| Dungeon bosses | 8, one per main dungeon, each guarding an Instrument of the Sirens |
|---|---|
| Optional boss | Hardhit Beetle (Color Dungeon) |
| Final boss | Shadow Nightmare, six forms, last form Dethl (Wind Fish’s Egg) |
| Reward per dungeon boss | Heart Container (+1 maximum heart) and an Instrument |
| Key to every fight | Use the item found in that dungeon; carry a fairy or Secret Medicine for the last fights |
Every dungeon in Link’s Awakening ends with a Nightmare boss that is beaten with the item or tool you just found in that dungeon. Moldorm (Tail Cave), Genie (Bottle Grotto), Slime Eye (Key Cavern), Angler Fish (Angler’s Tunnel), Slime Eel (Catfish’s Maw), Facade (Face Shrine), Evil Eagle (Eagle’s Tower) and Hot Head (Turtle Rock) each drop a Heart Container and lead to one of the eight Instruments of the Sirens. The optional Color Dungeon has its own boss, the Hardhit Beetle, and the Wind Fish’s Egg ends with the Shadow Nightmare, which changes through six forms. Below you get a quick reference, then the tactic for each fight, then the mini-bosses.




Table of Contents
Boss quick reference
| # | Boss | Dungeon | What you need | Reward | |
|---|---|---|---|---|---|
| 1 | Moldorm | Tail Cave (Level 1) | Sword, Shield, Roc’s Feather | Heart Container, Full Moon Cello | |
| 2 | Genie | Bottle Grotto (Level 2) | Sword, Power Bracelet, Roc’s Feather | Heart Container, Conch Horn | |
| 3 | Slime Eye | Key Cavern (Level 3) | Pegasus Boots, Sword, Roc’s Feather | Heart Container, Sea Lily’s Bell | |
| 4 | Angler Fish | Angler’s Tunnel (Level 4) | Flippers, Sword | Heart Container, Surf Harp | |
| 5 | Slime Eel | Catfish’s Maw (Level 5) | Hookshot, Sword | Heart Container, Wind Marimba | |
| 6 | Facade | Face Shrine (Level 6) | Bombs | Heart Container, Coral Triangle | |
| 7 | Evil Eagle | Eagle’s Tower (Level 7) | Sword, Mirror Shield, Roc’s Feather | Heart Container, Organ of Evening Calm | |
| 8 | Hot Head | Turtle Rock (Level 8) | Magic Rod | Heart Container, Thunder Drum | |
| Optional | Hardhit Beetle | Color Dungeon | Sword; Bow or Magic Rod help | Red Mail or Blue Mail from the Fairy Queen | |
| Final | Shadow Nightmare (Dethl) | Wind Fish’s Egg | Magic Powder, Sword, Roc’s Feather, Boomerang or Bow | The ending |
The eight dungeon bosses
Moldorm (Tail Cave (Level 1))
Moldorm is a giant worm that thrashes around a small platform with no railings. Its tail ends in a glowing tip, and that tip is the only target. Every hit makes it faster and angrier, and four hits finish it. The danger is being knocked off the edge.





When it charges, raise the Shield, step to the side and strike the tail as it passes. Take the Heart Container, then walk up the steps for the Full Moon Cello.
Genie (Bottle Grotto (Level 2))
Phase one: the Genie floats over his bottle and throws fireballs. Run along the walls and jump the shots with Roc’s Feather. When he retreats, the bottle bounces around; slash it with the Sword to stun it, lift it with the Power Bracelet and throw it at a wall. Repeat until the bottle breaks.





Phase two: with the bottle gone, he vanishes, reappears and circles before flinging a large fireball. Dodge it, then slash him while he is open. A few hits finish him. Take the Heart Container, then the Conch Horn.
Slime Eye (Key Cavern (Level 3))
Slime Eye hides in the ceiling. Dash into the wall with the Pegasus Boots to shake it down, then keep dashing into the eye while swinging the Sword. When it stretches into two halves, run between them with the boots to cut them apart for good.





Each half then bounces around: slash the eye and use Roc’s Feather to avoid the stun when one lands. A Heart Container appears afterwards, and the Sea Lily’s Bell is on the pedestal in the next room.
Angler Fish (Angler’s Tunnel (Level 4))
You fight in a flooded arena, so the Flippers are required. Stay above the Angler Fish and let it charge; when it crashes into a wall, rocks drop from the ceiling, so swim clear. Slash the glowing lure on its head as it turns around. It takes about ten Sword hits.





After several hits it summons small fish. Clear them, then return to the lure. Take the Heart Container, climb the ladder and collect the Surf Harp through the north door.
Slime Eel (Catfish’s Maw (Level 5))
The arena is a ring of floor around a central pit. A spiked tail sweeps the ring, so keep moving around it. Eel heads poke out of holes in the walls and some are decoys, so if a head you grab turns out fake, leave it and wait for the next one.





Hookshot a real head to pull the body out, then slash the glowing pink segment before it retreats. Repeat until it falls. Take the Heart Container; the Wind Marimba is through the north door.
Facade (Face Shrine (Level 6))
Facade is the floor itself: a face that appears in the tiles, throws floor tiles and drops pots from above. Walk along the walls to dodge them and stay off the face, which hurts.






