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Zelda: FAQ and Walkthrough

Frequently Asked Questions, codes, maps and alkthroughs of Zelda games

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LLLLLLLLLLLLIIIIIIIIIIIIINNNNNNNNNNNNNKKKKKKKKKKKK

-----------NEW GAME CHALLENGES AND IDEAS----------
-------------+ TIME TRIAL WALKTHROUGH-------------
--------------------VERSION 4.0-------------------

Zelda 2 New Game Challenges FAQ Written By:
__   __       ___              ___
/  \ /  \  /\    / \ / |    /\    /
|    |--/ /--\  /   |  |   /--\  /
\__/ |  \ |  | /__  |  |__ |  | /__

Zelda 2 and it's instructions manual are property of
Nintendo, (c) 1988, all rights reserved.

This FAQ is property of Jon Bernier (a.k.a. Crazylaz,
formerly Pelivor), (c) 2/11/02, all rights reserved.
Any relation to guide books or other websites dedicatied
to Zelda 2 are purely coincedental, for this FAQ was put
together by experience of playing the game. Feel free to
distribute this FAQ or link this FAQ to your website. If
you DARE steal or plagarize ANYTHING from this FAQ then
I'll...I'll...ah, to heck with it, it's not much of a
problem. Just give me the proper credit and all will be
forgiven.

Last Updated: 12/20/03

If you have any info that can help me out on this
challenges FAQ feel free to e-mail me at
froloth@hotmail.com

UPDATES (Version 4.0)

More additions to the challenges section. In particular,
a process of beating Zelda 2 with lower Life and Magic levels.

Also included are "Comfort Levels" which I have worked my way
up to at this point (at each challenge).

I have corrected an error regarding the Attack Charts (Palace
Moas drop 200 P-Bags and red magic jars, making it part of the
large monster family).

White Tiger Shiro on the Zelda 2 Message Board pointed out an
error regarding the use of the Hammer. This has been fixed.

Finally, there is an alternative Death Mountain path for the Time
Trial FAQ, as well as the theory that Zelda 2 can be beat in
under 90 minutes (not just 120).

UPDATES (Version 3.0)

Another large overhaul on this FAQ. This time, I have added
more depth to the Attack Level challenge, including charts
and strategies for practicing to be an expert gamer at the
low attack level.

I have also figured out how to earn more exp in Death
Mountain by taking a more dangerous route. In the long run,
it resulted in faster level-up.

More spelling corrections and errors corrected. So far, this
FAQ is looking really good.

UPDATES (Version 2.0)

This is the first one, actually. My first update in
over a year! Here are some of the changes that have
taken place:

CHANGE OF NAME -- Since joining the Gamefaqs message
boards, I've been going by the name of Crazylaz. While
updating my FAQs (which have been LONG overdue) I have
decided to remove the Pelivor name and make it my message
board name. This is to prevent confusion to those who
have sent me e-mails.

WALKTHOUGH ADDITION -- As promised, a Walkthough has been
added to the Game Challenges FAQ. However, rather than
the flawless low-stats strategy (which it more difficult
than my skills can handle), I have decided to do a Time
Trial FAQ. I have read on message boards that some are
having a difficult time trying to beat Zelda 2 in under 2
hours. I have made a walkthrough that does just that.

CHALLENGE REMOVAL -- With the removal of the possibility
of a lowest stats walkthrough, I have also removed the
"Lowest Stats Challenge In Theory" section. Why place
something in a faq if even I haven't done it before?

CLASSES ADDITION -- Classes are associated with Dungeons &
Dragons, and have nothing to do with Zelda 2. However, you
can mimic certain classes by leveling up in certain ways
and using certain codes. They probably won't mean much, but
try it out as you please.

SPELLING CORRECTIONS -- This has to be my sloppiest FAQ to
date. Now that I am older and wiser, I have gone back to
correct the spelling and punctuation errors. I have also
removed some of the clutter that really made this FAQ
really lousy.

Thus concludes the update section.

UPDATES COMING SOON: Next in line is more information
regarding the alternative path through Death Mountain,
as well as alternative level-ups and level-up
strategies. Although I am not sure if they will be
included in the Time Trial FAQ. After several test plays,
my overall time only dropped about 20 seconds.

SOOOOO....WHAT'S THE POINT OF THIS FAQ???

You won't see any storyline or walkthrough in this FAQ
(well...maybe a walkthrough in an update, but not now),
nor will you see many strategies on how to defeat
monsters and bosses; there are many FAQs that already
do this job. So what's the point? Well, when I beat a
video game, I discover new ways to beat it. (what else
am I supposed to do? It's not like there's a second
quest). This FAQ was created to suggest different ways
to beat Zelda 2, as well as how you can prepare for it.
Here I will be making my contribution on one of the
greatest classic Side-Scroller RPGs of all time.

NOTE: over 1000 Links' were sacrificed for the purpose
of writing this FAQ. Ganon returned hundreds of times to
conquer Hyrule because of me!

CHALLENGES (Listed from Least to Most Difficult, based
on my own experience)

---------BEATING ZELDA 2 WITH LEVEL 1 LIFE--------

This is no picnic for those who are nortorious for
letting bad guys deliver tons of damage to poor
Link. Here, there is little margin of error; if you
don't get through flawlessly (or at least almost
flawlessly), you're certain to be pummeled into
Cream-of-Link Soup in no time. To give you an idea,
below is a chart of all the monsters you can face,
and how much damage Link will take if hit. (This is
measured in BARS, NOT hit points!! each bar counts
for 16 hit points).

Area Legend
W = Western Overworld
E = Eastern Overworld
C = Caves
P = Palaces
G = Great Palace

                 |    | Damage|Effect |
                 |    |   if  | From  |
Monster          |Area|Touched|Touch  |
---------------------------------------
Ache             | C  |  1/2  | None  |
Ache             |Town| 1 1/2 | None  |
Acheman          |W/C | 1 1/2 | None  |
Bago-Bago        | W  |   1   |-10 exp|
                 | E  | 1 1/2 | None  |
Bot (Red)        | W  |  1/2  | None  |
Bot (Blue)       | W  |  1/2  | None  |
                 | P  |   1   | None  |
                 | G  |   3   | None  |
Daira (Orange)   | C  | 1 1/2 | None  |
Daira (Red)      | C  | 1 1/2 | None  |
Deeler (Red/Blue)|W/E |  1/2  | None  |
Dreadhawk (Red)  | G  | 4 1/2 | None  |
Fire Dragon      | E  |   3   | None  |
Geldarm          | W  |   1   | None  |
Ghost Wizard     | P  |   3   | None  |
Giant Bot        | G  |   3   | None  |
Giant Skull      | G  |   3   |-Magic |
Goriya (Orange)  | W  |   1   | None  |
Goriya (Red)     | C  |   1   | None  |
Goriya (Blue)    | C  |   1   | None  |
Hammer Bro       | P  | 1 1/2 | None  |
Hawk Knight (Red)| G  |   7   | None  |
HawkKnight (Blue)| G  |   7   | None  |
Iron Knuckle (Or)| P  | 1 1/2 | None  |
Iron Knuckle (Rd)| P  |   3   | None  |
Iron Knuckle (Bl)| P  |   3   | None  |
Killer Bee       | E  |   1   | None  |
Leever           | E  | 4 1/2 | None  |
Lizard Man (Or)  | E  |   3   | None  |
Lizard Man (Red) | E  | 4 1/2 | None  |
Lizard Man (Blue)| E  | 4 1/2 | None  |
Lowder           | C  |  1/2  | None  |
MegMat           | W  |   1   | None  |
Mini Horsehead   | P  |  1/2  |-10 exp|
Moa (Red)        | W  | 1 1/2 |-20 exp|
Moa (Shelled)    | E  | 4 1/2 | None  |
Moa (Town)       | E  |   3   | None  |
Moa (Blue)       | E  |   3   |-20 exp|
Moa (Palace)     | P  |   3   |-10 exp|
Moblin (Or Chrge)| W  |  1/2  |-10 exp|
Moblin (Or Throw)| W  |  1/2  | None  |
Moblin (Red)     | W  |   1   | None  |
Moblin (Blue)    | W  |   1   | None  |
Moby             | W  |  1/2  |-10 exp|
Myu              |C/P |   1   | None  |
Myu (GreatPalace)| G  |   3   | None  |
Octorok (Red)    | W  |   1   | None  |
Octorok (Blue)   | E  |   1   | None  |
Rope (Blue)      | P  |   1   | None  |
Rope (Red)       | G  | 4 1/2 | None  |
Scorpion         | E  | 4 1/2 | None  |
Skull            | P  |  1/2  |-Magic |
Stalfos (RedSkel)| P  |   1   | None  |
Stalfos (BlSkel) | P  |   1   | None  |
Stalfos (RedKni) | P  |   3   | None  |
Stalfos (BlKni)  | P  | 1 1/2 | None  |
Statue Head 1    | P  |  1/2  |-10 exp|
Statue Head 1(Or)| G  |   3   |-10 exp|
Statue Head 2    | P  |  1/2  |-10 exp|
Stone Warrior    | P  |   3   | None  |
Tektite          | E  | 1 1/2 | None  |
Wizzrobe         | P  |   3   | None  |

To figure out total damage, multiply the number of
bars by 16. Ex: Blue Hawkknight deals 7 bars of
damage to Link. 7 x 16 = 112 HP of damage!!! ARGH!

If that's discouraging, check out how much damage
the boss monsters deal to Link:


                    |      | Damage|
                    |      |   if  |
Boss Monster        |Palace|Touched|
------------------------------------
Horse Head          |   1  | 1 1/2 |
Helmet Head         |   2  | 1 1/2 |
Mounted Ironknuckle | 3, 6 |   3   |
Carock              |   4  |   3   |
Gooma               |   5  |   7   |
Barba               |   6  |   7   |
Thunderbird         |   7  |   0*  |
Evil Link           |   7  | 4 1/2 |

*Thunderbird only damages w/ fire. His body doesn't
seem to damage Link upon physical contact.

That was only if you touch the enemy. Now, check out
the damage chart for various projectile weapons that
Link has to deal with.

Projectile       |Monster/Boss     |Damage |Shield?|
----------------------------------------------------
Axe              |Red Daria        |   3   |  No   |
Ball 'N Chain    |GOOMA            |   7   |  NO*  |
Blue Projectile  |Tektite          |   3   |  Yes  |
                 |Statue Head 1, 2 |  1/2  |  Yes  |
                 |HELMET HEAD      |   3   |  Yes  |
Boomerang        |Goriya All Types | 1 1/2 |  Yes  |
Boulder Rock     |Octorok          |   1   |  Yes  |
                 |Killer Bee       |   1   |  Yes  |
                 |Bago-Bago        |   1   |  Yes  |
Fire             |Scorpion         |   3   |  No   |
                 |Palace Moa       |   3   |  No   |
                 |Wizzrobe         |   3   |  No   |
                 |Gr. Palace Rope  |   1   |  No   |
                 |Dreakhawk        | 4 1/2 |  No   |
                 |BARBA            |   7   |  No   |
                 |THUNDERBIRD      |   7   |  No   |
Hammer           |Hammer Bro       | 1 1/2 |  No   |
Mace             |Blue Lizardman   | 4 1/2 |  No   |
                 |Stone Warrior    |   3   |  No   |
Magic            |Ghost Wizard     |   3   |  Yes# |
                 |CAROCK           |   3   |  Yes# |
Sword Projectile |Blue Ironknuckle |   3   |  Yes  |
                 |MOUNTED IRONKNUCK|   3   |  Yes  |
                 |Red HawkKnight   |   3   |  Yes  |
                 |Blue HawkKnight  |   3   |  Yes  |

*The Ball 'N Chain is the only weapon that can't be
deflected with the shield, even with a Reflect spell.
All other 'No' projectiles can be deflected with a
Reflect spell.
#Magic can be reflected back to the attacker with a
Reflect spell.

