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Nightmare Fuel: The Legend of Zelda: Link's Awakening
Prior to The Legend of Zelda Oracle games, there was one game that pioneered the Zeldaverse in portable form. Its name is The Legend of Zelda: Link's Awakening.

The game's mission was bringing the refined gameplay from The Legend of Zelda: A Link to the Past on portables, but back then nobody could possibly predict it would have brought the series' well-known-by-now scare factor as well.

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


  • The game ends with a Dream Apocalypse: you've just erased Koholint Island from existence, alongside Tarin, the villagers, the animals don't exist anymore, Bow-Wow the Chain Chomp, none of which exist anymore. Unless you get to unlock the borderline unachievable special ending, even Marin is among the casualties.
    • However, a dream logic is that the world of dreams only truly ends when the dreamer dies, because said places of dreams can be revisited over and over. As long as the Wind Fish lives, Koholint will appear and disappear over and over, but no longer plagued by monsters.
  • The southern Face Shrine as a whole is pretty disturbing for an 8-bit Zelda game, with the eerie fresco, the apocalyptic messages, and the somber music. It's also where the island's dark secret is discovered.
  • Key Cavern's BGM starts a bit too loud, which can make the moment you enter the dungeon pretty unnerving the first time around.
  • The shopkeeper has one rule of thumb: Shoplift and Die. You actually can get away with stealing: after getting out of the shop fine, the game goes, "You got it for free! Are you proud of yourself?", then a few hours later you forget all about it. The problem is, the shopkeeper didn't forget: he is just standing there before he - no kidding - delivers a One-Hit Kill with a lightning attack if you happen to access the shop again.
    • Which means that if you're trying for the best ending, once you steal from him you can never return to the shop again, THIEF.
  • If you get knocked off the edge of the arena by the first boss, you won't just respawn with half a heart missing like in the rest of the game, oh no. You'll find yourself in some kind of execution chamber with skeletons hanging by chains from the ceiling. Holy shit, Nintendo!
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