Zelda II: The Adventure of Link Help 1. Intro 2. Overview 3. Prelude 4. Cartridge Info 5. Re-Release Info 6. Thank You Section 7. Controls 8. General Tips 9. Special Tips 10. Spell Info 11. General Items 12. Heart & Magic Container Locations 13. Special Items 14. Walkthrough 15. Enemy Info 16. Levels and Exp. 17. Game Genie Codes 18. Letter to the Editor 19. Conclusion 1. Intro: I got the rom to Zelda II: The Adventures of Link a few weeks ago. I finally decided to play one of the best classic NES games when I got to thinking... Well, since I am playing the game anyway, I might as well do good service to all the old time Zelda fans and write a FAQ for the game. The game was made 10 years ago so I doubt there was a FAQ online somewhere. I started to write the FAQ but then I decided to go to the Zelda Headquarters to see if there actually was a FAQ already. Sure enough, there was three of them already! Discouraged as I was, I quit the FAQ and ventured into Hyrule once more. I decided to use the FAQs already written as an aide to the game I defeated oh so long ago. Much to my surprise, many of the FAQs where "incomplete." Sure, much of the information was there, but it was in a coherent and concise form. There still wasn't a walkthrough and most of the other information was scattered. I e-mailed Niels 't Hooft, the wonderful maintainer of the Zelda Headquarters homepage and he proposed that I use all the information from the other FAQs and put them in one "ultimate" Zelda II FAQ. He would then put them into a nice HTML format and post it on his page. So here it is, the Ultimate Zelda II: Adventures of Link FAQ. 2. Overview: Zelda II: The Adventures of Link is very unique and probably the most innovative Zelda game. As opposed to the overhead view in other Zelda games such as Link's Awakening, Nintendo opted to go for a 2-D side scrolling game. This was at a point when video game manufacturers opted to go for a more RPG style of play such as Castlevania II: Simon's Quest and of course, The Adventures of Link! These games are very unique from their prequels and sequels, but probably stand out more in my mind than the others. Zelda II is arguably one of the best NES games, or Zelda games, ever produced! It will be interesting to see what type of angle Nintendo uses for the upcoming Zelda 64 and whether or not they will include some RPG aspects. I hope so! 3. Prelude: After Ganon was destroyed, Impa told link a sleeping spell was cast on princess Zelda. She will wake only with the power of No.3 Triforce sealed in a palace in Hyrule. To break the seal, crystals must be placed in statues in 6 well guarded palaces. Link set out on his most adventuresome quest yet... 4. Cartridge Info: Title: ZELDA 2 - THE ADVENTURE OF LINK Size: Less than 2 Mbits Maker: Nintendo Release date: 1988 (+ a re-release in 1992) Game Type: RPG Players: 1 Continue: Yes Password: No Other: Battery backup 5. 1992 Re-Release: Nintendo started cleaning up their stock of NES games in 1992. The result of this was, that some of their old games were re-released under the "Classics Series." Two of them was The Legend of Zelda and Zelda 2 - The Adventure of Link. The cartridges for the two games aren't "GOLD" as when the game first was released. They are now grey like all the others with a slightly different box to mask the grey carts. Nintendo didn't want to spend money on paint for the cartridges... they just wanted some money... fast! 6. Thank You Section: I have tried to give credit where credit is due, so if I missed one of the forefathers of this FAQ or you feel that your name should be added e-mail me or Niels 't Hooft. Tim Connolly. He did an outstanding job creating a FAQ that listed enemy breakdowns, locations of heart and magic containers, Palace maps, some boss strategies, game genie codes, and most other information found here. Without him, this would not be as nearly as complete! tsr. He wrote some general and interesting little tips regarding fast experience, fast quit method, and the odd warps. He also included some basic Q&A. Martin Nielsen. Provided cartridge info, info on the re-release, some more game genie codes, some maps, and a brief walkthrough. Eric Kilian. Wrote a letter to Nintendo discussing falling eternal pits forever and how it affected his youth. It's kind of funny actually! Sean Laibinis. Contributed with the trick on how to walk fast through levels. Eddie Morrow. Provided the "Infinite Magic" Game Genie Code. Tommy Oliver and John McGarey. Both provided some extended information on the spell spell. Chadd Nervig. Gave the Ironknuckle gaining experience trick. Also, he was unfortunate enough to damage his saved game, so he caused us to put the disclaimer up at the Letter to the Editor Section. John Ricciardi at EGM. He was kind enough to correct the cartridge and re-release info. He's got every Zelda game ever released in the U.S. and Japan, including the Disk System Zelda I and Zelda II!! Talk about taking your work home... Niels 't Hooft. He does an really terrific job maintaining the wonderful Zelda Headquarters homepage. Without him, this FAQ would not exist or be in this nice HTML format. Chris Nellis. Okay, this is me. I don't like to toot my own horn or anything. Just notice I listed my name last! I pretty much just put the information together and added what I felt was a much needed complete walkthrough. If you have any questions, thoughts, comments, or if your just really bored- feel free to e-mail me. 8. Basic Controls: Control pad: Move link through towns, dungeon, and the over world. Basically just general no brain stuff, I won't insult your intelligence. Up: Enters a building of other location. Makes you go up on the elevators. When up is coupled with the jump button you will perform the up-thrust technique that you learn later in the game. Down: Allows you to crouch and attack low. When the down button is coupled with a jump, you will perform a down thrust- a technique that you learn later in the game. A button: Jumps. B button: Attacks, allows you to talk to people in towns. Select: Uses the selected spell. Start: Pauses the game. Brings up the status screen. Here you can do a few things. Pick a spell and view how many MP (magic points) it will cost to cast the spell. View how many lives you have, number of keys in possession, and how many crystals you have to return. You can also view what items you have in your inventory. 