Strategy: Ok, so the whole theme of winning with a
level 1 Life is to NOT GET HIT! you've got your
Sword strength and Magic to back you up if all else
fails. You'll be spending most of your magic on Shield
and Reflect and Life spells. If you are confident on
your dodging skills, I recommend an AGGRESSIVE attack
approach. The faster you kill the monster, the less
time he has to kill you. Still think this is too easy?
Try it again without acquiring the 4 heart containers...

UPDATE: I have included a step-by-step strategy of lowering
your Life level as you play.

New Strategy: The best way to work your way down to a Level
1 Life is by playing 14 games of Zelda 2 (it's alot, but
practice makes perfect). Each time, do the following:

Game 1: Beat the game as normal (Level 8 Life, SHIELD and LIFE
|       spells).
Game 2: Skip the SHIELD spell.
Game 3: Raise your Life level only to 7.
Game 4: Raise your Life level only to 6.
Game 5: Raise your Life level only to 5.
Game 6: Raise your Life level only to 4.
Game 7: Raise your Life level only to 3.
Game 8: Skip the LIFE spell. At this point, you take so much
|       damage that LIFE is practically useless.
Game 9: Raise your Life level only to 2.
Game 10: Keep your Life level at 1 for the game.

DON'T go to the next game step until you can beat the game you're
on without getting a Game Over. By doing this, you have mastered
Zelda 2 at that Life level, and you can go on to the next step.

Even with all 4 Heart containers, most monsters will kill off
Link in only 2 or 3 hits. At this point, you've played 10 games,
looked at other FAQs for strategies, and you should be really
getting good at avoiding damage. Once you have mastered not
getting hit, Play games 11 through 14 by skipping one more
Heart Container each game. At 4 bars of Level 1 Life, Link's
quest becomes a suicide mission.

CRAZYLAZ'S COMFORT LEVEL: I've played Zelda 2 hundreds of times
during the development of this FAQ. After so many tries I have
had the tendency to be careless; I can beat a Level 1 Life, but
not without losing several lives. However, I can beat a Level 5
Life quest, no SHIELD spell, quite consistently without losing
a single life.

--------BEATING ZELDA 2 WITH LEVEL 1 MAGIC--------

Magic plays an important role in many parts of Zelda
2. An inept spellcasting Link makes his quest
extremely difficult. Here are the 8 spells and how
much magic (in BARS, NOT magic points!) is consumed
when said spell is cast:

Magic      |Description               |  MP Use
-------------------------------------------------
Shield     |half-damage to Link       |     2
Jump       |double jumping height     |     3
Life       |+3 Bars of Life to Link   |Close to 5
Fairy      |Link turns into fairy     |     5
Fire       |Link's Sword shoots fire  |   7 1/2
Reflect    |Shield deflects projectile|   7 1/2
Spell      |Monsters become Bots      |   7 1/2
Thunder    |Kill all monsters         |   7 1/2

Allow me to count the ways why this is so difficult:

   1. You need the fairy spell to get to the 3rd
      palace, exhausting most of your magic before
      even getting to the front doorstep.
   2. You need to use the Fairy spell twice in the
      6th Palace. Since you don't have enough bars
      of magic to cast it twice, you need to stand
      around killing monsters to replenish your
      magic for the second casting.
   3. Sword-Proof enemies live to kill. Do you
      really think you're gonna waste ALL 8 bars
      of magic for a few measily sword-proof
      monsters? Uh, no. RUN!
   4. You NEED Reflect to kill Carock, the 4th boss.
      So you need to acquire ALL 4 magic containers
      before you can even confront him.
   5. Spell has only one use and that is to get the
      Magic Key...not a prob because you can refill
      your magic afterward.
   6. By using all your magic on Thunder, you have no
      magic remaining for a shield, jump, nor reflect
      spell against Thunderbird.

Because you need all your magic, SKULLS JUST BECAME
YOUR WORST ENEMY! They need but drain a little more
than half a bar of magic and you can no longer cast
half your arsonal of magic.

Strategy: Save your magic; use it only when you know
you can expend it, or when you have no choice. If you
still intend to waste your magic for no reason, you
can:

   ---fight monsters 'till they drop magic containers
   ---kill yourself, as that will always refill your
      magic, though you lose a life.

However, you can use a life spell when you find a
red magic container. There really isn't much else to
it. Find a walkthough and play the game as you always
do. Just don't use your magic until you have to.

UPDATE: I have added a new process to lowering your
Magic Level as you play.

New Strategy: The big factor in a low-magic quest is the
THUNDER spell, because it is needed to defeat Thunderbird.
A Magic Level of 6 requires you to use 7 and 1/2 Bars of
magic to defeat Thunderbird. This means that you will have
no magic for SHIELD, JUMP, nor REFLECT. That said, the step-
by-step process of winning is different.

Game 1: Beat game with Level 8 Magic.
Game 2: Beat Thunderbird Without REFLECT.
Game 3: Beat Thunderbird Without SHIELD.
Game 4: Beat game with Level 7 Magic.
--At Level 7, you will have enough Magic for a JUMP spell,
--Which makes defeating Thunderbird easier.
Game 5: Beat Thunderbird without JUMP.
--Because you will not be able to use any of the three spells
--against Thunderbird when Magic level is 6 or lower.

And then from there, each game after, lower your Magic Level
until you get to 1.

The transition to Level 1 Magic is very difficult because it
is easy to lose magic via Skulls. Also note that it takes 7
and 1/2 bars of Magic to cast REFLECT at level 1. This means
you can't defeat Carock (4th Palace boss) unless you have all
4 Magic containers. (just get the Magic Boots and continue
from there. Save Carock for your 6th boss).

CRAZYLAZ'S COMFORT LEVEL: Even to this day, I am still a Magic
abuser. I have relied too heavily on JUMP spell to defeat
Thunderbird, and now the game seems impossible without it (at
least from the flawless victory standpoint). I am still stuck
on Game 4 on the step-by-step process.

--------BEATING ZELDA 2 WITH LEVEL 1 ATTACK-------

Ever wondered if quantity was better than quality?
Here's your chance. You'll be likely to wear out
the B-Button on the controller before you beat this.
Because your attack is weak throughout the whole
game, all monsters take forever to kill, giving them
plenty of time to deal damage. Remember that short-
range projectile that Link can throw when he's at
full life? Very few FAQ writers have emphasized
using it, but I AM! By using the projectile on those
enemies that are susceptable to it, it will freeze
them temporarily and allow you to go in for an easy
kill.

Strategy: When you get the downstab, USE IT
ABUSIVELY! It's better than getting maced, axed,
or stabbed to death. If you face monsters that
take too many hits to kill, it's better to avoid.
Once again, as in the Level 1 Life strategy, I use
major aggression against monsters like the Iron-
Knuckles, bosses, and the such. Lizardmen are a
bit weak with shield using; you might be able to
get away with downstabbing. It's the little things
that you need to pay attention to. You have your
high magic and life to pull you through if things
get you down. Play it like you would any other game,
just be a little more patient when dealing with
monsters. And don't get frustrated when Thunderbird
crushes your puny sword-wielding Link for the millionth
time. Practice makes perfect.

UPDATE: I have added more depth to the attack charts, and
added an alternative strategy.

New Strategy: I have found that the best way to work your
way to a level 1 Attack campaign is to practice by playing
7 games of Zelda 2. Each time, lower your attack level by 1
(so after beating the game with a Level 8 Attack, start a new
game, maxing out only at Level 7, and work your way back
until you can play with a Level 1 Attack comfortably). This
way, you can work your way to being an expert attacker.

UPDATE: Based on the charts, the hardest transition is from
Level 2 Attack to Level 1. You will see a significant drop
in damage between both levels.

I have included Attack Charts which tell you how many hits it
takes to kill each monster at each level of attack. Check it
out below!

HOW TO READ THE ATTACK CHARTS:

Area: Where you can find these monsters:
------C: In Caves
------W: Western Continent
------E: Eastern Continent
------T: In Towns
------P: Palace
------G: Great Palace
Lvl 1: Hits to kill monster with a level 1 attack.
Lvl 2: Hits to kill monster with a level 2 attack.
Lvl 3: Hits to kill monster with a level 3 attack.
Lvl 4: Hits to kill monster with a level 4 attack.
Lvl 5: Hits to kill monster with a level 5 attack.
Lvl 6: Hits to kill monster with a level 6 attack.
Lvl 7: Hits to kill monster with a level 7 attack.
Lvl 8: Hits to kill monster with a level 8 attack.
Pro: Is the monster susceptable to the projectile? (Y for Yes, N for No)
Power: Special powers of the monster:
-------EXP: steals experience on contact
-------MAG: steals magic on contact
-------IMM: sword immunity.
-------WPN1: uses a non-throwing weapon that can be blocked with the shield.
|            (mostly swords and spears)
-------WPN2: uses a non-throwing weapon that can only be blocked with 
REFLECT.
|            (axes, maces)
-------WPN3: uses a non-throwing weapon that can't be blocked by any means.
-------PRJ1: fires projectiles that can be blocked by the shield.
|           (includes swords, boomerangs, rocks, etc.)
-------PRJ2: fires projectiles that can only be blocked with REFLECT.
|           (includes axes, maces, fire, etc.)
-------N/A: Not Applicable

LITTLE MONSTERS

About 90% of the little enemies are susceptable to the projectile
attack, and will occassionally leave a blue magic container or a
50 Point Bag. Most can be disposed of quickly.

