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* {{'master}}s, 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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* {{'master}}s, 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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* {{Wallmaster}}s, 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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* {{Wallmaster}}s, {{'master}}s, 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.



In ''The Wind Waker'', they're essentially floor-bound Wallmasters that warp you around. They're very fun in the Earth Temple, where they're often hidden by clouds of fog so you walk right into one and are grabbed before you even know it's there, where said fog actually stuns you so you can't use any items, and can grab nearby skulls, vases, etc. and throw them at you. And then there are the parts where you have to control Medli through these, because if they grab her, you have to run all the way back to the beginning of the dungeon just to get her back, and she has no way of defending herself.

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In ''The Wind Waker'', they're essentially floor-bound Wallmasters Floormasters that warp you around. They're very fun in the Earth Temple, where they're often hidden by clouds of fog so you walk right into one and are grabbed before you even know it's there, where said fog actually stuns you so you can't use any items, and can grab nearby skulls, vases, etc. and throw them at you. And then there are the parts where you have to control Medli through these, because if they grab her, you have to run all the way back to the beginning of the dungeon just to get her back, and she has no way of defending herself.
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* Two towns in the game (Saria first, then Darunia later on) have monsters disguised as townspeople. Anyone Link talks to that doesn't have anything significant to say presents a [[WitchHunt random possibility]] of turning into an Ache afterwards. They can be defeated, but the amount of health the bats have seems to be COMPLETELY random as well... sometimes the bat will go down in one hit, sometimes the smug little jerk will take QUITE a beating to finally destroy. The problem with that? They're still worth no more exp than the "one hit wonder" versions.

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* Two towns in the game (Saria first, then Darunia later on) have monsters disguised as townspeople. Anyone Link talks to that doesn't have anything significant to say presents a [[WitchHunt random possibility]] of turning into an Ache afterwards. They can be defeated, but the amount of health the bats have seems to be COMPLETELY random as well... sometimes the bat will go down in one hit, sometimes the smug little jerk will take QUITE a beating to finally destroy. The problem with that? They're still worth no more exp EXP than the "one hit wonder" versions.
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* The two different animated head statues, Ra and Mau. (Ras are the dragon-shaped ones, Maus are the panthers). Both spawn infinitely and drain experience when touching Link. Ras double as LedgeBats, Maus basically ZergRush Link. Another annoying monster of a similar nature is Bago Bago, the skull-fish that appear on bridges. Like the aforementioned monsters, they spawn infinitely and drain your experience when they hit you. To make things worse, the variety found in the [[TheVeryDefinitelyFinalDungeon Great Palace]] also spit fire at you.

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* The two different animated head statues, Ra and Mau. (Ras are the dragon-shaped ones, Maus are the panthers). panthers.) Both spawn infinitely and drain experience when touching Link. Ras double as LedgeBats, Maus basically ZergRush Link. Another annoying monster of a similar nature is Bago Bago, the skull-fish that appear on bridges. Like the aforementioned monsters, they spawn infinitely and drain your experience when they hit you. To make things worse, the variety found in the [[TheVeryDefinitelyFinalDungeon Great Palace]] also spit fire at you.
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* [=ReDeads=] paralyze Link with their scream and then proceed to [[PersonalSpaceInvader hump him to death]]. [[http://www.vgcats.com/comics/?strip_id=74 See here]]. In ''Ocarina of Time'', Nintendo really screws you because the marketplace in the future is full of these things. You can play the Sun's Song to turn the tables and paralyze them instead -- too bad there's no such song in ''Twilight Princess''(which are technically Gibdos). They also ramp up the annoyance by carrying around a rusty {{BFS}} that they smack you with after paralyzing you with their [[BrownNote scream]]. There's a part in the Arbiter's Grounds where you face two of them at once while a swarm of tiny skeletons with tridents try to skewer you at the same time.

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* [=ReDeads=] paralyze Link with their scream and then proceed to [[PersonalSpaceInvader hump him to death]]. [[http://www.vgcats.com/comics/?strip_id=74 See here]]. In ''Ocarina of Time'', Nintendo really screws you because the marketplace in the future is full of these things. You can play the Sun's Song to turn the tables and paralyze them instead -- too bad there's no such song in ''Twilight Princess''(which Princess'' (which are technically Gibdos). They also ramp up the annoyance by carrying around a rusty {{BFS}} that they smack you with after paralyzing you with their [[BrownNote scream]]. There's a part in the Arbiter's Grounds where you face two of them at once while a swarm of tiny skeletons with tridents try to skewer you at the same time.
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** They themselves can't hold a candle to the ''Wizzrobe boss'', who has all of the aforementioned abilities, as well as being able to summon ''more wizzrobes'', who can in turn continuously summon enemies (including Keese and Bubbles), leaving you quickly fighting ''a small army of Bats''.

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** They themselves can't hold a candle to the ''Wizzrobe boss'', who has all of the aforementioned abilities, as well as being able to summon ''more wizzrobes'', Wizzrobes'', who can in turn continuously summon enemies (including Keese and Bubbles), leaving you quickly fighting ''a small army of Bats''.
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** Other enemies acting exactly like Keese are Guay (like Keese, only outdoors) and Bad Bats (like Keese, only bigger.)

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** Other enemies acting exactly like Keese are Guay (like Keese, only outdoors) and Bad Bats (like Keese, only bigger.)bigger).
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* {{Wallmaster}}s, 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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* {{Wallmaster}}s, 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 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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redead knight is a mistranslation


* The game's [=ReDead=] Knights can prevent you from obtaining Chu Jelly, your only source of health in the BonusDungeon. And losing good Chu Jelly because they stunned you isn't the worst part of it; if they paralyze you, you will have to mash buttons or get whacked; however, that doesn't prevent other [=ReDead=] Knights from screaming and putting a whole rinse-repeat on the process...

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* The game's [=ReDead=] Knights Gibdos can prevent you from obtaining Chu Jelly, your only source of health in the BonusDungeon. And losing good Chu Jelly because they stunned you isn't the worst part of it; if they paralyze you, you will have to mash buttons or get whacked; however, that doesn't prevent other [=ReDead=] Knights Gibdos from screaming and putting a whole rinse-repeat on the process...
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* The falling boulders from Death Mountain. They're large, fast, can hit while you're climbing up ladders and deal decent damage (an entire heart of damage. Link will probably be at the 5-7 range at that point) when first encountered.

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* The falling boulders from Death Mountain. They're Although technically not enemies, they're large, fast, can hit while you're climbing up ladders and deal decent damage (an entire heart of damage. Link will probably be at the 5-7 range at that point) when first encountered.
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* [=ReDeads=] paralyze Link with their scream and then proceed to [[PersonalSpaceInvader hump him to death]]. [[http://www.vgcats.com/comics/?strip_id=74 See here]]. In ''Ocarina of Time'', Nintendo really screws you because the marketplace in the future is full of these things. You can play the Sun's Song to turn the tables and paralyze them instead -- too bad there's no such song in ''Twilight Princess''. They also ramp up the annoyance by carrying around a rusty {{BFS}} that they smack you with after paralyzing you with their [[BrownNote scream]]. There's a part in the Arbiter's Grounds where you face two of them at once while a swarm of tiny skeletons with tridents try to skewer you at the same time.

to:

* [=ReDeads=] paralyze Link with their scream and then proceed to [[PersonalSpaceInvader hump him to death]]. [[http://www.vgcats.com/comics/?strip_id=74 See here]]. In ''Ocarina of Time'', Nintendo really screws you because the marketplace in the future is full of these things. You can play the Sun's Song to turn the tables and paralyze them instead -- too bad there's no such song in ''Twilight Princess''.Princess''(which are technically Gibdos). They also ramp up the annoyance by carrying around a rusty {{BFS}} that they smack you with after paralyzing you with their [[BrownNote scream]]. There's a part in the Arbiter's Grounds where you face two of them at once while a swarm of tiny skeletons with tridents try to skewer you at the same time.
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* {{Wallmaster}}s, 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, some traps in ''Ocarina of Time'' release ''invisible'' Wallmasters. Ugh!

to:

* {{Wallmaster}}s, 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, some traps in ''Ocarina of Time'' release ''invisible'' Wallmasters. Ugh!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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A Ltt P on the GBA is a port not a remake.


