LINK'S AWAKENING (1993): BOTTLE GROTTO
Hoo boy. So, first off: the moblin camp bit is very cool. Between this and the King Zora in LttP, there's an effort here to characterize monsters as people with their own societies that I don't think this franchise ever truly returns to. Walking around with Bow Wow eviscerating everything is, of course, a highlight, and it also feels like a descendant of Kaeru no Tame ni Kane wa Naru's lategame "party" system. But then there's the dungeon, and folks, this one is pretty bad. It's confusingly laid out, requires several obscure leaps to solve puzzles, and has a few pretty mean rooms that inevitably drain your health. The boss is also the worst of both worlds of Zelda boss design, a long, tedious first half where you mostly just wait for him to let you hit him, followed by a frenetic and dangerous second half where you can die from full health very quickly if you aren't careful. It's unfortunate, because the concept of the boss might be my favorite so far. I wonder if there was some weird lost in translation thing with "bottle" and "jar" in both the name of the dungeon (the outline is far closer to a jar) and the boss referring to the jar he lives in as his "bottle"?