay.


  • Ambiguous Robots: The younger brother has robotic-looking eyes and spinning mechanical object on his belly and also has robotic-sounding Voice Grunting.
  • Big Brother Instinct: The older beaver is willing to come to his brother's aid whenever he needs him, sometimes instantly.
  • Graceful Loser: They keep their promise to give Link prizes for completing both races. In the first race, they tell Link that they underestimated his skills.
  • Jerkass: Both beavers are big stuck-ups when it comes down to racing them.
  • Non-Standard Character Design: Compared with the more realistically proportioned, anime-inspired designs of most characters in this game, the beavers have a very stylized and oddly-proportioned look more similar to characters in the cartoony Platform Games of the Nintendo 64 era.
  • Stronger Sibling: The older brother requires Link to swim through 25 rings for both races instead of 20 rings.

    Seahorses/Gold-Colored Fishes 
https://static.tvtropes.org/pmwiki/pub/images/mm3d_seahorses_model.png
A pair of aquatic animal species that both live at Pinnacle Rock.


  • Ambiguous Gender: The genders for both seahorses are never stated in-game, but it's implied that they are lovers.
  • Fantastic Light Source: The seahorse Link rescues from the fisherman, will guide him through the murky waters of Pinnacle Rock if released from its bottle.
  • The Navigator: As well as being able to swim through the stormy ocean waters without getting lost, in the 3DS remake, the seahorse will take the trouble to mark the route through Pinnacle Rock for Link, so he doesn't get lost if he goes back on land.

Characters from Ikana

    Pamela and her Father 
https://static.tvtropes.org/pmwiki/pub/images/mm_pamela_and_father.png

A young girl and her father who've been cursed by the Skull Kid's awakening of the undead.


  • Adorably Precocious Child: Pamela is a mature little girl who tries her hardest to protect her father, even though she's powerless to stop his transformation. After Link returns him to normal, she says she'll try to convince him to leave the dangerous Ikana Canyon go back to Clock Town.
  • Bizarrchitecture: Their house in Ikana Canyon is a gigantic music box powered by a waterwheel. This isn't without reason, as the music it plays keeps the Gibdos pacified; the family's current predicament is because the river turning the waterwheel was dried up by Sharp. Getting the music box working again is one of the major objectives for the area.
  • Black Bead Eyes: Oddly enough, Pamela seems to have these.
  • Closet Shuffle: Pamela hides her cursed father inside their house's closet to keep the Gibdos outside the house from taking him away.
  • For Science!: The reason they're in Ikana Canyon to begin with is because the father was interested in studying Gibdos. Once he's cured, he asks Link's permission to research him for displaying ghostly aspects (the transformation masks).
  • From Bad to Worse: As if being cursed and slowly losing his humanity wasn't harrowing enough, Sharp's Deal with the Devil dried up the stream and silenced the Magic Music that was keeping the Gibdos away. Unsurprisingly, until Sharp is dealt with, Pamela stays locked inside and refuses to exit under any circumstances.
  • Lies to Children: Inverted. When her father comes to his senses and asks what happened, Pamela tells him he was just having a bad dream.
  • Like Father, Unlike Son: Pamela and her father have very little in common. Pamela is mature, suspicious, and very guarded; while her father is extremely friendly, open, and somewhat reckless. They still love each other very much.
  • Magic Music: The song playing from the speakers all over the house was discovered by Pamela's father. It serves as a Brown Note to Gibdos, keeping them away from the building and allowing Pamela's father to study the Gibdos from a safe distance.
  • Minor Major Character: As some of the only living people in the Ikana region, their plight immediately sets the tone for the rest of the area, and give Link the Gibdo mask that is absolutely vital to proceed. Regardless, outside of giving Link the mask and providing some minor regional exposition, they have very little story relevance, with Pamela's father never even being given a name.
  • Missing Mom: No mention is made of Pamela's mother at all.
  • Monster Closet: What players might think once they open the closet where Pamela's father is.
  • Mummy: Pamela's father is slowly turning into one.
  • Parents in Distress: Pamela is willing to do anything to protect her cursed father from the Gibdos, even if it means being harsh to Link.
  • Slow Transformation: Pamela's father is slowly turning into a mindless Gibdo.
  • Supporting the Monster Loved One: Pamela does the best she can to protect her father from the Gibdos by hiding him in the closet downstairs (which makes for one hell of a jump scare when Link gets close enough). What makes the whole scenario more disturbing is that not only is the transformation irreversible without the Song of Healing, the Gibdos circling outside the house know perfectly well that they're about to get a new friend.
  • Tragic Monster: What Pamela's father is slowly becoming as a result of his curse.
  • Unnamed Parent: Pamela's father is never named.
  • Video Game Cruelty Potential:
    • You can talk to Pamela while wearing the Gibdo Mask, which makes her cry and throw you out.
    • While Pamela shows up and stops Link whenever he tries to attack her father with his sword, there is absolutely nothing stopping you from hitting the Gibdo Dad with arrows or bombs. He even has his own unique "hit" animation.
  • Youthful Freckles: Pamela is a young girl with a freckled face.

