Boss

Bosses are a pivotal aspect appearing in every installment of The Legend of Zelda franchise. A boss is a creature or character that usually serves as the final obstacle to beat in a dungeon, having an attack array and pattern unique to it and generally being more powerful than the normal enemies.

Properties and Conditions
A boss lurking a main, regular dungeon has two purposes: One, it keeps a Heart Container that is left upon its defeat, which helps Link to gradually increase his initially short life meter. The second purpose is storyline-based; the boss is somehow linked to either something the young hero must collect or someone he must rescue (or both) in order to succeed on his quest.

Bosses are known for the following characteristics: For one, they have a weak point that can only be exposed through a period of Critical Point, which reveals after Link finds a way to expose the weakness or renders his opponent stunned; this is generally related to the item he has found in the current dungeon, though the way said item has to be used isn't always obvious. Also, in some games bosses either have a particular theme in common, or some (or even all) of them have a unique one each. In most games, their whereabouts are obstructed by a special door that can only be opened with a Boss Key (or a variant of it).

2D Era
Bosses haven't always carried over the same traits and characteristics. In the two Nintendo Entertainment System games, The Legend of Zelda and The Adventure of Link, bosses lack a critical point, meaning that they were designed so that Link had to damage them with the sword or another item continually, before they exterminated him. In particular, the bosses of the first The Legend of Zelda all lack a boss theme, including Ganon himself; however, their groans do give the young hero advice of their proximity. They also have the tendency of appearing multiple times since their first defeat. The further Link progresses, they reappear as bigger or stronger variations, and therefore act as minibosses.

In the case of The Adventure of Link, bosses start having a particular battle theme (with the Final Boss, Dark Link, having a different one reserved for him); but they still share odd characteristics that weren't revisited in later games so far: For one, each one guards an automatic experience level upgrade instead of a Heart Container, and they guard lecterns where Crystals (already on Link's hands) must be placed (instead of, expectantly, the Crystals themselves). Only Iron Knuckle serves as a later miniboss after playing the boss role.

In A Link to the Past, bosses start reuniting the aspects and properties that are present in current titles, namely guarding the Heart Containers and Quest Items like in the first game, and having a particular theme as in the second; an added aspect is the need of a Boss Key to find them. In Ganon's Tower, the first three bosses return as the game's only minibosses. Link's Awakening goes one step further by formally defining the concept of Mini-boss as opponents or creatures that, among various other characteristics, are stronger than regular enemies but weaker than the bosses, and appear partway through a dungeon instead of being at the climax of the dungeon. It also required have having to dungeon item being required to fight the boss or mini-boss, but not necessarily the boss.

3D Era
With the release of Ocarina of Time, bosses put into practice the concept of Critical Point, which forces Link to think about a strategy to weaken them and them use his sword to strike their weaknesses. This process also debuts the need of using dungeon items in the battle; said items, in the majority of the cases, are now guarded by the minibosses, most of which may also be fought up to twice in the same dungeon. Ocarina of Time is also the first game where at least two of the regular bosses share a theme that differs from the usual boss music.

Majora's Mask retains most of the established boss elements, but also sports some that haven't been seen in any other game to date. The bosses themselves often require Link to shapeshift into one of the alternate mask forms, as the dungeon items are now insufficient. In addition, the dungeons have two different roles for the minibosses: Besides guarding the main item, they also guard the Boss Key. This is also the first game in which some minibosses are optional (found in secret zones), as well as the first game where bosses can be replayed anytime.

From the Oracle games to The Minish Cap, bosses and minibosses retain the aspects shown by their Ocarina of Time counterparts. In the case of The Wind Waker, however, some new features are still introduced: Every boss has now its own battle theme, and they can be refought as in Majora's Mask; also, minibosses start becoming susceptible to be degraded to regular enemies, mostly because Link's weaponry increases over time and newer items are capable of obliterating them in fewer hits, sometimes in only one.

Games into present
Although some of the previous games premiered bosses having two or more battle phases, particularly the final bosses, Twilight Princess exploits the concept to a new level. With the exception of Fyrus (which only has one phase), all bosses are first attacked with the dungeon items only, as they initially lack Critical Points. When the second phase begins, they attack more aggresively and time comes for Link to temporarily stun them to finally use his sword. Minibosses, as in the case of bosses, start showing unique battle themes as well, though a few of them still adhere to a main miniboss music.

In both Phantom Hourglass and Spirit Tracks, bosses are fough in totally new ways thanks to the properties of the Nintendo DS's control interface. Fighting them are among the rare instances in which the screens' perspective may mimic that of the console 3D games, and sometimes the screens themselves provide the only clues indicating how exactly damage them (an example being Crayk). Interestingly, Phantom Houglass lacks dungeon minibosses (most of them are fought in the overworld, only a group of Phantoms serve the role at the end of the Temple of the Ocean King), and bosses once again have all only one battle theme. Spirit Tracks reverts these changes.

Classification
There are five frequent types of bosses, as mentioned below.

Main and Mini bosses
As mentioned before, bosses and minibosses are commonplace parts of the dungeons, with the former guarding important Quest Items, and the latter guarding dungeon items. See Mini-boss for information on the minibosses' most common characteristics.

Final Boss
Final bosses are the ultimate goal to beat the games, and the reason why Hyrule and other lands are overrun by evil. They're expectantly more challenging than regular bosses, and almost always are fought in multiple phases that involve long cutscenes in-between. It's not uncommon to use several items from the inventory during these battles, in conjunction to the ones found in the current dungeons.

Second-in-command bosses
Though regular bosses gameplay-wise, they are more prominent storyline-wise, due to them being the most closely related to the Final Boss, and therefore requiring a more complex strategy to be beaten than the other bosses. In some games, like A Link to the Past, the Oracle games when linked and Twilight Princess, these opponents take the role of main antagonists temporarily, until a plot twist reveals the actual final boss, namely Ganon.

Two bosses of this type, interestingly, have lacked any Quest Items to guard, including Heart Containers. They are Agahnim from A Link to the Past, and Byrne from Spirit Tracks.

Overworld Bosses
Most bosses are fought in dungeons, however some are fought in the overworld. Bosses that don't fit in any of the other categories belong in this category. Examples include Turtle Head in Link's Awakening and Twilit Bloat in Twilight Princess.