9. General tips: Exp. Up: Be sure to build levels. Don't just run from enemies unless you are strapped for life. Experience is the key! If you're not lazy, you shouldn't have any trouble advancing in the game due to lack of experience. Listen To The Villagers, For They Know ALL: Well, actually, they don't. Some of them just stop to say "Hello!" which is kind of annoying. But still, some of them have some useful and relevant information. Save Link Dolls: If you find a 1-up doll, save it for later in the game. They come in extreme handy for the last palace when you are more than likely gonna need more than three guys, for the first try at least. Building Up Levels: Early game, fight the weak enemies of the swamp in West Hyrule. Mid-game, go for the strong enemies in the desert south of Mido. Late game, do the weak enemies in the forests of southeast Hyrule. The first will rack up about 50 points a screen, the second yields 66 points a screen (with high potential for P-bags), and the third one gives you around 310 points a screen. Conserve Magic: Don't just go around casting shield in every room. Save your shield spell until you need it. Low On Life: So you are about to battle an enemy and you only have enough magic to cast Shield or Life. What do you do? First, don't panic! Second, cast both if you can. Third, think! If you are really low on life, (like one block or less) cast life. This will give you about 4 hits as opposed to 2 with shield. However, if have about 2 blocks or more, cast shield hands down. This will double the amount of life you have. So, as opposed to having two and a half life blocks, you basically have 5! Beware of Leaching Enemies: Most enemies just take away your health, while some enemies take away your magic (Skull Balls) or your exp. Points (Horse enemies- which really sucks considering they don't give you any exp.!). Enemy Recoil: Remember that whenever you make contact with an enemy, you're going to recoil a bit. Keep this in mind, especially when fighting Skull Balls. Also, remember that if you hit an enemy, you'll stun it slightly, and you won't take damage from it while it's stunned. Close Quarter Combat: Don't always rely on your ability to throw your sword when you have full life. Especially late in the game, enemies won't be hurt by the thrown sword. Learn how to fight in close quarters. "Milk" the Red Potions: If you come across a Red Jar, make sure you milk out the rest of your magic bar with as many Life Spells to heal yourself, then take the Jar to get the most out of it. If you don't have enough magic to cast Life, but you're still not all that healthy, then highlight the Life Spell, take the Jar, and press SELECT like mad. You'll not only refill your life, but your magic will fill up almost to full! Feel free to cast Fairy, Jump, Shield (which I almost always use when I find a blue potion because it usually takes one blue potion,) or anything you might think will come in handy. How to Avoid random enemies: It is fairly easy to avoid random in the first parts of the game. Just stay on the yellow paths. If you stray, walk onto the yellow path and if you do get attacked by an enemy, you will not fight anything and you will be able to just walk out of the screen. Upon level up: Level ups are generated when you kill enough enemies to increase a particular stat. The stats are Magic, Life, and Sword and go up to level 8. Upon level up you will be able to either select the current upgrade or cancel it if you want to go for the next upgrade. I would just take the level up because if you die and your game is over, you will lose all of your exp. Points. Get Palace Items: Be sure to pick up the special items located in the palaces. If you defeat the boss and leave you will never be able to re-enter and thus not be able to complete the game! Avoid set screens: This is when you walk into a specific area, and you are brought to the battle screen even though you didn't hit an enemy. You can avoid these set screens if you wait for the enemies to come and then walk into them on that particular block. You will fight the enemies you ran into as opposed to the set screen you were originally supposed to go through. Can be fairly helpful towards the very end of the game. Gain easy experiance while filling your life and magic: The Red Ironknuckles at the beginning of most castles can be used to boost experience. If a Red Ironknuckle pops out of the opening statue, trash him!!! And if a red potion comes out, use it and fill your life. Then simply leave and return and fight the Ironknuckle or grab the potion. Can be useful in gaining levels or maxing out your Life or Magic meters. 