** They are suspiciously absent from ''VideoGame/TheLegendOfZeldaALinkToThePast'' (though they were reintroduced in mercifully small numbers in the GBA remake); 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 remake); 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're much easier to deal with in the Japanese version, as the Famicom controller contains a built-in microphone, and yelling into it kills them instantly (this is what the manual means by them hating loud noises). NES gamers have no such feature, making it much more difficult until you figure out their weakness to arrows (and confusing anyone who tries to kill them with the Flute).
* Unless you have the sword beam, Darknuts are torture because they can only be hit on the side and back. To make matters worse, Link's tank-ish control will cause him to get hit once in a while. They also take a long time to kill.

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** They're much easier to deal with in the Japanese version, as the Famicom controller contains a built-in microphone, and yelling into it kills them instantly (this is what the manual means by them hating loud noises). NES gamers have no such feature, making it much more difficult until you figure out their weakness to arrows (and confusing anyone who tries to kill them with the Flute).
Flute. Later games will give them a weakness to whatever that game's musical instrument is).
* Unless you have the sword beam, Darknuts are torture because they can only be hit on the side and back. Arrows? They're immune. To make matters worse, Link's tank-ish control will cause him to get hit once in a while.while, the first hit depriving you of the sword beam. They also take a long time to kill. \n And there are many places where you have to defeat an entire room of them to get to the next room... which just might ''also'' be full of Darknuts you have to kill every single one of to move on.

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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.]]



* The Goddamned Like-Likes in many games. They eat your shield, sometimes for good, have ludicrous amounts of health, and are extraordinarily hard to avoid at times.

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* The Goddamned Like-Likes Like Likes in many games. They eat your shield, sometimes for good, have ludicrous amounts of health, and are extraordinarily hard to avoid at times.



** They are suspiciously absent from ''VideoGame/TheLegendOfZeldaALinkToThePast'' (though they were reintroduced in mercifully small numbers in the [=GBA=] remake); 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.
* {{Wallmaster}}s, 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, some traps in ''Ocarina of Time'' release ''invisible'' Wall Masters. Ugh!

to:

** They are suspiciously absent from ''VideoGame/TheLegendOfZeldaALinkToThePast'' (though they were reintroduced in mercifully small numbers in the [=GBA=] GBA remake); that job is instead filled by Pikits, which can do everything Like-Likes Like Likes can ''at range''. Later games introduced Rupee Likes, which steal money instead of shields, and disguise themselves ''as'' Rupees.
* {{Wallmaster}}s, 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, some traps in ''Ocarina of Time'' release ''invisible'' Wall Masters.Wallmasters. Ugh!



In ''Wind Waker'', they're essentially floor-bound Wallmasters that warp you around. They're very fun in the Earth Temple, where they're often hidden by clouds of fog so you walk right into one and are grabbed before you even know it's there, where said fog actually stuns you so you can't use any items, and can grab nearby skulls, vases, etc. and throw them at you. And then there are the parts where you have to control Medli through these, because if they grab her, you have to run all the way back to the beginning of the dungeon just to get her back, and she has no way of defending herself.

to:

In ''Wind ''The Wind Waker'', they're essentially floor-bound Wallmasters that warp you around. They're very fun in the Earth Temple, where they're often hidden by clouds of fog so you walk right into one and are grabbed before you even know it's there, where said fog actually stuns you so you can't use any items, and can grab nearby skulls, vases, etc. and throw them at you. And then there are the parts where you have to control Medli through these, because if they grab her, you have to run all the way back to the beginning of the dungeon just to get her back, and she has no way of defending herself.



** The ''Wind Waker'' Wizzrobes teleport, can summon more enemies, and laugh at you. They even made a Room of Doom out of them, where there were 3 Wizzrobes who continuously spawn monsters. If you don't kill them off immediately with ranged attacks, you'll never have the chance to again.

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** The ''Wind ''The Wind Waker'' Wizzrobes teleport, can summon more enemies, and laugh at you. They even made a Room of Doom out of them, where there were 3 Wizzrobes who continuously spawn monsters. If you don't kill them off immediately with ranged attacks, you'll never have the chance to again.



* The ''VideoGame/TheLegendOfZeldaOracleGames'' manage to avert this trope quite well, on the other hand. Wallmasters and Floormasters are significantly easier to dodge and destroy while other enemies are easy to kill or few in number. Like-Likes still suck.

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* The ''VideoGame/TheLegendOfZeldaOracleGames'' manage to avert this trope quite well, on the other hand. Wallmasters and Floormasters are significantly easier to dodge and destroy while other enemies are easy to kill or few in number. Like-Likes Like Likes still suck.



* Ocean Octoroks in ''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.'''
* Miniblins in ''Wind Waker.'' Little devils (literally), complete with pitchforks and ears just as pointy as Link's. They attack in swarms, making indescribably annoying sounds and jabbing you with their 'forks. In some areas of Forsaken Fortress and other areas, they literally spawn infinitely... ''from {{Hammerspace}}''.

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* Ocean Octoroks in ''Wind ''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.'''
* Miniblins in ''Wind ''The Wind Waker.'' Little devils (literally), complete with pitchforks and ears just as pointy as Link's. They attack in swarms, making indescribably annoying sounds and jabbing you with their 'forks. In some areas of Forsaken Fortress and other areas, they literally spawn infinitely... ''from {{Hammerspace}}''.
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** ''Breath of the Wild'''s Wizzrobes are even worse. They come in elemental varieties, they hop around on thin air out of reach of any non-spear/bludgeon weapon, they're always moving around so you can't get a good shot, they turn invisible/invincible sporadically cancelling out a lock-on, they can summon elemental Keese and Chuchus as a distraction, and they can change the weather. Sure, the fire and ice varieties are relatively easy to deal with if you can hit them with an arrow opposite to their element before they spot you, but the electric ones? Good luck dealing with those.

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** ''Breath of the Wild'''s Wizzrobes are even worse. They come in elemental varieties, they hop around on thin air out of reach of any non-spear/bludgeon weapon, they're always moving around so you can't get a good shot, they turn invisible/invincible invisible sporadically cancelling out a lock-on, they can summon elemental Keese and Chuchus as a distraction, and they can change the weather. Sure, the fire and ice varieties are relatively easy to deal with if you can hit them with an arrow opposite to their element before they spot you, but the electric ones? Good luck dealing with those.
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Added DiffLines:

**''Breath of the Wild'''s Wizzrobes are even worse. They come in elemental varieties, they hop around on thin air out of reach of any non-spear/bludgeon weapon, they're always moving around so you can't get a good shot, they turn invisible/invincible sporadically cancelling out a lock-on, they can summon elemental Keese and Chuchus as a distraction, and they can change the weather. Sure, the fire and ice varieties are relatively easy to deal with if you can hit them with an arrow opposite to their element before they spot you, but the electric ones? Good luck dealing with those.
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Removed a point that didn't fit the trope at all. Wizzrobes in Zelda 1 are very powerful.