UPDATE: The orange Moblin that charges does occassionally drop a blue
magic container or 50-Point bag, even though it doesn't provide exp
otherwise. I have moved it to the Little Monsters section.

                  |    |Lvl|Lvl|Lvl|Lvl|Lvl|Lvl|Lvl|Lvl|   |         |
Monster           |Area| l | 2 | 3 | 4 | 5 | 6 | 7 | 8 |Pro|  Power  |
----------------------------------------------------------------------
Ache              | C  | 2 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | Y |   N/A   |
Ache              | T  | 2*| 1 | 1 | 1 | 1 | 1 | 1 | 1 | Y |   N/A   |
Acheman           |W/C | 4 | 3 | 2 | 2 | 1 | 1 | 1 | 1 | Y |PRJ2     |
Bago-Bago         | W  | 2 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | Y |PRJ1,EXP |
                  | E  | 2 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | Y |PRJ1,EXP |
Bot (Red)         | W  | 2 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | Y |   N/A   |
Bot (Blue)        | W  | 2 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | Y |   N/A   |
                  | P  | 2 | 2 | 1 | 1 | 1 | 1 | 1 | 1 | Y |   N/A   |
                  | G  |24 |16 |12 | 8 | 6 | 4 | 3 | 2 | Y |   N/A   |
Deeler (Red/Blue) | W  |2/2|1/2|1/1|1/1|1/1|1/1|1/1|1/1| Y |   N/A   |
                  | E  | 6 | 4 | 3 | 2 | 2 | 1 | 1 | 1 | Y |   N/A   |
Geldarm           | W  | 4 | 3 | 2 | 2 | 1 | 1 | 1 | 1 | Y |   N/A   |
Goriya (Orange)   | W  | 6 | 4 | 3 | 2 | 2 | 1 | 1 | 1 | N |  PRJ1   |
Goriya (Red)      | C  | 7 | 5 | 4 | 3 | 2 | 2 | 1 | 1 | N |  PRJ1   |
Leever            | E  | 8 | 6 | 4 | 3 | 2 | 2 | 1 | 1 | Y |   N/A   |
Lowder            | C  | 2 | 2 | 1 | 1 | 1 | 1 | 1 | 1 | Y |   N/A   |
MegMat            | W  | 2 | 2 | 1 | 1 | 1 | 1 | 1 | 1 | Y |   N/A   |
Moa (Red)         | W  | 4 | 3 | 2 | 2 | 1 | 1 | 1 | 1 | Y |   EXP   |
Moa (Shelled)     | E  | 8 | 6 | 4 | 3 | 2 | 2 | 1 | 1 | Y |   EXP   |
Moa (Town)^       | T  |24 |16 |12 | 8 | 6 | 4 | 3 | 2 | Y |   EXP   |
Moa (Blue)^       | E  |24 |16 |12 | 8 | 6 | 4 | 3 | 2 | Y |   EXP   |
Moblin (Or Chrge) | W  | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | Y |WPN1, EXP|
Moblin (Or Throw) | W  | 2 | 2 | 1 | 1 | 1 | 1 | 1 | 1 | Y |  PRJ1   |
Moblin (Red)      | W  | 6 | 4 | 3 | 2 | 2 | 1 | 1 | 1 | Y |  WPN1   |
Moblin (Blue)     | W  | 9 | 6 | 5 | 3 | 2 | 2 | 1 | 1 | Y |WPN1,PRJ1|
Moby              | W  | 2 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | Y |   EXP   |
Myu               |C/P | 2 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | Y |   N/A   |
Myu (GreatPalace)!| G  |12 | 8 | 6 | 4 | 3 | 2 | 2 | 1 | Y |   N/A   |
Octorok (Red)    !| W  | 2 | 2 | 1 | 1 | 1 | 1 | 1 | 1 | Y |  PRJ1   |
Octorok (Blue)    | E  | 6 | 4 | 3 | 2 | 2 | 1 | 1 | 1 | Y |  PRJ1   |
Rope (Blue)       | P  | 6 | 4 | 3 | 2 | 2 | 1 | 1 | 1 | Y |  PRJ1   |
Rope (Red)        | G  | 6 | 4 | 3 | 2 | 2 | 1 | 1 | 1 | Y |  PRJ2   |
Statue Head 1     | P  |28 |19 |14 |10 | 7 | 5 | 4 | 3 | Y |   EXP   |
Statue Head 1(Or) | G  |48 |32 |24 |16 |11 | 8 | 6 | 4 | Y |   EXP   |
----------------------------------------------------------------------

* Some Aches in towns will be almost as strong
  as a skull. Better off avoiding them than
  fighting.
! You CAN damage a Myu without the downstab! Refer
  to the monster strategies in the Time Trail FAQ
  written further below.
^ These monsters are invisible without the cross.

LARGE MONSTERS

Most can deliver a pounding, take a beating, and most are immune
to the projectile. They will also occassionally leave a red magic
jar or a 200 point bag.

UPDATE: The palace Moa has been moved to the Large Monster family,
as it can drop a red container or 200-Point Bag.

                  |    |Lvl|Lvl|Lvl|Lvl|Lvl|Lvl|Lvl|Lvl|   |         |
Monster           |Area| l | 2 | 3 | 4 | 5 | 6 | 7 | 8 |Pro|  Power  |
----------------------------------------------------------------------
Daira (Orange)    | C  | 9 | 6 | 5 | 3 | 2 | 2 | 1 | 1 | N |  WPN2   |
Daira (Red)       | C  |12 | 8 | 6 | 4 | 3 | 2 | 2 | 1 | N |  PRJ2   |
Fire Dragon#      | E  |24 |16 |12 | 8 | 6 | 4 | 3 | 2 | N |PRJ1, IMM|
Ghost Wizard@     | P  | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | N |PRJ1, IMM|
Goriya (Blue)     | C  | 9 | 6 | 5 | 3 | 2 | 2 | 1 | 1 | N |  PRJ1   |
Hammer Bro        | P  | 8 | 6 | 4 | 3 | 2 | 2 | 1 | 1 | N |  PRJ2   |
HawkKnight  (Red) | G  |24 |16 |12 | 8 | 6 | 4 | 3 | 2 | N |  PRJ1   |
HawkKnight (Blue) | G  |48 |32 |24 |16 |11 | 8 | 6 | 4 | N |  PRJ1   |
Iron Knuckle (Or) | P  | 8 | 6 | 4 | 3 | 2 | 2 | 1 | 1 | N |  WPN1   |
Iron Knuckle (Rd) | P  |12 | 8 | 6 | 4 | 3 | 2 | 2 | 1 | N |  WPN1   |
Iron Knuckle (Bl) | P  |28 |19 |14 |10 | 7 | 5 | 4 | 3 | N |  PRJ1   |
Killer Bee        | E  | 4 | 3 | 2 | 2 | 1 | 1 | 1 | 1 | Y |  PRJ2   |
Lizard Man (Or)   | E  |16 |11 | 8 | 6 | 4 | 3 | 2 | 2 | N |  WPN1   |
Lizard Man (Red)  | E  |24 |16 |12 | 8 | 6 | 4 | 3 | 2 | N |  WPN2   |
Lizard Man (Blue) | E  |28 |19 |14 |10 | 7 | 5 | 4 | 3 | N |  PRJ2   |
Moa (Palace)      | P  | 8 | 6 | 4 | 3 | 2 | 2 | 1 | 1 | Y |PRJ2, EXP|
Scorpion          | E  |16 |11 | 8 | 6 | 4 | 3 | 2 | 2 | N |  PRJ2   |
Stalfos (RedSkel) | P  | 4 | 3 | 2 | 2 | 1 | 1 | 1 | 1 | N |  WPN1   |
Stalfos (BlSkel)  | P  | 6 | 4 | 3 | 2 | 2 | 1 | 1 | 1 | N |  WPN1   |
Stalfos (RedKni)  | P  |12 | 8 | 6 | 4 | 3 | 2 | 2 | 1 | N |  WPN1   |
Stalfos (BlKni)   | P  |16 |11 | 8 | 6 | 4 | 3 | 2 | 2 | N |  WPN1   |
Stone Warrior     | P  |16 |11 | 8 | 6 | 4 | 3 | 2 | 2 | N |  PRJ2   |
Tektite#          | E  |12 | 8 | 6 | 4 | 3 | 2 | 2 | 1 | N |PRJ1, IMM|

# You need Fire spell to damage these monsters
@ Can only be killed with a Reflect spell.

EVIL MONSTERS

I call them Evil monsters because they do not give up point bags or
magic containers at all.

                  |    |Lvl|Lvl|Lvl|Lvl|Lvl|Lvl|Lvl|Lvl|   |         |
Monster           |Area| l | 2 | 3 | 4 | 5 | 6 | 7 | 8 |Pro|  Power  |
----------------------------------------------------------------------
Dreadhawk (Red)   | G  |72 |48 |36 |24 |16 |12 | 8 | 6 | N |  PRJ2   |
Giant Bot%        | G  | 5 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | N |   N/A   |
Giant Skull       | G  |130|85 |64 |43 |29 |22 |14 |11 | N |   MAJ   |
Mini Horsehead    | P  | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | Y |   EXP   |
Skull             | P  |125|84 |63 |42 |28 |22 |14 |11 | Y |   MAJ   |
Statue Head 2     | P  | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | Y |PRJ1, EXP|
Wizzrobe          | P  |16 |11 | 8 | 6 | 4 | 3 | 2 | 2 | N |  PRJ2   |

% The Giant Bot splits into many little bots
  that are almost as powerful as skulls.

BOSSES

Be assurred, your projectile is ineffective against any of the
bosses.

                    |      |Lvl|Lvl|Lvl|Lvl|Lvl|Lvl|Lvl|Lvl|   |     |
Boss Monster        |Palace| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |Pro|Power|
----------------------------------------------------------------------
Horse Head          |   1  | 16|11 | 8 | 6 | 4 | 3 | 2 | 2 | N |WPN3 |
Helmet Head         |   2  | 24|16 |12 | 8 | 6 | 4 | 3 | 2 | N |PRJ1 |
Mounted Ironknuckle | 3, 6 | 38|28 |22 |12 |11 | 8 | 6 | 4 | N |PRJ1 |
Carock@             |   4  | 8 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | N |PRJ1 |
Gooma               |   5  | 72|42 |35 |24 |16 |12 | 8 | 6 | N |WPN3 |
Barba               |   6  | 96|72 |48 |32 |22 |16 |12 | 8 | N |PRJ2 |
Thunderbird         |   7  | 96|72 |48 |32 |22 |16 |12 | 8 | N |PRJ2 |
Evil Link           |   7  | 8 | 8 | 8 | 8 | 8 | 8 | 8 | 8 | N |WPN1 |

@ Can only be killed with a Reflect spell.

These charts can help you determine how good you are as a
Zelda 2 Master and can help you improve on your skills.
Use them well.

Like with your Life and Magic levels, play multiple games of Zelda 2,
lowering your max attack level by 1 each game.

CRAZYLAZ'S COMFORT LEVEL: As mentioned, the largest dip in damage
comes between Level 2 and Level 1 Attack. I can beat a Level 2 Attack
quest without major problems, but not without Link casualties. I say
I'm at the Level 3 quest if I'm talking comfort level.


---BEATING ZELDA 2 WITH LEVEL 1 MAGIC AND LIFE----

The challenge only gets more difficult from here.
Imagine getting your behind toasted after a few
measily hits. Now, pretend you can only use your
magic when it is required...pretty hard huh? You
are entitled to a measily 4 shield spell castings.
You only have your sword to carry you to victory.
One or two hard hits and you're dead; however, this
rule is also applied to your enemies.

UPDATE: An expert gamer can max out Link's attack before
crossing to the eastern continent. Having the ability
to defeat your enemies quickly brings relief and reduces
chance of taking damage (the faster your enemies die,
the less time they have to defeat you). You still have
to get all 4 Magic containers to defeat Carock, and you
have no magic after using THUNDER on Thunderbird. But as
long as you don't take hits, and if you dispose of enemies
quickly, this duel-Level 1 Quest becomes the easiest of
the three.

--BEATING ZELDA 2 WITH LEVEL 1 ATTACK AND LIFE---

Not only do the monsters have all the time in the
world to hurt you, but it will only take one or
two hits to knock you down. With only magic to
back you up, abuse your shield, life, and reflect
spells whenever possible; Use them like a credit card
in a shopping mall! Expend your magic like there is no
tomorrow! Because it's the only real key to winning.

UPDATE: At first, this was the most difficult challenge,
but over time and practice, this has become a bit
easier. The best way to do it is to practice each
level 1 quest individually, starting first with Level 1
Attack. If you defeat Thunderbird while taking only 2 hits
max (assuming you used a SHIELD spell), then you are ready
to attempt this duel-level 1 quest.

---BEATING ZELDA 2 WITH LEVEL 1 ATTACK AND MAGIC--

Once again, a low magic makes things difficult as
it is, and the monsters just won't die! By the
end of each battle you'll probably want to use a
life spell, but you can't expend it. You should be
so lucky that life requires the fewest experience
points to level up. By using all your magic on
Thunderbird, you have none remaining for shield,
jump, nor reflect. The lack of attack power doesn't
help things either.