    Sharp & Flat 
Two ghosts who inhabit Ikana Graveyard.
  • Ascended Extra: Sharp & Flat aren't important whatsoever to the main events of Ocarina of Time, as they only ever give some exposition about the Sun's Song, something that wasn't even required to complete the game. Here, they play a major role in the Ikana Canyon portion of the story, as Sharp is directly responsible for drying up the river and causing the Gibdos to roam the place. Meanwhile, Flat is imprisoned in the Ikana Graveyard, and teaches Link the Song of Storms, allowing Link to undo his brother's curse and heal his soul.
  • Came Back Wrong: The reason why Sharp (and many of the undead) resides in the ruins of the ancient kingdom. Tricked into thinking the "masked one" would revive them and restore the Ikana Kingdom to its former glory, they returned to the world of the living but only as ghosts and ghouls.
  • Death Song: A literal example. To kill Link, Sharp plays the Melody of Darkness, a song composed by the elder Composer Brother, capable of sucking the life force out of all living things that are exposed to the tune.
  • Deal with the Devil: Sharp was tricked into one. It's all but explicitly stated that the "devil" in this case was the Skull Kid.
  • Dub Name Change: They're called Dièze & Baimol in French and Dur & Moll ("Major and Minor") in German.
  • Magic Music: Flat composed a song that can summon rains, and purify his brother's soul. Sharp composed one that slowly kills you. If you try to use your own brand of magical music with the Song of Healing against Sharp, he shakes off the effects and resumes trying to kill you.
  • Meaningful Name: They're both composers, named after the musical symbols sharp and flat.
  • My God, What Have I Done?: Only the Song of Storms can break the curse on Sharp, and he is filled with remorse for what he did to his brother Flat. He begs Link to sever the root of the curse tormenting the rest of the lingering dead of Ikana.
  • Night and Day Duo: Sharp has a red sun on his hat, while Flat has a green moon.
  • No-Sell: You can try, but the Song of Healing can't heal Sharp's cursed soul, believing himself to be beyond peace and serenity.
  • Our Ghosts Are Different: They're more sentient than the regular Poes (a trait that was also seen in Ocarina of Time), and as such they have magical attributes (though Sharp uses them with evil intentions).
  • Sealed Good in a Can: Flat, thanks to Sharp.
  • Shout-Out: To Super Mario Bros. They're brothers. The older one is shorter and is dressed in red, while the younger one is taller and is dressed in green. They also have mustaches.
  • Suspiciously Similar Substitute: Of the Royal Composer Brothers with the same names who teach Link the Sun's Song in Ocarina of Time.
  • Weather Manipulation: Flat's Song of Storms summons rain and thunder.

    Captain Skull Keeta 
https://static.tvtropes.org/pmwiki/pub/images/skull_keeta.png

Former military general of Ikana's forces, this giant was revived by the curse of Stone Tower along with his army into skeletal warriors. He sleeps within the Ikana graveyard, waiting for a chosen hero to appear so he might grant him new strength.


