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Contents

  • Playing with Power
    • Foreword
    • Introduction
    • The Inside Story of the NES
    • The Launch of the Nintendo Entertainment System
    • First-Party NES Titles: Launch Day
    • The Early Period (1986)
    • An Inside Look at Game Paks
    • The Middle Period (1987-1989)
    • Classified Information
    • Behind the Scenes with Shigeru Miyamoto
    • The Late Period (1990-1994)
    • Counselors’ Corner
    • NES Peripherals
  • Excitebike
    • Summary
    • How To
    • Tracks
  • Ice Climber
    • Summary
    • How to Play
    • Characters and Objects
    • Terrain
    • Scoring
    • Tips and Tricks
  • Super Mario Bros.
    • Summary
    • Levels
      • World 7
      • World 3
      • World 5
      • World 4
      • World 6
      • World 8
      • World 1
      • World 2
  • Balloon Fight
    • Summary
    • How-To
  • Donkey Kong
    • Summary
    • Playing Donkey Kong
    • Characters and Collectibles
  • Donkey Kong Jr.
    • Summary
    • How to Play
    • Cast & Items
    • Scoring
    • Recommended Tactics
  • Mario Bros.
    • Summary
    • How to Play
    • Characters and Items
    • Tips and Tricks
  • Kid Icarus
    • The Tale of Kid Icarus
    • Getting Started
    • How to Play
    • Exploring Angel Land
    • Powering Up
    • Items
    • Enemies
    • Completing Kid Icarus
    • Stages
      • Underworld
      • Overworld
      • Skyworld
      • Palace in the Sky
  • Metroid
    • The Metroid Story
    • Summary
    • Getting Started
    • How to Play
    • Power Items
    • Enemies
    • Completing Metroid
  • The Legend of Zelda
    • Summary
    • The Legend of Hyrule
    • Hero Training
    • Items
    • Characters
    • The Overworld
    • The Underworld
      • Labyrinth 1: Eagle
      • Labyrinth 2: Moon
      • Labyrinth 3: Manji
      • Labyrinth 4: Snake
      • Labyrinth 5: Lizard
      • Labyrinth 6: Dragon
      • Labyrinth 7: Demon
      • Labyrinth 8: Lion
      • Labyrinth 9: Death Mountain
    • The Second Quest
      • The Second Quest
      • Story
      • Conquering the Underworld
  • Punch-Out!!
    • Summary
    • Story
    • Roadwork
    • Minor Circuit
    • Major Circuit
    • World Circuit
    • The Dream Fight
  • Super Mario Bros. 2
    • Story
    • Characters
    • Welcome to Subcon
    • Know Your Enemies
    • Worlds
      • World 1
      • World 2
      • World 3
      • World 4
      • World 5
      • World 6
      • World 7
  • Zelda II: The Adventure of Link
    • Summary
    • The Story of the Adventure of Link
    • Hyrule
  • Super Mario Bros. 3
    • A Message From Mario
    • Story
    • Being Mario
    • Worlds
      • World 1: Grass Land
      • World 2: Desert Land
      • World 3: Water Land
      • World 4: Giant Land
      • World 5: Sky Land
      • World 6: Ice Land
      • World 7: Pipe Land
      • World 8: Castle of Koopa
  • StarTropics
    • Summary
    • A Letter From Uncle Steve
    • Chapters
      • Chapter 1: Prelude
      • Chapter 2: Dolphins
      • Chapter 3: Storm and Calm
      • Chapter 4: Confession
      • Chapter 5: Captain Bell
      • Chapter 6: Reunion
  • Dr. Mario
    • Summary
    • Dr. Mario’s Diagnosis
    • Dr. Mario’s Med School
  • Kirby’s Adventure
    • Summary
    • A Crisis in Dream Land!
    • Copy Abilities
    • Levels
      • Level 1: Vegetable Valley
      • Level 2: Ice Cream Island
      • Level 3: Butter Building
      • Level 4: Grape Garden
      • Level 5: Yogurt Yard
      • Level 6: Orange Ocean
      • Level 7: Rainbow Resort
      • Level 8: Fountain of Dreams

Nintendo Playing with Power Guide › Zelda II: The Adventure of Link

Hyrule

Link Sets off to Meet His Destiny

Not all paths are open to the hero when he first ventures forth from North Castle. The map that follows reveals the limits of his wandering, from Ruto in the mountains of the northwest to Rauru in the east. Parapa Palace is within reach if he travels to the northeast. And yet in this region of Hyrule, buried in the hills and deserts, hidden away in forests and caves, can be found items essential to Link’s quest. It is but for him to find them.

From North Castle

Always will Link’s journey begin here where Zelda sleeps. Should he fall during his journey, he reawakens at this location to start his adventure anew. Only while Link retains a life does he continue at the place where he falls.