UPDATE: After several plays, I have found this challenge
to be the most difficult. Not having shield or jump for
Thunderbird really cripples any chance of beating Zelda
2 with this challenge. Not recommended unless you have
countlessly practiced each Level 1 quest individually.

-BEATING ZELDA 2 WITH FEWEST SPELLS, ITEMS, ATTACKS-

To determine which items are not necessary, they cannot
play an important role in advancing further in the game.
First, let's go through the spells:

Shield: Halfs damage delivered to link. Not needed to
        complete the game.
Jump: Needed for the cave south of Ruto.
Life: Increases Link's life by 3 bars. Not necessary.
Fairy: Used on several occassions. Unless cheating with
       the game genie, it is very much needed.
Fire: Used to kill 2 sword-proof enemies. Not needed.
Reflect: Used to kill Caraok, the 4th boss. You tell me
         if it's needed...
Spell: You need Spell to get the Magic Key. But you
       don't really need the Magic Key for the 6th
       palace; a few Fairy spells will cure that.
Thunder: Needed to make the Thunderbird vulnerable.

That said, there are only 4 spells you really need: Jump,
Fairy, Reflect, and Thunder.

Next up is the fewest items possible:

Candle: Needed to light up caves, and the route to the
        Great Palace. If you can fight monsters in the
        dark then you don't need this. NOTE: Orange-colored
        monsters like the Orange Daira and Orange Lizardman
        are still visible even in the dark! Kind of a neat
        discovery if I do say so myself.
Glove: You need this to get the Raft in the 3rd Palace.
       Without the raft, you can't get to the eastern
       continent.
Raft: Used to get to the East Overworld. Required to complete
      the quest.
Boots: Used to get to the 5th Palace. You need this.
Flute: Used to rid of the spider-like creature guarding
       the river. Another essential.
Cross: Used to see invisible Moas. If you think you can
       get to the Great Palace without it, then I don't
       see what's stopping you.
UPDATE: I've got e-mails asking me how anyone could possibly
        get to the Great Palace without the Cross. Well, since
        you can't see the monsters, I recommend casting FAIRY
        at every action sequence, and sacrificing a life
        every now and then to refill your magic. As a fairy, you
        can't get knocked around. Granted, you may still take
        a hit or two, but you can exit an action sequence
        quickly at little or no risk.
Hammer: UPDATE: Thanks to White Tiger Shiro, it has been noted
        that without the Hammer, you cannot get the medicine that
        would get you the FAIRY spell. Thanks again for pointing
        that out.

	  However, if you are playing Zelda 2 on replay mode,
        and you already have the necessary spells to complete your
        quest, then the Hammer becomes unnecessary. Not using the
        Hammer forces you to:
        ---go the long way around to the east continent, going
        through the cave south of Ruto, and through Death
        Mountain every time.
        ---forces you to skip two magic containers.
        ---No Hammer means no New Kasuto, so no Magic Key for the
           Palace (use FAIRY spells when you get a locked door).
        Other than that, the second time around is a cakewalk
        anyway, because you've got all your spells and your
        stats are maxed out.
Magic Key: Well, the 6th Palace isn't impossible without
           it, but it will mean casting a Fairy Spell
           every time you find a locked door.

So that said, the only items you can sacrifice are the
Candle, Hammer (assuming you're playing replay mode),
Cross, and Magic Key.

Finally, there are the attack skills. There are only
two you can master: The downstab and the upstab.
You need the downstab to break blocks in the Great
Palace. As for the upstab, the only use is to get a key
in the 4th Palace. Nothing a FAIRY spell couldn't cure.

So with all that said, it is possible to beat the game:

  -- With only Jump, Fairy, Reflect, and Thunder spells
  -- Without Candle, Hammer (second time around), Cross,
     and Magic Key
  -- Without the Upstab.

There will be no walkthrough on the flawless low-stats
style of quest. Life's been too busy, and on top of that,
the information someone gave me on this quest has
disappeared. So instead, I have added a classes section
to mimic the characteristics of D&D characters.

----------PLAYING WITH CHARACTER CLASSES-----------

Character classes are often associated with Dungeons
& Dragons. However, it should be noted that THERE ARE
NO CHARACTER CLASSES IN ZELDA 2! But you can make
changes in the way you raise your stats and use Game
Genie codes to mimic classes in Zelda 2, and should add
an interesting twist to your adventure.

FIGHTER CLASS
Max Stats: Attack - 7, Magic - 4, Life - 7
Fighters are known for being able to take a beating
and to deliver a pounding. However, they normally
do not use magic.

Level in order: Attack, Life, Attack, Magic, Life,
repeat.

BARBARIAN CLASS
Max Stats: Attack - 8, Magic - 1, Life - 8
Barbarians are known for brute strength and endurence,
but they completely despise magic. Treat this quest
like the lowest magic quest.

Level in order: Life twice, Attack twice, repeat.

PALADIN CLASS
Max Stats: Attack - 8, Magic - 8, Life - 8
You have no restrictions on your stats, but as a holy
warrior, it is your duty to kill every last monster
you encounter. You must kill every monster in every
action sequence, cave, palace, etc. that you encounter.
That alone makes it challenging. On top of that,
Paladins, in D&D, do not learn magic until late.

Level in order: Alternate Attack and Life until they
are both at Level 4, then alternate Attack, Magic, Life
until Attack and Life are maxed out. Finally, max
out your Magic.

THIEF CLASS
Max Stats: Attack - 5, Magic - 8, Life - 5
In D&D, the Thief class picks pockets, is agile, and
can read scrolls. However, you cannot do any of these.
But to represent agility, use the Mega-Jump Game
Genie code (allows him to jump further and higher)

Mega-Jump -- AZUOLIAL (straight from the original code book).

Level in Order: Magic twice, then Attack, Magic, Life,
repeat until Attack and Life are at 5. Finally, max out
your Magic.

----BEATING ZELDA 2 IN FASTEST TIME POSSIBLE---

I have created a walkthough for beating Zelda 2 as fast as
possible. Originally to be posted as a seperate FAQ, I have
decided to include it in the Game Challenges update instead.

My e-mail remains the same at froloth@hotmail.com HOWEVER,
PLEASE DO NOT E-MAIL ME YOUR BEST TIMES!!! I have enough
spam and clutter in my e-mail as it is. Any best times sent
will most likely be ignored.

--------BEATING ZELDA 2 IN UNDER 2 HOURS--------

Nay-sayers have chosen to believe that Zelda 2 could never
be finished in under 2 hours. This FAQ was created to prove
that it can be done! No fancy storylines or anything like that
can be found in this FAQ; only the way to beat Zelda 2 in
under 2 hours, as well as strategies you will need to master
in order to accomplish such a feat.

--------FACTORS IN THE TIME OF YOUR GAME---------

The little errands and action sequences can add time to
your game without realizing it. Below is a list of things
that are unnecessary for your quest:

FIRE spell (skipping the town of Nabooku completely shaves
your game time by 1 minute 17 seconds))
Point bags in dead-end caves (several to mention, each
consuming about 1 minute of your time).
Finding every little key in every palace (use FAIRY instead!)
--loads of time saved, depending on Palace

Random encounters that take you to action scenes can also add
time to your adventure. (on average, it takes about 6 seconds
to leave an action scene that resulted from a monster encounter).
Taking too long to fight some of the stronger monsters will
hinder your speedy adventure.

The whole point is to show that it does not take long to beat
Zelda, even if it means skipping items and places to get
it done.

----------FIRST, STRATEGIES YOU MUST KNOW----------

To beat Zelda 2 quickly, you must master destroying the enemies
that block your path. Brian Sulpher (briansulpher@hotmai.com)
has given me permission to use some of his strategies for
battling some of the tougher monsters and bosses of this game,
as he has described these strategies better than I could. Also
mixed in the bunch are some of my own personal strategies that
have helped me slaughter my enemies in seconds.

----------LITTLE ENEMIES----------

These include Aches, Bits and Bots, Moblins, Goriyas, Bagu-Bagus,
Magmats, etc. Most of these monsters are easy to defeat and don't
require a strategy. Just kill them quickly and be on your way. When
you acquire downstab, destroying the little enemy becomes a cakewalk.
I have only one strategy that may help you.

MYU
Strategy By: Crazylaz
YOU CAN DEFEAT THESE THINGS WITHOUT DOWNSTAB! When standing next to
a myu, jump. When coming down, HOLD DOWN while slashing with your
sword JUST BEFORE YOU LAND! Your sword should go down low enough
to destroy the Myu.

----------STRONGER ENEMIES----------

Here are some strategies that you must master when fighting the
stronger enemies (listed in alphabetical order).

BIRDMAN (Blue and Red Types)
Strategy By: Brian Sulpher
Try to stab them when they come close, and an Upward Thrust as
they leap overhead can finish them off, but I suggest running away
if it is a possibility.
CRAZYLAZ NOTES: When they are on the ground, they act like
ironknuckles, so treat them as such. But don't get too aggressive
as they can jump without warning.

CYCLOPS (Hammer Brother)
Strategy By: Brian Sulpher
Wait for the opening in the arcing hammers, and then charge in to stab
the enemy unmercifully.
(from this point on, I refer to them as Hammer Brothers).

DARIA (Orange and Red Types)
Strategy By: Brian Sulpher
To deal with the Orange Dairas, charge right at them, hit your
sword stroke, and keep walking forward to slash it each time
it comes into your sword range (you might get hit once, but it
works quite well).  The red Dairas can be fought more
conservatively, so wait till it throws a hatchet, jump forward over
it, and stab the Daira till it starts to chuck another hatchet (just
repeat the pattern).
CRAZYLAZ NOTES: For Orange Darias, I treat them like Scalfos,
stabbing them at the feet (a crouching slash is faster than the
standing slash). For Red Darias, a liberal aggressive fighter can
get 3 jump-or-crouching slashes in-between hatchet throws.

FIRE DRAGONS and TEKTITES
Strategy By: Crazylaz
In this walkthrough, I skipped the FIRE spell to shave 1 minute
off my overall time. If you find these monsters, RUN from them!
It saves time this way.

FIRE DROPPER (I call them FIRE WIZZROBES)
Strategy By: Crazylaz
We're playing for shortest time, and waiting around for these
creatures to appear out of nowhere takes too long. Attack when
they are in the way if you think you can kill them, but don't
doddle. Just go on your way.

FIRE HAWK
Strategy By: Crazylaz
Once again, we're going for the best time. Wait for a break in
the fire throwing, then jump-downstab through the opening and
continue on your way.

IRONKNUCKLE (Pink, Red, and Blue-types)
Strategy By: Brian Sulpher
If you jump at an Ironknuckle and time your sword swing as you
descend so it will hit the upper body as the Ironknuckle starts
to defend against Link landing (in a crouch).  Much easier to do
on Orange and Red Ironknuckles as they do hot have throwing knives
like their Blue brethren.
CRAZYLAZ NOTES: Amen to that. A hyper-aggressive jump-attacker
can take down a Blue Ironknuckle before he can go knife-crazy. But
it takes a lot of practice.

LIZARDMAN (Pink, Red, and Blue-types)
Strategy By: Brian Sulpher
These are like the overworld child of a Daira and an Ironknuckle,
and they do come in the same three colours as Ironknuckles.
Orange attack with a spear, red with a handheld mace, and blue
with throwing maces.  They have shields, but they are poor on
defense, so rush them to finish them off quickly.
CRAZYLAZ NOTES: Their poor defense also makes them susceptable
to the downstab. Crouch-stab to lower their shield, then quickly
jump towards them and apply the downstab. If you're lucky, they
will die quickly.

