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These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
Anticlimax Boss: If you managed to complete the Fetch Quest and get the Boomerang, the final boss's final form goes down in one hit.
But provided that you don't get/use the Boomerang, it is most likely the hardest battle in the game, and one of the most fun.
The long, multi-part final battle has its own unique music, but when the actual final boss appears, the music downgrades to the mini-boss theme.
It's important to note that the bosses in Angler's cave and Turtle Rock are ridiculously easy. Angler you can just hit with your sword rapid-fire and win with no damage. Hot Head, meanwhile, you can just rapidly-fire the fire rod at them and kill 'em almost as easily as the angler (just don't let him hit you; 4 hearts of damage is nothing to sneeze at). It even STUNLOCKS him.
Surprisingly, Evil Eagle can become this if you walk into the boss fight with a Piece of Power and the L-2 sword—it dies in three hits and never gets past the first phase (in which it just flies across the screen, then up after you hit it with the sword).
Big Lipped Alligator Moment: A strange ghost begins to follow Link shortly after leaving the Angler's Tunnel. To get him to stop following you, you must take this him back to his house at Toronbo Shores, then to his grave. It is not explained who the ghost is or why he is following you. The only memory Link has of this ordeal is a picture from the Photographer (and possibly a Secret Seashell from a jar in the house).
This gets explored in the manga, which reveals the ghost is a former warrior of Koholint Island who wants to see his home again and lets Link take his sword as a reward.
The Skull sprite found in the Angler's Tunnel boss room is unique. The ghost starts following you after you beat the dungeon. Think about that for a minute.
Demonic Spiders: The Vire enemies from the original make a return in the eighth dungeon, and their relatively powerful fireballs and stick-and-move tactics are sure to piss a lot of players off — until they find the Magic Rod,that is.
Same goes for the bomb-tossing Zirros that populate the eastern prairie. Their bombs do relatively high damage (even when you're submerged in water), they have high defense and are difficult to land a blow on. We don't want to go and spoil their hidden weakness, but it's arrows; shoot the bastards with arrows.
Game Breaker: The Boomerang, which is only found at the end of a long trading sidequest. It kills most tough enemies and the final boss's last form in one hit, a far cry from the other Zelda games in which it merely stuns enemies. (And, of course, it still stuns just about everything else.)
And before that, you have the wonderful, wonderful bomb arrows at your disposal (equip both and fire simultaneously), which give you an easy means to kill 90% of the enemies in the game in 1-2 shots. As mentioned in the main article, a breakable wall in the Turtle Rock dungeon located across a small pool of lava can even be broken from that side instead of the intended one and multiple keys can be found on that side, making it easier to go through a very large, confusing, and difficult dungeon.
Goddamned Boss: One miniboss from the Color Dungeon must be continuously attacked to change his shell across the spectrum from blue to red to make him vulnerable, but scoring hits on the boss causes severe knockback, and his shell regenerates very quickly if you fail to keep up the momentum. Not an especially dangerous fight to get through, but it's certainly a tedious and time-consuming one.
Good Bad Bugs: The game positively oozes them. The screenwarp glitch, for instance.note The way it works: Press Select just as the screen starts to scroll when crossing from one screen to another. If done correctly, you'll end up on the opposite side of the next screen. If done improperly, ends up as a Game-Breaking Bug. Note that this was fixed in the DX version.
This TAS exploits every possible good bad bug for all it's worth, for the sole purpose of moving faster and bypassing any and all time-consuming events. And this is the Updated Re-release version. Watch for the incredible diagonal superdash! Marvel at how Link manages to walk straight over pits! Gaze at the technically-impossible hookshot tricks that'll leave your brain in a seizure!
This TAS of the original game breaks it even further, skipping all of the dungeons and going "straight" for the Nightmare Boss.
Growing the Beard: While every Zelda game on a new platform has advanced the series in one way or another (and they've always been good games), Link's Awakening was the first to be truly narrative-driven, to include NPC characters with distinct likeable personalities and to really have a plot beyond "save the world".
The Eagle from That One Level below here is no picnic either. It's a 2D boss like dungeon 4, but requires you to use the Mirror Shield to push against the winds he'll create with his wings, and block his razor sharp feathers. If you get hit or stand in the wrong place, you'll more than likely fall down, and be forced to repeat the boss with FULL HEALTH.
That One Level: Eagle's Tower included four pillars that have to be knocked down to make the upper levels crash down on the lower ones. This involves carrying around a metal ball that can be hard to move without it falling down a pit a respawning in its original room. And it's entirely possible to glitch the ball and have it materialize in a spot you can't reach. Hooray!
Turtle Rock. There are various ways to navigate it and tricks to bypass much of it, but if you go at it normally you'll find minibosses from past dungeons that respawn, which is frustrating because you'll have to do quite a bit of backtracking, especially if you're trying to figure out where to go next.