** The combination of Wizzrobes, Bubbles, and Like-Likes in ''Zelda 1'' that introduces you to true terror. Wizzrobes teleport and shoot a lot. For later reference, what they shoot can only be blocked by your special magic shield. Wizzrobes can only be killed with your sword and bombs (the wand's melee effect doesn't work on them). Bubbles take away option 1 whenever you hit them, as they make it impossible for you to use your sword for a time. Like-Likes will grab you; the only way to escape is to cut them open from the inside with your ''sword''. And if you don't do it fast enough, they ''eat your magic shield'', which is the only thing that makes fighting Wizzrobes even possible. So if a Bubble hits you and knocks you into a Like-Like, you're basically screwed. Oh, and the game absolutely loves putting groups of all three monsters ''in the same room'' towards the end of the game.
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* Yiga Footsoldiers, post-Master Kohga. Early in the game, they're DemonicSpiders, but few and far between. Post-Yiga base, though, they'll appear much more often than before and forgo the disguises. At this point, though, you likely have equipment capable of two-shotting or even one-shotting them, which makes them into nuisances. They also enjoy teleporting to dodge your attacks, and have a habit of popping up at the worst times. Got a plan to sneak up on that Guardian Stalker and take it out without much trouble? Okay, then, have fun getting the Guardian alerted to your presence by that Yiga Footsoldier who just randomly appeared in front of it!

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* Yiga Footsoldiers, post-Master Kohga. Early in the game, they're DemonicSpiders, but few and far between. Post-Yiga base, though, they'll appear much more often than before and forgo the disguises. At this point, though, you likely have equipment capable of two-shotting or even one-shotting them, which makes them into nuisances. They also enjoy teleporting to dodge your attacks, and have a habit of popping up at the worst times. Got a plan to sneak up on that Guardian Stalker and take it out without much trouble? Okay, then, have fun getting the Guardian alerted to your presence by that Yiga Footsoldier who just randomly appeared in front of it!it!
* 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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* The Goddamned Like-Likes in nearly every freaking game. They eat your shield, sometimes for good, have ludicrous amounts of health, and are extraordinarily hard to avoid at times.
** Although, ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' makes it (most of the time) so you can kill them from a distance. The only times you have to fight them head on is in the Spirit Temple and the Gerudo Training Ground.
** Suspiciously absent from ''VideoGame/TheLegendOfZeldaALinkToThePast'' (though they were reintroduced in mercifully small numbers in the [=GBA=] remake), that job was instead filled by Pikits, which could do everything Like-Likes could ''at range''. Later games introduced Rupee Likes, which stole money instead of shields, and disguised themselves ''as'' Rupees.
* {{Wall Master}}s, 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, climb out of walls, or extend from pools of shadow, making it easy for them to catch you by surprise. And they're [[NightmareFuel really creepy]].
** Worse yet, some traps release ''invisible'' Wall Masters. Ugh!
** And worse, the Floor Masters, which cross the line to become DemonicSpiders. They can turn temporarily invincible, are sometimes invisible, stun you, and split into five smaller floormasters that regrow into the full-size version if you don't kill them fast enough. In ''Wind Waker'', they're essentially floor-bound Wallmasters that warp you around. They're very fun in the Earth Temple, where they're often hidden by clouds of fog so you walk right into one and are grabbed before you even know it's there, where said fog actually stuns you so you can't use any items, and can grab nearby skulls, vases, etc. and throw them at you. And then there are the parts where you have to control Medli through these, because if they grab her, you have to run all the way back to the beginning of the dungeon just to get her back, and she has no way of defending herself.
*** At least the Floormasters, once they split, can be killed by area of effect attacks, such as the magic spin attack, Din's Fire, or bombs.
* The Skultullas (all types) -- with the exception of Gold Skulltulas, which are the direct OPPOSITE of goddamned bats.
* The [[CallARabbitASmeerp Keese]] (literal bats) and Bubbles (winged airborne skulls that make generally unpleasant sounds which can be disturbing for some viewers). While Keese were merely typically erratic and annoying flying enemies in the 2D games, the 3D games made them model examples of frustrating little a...well, you get the idea. First off, they are an immense pain when you attempt to lock on to anything else (or manually aiming for something in 1st-person mode, which will often prompt them to swoop up on you from behind for a cheap shot), as half the time you'll end up targeting an out of range bat, which allows the nearby ground enemies to eat you alive or fall off a ledge while you attempt to target something else. Second, they are often wrapped in magical flames, meaning that you'll be walking along and suddenly get set on fire, cursed (unable to use weapons), or frozen solid in a giant ice crystal when one hits you (and then skitters out of range while the effect wears off). Third, they love to hang around underneath tricky platform segments and behind climbable objects, often swooping in to knock you off at a critical moment.
** 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).]]
** The Game Boy versions also had bats, which often would let out a rupee. For [[SevenDeadlySins greedy]] players, this would get endlessly frustrating when the rupees would end up three tiles into a cave wall.

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* The Goddamned Like-Likes in nearly every freaking game.many games. They eat your shield, sometimes for good, have ludicrous amounts of health, and are extraordinarily hard to avoid at times.
** Although, ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' makes it (most of the time) so In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', you can kill them from a distance.distance (most of the time). The only times you have to fight them head on is in the Spirit Temple and the Gerudo Training Ground.
** Suspiciously They are suspiciously absent from ''VideoGame/TheLegendOfZeldaALinkToThePast'' (though they were reintroduced in mercifully small numbers in the [=GBA=] remake), remake); that job was is instead filled by Pikits, which could can do everything Like-Likes could can ''at range''. Later games introduced Rupee Likes, which stole steal money instead of shields, and disguised disguise themselves ''as'' Rupees.
* {{Wall Master}}s, {{Wallmaster}}s, 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, ceiling or climb out of walls, or extend from pools of shadow, making it easy for them to catch you by surprise. And they're [[NightmareFuel really creepy]].
**
Worse yet, some traps in ''Ocarina of Time'' release ''invisible'' Wall Masters. Ugh!
** And worse, the Floor Masters, Even worse are Floormasters, which cross the line to become DemonicSpiders. They can turn temporarily invincible, are sometimes invisible, stun you, and split into five smaller floormasters Floormasters that regrow into the full-size version if you don't kill them fast enough. At least they can be killed by area of effect attacks once they split, such as the magic spin attack, Din's Fire, or bombs.\\
In ''Wind Waker'', they're essentially floor-bound Wallmasters that warp you around. They're very fun in the Earth Temple, where they're often hidden by clouds of fog so you walk right into one and are grabbed before you even know it's there, where said fog actually stuns you so you can't use any items, and can grab nearby skulls, vases, etc. and throw them at you. And then there are the parts where you have to control Medli through these, because if they grab her, you have to run all the way back to the beginning of the dungeon just to get her back, and she has no way of defending herself.
*** At least the Floormasters, once they split, can be killed by area of effect attacks, such as the magic spin attack, Din's Fire, or bombs.
%% * The Skultullas (all types) -- types), with the exception of Gold Skulltulas, which are the direct OPPOSITE of goddamned bats.
* The [[CallARabbitASmeerp Keese]] (literal bats) and Bubbles (winged airborne skulls that make generally unpleasant sounds which can be disturbing for some viewers). sounds). While Keese were are merely typically erratic and annoying flying enemies in the 2D games, the 3D games made make them model examples of frustrating little a...well, you get the idea. First off, they are an immense pain when you attempt to lock on to anything else (or manually aiming for something in 1st-person mode, which will often prompt them to swoop up on you from behind for a cheap shot), as half the time you'll end up targeting an out of range bat, which allows the nearby ground enemies to eat you alive or fall off a ledge while you attempt to target something else. Second, they are often wrapped in magical flames, meaning that you'll be walking along and suddenly get set on fire, cursed (unable to use weapons), or frozen solid in a giant ice crystal when one hits you (and then skitters out of range while the effect wears off). Third, they love to hang around underneath tricky platform segments and behind climbable objects, often swooping in to knock you off at a critical moment.
** In ''Ocarina of Time'', you get a spell called Din's Fire, 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).]]
** The Game Boy versions also had bats, which Keese often would let out a rupee. Rupee when defeated in the Game Boy games. For [[SevenDeadlySins greedy]] players, this would get gets endlessly frustrating when the rupees would end up three tiles into a cave wall.wall.
** Another example of frustration from the ''Zelda'' Game Boy games comes in parts involving platforming and standing on moving platforms... when all of a sudden Keese appear, and both hurt and ''push'' you into spikes/pits.