  • Dem Bones: He's basically a giant skeleton warrior.
  • Dub Name Change: He's called Stal Keeta in the original Japanese, Stone Skull in French, and Captain Stal in Italian.
  • Flunky Boss: Though in a twist he's not using them to attack, simply to distract Link from reaching him in time.
  • "Get Back Here!" Boss: When awakened, he immediately begins running away, and throws a bunch of his soldiers and fire pillars at Link to slow him down. Link has to chase him down before he reaches the top of the hill, or else he'll leave calling Link weak for not even being able to catch him. Luckily, he can be stalled by projectiles and stops running once Link hits him with a close-range attack.
  • Ground Pound: One of his most notable attacks is when he jumps into the air and comes crashing back down on Link.
  • King Mook: Of the Stalchildren, who were his loyal soldiers in life.
  • Large and in Charge: He's Ikana's military leader and huge in comparison to most enemies in the game, to the point only the bosses are bigger than he is. This is how Igos realizes that Link isn't the true Captain Keeta during their battle if Link wears the Captain's Hat, as he's far too small to be the captain.
  • Mini-Boss: The first of many in Ikana Graveyard, though only he and the first Iron Knuckle are mandatory to fight. Defeating him is necessary in obtaining the Captain's Hat, which is the only way to reach Flat's resting place and learn the Song of Storms to take down Sharp. Link has to catch him in a chase sequence prior to the battle, though.
  • Playing with Fire: He'll create fire walls at certain points to stop Link. The only way to get rid of them is to kill his Stalchildren that pop up.
  • You Are in Command Now: Tells Link such after defeating him and giving him the Captain's Hat as a sign of his authority.

    King Igos du Ikana 
https://static.tvtropes.org/pmwiki/pub/images/ikana_lackeys.png

The king of Ikana and his "lackeys". Revived by the curse originating from Stone Tower, the king awaits in his fortress for one with the strength to break it to appear.


  • BFS: Igos himself carries a giant sword.
  • Butt-Monkey: You can fool the guards with the Bremen mask into marching in beat with the song. Humorously, there is a small window of opportunity between when you stop playing and they stop marching in which you can score a free hit.
  • Dark Is Not Evil: They are Obviously Evil at first, but they are merely protecting their land. Once Link defeats them, Igos asks him to bring the Light of Justice once again to their world.
  • Dem Bones: All three are skeletal warriors in the vein of Zelda's recurring Stalfos enemies.
  • Fat and Skinny: While both of Igos's guards are skeletal figures (obviously), one of them has a rounded skull with prominent jowls that make him resemble a Moblin from the previous game. The other guard's facial structure looks more like a Dogface.
  • I Hate Past Me: Igos furiously scolds his henchmen for arguing and blaming each other for failing to defeat Link, pointing out it was such petty quarrels that began the entire decline of the kingdom, kick-started wars with its neighbors and led to its eventual ruin.
  • Mini-Boss: Igos and his lieutenants are fought as the boss of the castle, which is a Mini-Dungeon and does not count as a full boss fight. They act like stronger versions of Ocarina of Times's Stalfos, and the lackeys then the King must be defeated to learn the Elegy of Emptiness, which is required to get through Stone Tower and its temple.
  • Rank Scales with Asskicking: Even though the Ikana swordsmen are tough opponents, and Igos is merely giving them orders, he can still fight, and manages to be even more challenging than his own guards.
  • Weakened by the Light: They are virtually invincible, and once defeated, they will eventually rise again. Despite this, they dissolve instantly if the Mirror Shield directs a beam of light at them while they lay motionless on the floor.

    Sakon 
https://static.tvtropes.org/pmwiki/pub/images/sakon_mm_2782.png

A shady thief who tries to steal merchandise from the Bomb Shop owner's mom to sell at the Curiosity Shop. He is also the one who stole Kafei's Sun's Mask and hid it in his hideout at Ikana Valley.