10. Special tips: Quick Quit: You can quit your game by pausing (pressing start) and pressing Up+A on control 2. Fast Experience: You need at least one character in your cart who has beaten the game. Have the old character beat a castle, then quit the game (pause and press Up+A on control 2). Save the game, then immediately begin playing with your new player. When the game starts, his experience will ZOOM up. Odd warp: In any palace, find a room with falling blocks that would normally build a wall filling up the entire screen. What you need to do is get to the very top of this brick wall. When you do, use FAIRY, then press Up. You will be transported to the first palace. Fairy Keys: You can cast the fairy spell to by pass doors you don't have keys for! Just sneak through the keyhole with the fairy! Before you go becoming a fairy :) just remember that fairy's can't pick up special items! Fast Walking: If you hold up and down at the same time, you go right real fast. This can be useful at places like when you walk along the fence and those lizardmen throw rocks. This will not work on emulators, so for those who don't have the original game. 11. Spells: Shield: This spell decreases your damage by half. Essentially doubling your life! Find the house in Rauru that offers it. That's all. Jump: This spell allows you to jump twice as high! Find the Trophy in the cave north of the starting point. Take it to Ruto for the spell. Life: This spell increases your life buy three, can be a bit expensive early on though... In the third "open" house of Saria, check under the table. You should be saying "I found a mirror." Take it to a woman who, alas, lost her mirror. She'll let you in her house for the spell. Fairy: This spell let's you transform yourself into a fairy. You can fly to extreme heights and maneuver past dangerous terrain. Get the medicine in the swamp cave (The one blocked by a boulder) and take it to Mido Town. The spell will be yours. Fire: This spell turns your sword in to a flame saber which shoots fire balls at the enemies. Just remember, when all else fails, use fire. In Nabooru, you'll meet a woman who is thirsty. Not too far away from her is a fountain. "Talk" to the fountain and go back to the woman, and she'll let you in for the Fire Spell (Ironic how giving someone water gets you fire! :) Reflect: Not exactly the best spell in the world. This spell reflects wizards attacks and allows you to block flames. Save the child from the cave in Maze Island. Go to Darunia, and you'll be rewarded from your heroic efforts with the spell. Spell: This spell is useful in two ways. It allows the Hidden Town of Kasuto to reveal the Magic Key. It is also turns most enemies into harmless blue blobs which can be very useful, especially late in the game. Thunder: Hits all enemies for damage. Kills most instantly, however it has a hefty casting cost. Go to the other, not-so-hidden town of Kasuto. Enter the first house and get the Thunder Spell. (After that, just leave. There's nothing else of interest there. Plus you get hit a lot without the mirror) Spells get easier and easier to cast as you Magic level increases. Here is a chart of the cost in relation to their respected levels. Spell Effect 1 2 3 4 5 6 7 8 Shield Jump Life Fairy Fire Reflect Spell Thunder 1/2 damage for one screen 2x jump height for one screen Heals 3 Heart Containers Turn into fairy for one screen Shoot fire for one screen Reflect magic for one screen Random effects Hurts all enemies on screen 32 48 70 80 120 120 120 120 24 40 70 80 80 120 112 120 24 32 60 60 60 80 96 120 16 32 60 60 30 48 80 120 16 32 50 40 16 40 48 120 16 20 50 40 16 32 32 120 16 16 50 40 16 24 24 100 16 8 50 40 16 16 16 64 12. General Items: Bag of Experience points: The bag varies from 50 to 200 exp points. Blue Potion: Fills up some of your magic meter. Red Potion: Fills up all of you magic meter. Heart Container: Adds another meter block to your life. Magic Container: Adds another meter block to your magic. 13. Heart and Magic Containers Link starts out with 4 Heart and Magic Containers with the potential to get 4 more of each kind in the game. They are all fairly spaced out in the land, but usually you'll get a set of 1 Heart and 1 Magic Container fairly close to each other. Heart Container 1: Due south of the first palace, you'll find a road leading to a small forest. (One of the road squares is a battle square with numerous pits and bubbles. Shouldn't be a problem.) Go to the patch of grass in the middle of the woods. The Heart Container will be to your right, guarded by an Orange Goriya. (I highly advise dealing with the Goriya first - the Container will heal you anyway!) Heart Container 2: After you get the Hammer, Go to the road from which you'd head west for the second palace. Instead of going west, though, walk east. Whack the rock guarding the cave, and a Heart Container will be at the end. Heart Container 3: When you get the Boots, walk into the sea as you would to get to the fifth palace. After some walking, however, move north four spaces, then continue east. You'll come across a "battle" square with a mountain holding Heart Container #7. Heart Container 4: Search the beach around the sixth palace, around the south-east corner of the world. The final Heart will be in that area. Magic Container 1: Go south from where you start the game. You'll find a cave to the south and slightly to the east of the castle. I suggest going here before the first palace, even if you don't have the candle. After beating up on some Lowders and Octoroks (in the dark, you'll be able to see the Lowders crawling around if you keep a close eye on the ground. The Octoroks should be dead ringers - they're in the gaps!), the Magic Container is at the end of the cave. Magic Container 2: After getting the Hammer, immediately use it on the rock right next to the cave from which you emerge. The Container is at the bottom. Magic Container 3: In Maze Island, when you're given a choice between two L-shaped corridors, choose the outer one. One of the road squares is a hidden pit, leading to your seventh Magic Container. Magic Container 4: In the hidden town of Kasuto (which can be found by traversing the north-east cave in the vicinity of the sixth palace and using the hammer on the second tree from the first row of four), be sure to talk to an old lady dressed in blue. She'll say something to the tune of "You'll need my help" and let you in. You'll find the last Magic Container in the back room of her house. 14. Special Items: Candle: Allows you to see in the caves that are black. Hammer: Allows you to break through the big boulder road blocks. Power Glove: Allows you to break through bricks in dungeons. Boots: Allow you to walk over certain parts of the ocean. Raft: Allows you to cross the river. Whistle: Kills the dreaded water devil and opens up the next palace for you. Mirror: Allows you to see enemies you normally couldn't. Magic Key: Very handy. Allows you to open locked doors. It's a shame you don't get it any earlier. 