** They themselves can't hold a candle to the ''Wizzrobe boss'' who had all of the aforementioned abilities, as well as being able to summon ''more wizzrobes'', who could in turn continuously summon enemies (including keese and bubbles), leaving you quickly fighting ''a small army of Bats''.
** The combination of Wizzrobes, Bubbles, and Like-Likes in ''Zelda 1'' that introduces you to true terror. Wizzrobes teleport and shoot a lot. For later reference, what they shoot can only be blocked by your special magic shield. Wizzrobes can only be killed with your sword and bombs (the wand's melee effect doesn't work on them). Bubbles take away option 1 whenever you hit them, as they make it impossible for you to use your sword for a time. Like-Likes will grab you; the only way to escape is to cut them open from the inside with your ''sword''. And if you don't do it fast enough, they ''eat your magic shield'', which was the only thing that made fighting Wizzrobes even possible. So if a Bubble hits you and knocks you into a Like-Like, you're basically screwed. Oh, and the game absolutely loves putting groups of all three monsters ''in the same room'' towards the end of the game.
** The wizzrobes in the Game Boy games especially fit this, as there was a very slim time during which you could hit them. You had to dodge their beam, get to the side of them, and then slash away at them, and if you missed any of those three steps by so much as a pixel or if you took too long doing it, you had to wait and try again. All this, combined with the fact that they usually appeared three to seven squares off, made rooms of them tedious, but not really difficult. It's even worse than that in one GameBoy game. ''Link's Awakening'' Wizzrobes do all this teleporting, and can only be defeated by '''bombs.'''
** In ''VideoGame/TheLegendOfZeldaFourSwordsAdventures'', the Wizzrobes return, and become a massive nuisance because of one simple thing. They can drain Link's collective wallets dry by ''stealing Force Gems'', of which you ''need'' 2000 to complete the level. And these ''flee'' from Link rather than stand still like the fire-throwing Wizzrobes. Fortunately, in most cases, destroying them frees up most of the Force Gems it took. Keyword being ''most''.

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** They themselves can't hold a candle to the ''Wizzrobe boss'' boss'', who had has all of the aforementioned abilities, as well as being able to summon ''more wizzrobes'', who could can in turn continuously summon enemies (including keese Keese and bubbles), Bubbles), leaving you quickly fighting ''a small army of Bats''.
** The combination of Wizzrobes, Bubbles, and Like-Likes in ''Zelda 1'' that introduces you to true terror. Wizzrobes teleport and shoot a lot. For later reference, what they shoot can only be blocked by your special magic shield. Wizzrobes can only be killed with your sword and bombs (the wand's melee effect doesn't work on them). Bubbles take away option 1 whenever you hit them, as they make it impossible for you to use your sword for a time. Like-Likes will grab you; the only way to escape is to cut them open from the inside with your ''sword''. And if you don't do it fast enough, they ''eat your magic shield'', which was is the only thing that made makes fighting Wizzrobes even possible. So if a Bubble hits you and knocks you into a Like-Like, you're basically screwed. Oh, and the game absolutely loves putting groups of all three monsters ''in the same room'' towards the end of the game.
** The wizzrobes Wizzrobes in the Game Boy games especially fit this, as there was is a very slim time during which you could can hit them. You had have to dodge their beam, get to the side of them, and then slash away at them, and if you missed miss any of those three steps by so much as a pixel or if you took take too long doing it, you had have to wait and try again. All this, combined with the fact that they usually appeared appear three to seven squares off, made makes rooms of them tedious, but not really difficult. It's even worse than that in one GameBoy game. ''Link's Awakening'' Awakening'', where Wizzrobes do all this teleporting, and can only be defeated by '''bombs.'''
** In ''VideoGame/TheLegendOfZeldaFourSwordsAdventures'', the Wizzrobes return, and become a massive nuisance because of one simple thing. They thing; they can drain Link's collective wallets dry by ''stealing Force Gems'', of which you ''need'' 2000 to complete the level. And these they ''flee'' from Link rather than stand still like the fire-throwing Wizzrobes. Fortunately, in most cases, destroying them frees up most of the Force Gems it took. Keyword being ''most''.



* Don't forget Leevers. They appear from the ground, slide, and hit you, and ''never stop coming.'' In ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'', killing enough makes a gianormous Leever appear.
* [=ReDeads=] paralyze Link with their scream and then proceed to [[PersonalSpaceInvader hump him to death]]. [[http://www.vgcats.com/comics/?strip_id=74 See here]]. In ''Ocarina of Time'', Nintendo really screws you because the marketplace in the future is full of these things. You can play the Sun's Song to turn the tables and paralyze them instead -- too bad there's no such song in ''Twilight Princess''. They also ramp up the annoyance by carrying around a rusty {{BFS}} that they smack you with after paralyzing you with their [[BrownNote scream]]. There's a part in the Desert Dungeon where you face two of them at once while a swarm of tiny skeletons with tridents try to skewer you at the same time.
* Peahats fly around in the air attacking you. In the ''[[VideoGame/TheLegendOfZeldaI first game]]'', they're completely invulnerable unless they stop and land, and then only vulnerable for brief periods, so you need to try hitting them while dodging the other 10 on the screen. The ones in [[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]] were no less annoying, even given the ability to attack them in the air.
** Even worse were the NightmareFuel Seahats in ''The Wind Waker''. Hope you like falling out of your boat!

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* Don't forget Leevers. They Leevers appear from the ground, slide, and hit you, and ''never stop coming.'' In ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'', killing enough makes a gianormous ginormous Leever appear.
* [=ReDeads=] paralyze Link with their scream and then proceed to [[PersonalSpaceInvader hump him to death]]. [[http://www.vgcats.com/comics/?strip_id=74 See here]]. In ''Ocarina of Time'', Nintendo really screws you because the marketplace in the future is full of these things. You can play the Sun's Song to turn the tables and paralyze them instead -- too bad there's no such song in ''Twilight Princess''. They also ramp up the annoyance by carrying around a rusty {{BFS}} that they smack you with after paralyzing you with their [[BrownNote scream]]. There's a part in the Desert Dungeon Arbiter's Grounds where you face two of them at once while a swarm of tiny skeletons with tridents try to skewer you at the same time.
* Peahats fly around in the air attacking you. In the ''[[VideoGame/TheLegendOfZeldaI [[VideoGame/TheLegendOfZeldaI first game]]'', game]], they're completely invulnerable unless they stop and land, and then only vulnerable for brief periods, so you need to try hitting them while dodging the other 10 on the screen. The ones in [[VideoGame/TheLegendOfZeldaOcarinaOfTime ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]] were Time]]'' are rarer but no less annoying, even given the ability to attack them in the air.
** Even worse were are the NightmareFuel gigantic Seahats in ''The Wind Waker''. Hope you like falling out of your boat!



** They're annoying in ''VideoGame/TheLegendOfZeldaTheMinishCap'' too, where they're completely invulnerable to your sword, and often found in places where you need to use an item other than the boomerang or gust jar that works on them.

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** They're annoying in ''VideoGame/TheLegendOfZeldaTheMinishCap'' too, where they're completely invulnerable to your sword, and often found in places where you need to use an item other than the boomerang Boomerang or gust jar Gust Jar that works on them.