SCORPION
Strategy By: Crazylaz
You should encounter only one or two while on your quest. Avoid
all together, as we are going for best time.

TYPE 1 AND 2 SCALFOS (Blue and Red Types)
Strategy By: Brian Sulpher
These animated skeletons have a shield and sword to fight
you with, but they are too frail to be able to move their
shield.  The white skeletons can only walk and stab, but
the red and blue (stronger than red) can walk, stab, and
Downward Thrust as well.  Stick their bony legs with the
sharp end of your sword till the bones return to the dust
they once were.
CRAZYLAZ NOTES: The red of both types cannot downstab, the
blue ones can.

STONE WARRIOR
Strategy By: Brian Sulpher
These blue coloured baddies throw maces that fly back and
forth across the screen.  jump the maces and stab away for
the victory.
CRAZYLAZ NOTES: I assume he is referring to downstabbing.
Makes short work of them, that's for sure!

WIZZROBE
Strategy By: Brian Sulpher
These white-cloaked magician appear out of thin air, and
throw an energy wave at you.  The only way to kill them is
to use your Reflect spell so the energy waves get sent
back to kill them.

BOSS STRATEGIES

HORSEHEAD
Strategy By: Brian Sulpher
You need to be able to gauge your jump accurately, as you will
be hopping at Horsehead, strike him as you come towards him, and
once landing, move out of the range of his club. I feel this
strategy has too much risk involved in using it, but it does
work well if you can control Link well.
PELIVOR'S NOTES: Yes, it is very risky. but you will reap the
rewards on your overall time.

HELMETHEAD
Strategy By: Brian Sulpher
Knock his first head off with a jumping slash, do the same for
his second head, and then use the Downward Thrust to bounce on
the Bosses head.  You will quickly make Helmethead submit.

RIDING IRONKNUCKLE
Strategy By: Crazylaz
Move to about three-quarters to the right of the screen (almost
under the piller-type background). When the Riding Ironknuckle
charges, get a quick downstab in. He should stop about three-
quarters to the left side of the screen. Now that he is exposed,
Downstab the living heck out of him for a quick and easy
dismount. Follow Brian Sulpher's Ironknuckle strategy thereafter.

CAROCK
Strategy By: Brian Sulpher
With the Reflect spell cast upon yourself, you will be able to
"reflect" the energy waves of Carock back at him (this is how
you hit and hurt the otherwise invincible foe).  As soon as the
fight is joined, walk into one of the corners of the screen (either
side will do nicely), face towards the opposite side of the room,
and crouch.  Then all you have to do is continue to hold DOWN until
the boss eventually wipes himself out with his own energy waves.
He may appear on top of you, but if he does so, just go back into
the closest corner, and resume your crouch till Carock has met his
demise.  Definitely one of the easier Bosses in the game,  possibly
THE easiest as he only requires ONE spell, and for you to hold
DOWN the whole time!
CRAZYLAZ NOTES: Unfortunately, the time to kill Carock varies, as
his pattern is random. Carock could commit suicide in as little as 9
seconds, to as long as 30 seconds. Not much you can do about this.

GOOMA
Strategy by: Brian Sulpher
Gooma will enter from the right in a slow, methodical fashion.
Approach slowly, wait for him to start whirling his Mace, wait for
one second of the weapon rotation (this is the hardest part), jump
his strike, and then land a blow on Gooma's lower body (head shots
will not help as they do NO damage).  Then you need to repeat the
pattern until he is finished (that is easier said than done).  Just
be ready on that Life spell as he can put a huge hurt on you in such
a short amount of time!  Gooma ranks up there with the Riding Blue
Ironknuckle for overall difficulty of the Bosses.
CRAZYLAZ NOTES: I recommend using the JUMP spell so that you have
more room for error when timing your jumps. You can hit Gooma's
body even when he is twirling his ball 'n chain, but if you stab
him any closer than the tip of your sword, you will take damage.
I also recommend crouch-stabbing, as it is faster than slashing
while standing.

BARBA
Strategy By: Crazylaz
You don't need spells to defeat Barba, although they do help.
Regardless of where Barba sticks his head out of the lava, you
want to be positioned on the center of the middle-right platform
facing the middle lavapit. When Barba emerges:
FROM THE LEFT PIT: Just before Barba opens his mouth, get a walking
start and jump to the left, over the lavapit (at the same time,
you should be albe to dodge his fireballs). You have enough time to
get two or three quick hits in before he disappears again.
NOTE: After Barba submerges, ALWAYS reposition yourself on the
same middle-right platform!
FROM THE MIDDLE PIT: As soon as Barbe reemerges, you can get two
or three quick upstabs. Back off to the other edge, jump over
his fireballs, then get two more upstabs followed by another
slash as Barba submerges.
FROM THE RIGHT PIT: Same strategy as the middle pit, but there
is more risk of missing the upstab and falling into the lavapit.
Repeat said patterns until Barba bites the dust.
OTHER NOTES: With the JUMP spell, you could also attempt down-
stabbing, but it is extremely high-risk and not recommended.

THUNDERBIRD
Strategy By: Brian Sulpher
As he floats into the screen, he will be red, and you will be
unable to damage the behemoth.  As soon as he is on the screen, cast
the spell Thunder to cause a flash of light to make Thunderbird reveal
it's weakness (his face!).  Now all you have to do is jump up and stab
away at his face while he continues to rain fiery death upon you (he
speeds up every time that you hit him), and once he has gone down,
you have done it!

DARK LINK
Strategy By: Brian Sulpher
As soon as the battle is joined, run to the left side of the screen,
turn around, and then just stand there swinging your sword rapidly.
Now Dark Link will try to stab you in your chest (since he is
defending your swings at him), and after a bit of this, he will
usually try to jump in to attack you.  Unfortunately for him, since
you are still swinging, you will hit him to knock him backwards!
Now he will come back again and again to commit the same mistake again
and again!  The one thing that he can do to counter this is to Downward
Thrust into you, but he rarely gets close enough to do so.

Have you master every single strategy listed here? Then you are
ready to move on.

Thanks again for Brian Sulpher for the use of his monster
strategies. Credit given where credit was due, as promised.

---------------OTHER NOTES---------------

Where you move on the overworld does affect where monsters will
show up, and which direction they will move in. I cannot tell you
how to avoid most action sequences, but with practice, you will
find out most yourself. I have listed the ones that I know for
sure. Other times, I find moving in a square motion (1 up, 1 right,
1 down, 1 left, repeat), screws up where the monsters move.
About 68% of the time, they disappear before they touch me.

THE BEST POSSIBLE TIME "IN THEORY"

NOTE: I used an original NES cartridge version of "Zelda 2: The
Adventure of Link" to conduct this theory and walkthrough. If you
are using an emulator, your time results will vary, as some are
slower or faster than the original cartridge.

Before actually going through the game as fast as possible, I
conducted a theory as to how fast Zelda 2 could possibly be
finished, by timing each part of the game as I traveled along.
Here were the time theories in mind:

Start of game to the end of 1st Palace: 6 mins, 19 secs
  NOTES: Skipped SHIELD spell and 1st Life containers.

End of 1st Palace to Start of 2nd Palace: 20 mins, 27 secs
  NOTES: Got 1st and 2nd Magic containers, 2nd life container,
JUMP and LIFE spells, the HAMMER, as well as the FAIRY spell
and an Extra Life

2nd Palace: 6 mins, 3 secs
  NOTES: Substituted 2 keys for FAIRY spells. Shaved time
considerably.

End of 2nd Palace to End of 3rd Palace: 7 mins, 39 secs
  NOTES: All stops done beforehand. Went straight to 3rd Palace.

End of 3rd Palace to Start of Palace 4: 7 mins, 57 secs
  NOTES: Got REFLECT spell and 3rd Magic container.

Palace 4: 8 mins, 4 secs
  NOTES: Substituted 2 keys for FAIRY spells. Died once, exited
Palace after acquiring MAGIC BOOTS to replenish Magic.

End of 4th Palace to End of Palace 5: 10 mins, 7 secs
  NOTES: Substituted 2 Keys for FAIRY spells. Spent extra time
raising levels long neglected. Got 3rd Life Container and Extra
Life.

End of 5th Palace to Start of 6th Palace: 7 mins, 50 secs
  NOTES: Got SPELL spell, 4th Magic and Life containers, got
MAGIC KEY, got THUNDER spell (Not recommended before the Cross).

6th Palace: 7 mins, 32 secs
  NOTES: Did not take shortcut. (explained later)

End of 6th Palace to Start of 7th Palace: 10 mins, 12 secs
  NOTES: Spent extra time to raise levels in forest.

Great Palace: 7 mins, 32 secs
  NOTES: None. Little to do during the goal at hand.

Theoretical Time: 1 Hour, 39 Minutes, 38 Seconds

I had 27 unintentional action sequences along the way. It
takes, on average, 6 seconds to leave an action sequence without
fighting monsters. So that said, if assuming I could avoid all
unintentional action sequences, then:

6 secs x 27 = 162 seconds, = 3 minutes, 2 seconds shaved off
the journey.

Theoritical Time: 1 Hour, 36 Minutes, 36 Seconds

Other factors to take into consideration is the effeciency of
leveling up, which I failed to do during this first trial run.
I have reason to believe I can beat this time if I knew what
to level-up first.

---THINGS YOU SHOULD KNOW ABOUT THE WALKTHROUGH---

This walkthrough was created for elite masters of Zelda 2. You will
not see any real details during this walkthrough. I have already
discussed the strategies and skills you will need to master before
even thinking about tackling the game start to finish in such a
short amount of time. You will not get a good time if you are
using a slow emulator or by reading this walkthrough step-by-step.
Keep this in mind.

WITHOUT HESITATION -- I use this term alot, as it will help you
avoid most random encounters. When I mean without hesitation, it
means not ever letting go of the directional pad for any purpose.
A split second hesitation will completely change the way monsters
appear and move. Trust my directions, and ignore how the monsters
are moving. This is the key to reducing the number of unnecessary
action sequences that you face.

Also note that some cartridges and emulators may vary when it comes
to where random monsters show up when moving on the overview map.

From this point on, WITHOUT HESITATION will be abbreviated W/O HES.

-----THE TIME TRIAL WALKTHROUGH-----

Watch Time: 0:00:00

From the start, follow the road east, then northeast and go
for the lone patch of forest. Enter it, kill the Aches, and take
the 50 points (a quick and easy way to raise your life level to 2).

From here, follow the road east until you get to Rauru.

Get the SHIELD spell while you are here at Rauru. This will add
1 minute minimum to your quest.

  NOTE: I did the stupid thing and skipped the SHIELD spell. This
is not recommended if you take a lot of hits.

When you exit the town, go to the cave in the northeast. Because
monsters appear close to you in forests, chances are you won't
be able to avoid an action sequence.

Go left through the cave, and destroy the Lowder on the way.

  NOTE: Unless stated otherwise, you kill only the monsters that
block your path. Finding monsters to kill will slow down your
adventure.

As you exit, W/O HES, go 4 north, go as far east as you can, then
straight north to the 1st Palace. The monsters start so far apart
that if they get in the way, you should be able to dodge them.

  NOTE: I skipped the 1st Heart Container, because it adds 2 minutes
to your quest. If you need the extra Life points, use the SHIELD
spell to half the damage you take.