  • Arc Villain: He's the Big Bad of the Anju/Kafei sidequest chain.
  • Asshole Victim: Can be killed despite his status as an NPC, however doing so prevents the completion of several sidequests.
  • Ascended Extra: His Ocarina of Time counterpart was a very minor NPC who ran around in Castle Town quoting the White Rabbit. Here, he's a much more malevolent character who is heavily involved with Anju and Kafei's tragic love story.
  • Death by Irony: Happens to him if his stolen bomb bag is shot down with an arrow or the hookshot. The guy literally leaves no trace of his existence behind.
  • Developer's Foresight: Sakon preys on old women and children. In Ikana Canyon, in Link's normal form, he will continually prance around Link. If Link puts on the Goron or Zora mask, Sakon will avoid Link and make for his hideout.
  • Dirty Coward: Sakon's favorite victims are children and the elderly, he avoids confrontations with adults and even runs away if Goron or Zora Link approach him in Ikana valley.
  • Elaborate Underground Base: His hideout is a cave in the middle of a haunted canyon, with an extravagant security system and monster guard-dogs.
  • Evil Gloating: The sign in front of his hideout gloats that his hideout is impenetrable. Furthermore if Link and Kafei fail to retrieve the Sun's Mask in time, Sakon mocks the two over a loudspeaker before trapping them in his hideout.
    Sakon: Yesss! My security system is impenetrable!
  • Hate Sink: Every other villain has a sympathetic origin, or a Pet the Dog moment, or a bit of nuance; the monsters are implied in the Secret Shrine to view Link as a Worthy Opponent and even Majora has a moment. Not Sakon, he's just a cowardly thief who screws over others for his own gain, from innocent old ladies to young couples in love for no reason other than being a greedy jerk.
  • Perpetual Smiler: He is always smiling, and has a prancing walk. It is implied that he does this to catch people off-guard.
  • Schmuck Bait: Subverted. If you talk to him in Ikana Canyon, he'll start fawning over Link's sword and ask to take a look. If you say yes, Tatl will scare him off before he can actually grab it.
  • Suspiciously Specific Denial: If Link talks to him in North Clock Town at night behind the slide, he says, "I'm not doing anything suspicious, really!" He's waiting to steal the old woman's bomb bag.
  • Video Game Cruelty Potential: When he's trying to steal the Bomb Bag from the old lady, an Arrow or Hookshot will detonate it and kill him on the spot.
  • Video Game Cruelty Punishment: Did you shoot the bomb bag? Say goodbye to your progress on the Couples' Mask sidequest, because Kafei needs Sakon alive in order to follow him into his hideout (and the mugging takes place at the same time as your meeting with Anju in the inn's kitchen). And of course, shooting the bomb bag prevents you from being able to buy it later. You won't get the Blast Mask from the old lady, either, since you've just destroyed the Bomb Shop's merchandise. You can reset time to undo this.
  • Villain: Exit, Stage Left: In the final day, Sakon tries to escape Terminia with his latest stolen loot, but with Kafei's help, you can at least prevent him from taking the Sun's Mask with him
  • Would Harm a Senior: He attacks the poor little old bomb shop lady as she's on her way back home during the first night. If you don't interfere, he'll be successful in stealing her bomb bag.
  • Would Hurt a Child: He mugged Kafei and stole his precious wedding mask just after Kafei had been cursed into the body of a child. He'll also try and steal Link's sword if you're dumb enough to let him "have a look" at it, but Tatl scares him off.

    Shiro 
An invisible wounded guard who's been trying to ask for help for years in Ikana Valley's road. He doesn't know exactly why everyone ignores him.

In the 3DS version, he's been relocated to the Pirate Fortress in the Great Bay region, having decided to infiltrate it an attempt to gain recognition. Even when he's fatigued in the fortress's central plaza, the guards still fail to notice him.


  • Bilingual Bonus: His name is Japanese for "white."
  • The Fool: After giving the Stone Mask to Link, he doesn't even know it was that said mask which made him invisible in the first place. However, if the 3DS version is anything to go by, he may just have a natural lack of presence, since the pirate guards still don't notice him even after he gives you the mask and makes a run for it. But it still applies to him because he then realizes he can't get out because his armor and weapons would make him sink. This raises the question of how he entered the fortress in the first place.
  • Perception Filter: The Stone Mask, which caused him to blend in and everyone to ignore him. Amusingly enough, in the 3DS version, even when he gives you the Stone Mask in the Pirate Fortress, the pirate guards still fail to notice him as he's running out of the fortress.
  • Screw This, I'm Outta Here: In the 3DS version, once he's healed and gives you the Stone Mask, he decides to just give up on his original plan of infiltrating the Pirate Fortress and get the hell out.
  • Suspiciously Similar Substitute: Of a typical Hyrule guard, except with a name. It's generally believed he's the counterpart of the wounded guard who shows up in Castle Town's alley after you get all three Spiritual Stones since, like Shiro, people tend to overlook him.

    Garo 
https://static.tvtropes.org/pmwiki/pub/images/garo_ninja.png

The Garo are a mysterious tribe of robed ninjas who are at war with the Kingdom of Ikana. The Garo Master leads them from inside the Stone Tower Temple.


