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* Antifairies are those skulls with little balls floating around them. In the Link's Awakening and Oracle games, they're less of a threat because they can be obliterated with a boomerang -- not so here. They'll bounce around the room and be eminently predictable, but they typically show up in closed areas and/or with other foes to distract, they suck away your magic meter like a thirsty kid with a soda, and their only weakness is Magic Powder, an item which for the majority of the game is just a gimmick.
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* The Evermeans aren't especially dangerous, having slow, easy-to-dodge attacks, and go down in a few hits from an axe-type weapon. The problem is that they're [[WhenTreesAttack disguised as normal trees]], meaning they have a tendency to attack you out of nowhere while you're busy with something else. The fact that there are a ''lot'' of trees in the game in general makes them tremendous ParanoiaFuel whenever you're exploring a wooded area.
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[[AC: Tears of the Kingdom]]

Alongside the above entries under ''Breath of the Wild'' (as ''Tears'' is a sequel), this game introduces a few new annoyances:

* First are the Aerocudas, which are like Keese, but substantially more irritating for a couple of reasons. First, they actively help monster bases by acting as defense systems from the air: while all monsters will sound the alarm if they spot Link, their line of sight is fairly limited. Aerocudas hover above the bases and don't have that disadvantage. The second irritant they pose is that they're one of the few non-Zonai enemies that can appear in the Sky Islands, and are more than happy to try and attack and knock Link off course while he might be trying to paraglide to a distant island. Having Tulin ready with a well-placed speed boost is the only reliable way to avoid getting hit, but even that isn't a guarantee if you find a flock of these things.
* The Little Frox enemies in the Depths are nothing but absolute pests. They're weak and exist solely for wasting time while exploring the wasteland. And they always come in packs so you have to spend more than enough of that time to deal with their crap. Oh, and if they're left to their own devices, they'll go for a snack: the Brightbloom Seeds that you're using to attempt to get from Lightroot to Lightroot without being in pitch darkness. Nothing is more annoying than wandering an area you've lit up than for it to get dark out of nowhere.
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Fix broken link


** In ''Ocarina of Time'', you get a spell called Din's Fire that expands in a sphere, damaging many types of enemy you run into. Keese, however, aren't fazed by it: instead, they ''catch fire,'' becoming the aforementioned burning Keese (who can not only set you on fire, but burn up your wooden Deku Shield). Fire arrows are not recommended either [[http://www.awkwardzombie.com/comic1-080910.php (as Awkward Zombie demonstrates).]]

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** In ''Ocarina of Time'', you get a spell called Din's Fire that expands in a sphere, damaging many types of enemy you run into. Keese, however, aren't fazed by it: instead, they ''catch fire,'' becoming the aforementioned burning Keese (who can not only set you on fire, but burn up your wooden Deku Shield). Fire arrows are not recommended either [[http://www.[[https://www.awkwardzombie.com/comic1-080910.php com/comic/bat-out-of-hell-part1 (as Awkward Zombie demonstrates).]]
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* The [[AmbushingEnemy Wall Masters]], in all incarnations, have the power to send you back to the beginning of the dungeon you're in, which is every bit as annoying as it sounds. Not to mention that they drop from the ceiling or climb out of walls, making it easy for them to catch you by surprise. Worse yet, in A Link to the Past, they keep respawning with no item drops and even when it has already landed it can still grab you, which can occur if an enemy either knocks you into it or you are too close.

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* The [[AmbushingEnemy Wall Masters]], in all incarnations, have the power to send you back to the beginning of the dungeon you're in, which is every bit as annoying as it sounds. Not to mention that they drop from the ceiling or climb out of walls, making it easy for them to catch you by surprise. Worse yet, in ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past, Past]]'', they keep respawning with no item drops and even when it has already landed it can still grab you, which can occur if an enemy either knocks you into it or you are too close.
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[[AC: Phantom Hourglass]]
* The Skulltulas, specifically when you escort the [[BitchInSheepsClothing Cubus Sisters]]. When they appear, kill them fast, or the Sisters will [[spoiler:find an excuse to]] be scared and scream, alerting the [[InvincibleMinorMinion Reaplings]] and making them charge at you.
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Changing...colourful wording into something a bit more age-appropriate.


** They are suspiciously absent from ''VideoGame/TheLegendOfZeldaALinkToThePast'' (though they were reintroduced in mercifully small numbers in the GBA port); that job is instead filled by Pikits, which can do everything Like Likes can ''at range''. Later games introduced Rupee Likes, which steal money instead of shields, and disguise themselves ''as'' Rupees.

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** They are suspiciously absent from ''VideoGame/TheLegendOfZeldaALinkToThePast'' (though they were reintroduced in mercifully small numbers in the GBA port); version); that job is instead filled by Pikits, which can do everything Like Likes can ''at range''. Later games introduced Rupee Likes, which steal money instead of shields, and disguise themselves ''as'' Rupees.