Desert Cave

Far across the burning sands of Tantari Desert lies a deep cave in which it is rumored there rests the statue of a Goddess and a great prize to he who wins it. But the prize must indeed be won, for the quest is never easy.

Parapa Palace

To the north and east, beyond mountains and deserts, is set Parapa Palace. Only columns of marble rise above the lonely sands. But below, in the great halls and passages, it is said that a candle awaits.

Ruto

Nestled between northern peaks, the village offers rest and aid to weary adventurers.

From Ruto came the statue of the Goddess. Return it for a rich reward.

Rauru

Near the forest east of North Castle, Rauru offers lessons in magic!

Here dwell folk with powers to restore spent life and magic.

Secret 1

Under the eaves of this isolated forest, look for a Treasure Bag worth 50 points.

Parapa Cave

This dark passage leads to the desert, but beware: a lone Lowder lurks within.

Link First Visits Rauru

In the quiet town of Rauru, Link approaches and speaks with many people (get close and press B). Some know nothing but town gossip, while others help with guidance and words of wisdom. Here, too, Link may restore both his life and magic.

From a wise man in the town, he may learn a secret of magic power. Here, in Rauru, Link need only discover the whereabouts of this sage old man. But in all other towns, secret lessons are offered only to those who have proven their valor and good nature. By finding treasure objects lost, and by doing valiant deeds, Link gains the trust of the townsfolk, who then reveal the home of their local magician. Much evil has come to pass due to Ganon’s henchmen, and many wrongs must be righted in Hyrule. So this, too, is Link’s fateful task.

Those who step from their homes give the best clues.
Link can enter freely those houses with open doors.

Cautiously Link Takes the Dark Path

Carved from the roots of the mountains, the tunnel to the desert remains the only way open to Link. There darkness hangs like a cloak, and so too lurks a Lowder that Link must pass. Although in the blackness, he still catches glimpses of the creature’s feet.

Parapa Palace

The screen switches to Side View as Link reaches the palace in the desert. Cautiously he passes a silent guardian of stone and moves swiftly to the lift, which takes him below. There, in the ancient hallways, the servants of Ganon roam, ever searching for the key to revive their dark master. Long has it been since adventurers dared to enter this shadowy ruin, and few know to fear heroes such as Link. Branching tunnels, stairways, and deep shafts all are there to be explored. Treasure, too, lies buried in the vaults, but with each step Link takes, new terrors may awaken seeking his end.

This precious gift of light is worth more than gold or jewels to Link.

Mazura: The First Guardian

In a time long forgotten in Hyrule, Mazura was given the task of guarding the statue in the back of Parapa Palace. Suddenly coming face-to-face with the monster, Link stops short. He cannot proceed until he defeats Horsehead, and only an attack to the creature’s huge head can succeed. After a moment, he knows he must use a Jump attack to defeat his towering foe.

The guardian has the head of a horse and attacks by whirling a giant club.

Mazura wears no helmet. Link need only leap high and strike hard!

An elevator gives Link access to the many palace levels.
Link must seek hidden Keys to enter locked chambers.
Bridge stones crumble with each step as Link runs across.

To the Statue Link Returns the Crystal

Each palace holds a statue that resembles a face of mystic origins. Together they create a binding force that locks the Great Palace. The crystals destroy the statues, palaces, and the force.

Only after Mazura is defeated can Link place a crystal in the statue.

The Desert Cave

In a cave in the Tantari Desert, north of North Castle, a statue of a Goddess awaits the hero. It is more perilous than the other caves Link has visited, for invisible holes pit its floor, and dreadful creatures rush and swoop at Link. With the Candle from Parapa Palace, the way is made easier.

Whispers in Ruto Tell Link Much

Link listens well to all those he meets in this village. Some speak of a mysterious stolen statue that can be traded for magic.

Southwest of North Castle is the cave to which Link must now go. With the Candle in hand, Link can navigate the cave safely.

Midoro: The Swamp Palace

With the Candle and a greater sense of confidence, Link now seeks the second palace. Through a cave he must pass and there defeat a fierce, boomerang-wielding Goriya. He must also have earned the magic of the High Jump to escape. Once outside, he finds himself on the south side of the mountains in a new land. Here the Midoro Marsh stretches wide before him. First south, then east and north, finally turning back to the west he must travel. Through a narrow gap in the mountains, he struggles on through the swamp until there ahead he sees the palace. When he has increased all his levels at least to three, Link enters this new maze. He has heard that a Handy Glove is somewhere hidden in the second underground level to the far left and that one cannot proceed far without it.

Palace Secrets

On the steps, stone statues guard the palaces. If Link strikes one with his Sword, he may receive something valuable.

The prize in this case is a jar of magic potion.

Jermafenser: The Second Guardian

Link comes upon another of the guardians in the most remote corner of the palace. A knight armored in blue steel bars his way. With his Shield, Link foils its attacks, but his counterblows merely ring off the guardian’s hard head. Here, to succeed, he must learn the art of the Downward Thrust.

Aiming high, Link jumps and attacks.

Link continues with his head attack.

Island Palace

Off the shore of Hyrule, protected by mist and sea, a rocky island is home to the third palace. Neither boat nor bridge avails Link as he attempts to cross the channel. Instead, he must take another, darker path. One day, he wanders directly south from the King’s Tomb, and suddenly he is falling through the earth! He has stumbled upon an ancient tunnel linking the mainland to the palace. Picking himself up, he makes toward the right and the Island Palace.

The Island Palace was built with fewer twists and turns, but a powerful enemy waits within. Link shrewdly uses Jump and Shield magic to work his way through.

Link Uses Down Thrusts to Reach the Key

Having learned the Down Thrust attack from a swordsman in the Harbor Town of Mido, Link uses it on these fragile blocks. Digging away, he eventually reaches a Key.

Discovering the Raft will open new horizons to Link, if he ever gets out.
Link sets to memory the path he must take from the King’s Tomb. “Eight steps in a line straight to the south.” Later, he would draw a map of all his travels, for he knows the importance of this.

Rebonack: The Third Guardian

Astride an unearthly horse, Rebonack charges into the final chamber of the palace. Link jumps at his foe, swings his Sword, and discovers that this technique may be the key. Many times the knight thunders toward him, but eventually he dismounts and fights hand-to-hand.

Link’s Jumps and the Down Thrusts of his Sword begin to take their toll on the still-mounted knight.

When the knight dismounts, Link leaps in close to the attack, sensing victory.

Palace of Maze Island

Sailing east across the sea, Link comes to the second continent of Hyrule. Here he encounters more of Ganon’s servants, new villages, and puzzles to solve. One of the most intriguing is the puzzle of Maze Island. Connected by a bridge to the mainland, the island is the home of the fourth palace, wherein live a host of Wizards and other beings. For a time Link wanders through the maze. In a few places he uncovers secrets, and with luck and patience he eventually arrives at the entrance to the palace. But that is only the beginning. The maze outside is nothing compared to that which awaits Link within the palace walls; it is his greatest challenge yet. Hidden pits drop into fiery pools, and no path, it seems, is free of the Wizards.

To Defeat Doomknocker

An attack from above frustrates the giant.

Link must face many who have the strength and cunning of Ganon. Doomknocker is one such enemy. Alone the Shield is not enough. Link must use Reflect magic.

Reflect’s Effect

While traversing Maze Island, Link stumbles across a kidnapped child. After rescuing the child from his captors, Link escorts the young one back to the town of Darunia, where he is rewarded for his good deed with the Reflect spell.

With the magic of Reflect, Link’s Shield now repels the spells cast by Wizards and shoots them back. With Reflect on, Link can close the distance between himself and his opponent.

Carock: The Fourth Guardian

Quickly Link learns that the power of the Wizards is not only in their spells, but also in their quickness, and the fact that they vanish without warning. Only with Reflect can he fight them. He waits, crouching at the left of the screen.

Link activates Reflect and crouches, ready for any attacks that come his way.

Link must be patient and alert for this method to work.

Preparations

Link now makes his way to the fifth palace, located on a storm-battered island off the coast of Hyrule. Already his thoughts have turned to the hidden sixth palace, but an item of great importance must first be found if he hopes to unlock the palace’s secret location.

As he continues, enemies become meaner and the palaces more puzzling. Link must make preparations before heading any farther.

He looks at his trusty map, taking account of all the places he has visited and the secrets he has found. He takes this time to visit any areas he left untouched that may have treasures hidden within them.

The Ocean Palace

Off the coast of East Hyrule lies the island of the fifth palace. Inside Link encounters the Fiery Moa, and though later he does battle with this creature, for now he decides to leave it alone. Somewhere ahead he also walks through a wall as in The Legend of Zelda.

Ready Yourself for Battle

Before challenging the palace, Link builds up his Attack and Magic to seven and adds Life by taking the path over the sea, going north, then east, and finding a hidden Heart Container.

Experience Wanted!!

In the room where blocks rain down, Link can greatly increase his Experience Points. With each shot he can earn 50 or 200 points.

Link waits for all the blocks to fall.
Makes a stairway up to the center of the stack.
Opens a tunnel all the way through.
Then stands back and attacks the Moas over and over as they approach for maximum points.

Strategy Change

Back in the fourth palace, Link learned to use Reflect against Wizards. Here it might be a waste of time…

It Looks Like a Dead End, but It Isn’t

Ironknuckle seems to be guarding a blank wall, but Link presses on undeterred.

When battling Ironknuckle, Link keeps close, using his Shield magic for defense against the swords Ironknuckle throws.
Once Ironknuckle is defeated, Link can pass through the solid wall at the back of the room.

Beyond Ironknuckle and the walkthrough wall, Link finds Keys and an ancient Flute, the latter of which is the prize of this Island Palace. With the Flute, Link can reach southeast Hyrule and Old Kasuto.

Gooma: The Fifth Guardian

Gooma, the giant troll who swings an iron, spiked mace, protects the statue in which Link must place the fifth crystal. Avoiding his mace by jumping and dodging, Link then leaps in close and uses his Sword when Gooma tires.

Link prepares for battle by using Shield and Jump magic, then stays well back when Gooma swings the heavy mace.

Even Gooma cannot forever swing his weapon. When he rests, Link ducks in quickly and attacks low!

Link’s advice: take the opportunities as they come; be patient; dart in and dodge back.

Three-Eye Rock Palace

The home of Barba the dragon extends seven levels deep, with many secrets and pits to trap the unwary. In places, Link must use Fairy magic to continue, and throughout the maze he must battle enemies with his other magical options. It is vital that he keeps his magic levels filled, as he must be ready at every moment to use Reflect, Jump, or Shield. Studying the map, he plans a route to Barba. He also makes notes as he passes through the maze on where the pits are located, because a hole may turn out to be bottomless if he is not careful. Since Link built up his Attack, Life, and Magic back in the fifth palace, he is ready to begin.

Get the Magic Key!

Since he cannot find any Keys in this palace, Link must first get the Magic Key. Search for it in Kasuto. With the Magic Key, Link can proceed to the sixth palace and open its secrets.

Kasuto is very well hidden in a secret forest on the east side of the east continent. In order to uncover it, use your Hammer on the trees by pressing the A button while on the Overworld screen.

Barba: The Final Guardian

In Barba’s chamber, Link comes to three fiery pools from which the dragon rises in flame-breathing horror. He prepares for the battle by using Jump, Shield, and Reflect, then stands on the middle column. As soon as Barba appears, Link attacks, then dodges his flames and attacks again when the dragon dives back into the pool.

By standing on the middle column, Link is positioned perfectly to attack Barba when he first appears.

With the help of Jump magic, Link can dodge Barba’s blistering breath and counterattack. Timing is critical!

The Pit!

Not far away from the entrance, Link finds an endless pit that passes through four levels of the maze. He will keep falling over and over through those four rooms unless he sails to the right where, in the third room, he can land on a ledge and duck through a door.

On to the Great Palace

Link can sense the end of his journey nearing, but even with victory in sight, he faces a great many more challenges. He uses his map to find his way along the path to reach the Great Palace.

Trap 17

The path to Ganon’s lair is guarded by many determined foes. Getting through this section can be a trial.

Trap 18

Here on the path Link meets enemies who attack him. He must take care not to tumble into the lake.

Trap 19

With the powerful Spell magic, Link transforms a Moa into a Bot, making it all the easier to finish off.

Trap 20

Link encounters another narrow corridor guarded by fierce foes. Quick thinking leads Link to use magic spells to defeat those who bar his path.

Cave 7

Coming to a cave, Link encounters many challenging foes, such as Arurodas and Achemen, creatures he defeats using his Sword and Fire magic.

Cave 8

After overcoming many obstacles and powerful foes, Link arrives at his destination: the Great Palace.

The Great Palace

Link has arrived; the massive Great Palace stands before him. His journey has been long and arduous, but through perseverance and unparalleled skill, he has conquered all the obstacles in his path and was led here, to his final destination. He doesn’t know what to expect, but he knows that after everything he’s faced, he is ready for anything.

Thunderbird: The Final Guardian?

A massive creature known as Thunderbird guards the Triforce Chamber. Link tries his best to wound the foe, but none of his attacks work. Even worse, he has no way to reach the creature when it flies high up into the room.

To reach Thunderbird, Link uses Jump magic. He also uses Shield and Reflect magic to lower the intensity of Thunderbird’s attacks. But he still isn’t sure how to wound the foe.

With quick thinking, Link uses the Thunder magic he found in the deserted town of Old Kasuto. Using Thunder on an enemy named “Thunderbird” seems counterintuitive, but it works like a charm! Thunderbird reveals its face, and Link uses his Jump magic to leap into the air and strike it!

The End?

Having defeated Thunderbird, Link enters the Triforce Chamber, but what happens next is uncertain; the rest of the pages of this story are blank.

It’s up to you to determine Link’s fate. There is one more challenge Link must face to prove his worthiness to possess the Triforce. Use all your skills and cunning to overcome this final challenge and finish the book titled The Adventures of Link. You can do this!

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