Drop Bombs on its face whenever it appears. Holes open in the floor as it weakens, so watch your footing. A fairy from the torch room before the fight refills your hearts. Take the Heart Container, then the Coral Triangle.
Evil Eagle (Eagle’s Tower (Level 7))
The fight is on top of the tower with wind and open sky. Stay in the middle of the platform. The eagle swoops at your height or above, so slash it as it passes, or jump with Roc’s Feather to hit it when it is above you. It also throws feathers, which the Mirror Shield blocks.





When it hovers near the edge and blows wind, hold up the Mirror Shield and walk toward it so you are not pushed off; if you fall, climb the ladder back up. Take the Heart Container and the Organ of Evening Calm from the room inside.
Hot Head (Turtle Rock (Level 8))
Hot Head fights in a lava room with a safe strip along the bottom edge. It leaps out as a flaming face and splashes fire diagonally when it lands, so stay out of the diagonals. Shoot it with the Magic Rod as it jumps; keep firing at it each time it is exposed.





After enough hits it cracks open to reveal a smaller head, and a few more rod shots finish it. Take the Heart Container from the ledge, then the Thunder Drum in the shrine beyond.
Optional boss: Hardhit Beetle
Hardhit Beetle (Color Dungeon)
The Hardhit Beetle is a giant armored beetle whose shell changes color as it takes damage until it turns red. Block its shots with your shield and jump in to slash it. It recovers if you pause, so keep hitting without long breaks. It may summon Stalfos; ignore them and keep striking. The Bow or Magic Rod also work. Afterwards the Fairy Queen offers Powerful Red Mail (double damage dealt) or Sturdy Blue Mail (half damage taken). There is no Heart Container or Instrument here; the full route is in the Color Dungeon guide.




Final boss: Shadow Nightmare and Dethl
The Shadow Nightmare in the Wind Fish’s Egg changes shape six times and you fight all six in a row. Arrive with a bottled fairy or Secret Medicine. The chapter route is in the Wind Fish’s Egg walkthrough.






Form 1: Giant Blob
A bouncing blob that only Magic Powder hurts. Wait for it to land, throw powder over it, and keep away between hops. Three sprinkles change its shape.
Form 2: Agahnim’s Shadow
It teleports around the room and throws red energy balls. Swing the Sword as a ball reaches you to knock it back; about four returned balls end this form. Its other attack, a spread of small orbs, cannot be reflected, so step out of their lines.
Form 3: Moldorm’s Shadow
The first boss again, only faster. Slash the tail, jump its lunges with Roc’s Feather to get behind it, and strike early with a spin attack while it is still slow.
Form 4: Ganon’s Shadow
He raises a flame that turns into Fire Keese and throws a spinning trident. Dodge or jump the bats, and hit him with a spin attack or a Pegasus Boots dash right after the trident is thrown.
Form 5: Lanmola’s Shadow
A quick worm that chases you and sometimes vanishes. Jump its rush with Roc’s Feather, burn it with Magic Rod blasts whenever you get a clear shot.
Form 6: Dethl
A giant eye on a chain of dark segments with a glowing red hand at each end. Jump the sweeping hands with Roc’s Feather and throw the Boomerang or fire an arrow at the eye whenever it opens. After it falls, a staircase leads to the Wind Fish.
Mini-bosses
Mini-bosses guard a dungeon’s item or a key and usually leave a fairy and a blue warp portal back to the entrance. They are listed in the order you meet them.
| # | Mini-boss | Where | How to beat it |
|---|---|---|---|
| 1 | Rolling Bones | Tail Cave | Jump the spiked beam it swings, then hit it with the Sword. |
| 2 | Hinox | Bottle Grotto | Stay in the middle, slash it after a missed charge and back off before it swings. |
| 3 | Dodongo Snakes | Key Cavern | Drop a bomb in front of each snake’s mouth; each swallows three bombs and bursts. |
| 4 | Lanmola | Yarna Desert (for the Angler Key) | Hit its head when it rises from the sand and do not slip into the center. |
| 5 | Cue Ball | Angler’s Tunnel | Jump over its charge or hit it from the side or back; the front is safe for it. |
| 6 | Master Stalfos | Catfish’s Maw | Meet him four times; hit from the side, then bomb him. On the fourth he drops the Hookshot. |
| 7 | Gohma | Catfish’s Maw | Hookshot the eye when it opens, then slash the body. |
| 8 | Armos Knight | Southern Face Shrine ruins | Jump his landing, break his armor with a charged spin attack, finish with arrows or the Sword. Drops the Face Key. |
| 9 | Smasher | Face Shrine and Turtle Rock | Lift the ball with the Power Bracelet L-2 and throw it back at him. |
| 10 | Red Hinox | Eagle’s Tower | Stay across the pit, hit it with the Boomerang; it drops a Small Key. |
| 11 | Grim Creeper | Eagle’s Tower | Hit all six Big Keese he sends in one round and he flees. |
| 12 | Blaino | Turtle Rock | Keep your distance, dodge his punches with Roc’s Feather and strike his back. The chest afterwards holds the Magic Rod. |
| 13 | Giant Buzz Blob | Color Dungeon | Shrink it with Magic Powder, then slash it. |
| 14 | Stone Hinox | Color Dungeon | Slash it with the Sword and dodge the rocks it throws. |
General tips
Fill your Secret Medicine bottle and keep a bottled fairy for the final bosses. Bring plenty of bombs for Facade and Master Stalfos. Hearts are not refilled mid-fight, so retreat through the dungeon to heal if you are low before opening a Nightmare door.









