Angler's Tunnel

"...WATERFALL... It is hidden in the waterfall..."

- Link's Awakening

The Angler's Tunnel is the fourth dungeon in Link's Awakening and the location of the Surf Harp. The entrance to this tunnel, which is shaped like a fish's head, is behind a raging waterfall at the base of the Tal Tal Mountain Range. The mini-boss of the dungeon is Cue Ball, whose backside is vulnerable to the sword. The main item of this dungeon is the Flippers, which allow Link to swim and dive. This is necessary for fighting the boss, the Angler Fish, who is the only boss in Link's Awakening that challenges Link to a side-view battle underwater. This is also the first boss in the series fought underwater.

Entrance to the Tunnel
Much like Tail Cave and Key Cavern, Angler's Tunnel requires a key. The Angler Key is in the Yarna Desert, east of Animal Village. But a sleeping walrus blocks Link's path, and thus he must return to Mabe Village and ask for Marin's assistance. After being taken to the walrus, she sings the Ballad of the Wind Fish, waking the walrus and allowing Link to pass. Marin then goes to sing for the animals in Animal Village.

The key is guarded by a Lanmola, who will drop the key once defeated. With the key in hand, Link travels to Tal Tal Heights, where the Angler Keyhole is embedded in the rock before a waterfall. Upon inserting the key into its keyhole, the waterfall stops and reveals a riverside tunnel in the shape of a large fish. However, to actually get into the dungeon, Link must climb the Tal Tal Mountain Range and drop down from a cliff.

Themes and Navigation
The interior of this dungeon is mostly gray flooring with blue-green walls. This dungeon also has a few blue-green tiles and is flooded in a few areas. To get past these flooded areas, the Flippers are required, which are fortunately the item contained in the dungeon. However, to reach it Link must fight the mini-boss, Cue Ball. Link fights this monster in a room with some shallow water and a large column, forcing both Link and Cue Ball to move on the edges of the room. Cue Ball is large, and takes up all of the space between the column and wall, forcing Link to run from him. Only Cue Ball's backside is vulnerable to Link's sword. Defeating this monster allows Link to reach the room where the Flippers are hidden.

There is a tile puzzle in the next room, which can be solved by stepping on the flashing tiles in order. This order must also be used for another identical set of tiles elsewhere in the dungeon, despite that set not flashing. This opens the way to the Nightmare key, which unlocks the room where the boss, the Angler Fish, is fought. The battle takes place underwater, and the giant fish attacks by charging at Link and the wall. Hitting the wall makes rocks fall from the ceiling. Smaller fish also swim through, who can be killed with one swing but do not charge Link directly.

When looked on a map, the dungeon is in the shape of either a small fish or a fishing hook. This dungeon is probably a reference to the boss's name, Angler Fish, or a possible reference to the dungeon's shape - an angler is another word for a fisherman. Water is a very important aspect of the dungeon, as it was originally behind a waterfall and many areas can only be accessed by swimming.

Enemies and Traps

 * Cheep-Cheep
 * Iron Mask
 * Peahat
 * Spark
 * Spiked Beetle
 * Stalfos
 * Star
 * Water Tektite
 * Whisp
 * Zol

Trivia

 * The Angler Fish is the first fish-like creature that has been the final boss of a dungeon.