  • Badass Creed: "To die without leaving a corpse... That is the way of us Garo."
  • Bullfight Boss: The Garo Master attacks by charging at Link with his flaming sabers.
  • Dual Wielding: They attack using a pair of blades.
  • Evil Laugh: The Garo Master does a very scary laugh during his fight.
  • In the Hood: They are universally hooded, and their faces cannot be seen beyond two glowing eyes.
  • King Mook: The Garo Master, the most dangerous of the lot.
  • Seppuku: The Garo Master, upon losing to Link, offers up some advice as a sign of good faith and then detonates a bomb in his hand. His clones, however, do this as a last-ditch effort to kill Link.
  • Stuff Blowing Up: After defeating one, they give you a bit of information, then pull out a bomb... then recite their creed before following through with it by blowing themselves up.
  • Suspiciously Similar Substitute: Of the Sheikah from Hyrule, in that they are both tribes of ninjas closely associated with graveyard-themed areas of their respective games. In a way, the Garo are the Evil Counterpart of the Sheikah; while the Sheikah had Undying Loyalty toward the good medieval kingdom as their cultural hat and in subsequent games could use life-extending techniques to continue their service for a very long time, the Garo in contrast are in a war with the resident kingdom that has continued long after both sides have entered undeath.

Other Characters

    Goddess of Time 
"Goddess of Time, help us please! We need more time!"
Tatl
The enigmatic time-controlling deity who gives Link the ability to go back to the start of the three day cycle by means of the Song of Time. Unlike the Four Giants, who are revered exclusively in Termina, the Goddess of Time seems to be worshiped in both Hyrule and Termina, as evidenced by Princess Zelda mentioning her in the flashback.
  • Big Good: She's a benevolent goddess worshiped in two dimensions who provides Link with one of his most crucial tools to end the destructive actions of Majora's Mask. And unlike the Four Giants, she is immune to the Mask's evil power.
  • Early-Installment Weirdness: The Goddess of Time was most-likely reworked into Hylia, who wasn't introduced until the Wii era; Zelda is alluded to as the Sage of Time in Ocarina of Time and confirmed to be so in Tears of the Kingdom, Hylia only has impact in the world when enabled by Zelda, and Zelda enables Link to call upon her by giving him the Ocarina of Time.
  • Reality Warper: She provides Link with the quest-important items that would normally take an entire cycle to earn. In a case of Earn Your Happy Ending, she also bestows upon Termina everything good Link had accomplished, irrespective of the current cycle and any immediate contradictions they may cause.
  • Reality Warping Is Not a Toy: Don't accidentally fool with the Ocarina and play the wrong song, or play the Song of Time before completing a side-quest. Your punishment will be losing any progress made on said cycle.
  • Remember the New Guy?: She's apparently worshiped in Hyrule as well, given the Temple of Time within Castle Town, yet she was never mentioned in any of the previous games set in Hyrule, nor would she be mentioned in any subsequent games. Some speculate that she and Nayru, the Goddess of Wisdom, may be one and the same (supported by the fact that Nayru created the laws of space-time, and the Oracle she shares her name with is associated with Time Travel), but nothing is certain.
  • Time Master: Her specialty. Link has but to call for her assistance to manipulate the time of the three-day cycle.

    The Great Fairies 
The Great Fairies return to give Link a hand — but this time they need a hand themselves first, each having been shattered into pieces by the Skull Kid. Putting them back together rewards Link with special items and boosts.
  • Color-Coded for Your Convenience: The Stray Fairies match the hair color of whichever Great Fairy they correspond to.
  • Garden Garment: As in Ocarina of Time, their wardrobe consists only of leaves, vines, and a pair of boots.
  • Giant Woman: They're significantly more sizable than they were in Ocarina of Time, in which they were already quite large. Case in point: when one of them presents Link with the Great Fairy's Mask, the mask itself is roughly the size of her own lips.
  • Infinity +1 Sword: Restoring the Great Fairy of Kindness earns Link the Great Fairy's Sword, which is the most powerful blade in the game and isn't affected by the jinxes of Blue Bubbles, although it also requires two hands in order to wield it.
  • Morphic Resonance: In addition to their colors matching up, the Stray Fairies all sport Gag Lips and a pair of fluttering Hair Wings atop their heads in reference to their original forms.
  • Mundane Solution: Unused cutscenes showed them utilizing rather ordinary means of enhancing Link's abilities, using a Hands-On Approach to teach him spin attacks and enhancing his defense via a Training Montage.
  • One to Million to One: All five of them had their bodies shattered apart, manifesting as a collection of Stray Fairy sprites who need to be brought together again to be made whole.
  • Palette Swap: The Great Fairies have distinct hair and makeup colors (orange, pink, green, blue, and yellow) to match their attributes — magic, power, wisdom, courage, and kindness.
  • Tamer and Chaster: Compared to Ocarina of Time, where they would often assume weirdly provocative poses when dispensing upgrades to Link. Here they act fairly normally for the most part, though they're still just as scantily dressed.
  • They Walk Among Us: Contrasting the vast majority of fairies seen in the series whose fountains are secluded and hidden, the Great Fairy of Magic has made her home right in the northern section of Clock Town, her fountain marked by a very conspicuous cave entrance.
  • True Sight: They have no trouble recognizing Link regardless of which form he's in. The Great Fairy of Magic expressly identifies him as being "of the altered shape" when he first visits her as a Deku Scrub.
  • The Worf Effect: The Skull Kid shattering the Great Fairy of Magic into pieces is the first sign that he's more powerful than even Tatl is aware of, as she had previously boasted that the Great Fairy was more than a match for him.