15. Walkthrough Locations: Tells you your location. Items/spells: Let's you know of any important items or spells found in the location. (If there are any) 1. Zelda's shrine You begin your quest inside Zelda's shrine. You can see her deep in slumber in the background. Nothing much to do here, so just exit either to the right or the left. 2. The town of Rauru Items/spells: Shield spell The town of Rauru is located southeast of Zelda's shrine. You can either follow the path around or just sprint across the field and forest if you feel like taking a chance on running into some enemies. This is a pretty generic town. Inside you will find a girl who will lead you into her house. You talk with the old wise man and he teaches you the shield spell. There is an old man in every town. Note: The little boy will tell you to go west for the candle. The little brat is lying! 3. Parapa Forest Item/spells: 50 exp. points The forest is located north of Rauru. It is a little patch of forest. Walk into it. Avoid or kill the bats that attack you and hit the exp. Bag with your sword. This should give you a level up. Leave the forest. 4. Parapa Cave Located east of the forest. Pretty simple cave even though it is pitch black. There is only one enemy here, but you can't really see him. Watch for tentacles on the ground towards the middle of the cave. Jump over him. If you get hit, no big deal. 5. Path to Heart Container Once out of the cave. Head south east follow the yellow path. Eventually you will run into a board with bubble and some watery cliffs. Pretty simple, just be careful not to jump into the bubbles and come crashing to your death. 6. Circle of Trees Item: Heart Container Go towards your right until you find a heart container and a Boomerang thrower. I'd recommend killing him before you pick it up. That way you can refill your life if the boomerang man hits you. However, if you are low on life, pick up the Heart first ;) 7. Parapa Palace Item: Candle Be careful not to get hit by those orange horsehead enemies. They steal your exp. Points :( There is a bridge with a bag of 50 exp. Points. The bridge crumbles beneath your feet so be sure to be quick with a squat stab to get it. In room 9 there is an Ironkncuckle. These guys are pesky little boogers. However, they can be defeated fairly easily once you get used to them. The best technique is the jump-slash. Jump and as you come down, slash your sword. As you approach the boss, be sure to cast a shield spell. He only takes about 8 hits, you have to jump-slash to hit him. 1 2 - 3 | | 4 - 5 - 6 - 7 - 8 | | 9 - 10 - 11 12 - 13 - 14 Keys can be found in rooms 2, 3, and 4. Locks are in rooms 6, 9, and 13. The Candle is in room 6. Fairy is in room 8. The Boss is in room 14. Best Path: 1 - 5 - 4K - 5 - 6L - 7 - 8 - 2K - 3K - 2 - 8 - 7 - 11 - 10 - 9LI - 10 - 11 - 7 - 8 - 12 - 13L - 14B. 8. Cave of the Magic Container Item: Magic Container After you've defeated the boss, work your way back through Parapa cave and go southwest of Zelda's shrine. There is a small cave there. Now that you have the candle you can see everything so just continue right until you find the magic container. 9. Northern Cave The northern cave is located North of Zelda's shrine. Battle your way through it and retrieve the Trophy which was stolen from a girl in Ruto. SO--- Take it back to her! 10. The town of Ruto Spells: Jump This is another generic town. Just find the girl who lost her trophy and learn the jump spell. 11. Ruto Cave This cave is south of Ruto, pretty standard. Hack n' slash your way threw it. After you exit the cave, the little forest to the east has a fairy if you need it. And in the swamp diagonal from the boulder is a 1-up. You can take it or you can save it for later. It won't regenerate. 12. Bagu's House This was pretty difficult for me to find. I'll make it easy for you. Go east of the swamp to a large patch of forests. From the northwest corner go to the right four times and then down one. Bagu is inside and he will give you a note needed for the next town, 13. Bridges to Saria There are to bridges to Saria. In my opinion, I would take the northern one. It's easier for me. 14. Water town of Saria Spells: Life Town is a bit more complex than the last two. Some of the towns folk will turn into bats and attack you. You can't exit to the left unless you got the note from Bagu. This will let you cross the bridge. To get the life spell, Find a house with no one in it. Go by the door and "talk" to it. This will give you the Mirror that the girl wanted. Give it back to her to talk to her uncle. Continue to the left and enter the house right by the river. Talk to the man and he will let you pass with your note from Bagu. Continue to the left and exit the town. 15. Death Mountain Death Mountain starts as soon as you enter the cave south of Saria. The general rule of thumb here is go Right, always. When you come across a cave with an up/down elevator, leave it alone and continue right. After you successfully completed the mountain, you will be at a desert. Fall down the hole to next to the boulder. 16. Hammer Cave Once you get here, go to the right. Once you get to the elevator, go down and to the right. Keep going and you will find the coveted hammer! 17. Cave of the Magic Container After you get the hammer, exit out and utilize this little tool on the boulder to the left. Looks suspicious doesn't it? Walk on to it to find a Magic Container. 18. Medicine Cave This cave is located in the way back in the swamp near Ruto Cave. Destroy the boulder and get the medicine you will need soon in the game. 19. Cave of the Heart After you get the heart container, continue to the right and knock out a boulder against the eastern mountains. Go through there to find a heart container! 