THE 1ST PALACE
Watch Time: 0:02:08

Minimap:
---------
--%--FG--
-BACDE---
--JIHKLM-
---------

I list the rooms by letters, starting from A and working my way
up to Z, if necessary, to note where you need to go. % marks the
starting point. Rooms marked with a # are rooms that are not
necessary to complete the Palace.

NOTE: Regardless of how you level your stats, your goal is to
have a Level 3 Attack at the end of the 1st Palace. A high attack
means fewer hits to kill monsters, thus shaving your game time
considerably. If you got lucky and the monsters dropped point bags,
it is possible to leave the 1st Palace with a Level 3 Attack, Level
2 Magic, and Level 3 Life. Level in this order:

Attack
Attack
Life (if exp allows)
Magic (if exp allows)

A. Go left. Kill mini-horseheads in narrow coridoors, and jump
over the others. Slashing adds a 1/4 second to your time.

B. Go left, ignore the Bits, go all the way left to get the key.
Kill the red scalfo on the way back to the right. Head right until
room C.

C. Go right, jump over mini-horseheads, slashing only if you face
one in a narrow coridoor. You can avoid the skull all-together if
you just keep going right.

D. Go right. Kill both red scalfos.

E. Avoid the skull, and kill the bit and red scalfo. Go up the
elevator.

F. Go right, kill the two mini-horseheads. Grab the key on the way.

G. Go right, kill the bit and mini-horseheads, and destroy the
hammer brother at the dead end and get the key. Backtrack to room H.

H. Go left and avoid all skulls. If they get in the way. Slash once,
and proceed. (they cannot hurt you if they are stopped).

I. Kill the two bits, and proceed left. Get the point bag along the
way, and jump over the two bits on the other side and continue left
to Room J.

J. Kill the Hammer Brother and the Ironknuckle. Get the Candle and
exit.

Go back to the direction you came, killing all bits and avoiding
all skulls. Take the elevator in Room E down to Room K.

K. Proceed right. Kill the Ironknuckle and both Red Scalfos.

L. Proceed right. Kill the Hammer Brother and the Ironknuckle.

M. Horsehead Boss. It took me 13 seconds to kill Horsehead.
Place crystal in the stone, and raise attack level to 3.

STUFF TO DO
Watch Time: 0:08:27

When you exit the 1st Palace, W/O HES, hug the northern coast
heading west until you are directly north of the cave, then head
South. The monsters here start so spread out that you should be
able to dodge them if they get in the way of your path.

When you get to the other end of the cave, W/O HES move 8 west,
onto the road, then head south until you are 1 space north of
Rauru, then head west, regardless of where the monsters appear.
Sometimes, you'll avoid action sequences, sometimes not. Head to the
cave with the 1st Magic Container. Kill all monsters in the cave on
the way.

Upon exiting the cave, W/O HES, move 10 north, 2 east, and straight
north (85% chance of avoiding action sequence). When you reach the
road, go east until you are directly south of the trophy cave, and
go straight north to enter the cave. Again, kill all monsters in
your path, and snag the trophy.

When you exit the cave, go 8 south, and due west following the road
to Ruto. If you get caught up in an action sequence, you're on the
road anyway, and that only takes a sec to exit.

Your only goal in Ruto is to get the JUMP spell. This should only
take you a minute. Now that you have your JUMP spell, head south or
Ruto to get to a cave.

MORE STUFF TO DO
Watch Time: 0:11:36

Head right in the cave, and kill all monsters. Octoroks, Aches,
Lowders, and Goriyas stand in the way. You will need the JUMP
spell to make the jump at the end of the cave. If you didn't
earn enough exp to raise your Magic level to 2, you will have
by the end of this cave. You will notice that your level 3
attack destroys smaller monsters with a single hit, allowing
you to kill at full jumping stride. (no time lost).

If you need healing at this point, get the fairy in the lone
forest square 2 south and 4 east from the cave.

From here, W/O HES, Go all the way west, 1 south, 1 west, all
the way south, and then due east. If you get an action sequence
or two, it's not a problem because you want to have your Magic
Level at 3 before the start of Death Mountain (or just on the
verge of getting to Level 3).

Look for Bagu in the forest in the north (you know where it is).
From Bagu's place, head 1 east, 3 south, and follow the road
west until you get to the bridge with the action sequence. This
is a bit tricky because Bagu-Bagus can steal your exp. Upon
leaving the bridge, go 4 south and 4 east in the lone forest
square. Kill any magmats and snag the 100 point bag. Upon exiting,
go straight west to get back on the road and go to Saria to the
south.

If you think you'll need it, take the time to get the LIFE spell,
as this takes only about 30 seconds. After that, head left, talk
the guard to make the bridge, and head towards Death Mountain.

DEATH MOUNTAIN
Watch Time: 0:15:31

3:18  947 (1 P-Bag) 747
3:17  907 (2 P-Bags) 650
Your levels goal is to have your Attack Level at 4, and you should
get enough exp from here to Palace 2 to be half-way to Attack level
5. At this point, I have neglected the Life Level, leaving Link a
lamb to the slaughter. That is why you have the SHIELD spell. Life
levels are easy to level-up. Keeping Link weak allows you to
concentrate all exp on the harder-to-level-up Attack and Magic
levels.

The correct path is easy. take the eastern caves when you have
more than one choice. The rest of the way is one path. You will
face a variety of monsters: Aches, bits, Goriyas, and Darias.
(refer to strategies for killing them). Kill everything in you
path.

UPDATE: I have discovered a new, more exp-bound path that takes
no longer than the path I've listed. But it is recommended only
for expert gamers, because it is easy to get killed on a Level 3
life. By taking it, you face more Dairas, have a higher chance
of getting some Point Bags, and even have the chance to reach
an Attack Level of 4 before hitting the Hammer Cave! On average,
I've earned 95 more exp when I take the expert route.

In the long run, a lucky gamer who gets tons of Point Bags can
get their Attack Level to 6 by the end of the 2nd Palace, but
this is very rare.

Go to the left cave from the start. At the next two-cave choice,
go east, ignoring the elevator within. Then go to the cave to the
south, take the elevator and go right, then take the east cave.
The rest is a one-way path. Good luck, fellow gamers.

YOU NEED THIS HAMMER
Watch Time: 0:18:48

Minimap:
------
-AB#--
-#CDE-
------

A. Kill the Darias and Red Aches. Proceed right.

B. Proceed right and destroy the magmats and Daria. Go down the
elavator.

C. Proceed right. Destroy the Red Daria on the way.

D. Jump each lava pit. You may not be able to kill the myu, but
you can either jump over it or wait for it to get out of the way.
Continue to proceed right.

E. Two Darias block you from getting your Hammer. Kill them, and
get your cracking tool.

C. Backtrack to C and proceed left past the elavator. Kill the
Red Daria you missed, and then backtrack out of the cave.

THE LAST THINGS TO DO BEFORE 2ND PALACE
Watch Time: 0:21:10

Crack the rock next to the Hammer Cave, step on it, and get the
2nd Magic Container. Exit due left, and head to the cave to the
east. You will most likely get an Action Sequence, but you
probably need the experience at this point. The cave to the east
is straight-forward; just jump over the lava pits and kill the
Octoroks. At the end of cave, follow the road north. The cave
at the end of road takes you a few steps from a bridge. Upon
entering the bridge, proceed right. Kill everything in your path.

At the end of the bridge, your next errand is to get the medicine.
Follow the road east, then north. Follow the mountainline until
you get to the roadblock north. Break it, and head west (at this
point, don't worry about action sequences). Keep going west past
the road, and head north to the swamp with the roadblocked cave.
Break the rock and enter.

Proceed right. Kill anything that gets in your way. The next
screen holds 3 Darias. Kill'em all! The medicine is at the end
of the tunnel.

After you exit the cave, W/O HES, go 2 south then 1 west, and
get the extra life. Then W/O HES, go south out of the swamp, and
proceed east on the road and go to Mito. Your only goals are to
get the Downstab and the FAIRY spell (should take about 1 minute,
30 seconds). Also take the time to recover life and magic if
needed.

We missed the 1st Life Container, so to make up for it, we will
go after Life Container #2. Go west, crack the rock again, then
go north. To the east is another blocked cave. (again, don't
worry about action sequences). Break the rock and enter.

This is a straight-forward cave. Kill everything and proceed
right until you get the Life Container. Then exit. Easy as that.

Go west, bordering the swampline until you run out of grasslands.
Then walk in the swamp and work your way west to the 2nd Palace.
Once again, if you get action sequences, no prob; you need the
exp anyway.

After many time trials, my exp total before the 2nd Palace varied
between 850 and 1200. Your total all varies depending on how many
point bags monsters dropped for you.

THE 2ND PALACE
Watch Time: 0:28:13

Minimap:
-----------
-------%---
-- EDCBA---
-HGF--##---
-- IJK###--
-----LMNO--
-----------

A. Go left on the first floor. Kill the blue scalfo.

B. Proceed left. Kill the flying ropes and bits. Use a FAIRY
spell to pass through the lock.

C. Proceed left again. Get the key and kill bits that get in your
way. Downstabs are quick and efficient.

D. Proceed left, yet again. Kill ironknuckles and ignore skulls.

E. The head statue has a magic container. Get it to refill your
magic. Two skulls block the elavator. Hit them once to stun them,
(the can't harm you if they are stunned) and go down the elevator.

F. Go left. Kill both monsters on the way.

G. No choice but to go left. Get the point bag if the boulders
don't fall on top of it. If the boulders pile up before you can
get by, you'll have no choice but to exit the screen and try again.

H. Kill the red ironknuckes first (sometimes, there will only be
one, but most of time, there are two). Afterward, use the FAIRY
spell to get through the lock and acquire the Handy Glove.
Backtrack to Room F and get the Point Bag in Room G if you didn't
the first time.

F. Go down the elevator.

I. Proceed right and kill the ironknuckles. You can't reach the
moa dropping fire on you so don't bother trying to kill it.

J. The head statues fire ball projectiles at you, and the blue
scalfos go after you as well. Kill the scalfos, and do the best
you can to dodge the projectiles. It takes practice, but it can
be done.

K. Get to the elevator and go down. Ignore the skulls.

L. Go right and kill the Hammer Brother. Hidden in the blocks is
a red magic container. Find it to refill your magic. Dig yourself
out and continue to go right.

M. With the downstab you acquired, you can get the point bag a lot
easier. Go right afterward and kill the red ironknuckle. At this
point, you should have raised your attack level to 5.

N. Kill the blue scalfo. Cast the FAIRY spell to pass through the
lock. Dodge the ironknuckles. When you exit the room, backtrack
and destroy the ironknuckles. If they don't do something stupid
(like giving you a red magic container) you should have enough
exp to raise your Life level to 4. If not, don't worry about it,
because the boss should give enough exp to do so.

O. HelmetHead's Room. A player who's mastered the downstab and
has a Level 5 Attack and dispatch this boss in 6 seconds. Place
crystal in statue, and raise Magic level to 4.

PATH TO 3RD PALACE
Watch Time: 0:33:32

Upon exiting the 2nd Palace. W/O HES, move 1 south, all the way
east, 1 south, and east until you can move onto grasslands (lucky
adventurers will get only one action sequence along the way).
Head for the road, and follow it south, and destroy the roadblock.
Move due east until you are directly north of King's Tomb. Go due
south, through King's Tomb, and continue south until you find the
hidden tunnel.

Kill the lowders before casting your FAIRY spell and proceeding
right. Keep going right and kill all monsters in your path.