    Kaepora Gaebora 
https://static.tvtropes.org/pmwiki/pub/images/kaepora_gaebora_mm3d.png

The wise old owl who shows up around Termina. He has a much smaller presence here than in Ocarina of Time, showing up only twice: once to teach you the Song of Soaring, and again to show you the invisible path to reach the Lens of Truth.


  • Demoted to Extra: Though he does provide Link more tangible help than he did in Ocarina of Time, he only makes two appearances throughout the story as opposed to several.
  • The Fatalist: Zigzags between this, The Cynic, and The Idealist. He firmly believes that it is Termina's destiny to be destroyed and expresses doubt that a hero will appear to save Termina, but he still has some hope and does aid Link with information, the Song of Soaring, and owl statues (and feather statues in the 3DS remake). This is a heavy contrast to his Hyrule counterpart, who had a lot of hope in Link from the get-go and believed it was destiny to have Ganondorf defeated.
  • Giant Flyer: He's at least as tall as a man.
  • The Owl-Knowing One: Wise as you'd expect from an owl and mentor archetype.
  • See the Invisible: In Snowhead, he flies above the invisible platforms that lead to the Lens of Truth with his feathers, showing Link where to jump.
  • Warp Whistle: The Song of Soaring he teaches you, which transports you to any activated Owl Statues.

    Zelda 
"Even though it was only a short time, I feel like I've known you forever."
The Princess of Hyrule, and Link's friend from his previous adventure there. She's the one who gave him the Ocarina of Time, and taught him the crucial Song of Time.
  • Alternate Timeline: The one produced at the end of Ocarina of Time is subtly referenced. Princess Zelda says that she feels like she has known Link for a long time even though they had only recently met. This is because Link had gone through Mental Time Travel from one timeline where he and Zelda worked closely together to defeat Ganondorf to another timeline where those events hadn't happened yet and where he and Zelda hadn't met yet. It's ambiguous if the familiarity she feels is because of Ripple-Effect-Proof Memory on her part or if Link's familiarity with the Adult timeline Zelda made it easier to hit it off with the Child timeline Zelda.
  • Artifact Title: As always, the game is named after her, even though she only has one scene in a flashback.
  • Demoted to Extra: Only appears in a vision to make Link "remember" the Song of Time. It isn't the first time that it's happened, either. A Justified Trope, since she's busy in Hyrule while he's in Termina.
  • Implied Love Interest: When she isn't giving exposition during her extremely limited screentime, she instead talks about how close she feels to Link and that she hopes he stays safe during his travels away from Hyrule.
  • Small Role, Big Impact: Despite this being one of her most minimal roles, her giving Link the Ocarina of Time literally provides him with the precious time he needs to save Termina and defeat Majora's Mask.

    Tingle 
https://static.tvtropes.org/pmwiki/pub/images/tingle_mm.png
"Green clothes...white fairy...Sir, could you, by chance, be a forest fairy?"

The goofy-looking man who rides around by tying a balloon to his belt, floating in the air drawing maps. He's jealous that Link has a Fairy Companion, because he thinks that he's a Kokiri (Forest Fairy) and the reincarnation of a fairy. This is Tingle's debut in the series.