20. Harbor Town of Mido Spells: Down thrust, Fairy This town has some very useful items in it. When you come upon a church with an open door on top, cast the jump spell to get up there. Go through the level and find a paladin who will teach you the very useful down-thrust. Continue through the town and give the women the life potion and she will lead you to a man who will teach you the fairy spell. 21. Marsh Palace Items: Power Glove This is the first palace to exhibit a Red Potion in the opening statue. Hit the statue cast Life and grab the potion. Then enter the palace. There is almost always one there. Be careful with the flying heads, they hit take your life and exp. Points! :( Kill both of them and they won't show up again. Watch for a gargoyle's head on the path. You can jump and hit it for a another red potion. Be careful with the falling blocks, you can get yourself trapped inside. Sprinting by them is usually the fastest and most effective method. If you do get trapped, leave the room- or just slash through it with the Power Glove. The enemy here takes about 8 hits at Sw. Level 4. Cast shield and be sure to knock off his helmet! 1 | 2 - 3 - 4 - 5 - 6 | | 7 - 8 - 9 10 - 11 | | 12 - 13 - 14 - 15 16 - 17 | 18 - 19 - 20 - 21 Keys can be found in rooms 4, 10, 15, and 17. Locks are in rooms 5, 7, 9, and 20. The Glove is in room 7. The Boss is in room 21. Best Path: 1 - 6 - 11 - 16 - 17K - 16 - 11 - 10K - 11 - 6 - 5L - 4K - 3 - 2 - 9L - 8 - 7LI - 8 - 9 - 12 - 13 - 14 - 15K - 14 - 18 - 19 - 20L - 21B. 22. King's Tomb Actually don't have to go here. The king's tomb is the one surrounded by blank spaces and all the other tombs. Exit here and walk straight south. You will find a pit fall. Go right and cast the fairy spell. Proceed and exit to the solitary island. 23. Island Palace Be sure to check the beginning statue for a red potion. You don't have to cast jump to get to room 7 if you get enough momentum. Keep practicing, not that difficult really. Beware of the blue Ironknuckle in room 12, they can now throw their swords. Just jump thrash him as usual. The boss is pretty tough. You have to knock him off his horse by down thrusting on him. After he falls off the horse. Then just jump-slash him. 1 | 2 - 3 - 4 - 5 - 6 - 7 | 8 - 9 - 10 - 11 - 12 | 13 - 14 - 15 - 16 Keys can be found in rooms 5, 7, 8, and 11. Locks are in rooms 9, 10, 12, and 13. The Raft is in room 12. The Boss is in room 16. Best Path: 1 - 2 - 3 - 4 - K5 - 6 - 7K - 6 - 10L - 11K - 12LI - 11 - 10 - 9 - 8 - 9 - 13 - 14 - 15 - 16. 24. Bridge to East Hyrule Cross the bridge right next to the town of Mido. Upon reappering on the other side. Head for the patch of trees to the south for some cheap exp. Points. 25. Town of Nabooru Spells: Fire Nothing much to the town. Just be sure to get the water from the first water fountain and give it to the young lady. Your reward for giving the chick a glass of water will be the fire spell. 26. Nabooru Cave Head North of Nabooru and enter the cave. Simple. 27. Maze Island Upon reappearing in the northern mainlands, head due east to a bridge that leads you to Maze island. After you cross, head south by south east all the way until you reach the eastern mountains. Then head north. You should be right by the fourth palace and as you approach it near the river, you will fall into a cave. 28. The Lost Child's Cave This cave has one "major" enemy, a lizard man. Jump slash him and proceed to the right. You'll see a little kid there. Watch as Link holds him over his head like he found something worthwhile. This part always makes me laugh. :) 29. Mountain Town of Darunia Spells: Upthrust, Reflect After you rescue the child, and endanger the child once more by holding the poor kid above your head. Return him to his house in Darunia. This is located on the western shore of Northern Hyrule. Head due west and eventually you will come upon a couple of annoying levels. After you pass those, you reach the town. To get the Up-thrust, jump onto the buildings (or use fairy) and enter the house on the farthest right on the second screen to meet another knight. Return the small boy to his grandmother (hey, where did Link hide him anyway?) Get the Reflect spell and get the heck out. 30. A-Maze-ing Magic Container After you learned the new spells/techniques, head back to the stupid maze. (I know, this is getting repetitious :( After you cross the bridge in the maze, look for a pointless loop. Take a little tour of it to reveal another Magic Container. 31. Maze Palace Item: Boots This palace is located inside the maze. It's pretty easy to find so I will spare you the directions. Once inside the palace, the opening red potion might be a red Ironknuckle knight. If this happens, feel free to leave and re-enter and retry. There are magicians inside the palace, to defeat them you must cast the reflect spell and crouch, this will reflect their magic right back at them. You must defeat the end boss in similar matter. Note: A passage marked as V is one-way. 1 | 2 - 3 - 4 - 5 | | 6 - 7 - 8 9 - 10 - 11 | | V 12 - 13 - 14 15 - 16 - 17 | V 18 - 19 - 20 - 21 Keys can be found in rooms 2, 3, 8, 11, 17, and 21. Locks are in rooms 3, 4, 7, 12, 17, and 19. The Boots are in room 17. The Boss is in room 14. Best Path: 1 - 4 - 5 - 9 - 10 - 11K - 10 - 16 - 17LI - 16 - 20 - 21K - 20 - 19L - 18K - 19 - 15 - 9 - 5 - 4L - 3KL - 2K - 3 - 7 - 8K - 7L - 6 - 12L - 13 - 14B. 32. Ocean Container After you defeat the last palace, walk back and go east of Nabooru. Note: you can now walk on the water in Maze Island. On your way to the next palace. Be sure to try going north until you find a little niche close to the palace, follow it for your 7th Heart Container! 33. Ocean Palace Item: Whistle There is no red jar in the knight this time :( It's okay, at least the palace is a cool forest green color. Use the fairy spell to hike the wall. Then go into the next room and come back to grab the key. The wall behind the Blue Ironknuckle is FAKE. It might look real, and it might seem real if you try to walk through it, but if you jump into the wall you'll reveal a secret passage. 