Upon exiting the cave, W/O HES, move 4 east, 5 north, 1 west,
1 north, 4 west, and south to the 3rd Palace.

THE 3RD PALACE
Watch Time: 0:34:59

Minimap:
----------
-%--------
-ABCDEF---
---#JGHI--
----KLM---
----------

Your levels goal is to raise magic and life level to 5 and to
be ready to level up magic to 6.

%. Make up to 5 attempts on the statue. Kill 2 ironknuckles,
and use red magic containers to refill your magic. Exit and
reenter the Palace after each attempt. After your 5th, continue on,
as time's a 'wastin.

A. Your first encounter with Stone Warriors and Type 2 Scalfos.
(at a meager Level 4 Life, they pack a punch!). Kill them and
move on.

B. Straight-forward path. Downstab mini-horseheads and myus, as
this is the quickest method.

C. Another straight-forward path. Ignore the moa and blocks falling
from up top.

D. Kill all myus and the Stone Warrior. Also take the time to grab
the key and Point Bag.

E. Kill the two red ironknuckles trapped within' the blocks; you
need the experience. An expert jumper can jump over the long hole
without the need of a JUMP spell (if you miss, use a JUMP spell).

F. Kill the red ironknuckle and get the key. (you should have
enough exp to Raise Life level to 5). Backtrack.

E. Go down below and kill the scalfo. Go down the elevator.

G. Proceed right. Kill any flying statues and bits that get in
your way.

H. Keep going right. Kill bits and the red ironknuckle along the
way. Jump over lava pits, and also get the key in the process.

I. Kill the ironknuckles. First encounter with the blue ironknuckle.
Kill him quickly! Get the RAFT. Backtrack to Room F.

F. Proceed left, killing any flying statues and bits that get in
your way.

J. Kill the ironknuckle. Go down the elavator.

K. Use a FAIRY spell to get through the keyhole. Proceed right,
and don't bother to backtrack. (or you will get a mace in the
face).

L. Kill all ironknuckles and get the point bag. Hope they don't
drop a red magic container. Yes, it's time-consuming, but you
want enough experience so that defeating the Mounted Ironknuckle
will level your Magic up to 5. (and you've probably needed it up
to this point).

M. Mounted Ironknuckle's Room. Watch how fast your Level 5 Attack
wastes this opponent! (if you follow the strategy mentioned in the
strategy section, Mounted Ironknuckle will fall in 15 seconds).
Place crystal in statue, but skip your next Life level up (you want
to go for Level 6 Magic instead).

BACKTRACK TO DOCK
Watch Time: 0:41:04

Backtrack to the graveyard (kill all monsters in your path).

Go straight north to King's Tomb, then north to the road. If you
were fast enough, you'll avoid action sequences. Use the Raft to
cross the sea to the east.

ERRANDS BEFORE 4TH PALACE
Watch Time: 0:41:45

Upon crossing the sea, W/O HES, move 1 east, 1 south, 1 east, 1
south, 1 east, and straight south to the lone forest patch. Get
the Point Bag, but don't wait around fighting the Type 2 Moas.
Leave the screen, and Go due east until you reach the road around
Nabooku. Head for the cave up north (skip Nabooku. You don't need
FIRE spell to complete the game, and skipping it shaves 1 minute,
17 seconds from your quest).

The cave is straight-forward. Proceed right, and kill the Red
Aches. You'll have to jump over the Fire Dragon as you don't
have the FIRE spell needed to defeat it. (use Downstab to jump
over it).

At this point, you'll get so many action sequences that there
is no point dodging them. Just go east, and avoid grasslands
(as they only hold swordproof monsters). Cross the bridge in
the east. On the island, follow the road south, all the way
east, then north to the dead end near the 4th Palace. You'll
find the hidden cave where you have to kill a Lizardman and
save a child. Do so, then backtrack off the Island. Proceed
west, going by way of forest. After several action sequences
(avoid all monsters), you'll get to a desert. Take the path
to Daurnia (two action scenes. Fight your way through the
first, FAIRY the second).

Your only goals in Daurnia is to get the Upstab and the
REFLECT spell. Do so, get your magic refilled, and leave.

Head back to the Island. All action scenes done by way of
desert and of forest. You'll lose time, but it's safer than
dealing with swordproof monsters that you can't dodge easily.

On the island, all I know is the longest path around holds the
fewest action scenes, and takes the least amount of time. You
should also get the 3rd Magic Container while here. The one
action scene doesn't have much in the way of monsters that you
can kill, so just jump over or dodge them and continue on your
way. You will eventually get to the 4th Palace.

THE 4TH PALACE
Watch Time: 0:48:57

Minimap:
----------
----%-----
--KJAB----
--ML#CD#--
--NOP#FG--
----#IH#--
----------

Defeating The 4th Palace in the most efficient fashion will require
exiting the Palace a few times. DO NOT waste your time killing
wizzrobes! Just do what you need to do and get outta here.
Your only levels goal is to get your Life Level to 6.

A. Proceed left. Use a FAIRY spell to get through the keyhole.

J. Use a JUMP spell and the Upstab to get the Key. Kill the red
ironknuckle to the left, and use the key to unlock the door.

Backtrack to the start of the Palace (you'll need to cast FAIRY
again) and exit.

%. Keep making attempts at the statue until you get a red magic
container (kill any red ironknuckles). When you've refilled your
magic, continue on.

A. Proceed right this time. Don't bother wasting your magic
killing the wizzrobes; your only goal is to beat this Palace.

B. Jump over the Scalfos for now. You'll get them on the way
back. Go down the elavator.

C. Proceed right. Kill the scalfo.

D. Jump into the pit.

E. Proceed right. Kill the stone warrior.

F. Kill the scalfos and the blue ironknuckle. Cast a FAIRY spell
to get the Boots. Backtrack to Room E and fall down the pit again.

G. Go left. Nothing else to it.

H. Use a FAIRY spell to get through the keyhole, and take the
elevator back to Room B.

B. Kill the scalfos and get the Point Bag if you haven't already.

A. Go back up the elevator and exit the Palace.

%. Reenter the Palace again! (keep trying for red magic containers
until you refill your magic. Kill Red Ironknuckles), and continue
on your way.

A. Proceed left. Use a FAIRY spell to get through the keyhole.

J. Go left all the way. Kill the red ironknuckle and the stone
warrior.

K. Kill the two stone warriors and get the Point Bags and Key,
but ONLY if you haven't Raised your Life Level to 6. If not,
just grab the key and go. Backtrack to Room J and take the
elevator down.

L. Proceed left. Nothing else to do.

M. One way again. Get to the elevator and go down. Killing the
myus is not necessary, as you will not get enough exp between now
and the crystal for it to matter.

N. Use a FAIRY spell to get through the keyhole and go right.
Don't backtrack to kill monsters.

O. Kill the two red ironknuckles and continue right.

P. Carock's Room. You should have enough magic for a single
REFLECT spell. Cast and kill away. (your time may vary, but for
me, it took Carock 17 seconds to commit suicide). Place crystal
in statue, and skip your Level-Up (next goal is Level 6 Attack).

ERRANDS BEFORE 5TH PALACE
Watch Time: 0:55:25

You can use the boots to take the river off the island. Upon
leaving the island, head south into the ocean, as there are no
monsters in the ocean. (get the extra life in the desert if you
need it).

Your only errands before the 5th Palace is getting the 3rd Life
Container in the ocean. I'll leave it up to you to find it.
After getting the 3rd Life Container, look for the 500 Point
Bag in the desert south of the 5th Palace. This will raise your
Attack Level to 6. Go back to the Ocean and head for the Palace.

THE 5TH PALACE
Watch Time: 0:56:46

Minimap:
---$-------
---ABCD----
--QRGFE#---
--PIH###---
-##JKLM#---
--##-ON----

Your levels goal is to up your Life Level to 7 and your Magic
Level to 7. Ignore all the wizzrobe-type monsters that shoot
fire at you; they take too long to kill. However, if you are
quick with your downstab, your attack level is high enough if
you want to kill a few skulls. (but don't kill every last one
of 'em. You'll just be wasting time).

A. Proceed right. Kill the monsters.

B. Go right. You'll need FAIRY to get up the ledge.
After leaving Room B, backtrack and get the Key.

C. Cross the bridge. The flying statue heads won't touch you if
you walk across W/O HES or jumping. Get the Point Bag on the way,
but be prepared to jump over the statue heads after.

D. Kill the red ironknuckles and head right towards the elevator.

E. Go left. You will encounter wizzrobe-type monsters that shoot
fire at you. Skip them all unless they get in your way. We're going
for shortest time, and it takes too long to defeat them.

F. Get the key. It may take awhile, but aggressive players will
try to get the key while the blocks are falling. Proceed left
afterward.

G. Kill the ironknuckles. Go left and down the elevator.

H. Proceed left. Ignore all monsters.

I. Go left and down the elevator. Ignore all monsters.

J. Go left to get the Point Bag and to kill a Hammer Brother. Cast
a JUMP spell and kill the red ironknuckle to the right and get the
key. Proceed right thereafter.

K. Just go right. Ignore all monsters.

L. Kill the blue ironknuckle. Proceed right, through the
illusionary wall.

M. Ignore all monsters. Go down the elevator.

N. Go left. Ignore all monsters.

O. Kill the two ironknuckles. Get the Flute.

Backtrack to Room I. Use a FAIRY spell to get through the keyhole
to the left.

P. Use a JUMP spell and kill the Hammer Brother above. Hit the
statue for a red magic container. Go left past the elevator to
kill a red ironknuckle and grab a Point Bag. Take the elevator
up.

At this point, you should have enough exp to have got your Life
Level to 7, or at least enough exp to earn it after killing
Gooma.

Q. Cast a FAIRY spell and proceed right. You'll take damage as
you pass the ironknuckles, but there is nothing you can do about
that.

R. Gooma's Room. It takes me about 30 seconds to destroy Gooma.
(Raise Life Level to 7 if you haven't yet). Place crystal in
stone, and Raise your Magic Level to 7.

ERRANDS BEFORE 6TH PALACE
Watch Time: 1:03:33

You know where the River Devil is. Proceed west, and then go
south when you reach Nabooku. Down south is the River Devil.
Play him a song, and then continue south on your journey.
You have three unavoidable action sequences. Kill the two
lizardmen on the way and do your best to dodge the boulders
hurled at you from above.

Take the forest route to get to the cave to New Kasuto. Welcome
all action sequences; Orange Lizardmen rack in 300 exp per action
sequence. Get to the cave to New Kasuto. It is straight-forward.
Dodge the monsters you can't kill, and kill the lizardmen in the
second screen.

Cut down the forest outside the cave with your Hammer until you
find New Kasuto. Your jobs here are to get SPELL, the final
Magic Container, and the Magic Key.

Backtrack to the other side of the cave. Run around the forest
and look for the action scene that holds a 500 point bag. Then
fight in the forest until you up your Life Level to 8. Next, head
for the desert shore southeast until you find the 4th Life
Container.

UPDATE: It is not a necessity to max out your Life level. You can
save time just by going to the 6th Palace and not bother with the
Life level. It saves time in the long run, but the new time is not
included in the FAQ.

You are now ready for the 6th Palace. Use the Flute at the center
of 3rd Eye Rock, and the 6th Palace should appear.

THE 6TH PALACE
Watch Time: 1:12:05

' Pit Loop

Minimap:
-------------
---%---------
--##'--------
---ABEFGH----
----C-#I-----
----JKLMNOP--
----D--#-QR--
----'--###---
-------------

Take the elevator straight down to A.