  • Camp Straight: Eiji Aonuma states that while he is an odd person, he isn't gay.
  • Character Catchphrase: "Tingle, Tingle, Kooloo-Limpah!"
  • Cloudcuckoolander: He's a 35-year-old ballooning map salesman who thinks he's the reincarnation of a fairy.
  • Dub-Induced Plot Hole: Downplayed, but its more clear in the Japanese script that Tingle is obsessed with Kokiri as well, however the English version refers to the Kokiri as forest fairy, a term never used in the English version of Ocarina of Time. This also explains Tingle's outfit, why he calls Link a forest fairy and is still waiting for a Fairy Companion of his own.
  • Fantasy-Forbidding Father: The Swamp Tour Guide considers his son's fairy hunting hobby quite an embarrassment, but given Tingle's personality, he does have a point and its also clear, he loves his son.
  • Gonk: While he acts like a child, he's 35, and his face looks much, much older. A series of red lines, and upturned nose and eyes, and his hair all make it look like his face has been squished into a wall.
  • Intrepid Merchant: Hovers over fairly dangerous territory in an easily-popped balloon so that he can draw it and sell the maps to adventurers.
  • Jock Dad, Nerd Son: Tingle is a nerdy scrawny cartographer man with a belief that he's actually an Kokiri and an Otaku-ish obsession over them and fairies. His father, the Swamp Tour Guide is a burly macho man with an outdoorsy job and a serious disposition.
  • Manchild: He's a 35-year-old with an odd obsession with Kokiri and fairies, thinking he's really a Kokiri and the reincarnation of a fairy.
  • Offscreen Teleportation: Unlike almost every other character, Tingle will always be at the nearest spot to Link where he is programmed to sell maps. So, if the player talks to him in North Clock Town then immediately warps to Milk Road, he will always be there before Link.
  • Peter Pan Parody: Eiji Aonuma states that Tingle's reluctance to grow up, flight (via balloons), and green clothes are a reference to Peter Pan.
  • Third-Person Person: Refers to himself in the third-person.

    Kamaro 
https://static.tvtropes.org/pmwiki/pub/images/kamaro_mm3d.png

A dancing spirit who is looking for somebody to heal his soul and pass on his dancing moves to someone else.


  • Acrofatic: He's an accomplished dancing master despite sporting an impressive paunch.
  • Cloudcuckoolander: Apparently, the way he talks is so odd that it needs to be translated. He also dances very strangely.
  • Our Ghosts Are Different: He still walks the earth after he died. He's also just really weird.
  • Our Spirits Are Different: His spirit still lingers in the world, so Link has to play the Song of Healing to help him to move on.
  • Passing the Torch: A quick and minor sidequest has Kamaro pass on his dance to Link through the Kamaro Mask, who will then teach it to the Rosa sisters.
  • Stripperific: He's never seen wearing anything more than a tiny little pair of briefs.

    Moon Children 
The children that run around inside the moon, waiting for somebody to "play" with Majora's Mask.

    Keaton 
A race of yellow foxlike creatures. They are scattered around Termina and will give Link a Piece of Heart if he can answer their questions correctly, but they'll only appear if Link cuts into certain bushes while wearing the Keaton Mask.
  • Ascended Extra: Downplayed. In Ocarina of Time, the Keatons were regarded as a popular children's character in-universe, but only ever appeared as a mask as part of a sidequest. Here, a singular Keaton actually does make an appearance, but does little outside of give you a Piece of Heart.
  • Asian Fox Spirit: Based on the multi-tailed foxes of Japanese folklore.
  • Company Cross References: Their faces bear a very strong resemblance to Pikachu. In Ocarina of Time they were said to be a popular children's character, which is obviously a reference to the explosive popularity of Pokémon in the late nineties, when both Ocarina of Time and Majora's Mask were developed and released.
  • Pop Quiz: Their main purpose in the game.

    Fierce Deity 
https://static.tvtropes.org/pmwiki/pub/images/fierce_deity.png
Voiced by: Nobuyuki Hiyama

The most powerful mask in the game, which the child wearing Majora's Mask gives Link if he has collected all 24 masks before the final battle. It is said to possibly be even stronger than Majora.


