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.
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, which isn't there until after this event).
This gets explored in the manga, which reveals the ghost is a former warrior of Koholint Island named Nakura, 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. This also explains why the ghost stops you if you try and enter the next dungeon—the Catfish's Maw.
The bosses in Angler's Tunnel and Turtle Rock are ridiculously easy. Angler Fish 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 Fish (just don't let him hit you; 4 hearts of damage is nothing to sneeze at). It even STUNLOCKS him.
Counterpart Comparison: Let's see... a kind and beautiful young woman with an equally beautiful voice and her own signature song she sings with it, who desires to see a world largely unknown to her, personally saved her love interest and had an iconic scene with them on the shores? Are we talking about Marin or Ariel?
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.
Just how broken is the bomb arrow trick? It makes the Color Dungeon Boss listed below pathetically easy, provided you brought a good stock of bombs and arrows.
Goddamned Boss: The boss of the Color Dungeon must be continuously attacked to change its shell across the spectrum from blue to red to make it vulnerable, but scoring hits on the boss causes severe knockback, and its 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 and to include NPC characters with distinct likeable personalities.
Scrappy Mechanic: Guardian Acorns and Pieces of Power are this to some, due to their repetitive jingle interrupting the music whenever one is active, as well as a long dialogue box appearing every time they're picked up, which can't even be skipped in DX.
The Evil 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 includes 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. Not to mention the true miniboss, Blaino....