1 | 2 - 3 - 4 - 5 | 6 - 7 8 - 9 - 10 - 11 | | 12 - 13 - 14 - 15 - 16 - 17 | | | 18 - 19 20 - 21 - 22 - 23 - 24 | | 25 - 26 27 - 28 Keys can be found in rooms 3, 9, 16, and 18. Locks are in rooms 5, 6, 27, and 28. The Whistle is in room 27. The Boss is in room 7. Best Path: 1 - 2 - 3 - 4 - 3K - 4 - 5L - 10 - 9K - 8 - 14 - 13 - 20 - 21 - 22 - 23 - 24 - 17 - 16K - 17 - 24 - 23 - 28L - 27LI - 28 - 23 - 22 - 21 - 20 - 13 - 12 - 19 - 18K - 19 - 12 - 6L - 7B. 34. The River Devil South of Nabooru there is a black spider type thing. That "thing" is the fierce river devil everyone was talking about. To defeat this fierce creature, blow the whistle with the B button and head south. 35. Cave to Kasuto The cave to Kasuto lies along the northern mountains once you get past those annoying Pop-Corn ball throwing lizards. It is the second cave to the east. The first one has a bag o Exp. 36. Hidden Town of Kasuto Items/Spells: Spell, Magic Key, Magic Container The hidden town is located beneath some trees. It is in the second row of trees from the top. Use your hammer to chop down the trees. Upon entering the hidden town, you will find a woman who will give you your 8th and final magic container. A wizard will give you the Spell Spell. (Stupid name, I know.) And after you venture through the entire town, you will find an empty area. It appears to be empty, until you cast the spell spell. Behold, the almighty powers of the spell spell. Too bad this is the extent of the spells power. Follow the steps down to find the coveted magic key! 37. Deserted Town of Kasuto Spells: Thunder The town is located in the southern desert. There are two bridges you must cross to get there. Both annoying. The deserted town of Kasuto only has one resident. The old man is in the first building you see. Go down stairs and he will reward you with Thunder. Be careful though, you can't see the enemies until you find the mirror. 38. Deserted Heart Head east of the deserted town until you find three stones. Continue on and search they are near the shore. You should find your 8th and final heart container! 39. Deserted Palace Items: Holy Cross, 1-up Beware of location 8, it has a pit-fall just after the third Ironknuckle. Use the jump spell to avoid this atrocity. Use fairy at 16. Don't drop down the hole immediately. On the other side, a blue Ironknuckle guards a 1-up doll. Take it - you don't want to leave in the palace once you've cleared it. Be sure to have the Fairy Spell ready to use when going down here. It's the only way to reach the corridor leading to the boss. 1 | 2 - 3 | 4 - 5 - 6 - 7 - 8 - 9 V | V 10 11 - 12 V 13 - 14 - 15 - 16 - 17 - 18 - 19 V | V 20 21 22 - 23 V | V 5 24 - 25 - 26 - 27 A Key can be found in room 9. Locks are in rooms 4, 5, and 9. The Cross is in room 9. The Boss is in room 23. Best Path: 1 - 3 - 4L - 5L - 6 - 7 - 8 - 9LI - 8 - 7 - 6 - 5 - 10 - 13 - 14 - 15 - 16 - 17 - 18 - 19 - 22 - 23B. 40. Collect your 1-ups Hopefully, you didn't collect all the 1-ups. They come in very handy on the last Palace. They are located One is in the west swamp, one square down and to the left of the rock that blocks the cave to the medicine. Another is in the desert near Maze Island, in a small dead end just north of the ocean. A third doll is in the swamp of southeast Hyrule. The other two are in the sixth and seventh palaces. 41. Road to the Final Palace Just making it to the final castle can be a bit difficult. The road lies where the River Devil (whistle guy) was, due south-through the cemetary. Note the general tip on top on how to avoid certain levels. It helps, only a little though :( Make sure you have at least 3 lives. Start the game over if necessary. Be sure to use the Spell Spell on the way to eliminate some of the lizards and the floating eyes. 42. Final Palace Items: 1-up Be aware of all the enemies, everything here is extremely tougher! Even the little blobs! No, I'm not going to map out the ENTIRE palace. To do so would be a total waste of time, since you don't even have to explore half of it! I will instead give you directions as to how to get to the end. Knightbirds, These guys are just like Blue Ironknuckles except that they can jump, they take more hits. Shield spell is a must when trying to tackle these guys. (The real sad thing is that they give less experience than Ironknuckles! Waaa!) Down one room, Left 1, Down 1, Right 2, Down 1, Right 1, Down 3 (The second one down has a big skull ball - avoid it), Right 1, Down 1, Right 2, Down 1, Right 1, *Down 3 (at the second level, you can go through the walls to the right and left for a free guy and a fairy!) Left 1, Down 1 (False floor under the fifth block to the left), Right 1 (Watch for the big Bot!), Down 1 (Through that tiny hole), Right 2. Banshee: The banshee type enemy at the end you can't hit until you cast the thunder spell. Make sure you wait for it to appear, and not just cast it when you see the life meter! Then just try to avoid the flames and try and hit it in the face. Note: Where the heck did that little dwarf looking guy come in with the shadow? Who was he? Must be in the instructions or something? Link's shadow: Link's shadow is fairly simple to defeat. Cast shield spell on your self. Go stand in the left hand part of the screen. Wait for it to come by you and then continously jump and slash til he is dead. If you do it right, it doesn't stand a chance. 