* The ''RED EFFING BUBBLES'' from the original game's second quest. Get hit by one, and you ''permanently'' lose the ability to use your sword. There are only three ways to regain it: Find a Blue Bubble and get hit by it, drink the Water of Life, or visit a Fairy at an Overworld spring (that last one is a bit difficult since Bubbles are only found in the labyrinths).
** Collecting a fragment of the Triforce will also fix this. Of course, to do that, you'll have to defeat said labrynth's boss... ''without'' your sword. There's a bit of FridgeBrilliance there, as a SelfImposedChallenge of the original game was to complete it ''without acquiring the sword in the first place,'' which could have been inspired by [[http://www.dorkly.com/video/5854/dorkly-bits-links-sword someone who actually accomplished such a task]].
* Pols Voices, the hopping bunny ghosts that hates sound. In the original ''Legend of Zelda'', they're buggers who love to swarm the screen and hop into Link, trying to deal damage. Of course, they can be dispatched with one arrow (or later on in the series, any musical instrument). What's worse is they hop around the screen rather quickly, qualifying their status as Goddamned Bats. In the second quest, Level 2, you have to face them with the sword, and they take about five-eight hits to kill. Fun if you're not at full health.
** They were much easier to deal with in the Japanese version, as the Famicom controller contained a built-in microphone, and yelling into it killed them instantly (this is what the manual meant by them hating loud noises). NES gamers had no such feature, making it much more difficult until you figured out their weakness to arrows (and confusing anyone who tried to kill them with the Flute).
* Unless you have the sword beam, Darknuts are a torture because they can only be hit on the side and back. To make matters worse, Link's tank-ish control will cause him to get hit once in a while. They also take a long time to kill.

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* The ''RED EFFING BUBBLES'' effing Red Bubbles from the original game's second quest. Get hit by one, and you ''permanently'' lose the ability to use your sword. There are only three four ways to regain it: Find a Blue Bubble and get hit by it, drink the Water of Life, or visit a Fairy at an Overworld spring (that last one is a bit difficult since Bubbles are only found in the labyrinths).
** Collecting
labyrinths), or collect a fragment of the Triforce will also fix this. Triforce. Of course, to do that, you'll have to defeat said labrynth's that labyrinth's boss... ''without'' your sword. There's a bit of FridgeBrilliance there, as But to some people that's a SelfImposedChallenge of the original game was to complete it ''without acquiring the sword in the first place,'' which could have been inspired by [[http://www.dorkly.com/video/5854/dorkly-bits-links-sword someone who actually accomplished such a task]].
anyway.
* Pols Voices, the hopping bunny ghosts that hates hate sound. In the original ''Legend of Zelda'', they're obnoxious little buggers who love to swarm the screen and hop into Link, trying to deal damage. Of course, they can be dispatched with one arrow (or later on in the series, any musical instrument). What's worse is that they hop around the screen rather quickly, qualifying their status as Goddamned Bats. In the second quest, quest Level 2, you have to face them with the sword, and they take about five-eight five to eight hits to kill. Fun if you're not at full health.
** They were They're much easier to deal with in the Japanese version, as the Famicom controller contained contains a built-in microphone, and yelling into it killed kills them instantly (this is what the manual meant means by them hating loud noises). NES gamers had have no such feature, making it much more difficult until you figured figure out their weakness to arrows (and confusing anyone who tried tries to kill them with the Flute).
* Unless you have the sword beam, Darknuts are a torture because they can only be hit on the side and back. To make matters worse, Link's tank-ish control will cause him to get hit once in a while. They also take a long time to kill.



* Aches (little blue Goddamned Bats) in ''VideoGame/ZeldaIITheAdventureOfLink'' are very often placed so that they sweep across lava/water pits, knocking you to instant death. If you try to kill them, you'd better hope that you can get them to sweep at you without jumping across the pit, because even if you do manage to hit them in mid-air, the odds are very big that you'll STILL fall in the pit because of the slight pushback you suffer from just hitting things with your sword, which will cause you to stop in mid-jump so you fall straight down.
** The ubiquitous knife-wielding Wosu from the same game qualify. They cause a pitiful amount of damage if they touch you, but they knock you around a bit and steal your EXPERIENCE POINTS, which becomes worse the later you get in the game.
** The Mobys, the birds that drop down from the sky and come charging at you. Like the aforementioned ratmen, they steal experience if they hit you, and the experience you get for beating them is paltry (still better than the ratmen, who give you nothing). They truly never stop coming at you; once one is beaten or leaves the screen, another immediately follows. They also love to come at you in the swamp, where your movement is hindered and thus so is your ability to avoid them.
** Two towns in the game (Saria first, then Darunia later on) have monsters disguised as townspeople. Anyone Link talks to that doesn't have anything significant to say presents a [[WitchHunt random possibility]] of turning into an ache afterwards. They can be defeated, but the amount of health the bats have seems to be COMPLETELY random as well... sometimes the bat will go down in one hit, sometimes the smug little jerk will take QUITE a beating to finally destroy. The problem with that? They're still worth no more exp than the "one hit wonders" versions.

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* Aches (little blue literal Goddamned Bats) in ''VideoGame/ZeldaIITheAdventureOfLink'' are very often placed so that they sweep across lava/water pits, knocking you to into instant death. If you try to kill them, you'd better hope that you can get them to sweep at you without jumping across the pit, because even if you do manage to hit them in mid-air, the odds are very big that you'll STILL fall in the pit because of the slight pushback you suffer from just hitting things with your sword, which will cause you to stop in mid-jump so you fall straight down.
** * The ubiquitous knife-wielding Wosu from the same game qualify. game. They cause a pitiful amount of damage if they touch you, but they knock you around a bit and steal ''steal your EXPERIENCE POINTS, experience point'', which becomes worse the later you get in the game.
** * The Mobys, the birds that drop down from the sky and come charging at you. Like the aforementioned ratmen, Wosu, they steal experience if they hit you, and the experience you get for beating them is paltry (still better than the ratmen, Wosu, who give you nothing). They truly never stop coming at you; once one is beaten or leaves the screen, another immediately follows. They also love to come at you in the swamp, where your movement is hindered and thus so is your ability to avoid them.
** * Two towns in the game (Saria first, then Darunia later on) have monsters disguised as townspeople. Anyone Link talks to that doesn't have anything significant to say presents a [[WitchHunt random possibility]] of turning into an ache Ache afterwards. They can be defeated, but the amount of health the bats have seems to be COMPLETELY random as well... sometimes the bat will go down in one hit, sometimes the smug little jerk will take QUITE a beating to finally destroy. The problem with that? They're still worth no more exp than the "one hit wonders" wonder" versions.



** Another example of frustration from the Zelda Game Boy games comes in parts involving platforming and standing on moving platforms... when all of a sudden Keese appear, and both hurt and ''push'' you into spikes/pits.

to:

** Another example of frustration from the Zelda Game Boy games comes in parts involving platforming and standing on moving platforms... when all of a sudden Keese appear, and both hurt and ''push'' you into spikes/pits.



* The Biri in ''Ocarina of Time''. Floating Jellyfish that are immune to the slingshot and hurt you when you kill them with the sword. That leaves five options of killing them without getting hurt: Din's Fire (which many won't have at that point and wastes magic), Deku Sticks (which break and are in limited supply in the dungeon), Deku Nuts (the most efficient method before getting the Boomerang, but easy to laugh off due to being non-lethal; Deku Nuts don't kill them, but stuns them and then enables you to cut them without being shocked), the Boomerang (which you don't get until halfway through the dungeon), and Princess Ruto (yes, you can use her as a projectile and it won't hurt her one bit).