A. Kill all monsters, including the Wizzrobes if they get in your
way.

B. Kill the blue ironknuckle and fall down the pit.

C. Kill the two blue Ironknuckles and snag the Point Bag. Fall
down to Room D.

D. Get the Point Bag. Fall back to Room B.

B. Hit the statue. If it's an ironknuckle, kill it. Proceed right
and kill the blue ironknuckle and continue on.

E. Use a REFLECT spell and kill the wizzrobes. Proceed right,
dodging the shots the statues spit at you.

F. Kill the blue ironknuckle, get the point bag, and kill the
stone warrior. Proceed right.

G. Use a REFLECT spell to kill the wizzrobes. The invisible pit
is jumpable if you know where it is, but I recommend a JUMP
spell for cautionary measures. Proceed right.

H. Mounted Ironknuckle. Shouldn't take long to kill it. Get
the Cross.

Backtrack to the invisible pit and fall.

I. Go right and kill the red ironknuckle, as well as grabbing
the point bag. Cast a JUMP spell and destroy the 3 bottom and
3 top blocks. Jump to the top of the screen and exit due right.
This will take you out of the Palace.

Use the flute again and reenter.

%. Keep trying the statue until you get 2 red magic containers.
(the first to cast 2 LIFE spells, the second to refill your
magic). Kill any red ironknuckles that appear. Keep exiting
and reentering until you can furfill this. Again, go straight
down the elevator to Room A.

A. Ignore the wizzrobes this time. Proceed right, killing only
the stone warrior.

B. Kill the blue ironknuckle and fall down the pit again.

C. Kill the two blue ironknuckles before falling down again.

J. This time, you want to go right, rather than falling. Kill
the blue ironknuckle and proceed right.

K. The flying statues will be a neusence. Proceed right with
caution. Kill the myus if you wish.

L. Ignore the wizzrobes and kill the red ironknuckle. Proceed
right.

M. You'll need a FAIRY spell to cross the lava pit. Continue
to go right while dodging skulls.

N. Proceed right. You should have enough exp at this point, so
it is not necessary to kill the scalfo. Keep going right.

O. Mounted Ironknuckle. Defeat him, and continue right.

P. Don't waste your time with the extra life if you don't need
it. Just fall into the pit.

Q. Use a FAIRY spell and enter the path to the right.

R. Barba's Room. Time varies big time when fighting this boss.
(from 13 seconds to as much as 1 minute!) If you killed everything
you were supposed to kill, Barba should give you enough exp to
raise your Attack Level to 7. Place crystal in stone, and raise
Magic Level to 8.

FINAL ERRANDS
Watch Time: 1:20:56

It is not necessary to max out your attack level. Level 7 is
sufficent enough. time to make our final runs and head for the
Great Palace.

Go west and cross the bridge (use a FAIRY spell). Enter Old Kasuto.
Enter the first building and get the THUNDER spell. Then exit the
town.

Cross the bridge again (use FAIRY). Go north and cross another
bridge (FAIRY). Go west through the graveyard, then head south.
Get through the unavoidable action sequence on the single road.

After that, go 2 south and 3 east for a red magic container.
Then follow the path west, then north, and through the caves.
The path is straight-forward. Exit all action sequences, and
dodge all monsters that don't get in your way. Our only goal
is to get to The Great Palace.

THE GREAT PALACE
Watch Time: 1:25:28

Unlike other FAQs, I have mapped out the Great Palace. True, there
is only one true path to Thunderbird. However, a nice trick I've
developed has made it possible to take ANY of the 4 routes! All
paths can take you to Thunderbird! Here's a map:

Minimap:
---------------
----%----------
---AA##--------
--2A11---------
--22!111-------
--44|--1-------
--4-|--1-------
--44|-311------
---&|-3311-----
---&|--3311----
---&|---3-1----
---&|---3@1----
---4!222-|1----
-------22}1#---
---------AA##--
----------ABC--
---------------

A: Common route related to all 4 routes
B: Thunderbird
C: Dark Link (Final Boss)
1: Route 1.
2: Route 2.
3: Route 3.
4: Route 4.
!: Pit to the other room marked !
|: Connects the ! and @ Pit.
&: Connects two rooms by elevator.
@: Pit to the room marked }.

Regardless of what route you take, each will eventually take you
to the room marked }. It should be noted, that IF YOU DO NOT take
Route 1, you will end up on the upper half of Room }, which looks
like a dead end. To get to the bottom half (where the hidden pit
is), you need to master a very difficult maneuver. Here's how you
do it.

MANEUVER TRICK:

On the upper half of the room, cast the JUMP spell, and get a
flying statue to appear. Position yourself 4 bricks from the wall,
while FACING AWAY from the wall! Wait for the flying statue to come
after you from the left side. Move toward the wall when the flying
statue is almost directly beneath you, and jump-downstab WHILE
HOLDING DOWN THE A BUTTON, just before he hits you. If you timed
it perfectly, you will hit the flying statue when it reaches it's
peak of height, and stabbing him will give you enough momentum to
land at the top of wall. (even an expert gamer may need to attempt
it a few times to pull it off). When on top of the wall, you can
proceed right to the next room, and when you return left, you
should be in the bottom room.

OTHER NOTES: The Maneuver Trick IN THEORY should also work in
the 5th Palace, but for some reason I haven't been able to pull
it off. I have also been able to use it in the 4th Palace, but
it is not used in the walkthrough because it's more time-efficient
to not try.

How long does it take to get to Thunderbird using each route?
Here's the list.

Route 1 is the beginner's route. You do not need the Maneuver
Trick, but it is one of the tougher monster routes. Also the
only route to hold an extra life if you look for it. The shortest
route, but only if you get reckless and try to dodge every
monster rather then fight your way through.
----Time to Thunderbird: 4 minutes, 24 seconds.

Route 2 is the shortest expert route. If you have mastered the
Maneuver Trick, go ahead and take your best shot.
----Time to Thunderbird: 4 minutes, 40 seconds (at best).

Route 3 strays from the beginner's route, and adds extra time
to your clock. DO NOT TAKE!
----Time to Thunderbird: 4 minutes, 49 seconds.

Route 4 is the longest, most difficult route. DO NOT TAKE!
----Time to Thunderbird: 5 minutes, 35 seconds.

I'll leave it up to you to figure out this level. Exp doesn't
matter, so avoid all monsters that don't stand in your way.
Thunderbird and Dark Link took me a combined 1 minute,
9 seconds to defeat. Combined taking the shortest expert route,
The Great Palace took 5 minutes, 33 seconds to beat.

I stopped the watch as soon as the screen flashed after defeating
Dark Link.

TOTAL WATCH TIME: 1:31:01

CONGRATULATIONS! You beat Zelda 2 in less than 2 hours!
And you even beat the theoretical time to boot!

CAN ZELDA 2 BE BEATEN IN UNDER 90 MINUTES?

My answer is YES! It certainly can! Take a look at what I got
and could've skipped during my Time Trial:

----SHIELD Spell (1 minute)
----2nd and 3rd Heart Containers (1 minute, 30 seconds all
|      together.
----LIFE Spell (45 seconds)
----The Cross (Cuts 6th Palace time in half! 4 minutes, 20 seconds
|      saved!)
-------If you doubt getting to the Great Palace without the Cross,
|        refer to my UPDATE on the Fewest Items challenge.
----Also noted that I didn't take the beginner route in the Great
|     Palace. If I did, I save 16 seconds.

Skip all these, and you save 8 minutes, 51 Seconds

TOTAL WATCH TIME: 1:31:01
Saved Time:       0:08:51

POSSIBLE GAME TIME: 1:22:10!!!

Even though it is possible to beat Zelda 2 in under 90 minutes,
I don't even recommend it to Expert gamers. I skip quite a bit
as it is just to comfortably get under 2 hours; but now that
the possibility has been exploited, take your best shot.

THE SECOND TIME AROUND

You have all the spells except FIRE. You have maxed out stats
except for your Attack Level. You don't need to run errands
other than to beat the Palaces again. The second time around,
I beat the game with a time of 0:57:06.

OTHER TIME TRIALS

Now that you have beat Zelda 2 in one of the most efficient ways
possible, how about combining it with the challenges I present
in my Game Challenges FAQ? Here are some possible time trials:

Quest w/ Lvl 1 Life
Quest w/ Lvl 1 Magic
Quest w/ Lvl 1 Attack
Quest w/ Lvl 1 Life & Attack
Quest w/ Lvl 1 Life & Magic
Quest w/ Lvl 1 Magic & Attack
Quest w/ Fewest Spells/Items Possible

Aside from the Level 1 Life challenge, I don't believe it is
remotely possible to beat the other challenges in under 2 hours.
(Level 1 Attack was more than double the time trial, for example).
Who knows, in the next update, I'll post my best times for each
challenge.

* Time only counts if you beat the game. You can lose lives, as
this will add time to your adventure. But if you get the big
GAME OVER, you mine as well start over.

PLEASE DO NOT SEND ME E-MAILS ABOUT YOUR BEST TIMES!!! I have
enough clutter in my e-mail as it is.

OTHER FAQS WRITTEN BY CRAZYLAZ (formerly PELIVOR)

Most of them of seriously out-of-date, but sometime soon, they
will be updated, and you can find them all here at gamefaqs.com

Secret Quest FAQ (Atari 2600)
Exodus Ultima Dungeon Guide (NES)
Zelda 2 Game Challenges FAQ (NES)
Co-Author of Earthshaker's Battle of Olympus FAQ (NES)

THE SPECIAL THANKS SECTION:

Unlike my other FAQs, I have MANY people to thank
this dedication to: All my friends (you know who
you are) for helping me assemble the monster lists,
and they thank Nintendo Power and the Instructions
Manual for helping them so that they could help me.
With that said, I should thank Nintendo Power and
the instructions manual as well. LOL.

Aside from that, I thank the usual suspects: Nintendo
for making awesome RPGs, GameFaqs for they're website,
Earthshaker for the inspiration, and The Red Barn
Restaurant, for making killer milk shakes!

Thank you again, Brian Sulpher, for the use of your monster
strategies. Credit given where credit was due, as promised.

Thank you White Tiger Shiro, for pointing out my error regarding
the Hammer.

LINKS TO CRAZYLAZ'S/PELIVOR'S FAQS

Zelda 2: The Adventure of Link (NES) Game Challenges
and ideas. (This one)

Exodus Ultima (NES) Dungeon Guide. Check it out:
http://db.gamefaqs.com/console/nes/file/ultima_
exodus_dungeon.txt

Secret Quest (Atari 2600) check it out:
http://db.gamefaqs.com/console/a2600/file/secret_quest.txt

I have also co-authored a Battle of Olympus walkthrough (NES)
authored by Earthshaker. Check it out at
http://db.gamefaqs.com/console/nes/file/battle_of_olympus.txt


DISCLAIMER NOTICE

This FAQ is property of Jon Bernier (a.k.a. Crazylaz,
formerly Pelivor), (c) 2/11/02, all rights reserved.
Any relation to guide books or other websites dedicatied
to Zelda 2 are purely coincedental, for this FAQ was put
together by experience of playing the game. Feel free to
distribute this FAQ or link this FAQ to your website. If
you DARE steal or plagarize ANYTHING from this FAQ then
I'll...I'll...ah, to heck with it, it's not much of a
problem. Just give me the proper credit and all will be
forgiven.

Last Updated: 12/20/03

e-mail me at froloth@hotmail.com if you believe I have
made an error in this FAQ so that I can make the change.
Zelda walkthrough search:




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