16. Enemy Breakdown: One of the best things to do when one plays an adventure game or an RPG is to become acquainted with the terrain and its inhabitants. In this part of the FAQ, I'll be showing you what to find in the various areas of Hyrule. First, the entire kingdom of Hyrule is divided into 4 regions: Northwest, Southwest, Northeast, and Southeast Hyrule. All enemies in a given terrain in a given region are the same. There are six different terrains in the game (excluding roads, caves and bridges): Grass, Forest, Desert, Swamp, Graveyard, and Lava. I will name the area, the terrain, and what enemies you will encounter if you happen to run into a weak set of enemies (which look like little blobs) or strong enemies (which look like a Mini-Ganon), as well as the amount of experience you will get should you defeat all the baddies in the battle (meaning you go on one side, beat the villains there, and go back to the other side and wallop the guys there). Note: This guide assumes that you are fairly acquainted with the names of the enemies. If there are enemies that aren't described in the booklet, I'll describe them myself. As for the others, you're on your own. (You should be able to figure it out anyway, though.) AREA 1: NORTHWEST HYRULE (North of the boulder near Saria, and cave near Ruto) Grass: Weak: Bit & Bot = 10 pts. Strong: Bit & Constant Orange Molblin* = 6 pts. Forest: Weak: Red Deeler & Constant Orange Molblin = 6 pts. Strong: Red Deeler & Orange Molblin = 24 pts. Desert: Weak: Rocks = 0 pts. Strong: Rocks, Bot & Geldarm = 19 pts. AREA 2: SOUTHWEST HYRULE (South of boulder near Saria and cave near Ruto, Death Mountain, and vicinity of Mido) Grass: Weak: Rat (Rat like things that bounce up & down) & Bot =14 pts. Strong: Rat & Orange Goriya = 50 pts. Forest: Weak: Red and Blue Deeler & Red Molblin = 50 pts. Strong: Blue Deeler, Goby** & Blue Molblin = 46+ pts. Desert: Weak: Rocks & Geldarm = 25 pts. Strong: Lowder & Blue Goriya = 66 pts. Swamp: Weak: Red Octoroks = 50 pts. Strong: Goby & Red Octoroks = 50+ pts. Graveyard: Weak: Red Moa*** = 70 pts. Strong Red Moa & Red Daira = 250 pts. AREA 3: NORTHEAST HYRULE (North of River Devil) Grass: Weak: Leaper (spider-like enemies only vulnerable to the Fire Spell) = 150 pts. Strong: Leaper and Rock Bee (Bees that drop rocks from below and are only vulnerable to the Fire Spell) = 150 pts. Forest: Weak: Eye (Red eyes that float in the air. Only vulnerable when eye is open) = 120 pts. Strong: Red and Blue Deeler & Eyes = 125 pts. Desert: Weak: Diggers (Enemies that emerge from the ground for a few seconds and bury themselves) & Blue Octorok = 90 pts. Strong: Diggers & Basilisk (Dog-like creature only vulnerable to the Fire Spell) = 100 pts. AREA 4: SOUTHWEST HYRULE (South of River Devil) Forest: Weak: Red Deeler & Orange Lizardman (half-human, half-lizard enemies that resemble Ironknuckles) = 310 pts. Strong: Blue Deeler & Red Lizardman = 220 pts. Desert: Weak: Scorpion (Scorpions that shoot fire from their tails. Only vulnerable when their eye is open) = 300 pts. Strong: Digger and Scorpion = 330 pts. Swamp: Weak: Eyes & Rock Bee = 170 pts. Strong: B. Octorok & Rock Bee = 110 pts. Graveyard: Weak: Blue Moa^ = 350 pts. Strong: Blue Moa & Blue Lizardman = 550 pts. Lava: Weak: Eyes & Blue Moa = 240 pts. Strong: Blue Moa & Blue Lizardman = 600 pts. * Constant Molblins endlessly approach Link from the direction he faces. They are not worth any experience. ** Gobies endlessly swoop down to Link's level and charge at him. They are worth 2 points apiece, yet steal 5 points if they hit him. *** Red Moas are worth 10 points apiece, yet steal 20 points if they hit Link. ^ Blue Moas are only visible and vulnerable if Link has the Cross. STALFOS: Hit them in the legs. Easy once you know what to do. DAIRA (Axe Weilders): It depends. For the Orange ones, it's simple: Strike and move nack, strike and move back. For Red ones, use treat it like an Ironknuckle, jumping up when the Daira throws an axe. IRONKNUCKLE: Jump up to fake out the Ironknuckle's shield placement, then strike as you're landing. Even the Blue ones fall for this. SKULL BALLS: Strike. Strike. Strike some more. Even at Attack Level 8 it takes 11 hits to beat him! It really helps if you have downthrust to beat him and a high sword level, or else I wouldn't bother. LIZARDMEN: TILAI: Especially the Orange kind - it's just an Ironknuckle for the outdoors. Blue ones should be done as you would a Red Daira. DOOMKNOCKERS (Palace 4 Magicians): Reflect. Duck. 'Nuff said. GORIYAS (Boomerang throwers): If you have downthrust, use it! Theses guys can't throw their boomerangs straight up. Otherwise, strike constantly, moving your shield accordingly. Also remember that certain enemies (such as the field enemies around Nabooru) can only be hurt with the fire from the Fire Spell. 17. Levels: Zelda II incorporates a Role-Playing-like facet to its game: experience. Most enemies give experience when you beat them allowing you to get stronger in three areas: Life, Magic, and Attack. Their explanations are: Life: The higher this level, the less damage you take from a hit. Magic: The higher this level, the fewer magic points it takes to cast a specific spell. (Each magic container has 16 magic points, BTW) Attack: The higher this level, the fewer hits other enemies can take. Here is a table of each level and the experience needed to raise each attribute: LV Life Magic Attack 2 3 4 5 6 7 8 50 150 400 800 1500 2500 4000 100 300 700 1200 2200 3500 7000 200 500 1000 2000 3000 5000 8000 Anything developed past 8 (which requires 9000 points) is worth a 1-up. In other words, barring a cancel (see below) the level up schedule will be (L=Life, M=Magic, A=Attack) L, M, L, A, M, L, A, M, L, A, M, L, A, M, L, A, M, L, A, M, A. Also remember that you can cancel level-ups. If you have enough experience to bring up one trait yet don't want to do it, select Cancel on the level-up screen and you'll skip to the next level. Once that's gone up, you'll go back to the level on which you skipped. (You may be wondering how I managed to figure out magic requirements for ALL spells and ALL levels... see below) 18. Game Genie Codes Okay, for all you cheaters out there, here's a list of Game Genie codes to help you out. The codes here are the same ones you'd find in the Game Genie codebook. SZKGKXVK: Infinite lives GXNAESON: Infinite magic PASKPLLA: Start with 1 life TASKPLLA: Start with 6 lives PASKPLLE: Start with 9 lives AZUOLIAL: Higher jump OYKEEVSA+NPKEOVVA: Swap Shield Spell for Fire Spell LYKEEVSA+VAKEOVVE: Swap Shield Spell for Spell Spell :) LZKEEVSA+OPKEOVVA: Swap Shield Spell for Fairy Spell IIKEEVSE+VAKEOVVE: Swap Shield Spell for Life Spell VTKEEVSA+OPKEOVVA: Swap Shield Spell for Thunder Spell The "Swap Shield Spell" codes mean that when you learn the Shield Spell, you'll really be learning the spell desginated by the code. While the menu will still list it as the Shield Spell, and it will take the same amount of magic as the Shield Spell, it will have the effects of the new spell. You will learn the true Shield Spell in the town of the new spell. 