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* The Biri in ''Ocarina of Time''. Floating Jellyfish Time'', floating jellyfish that are immune to the slingshot and hurt you when you kill them with the sword. That leaves five options of killing them without getting hurt: Din's Fire (which many won't have at that point and wastes magic), Deku Sticks (which break and are in limited supply in the dungeon), Deku Nuts (the most efficient method before getting the Boomerang, but easy to laugh off due to being non-lethal; Deku Nuts don't kill them, but stuns stun them and then enables enable you to cut them without being shocked), the Boomerang (which you don't get until halfway through the dungeon), and Princess Ruto (yes, you can use her as a projectile and it won't hurt her one bit).



* The Skullfish in ''VideoGame/TheLegendOfZeldaMajorasMask'' counts since they're virtually everywhere in the Great Bay and can come out of nowhere. Plus, the only way to kill them in the water is with Zora Link's electrical shield or to dive all the way to the floor and punch them.
* The Guay, which are Goddamned ''birds''. They're all over the place in Ikana Castle, spawn infinitely, and dive bomb you with little warning. CameraScrew makes it especially hard to auto-target them. Guay also have a really annoying tendency to strike while you are fighting the otherwise extremely easy Garo Robes, often making you take hits from both enemies.

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* The Skullfish in ''VideoGame/TheLegendOfZeldaMajorasMask'' counts since they're are virtually everywhere in the Great Bay and can come out of nowhere. Plus, the only way to kill them in the water is with Zora Link's electrical shield shield, or to dive all the way to the floor and punch them.
* The Guay, which are Goddamned ''birds''. They're all over the place in Ikana Castle, spawn infinitely, and dive bomb you with little warning. CameraScrew makes it especially hard to auto-target them. Guay also have a really annoying tendency to strike while you are fighting the otherwise extremely easy Garo Robes, Garo, often making you take hits from both enemies.



* The ''VideoGame/TheLegendOfZeldaOracleGames'' manage to avert this trope quite well, on the other hand. Wallmasters and Floormasters are significantly easier to dodge and destroy while other enemies are easy to kill or few in number. Like-likes still suck.

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* The ''VideoGame/TheLegendOfZeldaOracleGames'' manage to avert this trope quite well, on the other hand. Wallmasters and Floormasters are significantly easier to dodge and destroy while other enemies are easy to kill or few in number. Like-likes Like-Likes still suck.



* The Blue Bubbles from ''VideoGame/TheLegendOfZeldaTheWindWaker''. Because getting hit with one keeps you from using items for a while, you have to put out the flames first. The only way to do THIS is with ice arrows, your Deku Leaf, or the hookshot. Easy enough, except in a certain few rooms in the Wind Temple. You have to get from a lower level platform to a higher one to advance. The only way to do this is by hopping from a series of platforms across a non-bottomless chasm. You can't do this without controlling Makar to have him plant trees that you can use your hookshot on. The room is full of them, bobbing along above you. This makes the Deku Leaf worthless, because it only works on a vertical platform, leaving you only ice arrows. However, because of the sheer number of Wizzrobes in the dungeon, you're low on magic and arrows at this point, and the Bubbles are moving, and sometimes even blocked from view. Once you DO manage to get one, it falls into the chasm, which you have to jump down to and kill it BEFORE it becomes unstunned and the flames return and it flies back up so you have to do it '''all over again'''. If that weren't bad enough, they jerk you out of controlling Makar if they hit him, causing him to fall to the bottom of the chasm, where infinitely regenerating grabby-claws mean you have to hop down, cut him free, and carry him to a safe location before you can do anything else.
** Thankfully, while you still have to deal the final blow if you use the Hookshot, a good aim can make the whole business moot, since doing so both draws the Bubble toward you ''and'' instantly puts out its flame.
* Ocean Octoroks in ''Wind Waker'' seem to know when to show up so it can maximize its annoyance factor. In fact, pretty much any sea-born enemy in that 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.'''
* Miniblins in ''Wind Waker.'' Little devils (literally), complete with pitchforks and ears just as pointy as Link's. They attack in swarms, making indescribably annoying sounds and jabbing you with their 'forks.
** In some areas of Forsaken Fortress and other areas, they literally spawn infinitely... ''from {{Hammerspace}}''.

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* The Blue Bubbles from ''VideoGame/TheLegendOfZeldaTheWindWaker''. Because getting hit with one keeps you from using items for a while, you have to put out the flames first. The only way to do THIS is with ice arrows, your Deku Leaf, or the hookshot.Hookshot. Easy enough, except in a certain few rooms in the Wind Temple. You have to get from a lower level platform to a higher one to advance. The only way to do this is by hopping from a series of platforms across a non-bottomless chasm. You can't do this without controlling Makar to have him plant trees that you can use your hookshot on. The room is full of them, bobbing along above you. This makes the Deku Leaf worthless, because it only works on a vertical platform, leaving you only ice arrows. However, because of the sheer number of Wizzrobes in the dungeon, you're low on magic and arrows at this point, and the Bubbles are moving, and sometimes even blocked from view. Once you DO manage to get one, it falls into the chasm, which you have to jump down to and into so you can kill it the Bubble BEFORE it becomes unstunned and the flames return and it flies back up so you have to do it '''all over again'''. If that weren't bad enough, they jerk you out of controlling Makar if they hit him, causing him to fall to the bottom of the chasm, where infinitely regenerating grabby-claws mean you have to hop down, cut him free, and carry him to a safe location before you can do anything else.
**
else. Thankfully, while you still have to deal the final blow if you use the Hookshot, a good aim can make the whole business moot, since doing so both draws the Bubble toward you ''and'' instantly puts out its flame.
* Ocean Octoroks in ''Wind Waker'' seem to know when to show up so it they can maximize its their annoyance factor. In fact, pretty much any sea-born seaborne enemy in that 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 out, '''they never. Stop. Fucking. Coming.'''
* Miniblins in ''Wind Waker.'' Little devils (literally), complete with pitchforks and ears just as pointy as Link's. They attack in swarms, making indescribably annoying sounds and jabbing you with their 'forks.
**
'forks. In some areas of Forsaken Fortress and other areas, they literally spawn infinitely... ''from {{Hammerspace}}''.



* The ghost rats from ''VideoGame/TheLegendOfZeldaTwilightPrincess'' are invisible (and unkillable) unless you're in Wolf mode and using your senses, and while they don't do any damage, they reduce your movement to molasses on a cold day WITHOUT ANY APPARENT REASON. This turns into a nightmare in the BonusDungeon when you're dropping in on a room of difficult enemies and you inexplicably find yourself moving incredibly slowly while getting whacked to death, and then you have the hassle of becoming the more vulnerable wolf to kill the rats, all the while taking damage from the REAL enemies.
** And also typically the rats slowed you over quicksand in the first dungeon you meet them.
** In a less annoying fashion, the same dungeon that housed the ghost-rats also had huge swarms of (thankfully visible) insects that would cover Link and crawl all over his body (with Link looking only mildly creeped out by this). This was really only a case of bats in rooms that also had quicksand, where stopping to swing your sword and knock them off might slow you down enough to sink into the sand if you aren't quick enough. Thankfully, they flee from a lit lantern.
** This game's [=ReDead=] Knights can prevent you from obtaining Chu Jelly, your only source of health in the BonusDungeon... And losing good Chu Jelly because they stunned you isn't the worst part of it; if they paralyze you, you will have to mash buttons or get whacked; however, that doesn't prevent other [=ReDead=] Knights from screaming and putting a whole rinse-repeat on the process...
* The Yeti's house in Twilight Princess is infested almost exclusively with this enemy type.
* Poes in ''Twilight Princess'' are extremely aggravating until [[spoiler:you obtain the Master Sword and gain the ability to shift between human and wolf form at will]]. You can only see (and kill them) in wolf form, but for the first half of the game, you only ever run into them when you are in human form. Your only choices are to run away or get beat to death by a floating lantern. It is extremely cathartic the first time you run into one in wolf form and get to rip its soul out with your teeth!