  • All Your Powers Combined: According to a Gossip Stone, the Fierce Deity's Mask contains "the merits of all masks". This is backed up by Eiji Aonuma (the game's director), who stated that the mask holds the memories of all the people of Termina.
  • BFS: Wields a two-handed helix-shaped sword.
  • Bonus Feature Failure: Downplayed. Despite all the work required to obtain it, the mask turns out to be pretty useless against Gyorg in the 3DS version and against Twinmold in either version of the game.
  • Bragging Rights Reward: To get it, you effectively need to do almost all the sidequests in the game, and it cannot be used outside of boss battles. The remake lets you use it at the new Fishing Holes as well, but the man running the game will not let you leave until you take it off.
  • Dark Is Not Evil: It's said to have dark power in it, but Link uses it to slay the Big Bad and restore peace to Termina.
  • 11th-Hour Superpower: If you've collected every other mask in the game, Majora will give the Fierce Deity's Mask to Link just before engaging him in the Final Boss fight. While it's not required to use it to beat Majora, it does make the fight significantly easier.
  • Facial Markings: Has tattooed symbols around its eyes.
  • The Ghost: The actual "Fierce Deity" is never seen, but the mask is distinguished as belonging to him, not just being a mask of him, unlike the other transformation masks.
  • The Giant: You may not notice it immediately since ordinarily the even larger forms of Majora will be the only real comparison it gets, but the Fierce Deity towers over most of the Terminan population. By using glitches to become the Fierce Deity outside of battle, it's easy to see just how big the Fierce Deity is when it stands next to normal-sized people.
  • Infinity +1 Sword: Not only the most powerful mask in the game, but one of the most powerful power-ups Link has ever acquired in the series.
  • Last Disc Magic: It's a Purposely Overpowered item that's given out just before the Final Boss fight after getting near-100% completion in the rest of the game. Using it trivializes some of the game's prior bosses should you use it in rematches against them and the Final Boss itself.
  • Meaningful Name: The Fierce Deity's English name is a literal translation of its Japanese name, Kishin (though it could also be translated as Wrathful Deity). Both refer to a group of beings in Buddhism that, like the one in Majora's Mask, are strong and terrifying in appearance, but are firmly on the side of good.
  • Mystical White Hair: It keeps Link's typical hairstyle, but now stark white, contributing to how powerful and unknown its magic is.
  • Physical God: The Fierce Deity lives up to its name in no small way. Given the Meaningful Name and how Aonuma described this mask, it would not be far-fetched to consider the Fierce Deity the guardian god of all Termina.
  • Prophet Eyes: Its eyes are pure white with no features, furthering its ominous and mystical appearance.
  • Purposely Overpowered: Powerful enough to beat almost any boss (except for the red Twinmold and Gyorg's second phase in the remake) in less than a minute, but can only be legitimately used during boss battles and requires near- 100% Completion to obtain its mask.
  • Riddle for the Ages: There's at least some hints about what Majora is and where it came from, but the Fierce Deity's Mask seems to exist solely to inspire fans to speculate for years on end. And they have. The manga implies it is the mask of a mysterious traveler (possibly a god) who originally defeated Majora in ancient Termina and sealed its spirit into a mask, but as this conflicts with the game's backstory for Majora's Mask, this is probably not canon. Hyrule Historia confirms "Link transformed into the Fierce Deity" is canon, and in doing so implies that the "Fierce Deity" is indeed a living being, or was once, but that's it.
  • Scare 'Em Straight: Wrathful Deities (see Meaningful Name) are the gods of Scare 'Em Straight.
  • Suspiciously Similar Substitute: To Link's own adult self from Ocarina of Time. Fierce Deity looks similar to Link, has the exact same voice as adult Link, is accessed by younger Link using a powerful artifact, and fights with a very powerful and magical sword.
  • Sword Beam: It allows Link to fire them whenever he swings the sword while Z-Targeting. They drain magic power but shred bosses in seconds. Until Skyward Sword, this was the only instance of Link having the sword beam or some equivalent ability in a 3D Zelda game.

Manga Characters

    Soldiers 
A group of Hylian soldiers who serve the unseen Lord Taburi.

    The Traveling Warrior 
A mysterious warrior who killed the monster known as Majora.
  • Expy: Bears an uncanny resemblance to the Fierce Deity.
  • Morph Weapon: Carried a long blade that could transform into a feather. He used it to carve Majora's armor into a mask.
  • Mundane Made Awesome: Played a drum, causing Majora to dance to the music. The monster died after three straight days of dancing.
  • Musical Assassin: Led Majora to his death with drum music, of all things.
  • Precursor Heroes: Is apparently one of these to Fierce Deity Link.
  • Unwitting Instigator of Doom: Carving Majora's armor into a mask allowed the Skull Kid to harness its power eons later.

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