19. Letter to the Editor: Read this letter that Eric Kilian wrote to Nintendo! Doesn't exactly have a particular purpose, it does bring up a good tip, a good way to safe guard yourself from this tragic disaster in modern gaming. But, more importantly- it is really funny! :) I think you are exagerating just a bit there Eric! ;P Warning: You could damage your saved game! This applies to both emulators and cartridges! "Hmm... oh yes, something else I was recently reminded of comes to mind. Back a while (a long while), around 1989, you published a trick, that being for the game Zelda II: The Adventures Of Link. This trick concerned a secret town in the game. Indeed, this secret town did exist. But, you failed to mention the horrifying secret which lies beneath this town. I found it out on my own, when I was in 6th grade, I believe, and it scared me badly. Alright, with that said and done, let me describe this tear in the fabric of the game as well as I can. In this issue, you described a trick you could do in a certain town, I believe it was called Darunia. This trick required you to jump out of the screen, off of the highest building, turn into a fairy, and move to either side. You would fall, you said, into a radically changed town. This was true. The sky would change from purple to light blue, and the people would say different things. Not entirely different, just from different parts of the game. A compendium of sorts. Alright, so far everything's fine. Oh yes, you did mention not to go out the right side of the town, as you will end up in the middle of the ocean. This was good. However, there is a very serious point which you failed to address. There is a house in this town. It is orangish, and squarish, with an open door in the middle of it. It looks a lot like any other house with a door in it from any other town. But, this is not a normal door. Not at all. Enter it, and you will appear back at the left side of the town. A bit strange, but nothing outright peculiar...right? Okay...keep doing this a couple of times. I think you need to do it 5 times. See anything strange? You bet. The town is decaying before your eyes. It's decaying into mixtures of program code, colors, letters, and numbers. However, after your character passes something, it clears up. So, you can still see a bit. Using this technique, you can still see and enter the door. So, you appear back at the left-hand side of the decaying town. I think, at this point, if you exit on the left-hand side, no permanent damage is done. So...everything's fine, right? Well...go through the door using the above technique a few more times. 5 should do it. What do you see? THERE IS NO GROUND! Sure, it looks like ground, but you fall right through it. Right after the door, the ground turns into thin air. So, you fall. And fall. And fall. You can fall right on to eternity. If you fall to the right, you will see the town continued to eternity. If you fall to the left, you can land on solid ground, and exit the town. Not a problem, right? WRONG! You have now cursed the land. Every single side-scrolling area you come to now, after you travel through it once, will then repeat endlessly, with the ground turning into thin air as it did in the strange town. There is no cure. Now, when I was younger, I used to feel like I was going to fall through the floor right after I did that trick. Interesting, if I do say so myself. Here is a bit of a variation on that trick. This time, do the same thing with the fairy spell, but from a different location. You must do it on a separate screen than the one that produces the strange town. Try it on the one to the left, I think. At any rate, if you succeed in making your character fall through the screen, you will notice a problem. Darunia is now decaying. Just like the strange town did. No problem, you say, I'll exit the town. Everything will be all right, then, right? WRONG AGAIN! You have again succeeded in cursing the land. Everywhere you go will be decaying in the same manner. Also intriguing, I must admit. Of course, either of these two may be remedied by resetting the game. Now, to you, Nintendo, I ask, did you put this grotesque phenomenon in the game on purpose? Dust, you say! Impossible, you say! Try it yourself. Then tell me what miracle of modern programming could have warped the game in such a way. To you, Nintendo Power, I ask... why did you not bring up this point in your tip? Why did you not warn players? It is quite a shock, let me tell you, to stumble into such a glitch on one's own. At any rate, that is the trick, and the extensions. Print them in your Classified Information, if you wish. You certainly owe it to all the readers you sort of duped before. Thank you for your time. End transmission." 20. Conclusion: Well, that brings to the close of the ultimate Zelda II: Adventures of Link FAQ. Six hours later and a half a pack of Marlboro Menthols, I think it is done! If you find that any of the information is out of date or inaccurate for some reason (you shouldn't, but if you do ;), then e-mail me and let me know I screwed up! ;) Thank you for your time. I hope you've enjoyed yourself playing one of the best games ever made for any platform. Why are you still reading?!? Good bye! Chris Nellis