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* The ghost rats from ''VideoGame/TheLegendOfZeldaTwilightPrincess'' are invisible (and unkillable) unless you're in Wolf mode and using your senses, and while they don't do any damage, they reduce your movement to molasses on a cold day WITHOUT ANY APPARENT REASON. ''without any apparent reason''. Typically they slow you over quicksand in the first dungeon you meet them. This turns into a nightmare in [[BonusDungeon the BonusDungeon Cave of Ordeals]] when you're dropping in on a room of difficult enemies and you inexplicably find yourself moving incredibly slowly while getting whacked to death, and then you have the hassle of becoming the more vulnerable wolf to kill the rats, all the while taking damage from the REAL enemies.
** And also typically the rats slowed you over quicksand in the first dungeon you meet them.
**
* In a less annoying fashion, the same dungeon that housed houses the ghost-rats ghost-rats, the Arbiter's Grounds, also had has huge swarms of (thankfully visible) insects that would will cover Link and crawl all over his body (with body, with Link looking only mildly creeped out by this). this. This was is really only a case of bats in rooms that also had have quicksand, where stopping to swing your sword and knock them off might slow you down enough to sink into the sand if you aren't quick enough. Thankfully, they flee from a lit lantern.
** This * The game's [=ReDead=] Knights can prevent you from obtaining Chu Jelly, your only source of health in the BonusDungeon...BonusDungeon. And losing good Chu Jelly because they stunned you isn't the worst part of it; if they paralyze you, you will have to mash buttons or get whacked; however, that doesn't prevent other [=ReDead=] Knights from screaming and putting a whole rinse-repeat on the process...
* The Yeti's house in Twilight Princess is infested almost exclusively with this enemy type.
* Poes in ''Twilight Princess'' are extremely aggravating until [[spoiler:you obtain the Master Sword and gain the ability to shift between human and wolf form at will]]. You can only see (and kill them) in wolf form, but for the first half of the game, you only ever run into them when you are in human form. Your only choices are to run away or get beat beaten to death by a floating lantern. It is extremely cathartic the first time you run into one in wolf form and get to rip its soul out with your teeth!
teeth.



* Stal-moblins are easily defeated, yet they pop out of the ground without warning, attack fast, and are capable of doing a good deal of damage. This is made worse when Stal-Moblins are equipped with spears, giving them a much longer range; or even worse, a high-damage bow. They tend to spawn in [[RuleOfThree groups of three]], and you can easily get clobbered by one while trying to finish off one of the others... or by the enemy you were trying to fight when the skeleton squad popped up and distracted you.

to:

* Stal-moblins Stalmoblins are easily defeated, yet they pop out of the ground without warning, attack fast, and are capable of doing a good deal of damage. This is made worse when Stal-Moblins Stalmoblins are equipped with spears, giving them a much longer range; or even worse, a high-damage bow. They tend to spawn in [[RuleOfThree groups of three]], and you can easily get clobbered by one while trying to finish off one of the others... or by the enemy you were trying to fight when the skeleton squad popped up and distracted you.

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** ''Breath of the Wild'''s Keese are particularly bad, since not only are there several elemental types--including electrified ones which can zap you for serious damage ''even when they're dead'', so in many cases you'll take one out only to have its corpse tumble into you and stun you--but later in the game the regular ones start appearing in giant swarms, which circle around well out of melee range until they suddenly dive-bomb you. Bombing them as they attack scares the survivors away, but this is a bit tricky, especially if you have some other enemy to deal with. Adding insult to injury, they all have only 1 hit point, but hitting one with a sword or arrow [[BreakableWeapons wears out your weapon]] just as much as any other enemy.



* Stal-moblins are easily defeated, yet they pop out of the ground without warning, attack fast, and are capable of doing a good deal of damage. This is made worse when Stal-Moblins are equipped with spears giving them a much longer range.

to:

* Stal-moblins are easily defeated, yet they pop out of the ground without warning, attack fast, and are capable of doing a good deal of damage. This is made worse when Stal-Moblins are equipped with spears spears, giving them a much longer range.range; or even worse, a high-damage bow. They tend to spawn in [[RuleOfThree groups of three]], and you can easily get clobbered by one while trying to finish off one of the others... or by the enemy you were trying to fight when the skeleton squad popped up and distracted you.
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* The Blue Bubbles from ''VideoGame/TheLegendOfZeldaTheWindWaker''. Because getting hit with one keeps you from using items for a while, you have to put out the flames first. The only way to do THIS is with ice arrows, your deku leaf, or the hookshot. Easy enough, except in a certain few rooms in the Wind Temple. You have to get from a lower level platform to a higher one to advance. The only way to do this is by hopping from a series of platforms across a non-bottomless chasm. You can't do this without controlling Makar to have him plant trees that you can use your hookshot on. The room is full of them, bobbing along above you. This makes the deku leaf worthless, because it only works on a vertical platform, leaving you only ice arrows. However, because of the sheer number of Wizzrobes in the dungeon, you're low on magic and arrows at this point, and the Bubbles are moving, and sometimes even blocked from view. Once you DO manage to get one, it falls into the chasm, which you have to jump down to and kill it BEFORE it becomes unstunned and the flames return and it flies back up so you have to do it '''all over again'''. If that weren't bad enough, they jerk you out of controlling Makar if they hit him, causing him to fall to the bottom of the chasm, where infinitely regenerating grabby-claws mean you have to hop down, cut him free, and carry him to a safe location before you can do anything else.

to:

* The Blue Bubbles from ''VideoGame/TheLegendOfZeldaTheWindWaker''. Because getting hit with one keeps you from using items for a while, you have to put out the flames first. The only way to do THIS is with ice arrows, your deku leaf, Deku Leaf, or the hookshot. Easy enough, except in a certain few rooms in the Wind Temple. You have to get from a lower level platform to a higher one to advance. The only way to do this is by hopping from a series of platforms across a non-bottomless chasm. You can't do this without controlling Makar to have him plant trees that you can use your hookshot on. The room is full of them, bobbing along above you. This makes the deku leaf Deku Leaf worthless, because it only works on a vertical platform, leaving you only ice arrows. However, because of the sheer number of Wizzrobes in the dungeon, you're low on magic and arrows at this point, and the Bubbles are moving, and sometimes even blocked from view. Once you DO manage to get one, it falls into the chasm, which you have to jump down to and kill it BEFORE it becomes unstunned and the flames return and it flies back up so you have to do it '''all over again'''. If that weren't bad enough, they jerk you out of controlling Makar if they hit him, causing him to fall to the bottom of the chasm, where infinitely regenerating grabby-claws mean you have to hop down, cut him free, and carry him to a safe location before you can do anything else.
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Added DiffLines:

*** At least the Floormasters, once they split, can be killed by area of effect attacks, such as the magic spin attack, Din's Fire, or bombs.
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* [[SavageWolves Wolves]]. They usually spawn in packs, they surround you so they can attack from any direction, you can't Z-target them, and they constantly run out of reach of your shorter weapons. Fortunately, once you kill one the rest of the pack will scatter, so you can avoid a lot of headaches if you can pick them off with a boomerang or arrow, but ''damn'' they are annoying. [[BearsAreBadNews And then there's the bears]], which escalate this to outright DemonicSpider levels.

to:

