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  • Demonic Spiders:
    • Besides the original game enemies, you've got worse versions of Darknuts, Wizzrobes, and Octoroks to possibly contend with. Here are some of the worst:
    • Death Knights are advanced Darknuts that are Lightning Bruisers. They not only deal a lot of damage both by throwing swords and Collision Damage, they also take a lot of punishment. Their quick movement speed make them much harder to outmaneuver.
    • Magic Octoroks also move fast and use Wizzrobe magic to deal a lot of damage to you. Thankfully, they can be stunned.
    • Mirror Wizzrobes are only vulnerable to reflected magic, as their name indicates. Their magic also deals quite a bit of damage to you. Reflecting their own magic back at them is potentially the only way to damage them.
    • Super Darknuts are below Death Knights in terms of power, but they're still very dangerous in their own right. Once they're defeated, they split into two Blue Darknuts.
  • Goddamned Bats:
    • Actual Bats, which move around a lot and are irritating to take down. They're weak to the Boomerang, which helps.
    • Tribbles can either split into or multiply into different enemies. Not too difficult but they can be very annoying if they're left alone too long.
  • Good Bad Bugs: There have been several bugs that benefited the player over the course of the program's lifespan.
    • The biggest one comes in the third quest. Here, the warp points are still programmed in the first quest spots, and not where the levels actually are. After getting the recorder from Level 4, you can warp to where Level 4 was in the 1st quest, meaning you can get the letter without having to retrieve the raft from Level 5. This was fixed in the fourth quest, partly because it stowed away a heart container instead.
  • Growing the Beard: As the program aged, it added items and elements found in other Zelda games, most of which were met with positive reception. It also squashed some serious game-breaking bugs.
  • That One Boss: Level 6 of the Fourth Quest has you fight a Giant Moldorm with forty segments. It takes up most of the screen and the fight can take forever. If the player dies, they will have to fight the boss again with the segments restored.
  • That One Level:
    • Levels 2 and 8 in the Third Quest. Level 2 has the player fighting Red Wizzrobes early, while Level 8 has fireball shooting statues in nearly every room in the level, thus disrupting the player at every turn. Level 7 in the Third Quest is also problematic, not only because of Wizzrobes, but before the boss room is a room full of Red Bubbles in a tight corridor. If the player didn't pick up the Magical Rod, then they have to look everywhere for it. It's in the bottom-left portion of that level.
    • In the Fourth Quest, there is Level 6, which not only has the Giant Moldorm boss battle listed above, but it also houses souped up versions of the notoriously weak Stalfos/Goriya/Rope enemy set. To put it in perspective, blue Wizzrobes take three hits with the magic sword to defeat; Rope 3s take five hits, and they have not lost their speed, either.
    • Level 8 in the Fourth Quest is also not much better than 6. It's the second-largest dungeon at 55 rooms big, next to Level 9. There's also Blue Darknuts that make up most of the enemies in this dungeon. Another thing to keep note of is there's a lot of firing statues like Third Quest. The boss fight is six Dodongos with twelve firing statues. Unlike the Second Quest version of the boss fight, the player cannot simply leave the room and go back if they run out of bombs. Continuing is Painful indeed, as players have to either reset or die and head back to the beginning of the level again. It's also possible to miss one of the treasures, the Silver Arrow, required to beat the game because of it being behind a walk-through wall in an obscure area of the dungeon.
  • They Changed It, Now It Sucks!: The fourth quest's main complaint was this and how much it supposedly defiled NES limitations.

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