* In any of the 2D games, Wizzrobes hang out in groups of three or so, teleporting randomly around the room and sending off magical bursts before disappearing once more. You kill them by getting behind them and slashing their behinds -- assuming another Wizzrobe doesn't appear behind you and fry your tush. There are two kinds: the orange ones, who are the teleport-happy dicks; and the blue ones, who are DemonicSpiders.

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* In any of the 2D games, Wizzrobes hang out in groups of three or so, teleporting randomly around the room and sending off magical bursts before disappearing once more. You kill them by getting behind them and slashing their behinds -- assuming another Wizzrobe doesn't appear behind you and fry your tush. There are two kinds: the orange ones, who are the teleport-happy dicks; jerks; and the blue ones, who are DemonicSpiders.



* Ocean Octoroks in ''The Wind Waker'' seem to know when to show up so they can maximize their annoyance factor. In fact, pretty much any seaborne enemy in the game is a pain in the ass, such as the Gyorgs -- once they start following your boat, manoeuvrability goes down the toilet. Not to mention what happens if you get knocked overboard. Sea Octoroks are particularly bad, though, because if you're in a place where they happen to hang out, '''they never. Stop. Fucking. Coming.'''

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* Ocean Octoroks in ''The Wind Waker'' seem to know when to show up so they can maximize their annoyance factor. In fact, pretty much any seaborne enemy in the game is a pain in the ass, such as the Gyorgs -- once they start following your boat, manoeuvrability goes down the toilet. Not to mention what happens if you get knocked overboard. Sea Octoroks are particularly bad, though, because if you're in a place where they happen to hang out, '''they never. Stop. Fucking. Coming.'''

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[[quoteright:300:[[VideoGame/TheLegendOfZeldaTheWindWaker https://static.tvtropes.org/pmwiki/pub/images/miniblinattack.png]]]]
[[caption-width-right:300:The player probably has the same expression as Link when dealing with these things.]]

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[[quoteright:300:[[VideoGame/TheLegendOfZeldaTheWindWaker https://static.tvtropes.org/pmwiki/pub/images/miniblinattack.png]]]]
[[caption-width-right:300:The player probably has the same expression as Link when dealing with these things.]]
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* Octoroks. A trivial generic enemy in most Zelda games, here they are absolute pests. Many of them are found in water, and Link is unable to attack when swimming if he's not wearing the Zora helm. The trick of deflecting their rocks back at them is also much harder to pull off here due to the game's physics. God help you if you're in water, having to chase down a more deadly enemy with multiple Octoroks firing away at you. And they're smart enough to LeadTheTarget if Link is moving in a straight line--something that no other enemies in the game besides [[BossInMookClothing Lynels]] can do. If there's no water around, you may encounter burrowing "forest Octoroks" instead, with all the same annoying properties plus invincibility when they're underground (they will only pop out to snipe you when you're a good distance away, and can be difficult to locate, since while buried they just look like bushes). As if all that isn't enough, sometimes they will [[ChestMonster disguise themselves as half-buried treasure chests]], catapulting themselves into your face when you take the bait (although the Magnesis rune can clue you in by showing that they aren't metallic chests despite looking like them).

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* Octoroks. A trivial generic enemy in most Zelda games, here they are absolute pests. Many of them are found in water, and Link is unable to attack when swimming if he's not wearing the Zora helm. The trick of deflecting their rocks back at them is also much harder to pull off here due to the game's physics. God help you if you're in water, having to chase down a more deadly enemy with multiple Octoroks firing away at you. And they're smart enough to LeadTheTarget if Link is moving in a straight line--something that no other enemies in the game besides [[BossInMookClothing Lynels]] can do. If there's no water around, you may encounter burrowing "forest Octoroks" instead, with all the same annoying properties plus invincibility when they're underground (they will only pop out to snipe you when you're a good distance away, and can be difficult to locate, since while buried they just look like bushes). As if all that isn't enough, sometimes they will [[ChestMonster disguise themselves as half-buried treasure chests]], catapulting themselves into your face when you take the bait (although the Magnesis rune can clue you in by showing that they aren't metallic chests despite looking like them).them).
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Disambiguating; deleting and renaming wicks as appropriate


* The [[WallMaster Wall Masters]], in all incarnations, have the power to send you back to the beginning of the dungeon you're in, which is every bit as annoying as it sounds. Not to mention that they drop from the ceiling or climb out of walls, making it easy for them to catch you by surprise. Worse yet, in A Link to the Past, they keep respawning with no item drops and even when it has already landed it can still grab you, which can occur if an enemy either knocks you into it or you are too close.

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* The [[WallMaster [[AmbushingEnemy Wall Masters]], in all incarnations, have the power to send you back to the beginning of the dungeon you're in, which is every bit as annoying as it sounds. Not to mention that they drop from the ceiling or climb out of walls, making it easy for them to catch you by surprise. Worse yet, in A Link to the Past, they keep respawning with no item drops and even when it has already landed it can still grab you, which can occur if an enemy either knocks you into it or you are too close.

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