* [[SavageWolves Wolves]]. They usually spawn in packs, they surround you so they can attack from any direction, you can't Z-target them, and they constantly run out of reach of your shorter weapons. Fortunately, once you kill one the rest of the pack will scatter, so you can avoid a lot of headaches if you can pick them off with a boomerang or arrow, but ''damn'' they are annoying. [[BearsAreBadNews And then there's the bears]], which escalate this to outright DemonicSpider levels.levels.
* Yiga Footsoldiers, post-Master Kohga. Early in the game, they're DemonicSpiders, but few and far between. Post-Yiga base, though, they'll appear much more often than before and forgo the disguises. At this point, though, you likely have equipment capable of two-shotting or even one-shotting them, which makes them into nuisances. They also enjoy teleporting to dodge your attacks, and have a habit of popping up at the worst times. Got a plan to sneak up on that Guardian Stalker and take it out without much trouble? Okay, then, have fun getting the Guardian alerted to your presence by that Yiga Footsoldier who just randomly appeared in front of it!
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* Pebblits, the juvenile form of the Talus overworld bosses, are annoying mostly because they can show up from practically nowhere (any old rock you see could actually be a Pebblit), they move quickly, and they're ''immune to your sword''. Aside from a small subset of blunt/crushing melee weapons, the only effective tool against them is Bombs, and since they advance on you so fast, you'll often end up blowing yourself sky-high with your own Bomb explosion. Bonus points for their tendency to appear on high cliffs or mountaintops-- hope you enjoy falling off. You ''can'' simply [[TakeAThirdOption pick them up and throw them]], which counts as a OneHitKill, but they usually spawn in threes, so it's easy to get blindsided by the other two while trying to deal with one unless you're quick.

to:

* Pebblits, the juvenile form of the Talus overworld bosses, are annoying mostly because they can show up from practically nowhere (any old rock you see could actually be a Pebblit), they move quickly, and they're ''immune to your sword''. Aside from a small subset of blunt/crushing melee weapons, the only effective tool against them is Bombs, and since they advance on you so fast, you'll often end up blowing yourself sky-high with your own Bomb explosion. Bonus points for their tendency to appear on high cliffs or mountaintops-- hope you enjoy falling off. You ''can'' simply [[TakeAThirdOption pick them up and throw them]], which counts as a OneHitKill, but they usually spawn in threes, so it's easy to get blindsided by the other two while trying to deal with one unless you're quick.quick.
* [[SavageWolves Wolves]]. They usually spawn in packs, they surround you so they can attack from any direction, you can't Z-target them, and they constantly run out of reach of your shorter weapons. Fortunately, once you kill one the rest of the pack will scatter, so you can avoid a lot of headaches if you can pick them off with a boomerang or arrow, but ''damn'' they are annoying. [[BearsAreBadNews And then there's the bears]], which escalate this to outright DemonicSpider levels.
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* Pebblits, the juvenile form of the Talus overworld bosses, are annoying mostly because they can show up from practically nowhere (any old rock you see could actually be a Pebblit), they move quickly, and they're ''immune to your sword''. Aside from a small subset of blunt/crushing melee weapons, the only effective tool against them is Bombs, and since they advance on you so fast, you'll often end up blowing yourself sky-high with your own Bomb explosion. Bonus points for their tendency to appear on high cliffs or mountaintops-- hope you enjoy falling off.

to:

* Pebblits, the juvenile form of the Talus overworld bosses, are annoying mostly because they can show up from practically nowhere (any old rock you see could actually be a Pebblit), they move quickly, and they're ''immune to your sword''. Aside from a small subset of blunt/crushing melee weapons, the only effective tool against them is Bombs, and since they advance on you so fast, you'll often end up blowing yourself sky-high with your own Bomb explosion. Bonus points for their tendency to appear on high cliffs or mountaintops-- hope you enjoy falling off. You ''can'' simply [[TakeAThirdOption pick them up and throw them]], which counts as a OneHitKill, but they usually spawn in threes, so it's easy to get blindsided by the other two while trying to deal with one unless you're quick.
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* Pebblits-- the juvenile form of the Talus overworld bosses-- are annoying mostly because they can show up from practically nowhere (any old rock you see could actually be a Pebblit), they move quickly, and they're ''immune to your sword''. Aside from a small subset of blunt/crushing melee weapons, the only effective tool against them is Bombs, and since they advance on you so fast, you'll often end up blowing yourself sky-high with your own Bomb explosion. Bonus points for their tendency to appear on high cliffs or mountaintops-- hope you enjoy falling off.

to:

* Pebblits-- Pebblits, the juvenile form of the Talus overworld bosses-- bosses, are annoying mostly because they can show up from practically nowhere (any old rock you see could actually be a Pebblit), they move quickly, and they're ''immune to your sword''. Aside from a small subset of blunt/crushing melee weapons, the only effective tool against them is Bombs, and since they advance on you so fast, you'll often end up blowing yourself sky-high with your own Bomb explosion. Bonus points for their tendency to appear on high cliffs or mountaintops-- hope you enjoy falling off.
Is there an issue? Send a MessageReason:
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* Pebblits-- the juvenile form of the Talus overworld bosses-- are annoying mostly because they can show up from practically nowhere (any old rock you see could actually be a Pebblit), they move quickly, and they're ''immune to your sword''. Aside from a small subset of blunt/crushing melee weapons, the only effective tool against them is Bombs, and since they advance on you so quick, you'll often end up blowing yourself sky-high with your own Bomb explosion. Bonus points for their tendency to appear on high cliffs or mountaintops-- hope you enjoy falling off.

to:

* Pebblits-- the juvenile form of the Talus overworld bosses-- are annoying mostly because they can show up from practically nowhere (any old rock you see could actually be a Pebblit), they move quickly, and they're ''immune to your sword''. Aside from a small subset of blunt/crushing melee weapons, the only effective tool against them is Bombs, and since they advance on you so quick, fast, you'll often end up blowing yourself sky-high with your own Bomb explosion. Bonus points for their tendency to appear on high cliffs or mountaintops-- hope you enjoy falling off.
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* Pebblits-- the juvenile form of the OurGolemsAreDifferent Talus overworld bosses-- are annoying mostly because they can show up from practically nowhere (any old rock you see could actually be a Pebblit), they move quickly, and they're ''immune to your sword''. Aside from a small subset of blunt/crushing melee weapons, the only effective tool against them is Bombs, and since they advance on you so quick, you'll often end up blowing yourself sky-high with your own Bomb explosion. Bonus points for their tendency to appear on high cliffs or mountaintops-- hope you enjoy falling off.

to:

* Pebblits-- the juvenile form of the OurGolemsAreDifferent Talus overworld bosses-- are annoying mostly because they can show up from practically nowhere (any old rock you see could actually be a Pebblit), they move quickly, and they're ''immune to your sword''. Aside from a small subset of blunt/crushing melee weapons, the only effective tool against them is Bombs, and since they advance on you so quick, you'll often end up blowing yourself sky-high with your own Bomb explosion. Bonus points for their tendency to appear on high cliffs or mountaintops-- hope you enjoy falling off.
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None


* Stal-moblins are easily defeated, yet they pop out of the ground without warning, attack fast, and are capable of doing a good deal of damage. This is made worse when Stal-Moblins are equipped with spears giving them a much longer range.

to:

* Stal-moblins are easily defeated, yet they pop out of the ground without warning, attack fast, and are capable of doing a good deal of damage. This is made worse when Stal-Moblins are equipped with spears giving them a much longer range.range.
* Pebblits-- the juvenile form of the OurGolemsAreDifferent Talus overworld bosses-- are annoying mostly because they can show up from practically nowhere (any old rock you see could actually be a Pebblit), they move quickly, and they're ''immune to your sword''. Aside from a small subset of blunt/crushing melee weapons, the only effective tool against them is Bombs, and since they advance on you so quick, you'll often end up blowing yourself sky-high with your own Bomb explosion. Bonus points for their tendency to appear on high cliffs or mountaintops-- hope you enjoy falling off.

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