Tato stranka by vapadalo mnohem lepe v prohlizeci, ktery podporuje webove standardy, nicmene prohlizet ji muzete v jakemkoliv prohlizeci, nebo zarizeni s pristupem na Internet.
Wellcome to Xsoft Hyrule Field - If you looking for help with Zelda game, then start here.
This FAQ is best viewed on a 640x480 screen. -------------------------------------------------- ZZZZZZZZZZEEEEEEEEEELLLLLLLLLLDDDDDDDDDDAAAAAAAAAA Z ZE EL LLLLLLLD DDAAAA AAAA ZZZZZZ ZZE EEEEEEEL LLLLLLLD DDD DAAA AA AAA ZZZZZ ZZZE EEEEEEEL LLLLLLLD DDDD DAA A A AA ZZZZ ZZZZE EL LLLLLLLD DDDD DAA AAAA AA ZZZ ZZZZZE EEEEEEEL LLLLLLLD DDDD DAA AA ZZ ZZZZZZE EEEEEEEL LLLLLLLD DDD DDAA AAAA AA Z ZE EL LD DDAAA AAAA AA ZZZZZZZZZZEEEEEEEEEELLLLLLLLLLDDDDDDDDDDAAAAAAAAAA 22222222222222222222222222222222222222222222222222 22222222222222222222222 22222222222222222222222 222222222222222222222 22 222222222222222222222 2222222222222222222222222 2222222222222222222222 222222222222222222222222 22222222222222222222222 22222222222222222222222 222222222222222222222222 2222222222222222222222 2222222222222222222222222 222222222222222222222 222222222222222222222 22222222222222222222222222222222222222222222222222 -----------------The Adventure of----------------- LLLLLLLLLLLLIIIIIIIIIIIIINNNNNNNNNNNNNKKKKKKKKKKKK LL LLLLLLLLI IN NNNNNN NK KKKKKK K LL LLLLLLLLIIIIII IIIIIIN NNNNN NK KKKK KK LL LLLLLLLLIIIIII IIIIIIN N NNNN NK KKK KKKK LL LLLLLLLLIIIIII IIIIIIN NN NNN NK KKKKK LL LLLLLLLLIIIIII IIIIIIN NNN NN NK KKKKK LL LLLLLLLLIIIIII IIIIIIN NNNN N NK KKK KKKK LL LLLLLLLLIIIIII IIIIIIN NNNNN NK KKKK KK LL LLI IN NNNNNN NK KKKKKK K 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 email@example.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 firstname.lastname@example.org 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 (email@example.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 firstname.lastname@example.org if you believe I have made an error in this FAQ so that I can make the change.
|Zelda walkthrough search: