Legend Of Zelda: Collector's Edition - Strategy Guide - Zelda 2: The Adventure Of Link (Page 01)
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ZELDA II: THE ADVENTURE OF LINK Copyright 2001 Clasher. All rights reserved. Any attempts to plagarize will be... handled. My e-mail address is: j-d-walker@worldnet.att.net . Zelda II is sort of a part RPG, part adventure game. Unlike all other Zelda games, instead of moving around from a top view, you move like in an RPG on the world map, and move in a 2-D setting when in battles or palaces. It also has over Zelda I the bonuses of experience and levels, magic power and spells, and a whole new fight system. Let's go. Note that this is a FAQ, not a walkthrough, and it's up to YOU to figure out what to do. I will give you information about all aspects of the game. ***<<>>*** This, friends, is the ultimate experience and level guide. It tells you how much experience each enemy gives when beaten, and then what each level means. Note that sometimes when you beat an enemy, it instead of giving experience, gives a magic jar or power bag. Power bags, which are found sometimes when you kill an enemy, give experience, up to 200. You can also find them lying around. Note that many enemies have different colors, orange, red and blue. Blue is usually the toughest, as in Zelda I. So, DairaO means an orange Daira. Enemies will be described in detail later. The number after each enemy is the amount of experience they give. ENEMY LIST Overworld Bot (type 1) 2 DeelerR 2 MoblinO (type 1) 0 MoblinO (type 2) 10 Geldarm 5 OctorokR 10 Megmat 5 MoblinR 20 Moby 2 DeelerB 10 MoblinB 30 Bago-Bago 3 MoaR (type 1) 30 Tektite 50 Killer Bee 50 MoaR (type 2) 20 Leever 10 OctorokB 20 Fire Dragon 50 LizardmanO 150 Scorpion 150 LizardmanR 100 MoaB 50 LizardmanB 200 Cave Lowder 3 Ache 3 GoriyaR 20 Acheman 10 GoriyaB 30 DairaO 70 DairaR 100 Myu 3 Palace Mini-Horsehead 0 StalfosW 30 Skull Ball 50 Hammer Brother 50 IronknuckleO 50 Rope 20 StalfosB (type 1) 30 Skull HeadB 20 IronknuckleR 100 Stone Warrior 100 MoaO 50 StalfosR 70 Skull HeadR 5 IronknuckleB 150 Doomknocker 100 StalfosB (type 2) 70 Fire Dropper 200 DreadhawkR (type 1) 200 Bot (type 2) 10 RopeR 30 Skull HeadO 50 DreadhawkR (type 2) 70 DreadhawkB 100 Giant Skull Ball 0 Giant Bot 0 Boss Horsehead 50 Helmethead 200 Ironknuckle 300 Carock 300 Gooma 500 Barba 700 Thunderbird 1000 Link's Shadow 0 LEVEL GUIDE This chart shows how much experience you need to get to each level. Each time you go up, you get reset to 0. The letter right of each number tells which ability, life, magic or attack, will increase when you reach that level. 50 L 100 M 150 L 200 A 300 M 400 L 500 A 700 M 900 L 1200 A 1500 M 1800 L 2200 A 2600 M 3000 L 3500 A 4000 M 5000 L 6000 A 7000 M 8000 A 9000 1-UP *When you get to a new level, press start and your life, magic or attack strength goes up one. The maximum for each is eight. Life - Reduces damage you take when hurt. Magic - Reduces the amount of magic you use when you cast a spell. Attack - Reduces the number of hits an enemy takes before dying. If you can get 9000 experience, and by then all your abilities are at 8, you get a 1-UP. Your abilities all start at 1. ***<< >>*** In each and every town in the game, there is an opportunity to learn a spell. Some spells require nothing. Some spells require something that can be found in the town. Still others require that you find something outside the town and bring it there. Each spell causes something to happen, and drains you magic meter. To refill your magic meter, hit jars with your sword. They are sometimes dropped by enemies. A blue jar refills one magic container. A red one refills your entire magic meter. Here are the spells. Sadly, I am unable to make a chart showing how much each one uses. This is because: I usually play already beaten games these days, and there my magic level is at eight, so I've forgotten how much they use at lower levels. Also, it's kind of hard to make it to Darunia on magic level 1. SPELL WHAT TOWN EFFECT COST AT LEVEL 8 Shield Rauru « damge on current screen 16 Jump Ruto 2x jump height on current screen 8 Life Saria 3 health containers restored 50 Fairy Mido Morph into fairy on current screen 40 Fire Nabooru Sword shoots fire on current screen 16 Reflect Darunia Reflect spells on current screen 16 Spell Secret Kasuto Enemies become Bots on currentscreen16 Thunder Visible Kasuto Enemies destroyed on current screen64 Here's how to get each spell: Shield: Enter the fifth house in Rauru. Now, it's the same as every other spell. Walk right, into the basement, and talk to the old wizard to learn the spell. Jump: There is a cave in the Tantari Desert in the north, to the east of Ruto. Be sure to have the candle! Go through the cave, kill the enemies, or just dodge them. Be careful not to fall in the lava - it kills you. At the end, you will find a trophy. Take it to a woman in Ruto and she'll let you into her house, where you learn the spell. You can always tell a woman who needs something before letting you into her house (which usually contains a spell) because she'll walk out of the house when you walk near it, instead of being outside it when you first see her. Life: One of the houses in Saria is open. Go inside. There are several of these but it's not hard to find the right one. It contains nothing but a table. Walk in front of the table and press B to find a mirror. Take it to the woman who has lost her mirror and do the usual. Fairy: A woman in Mido says her daughter is sick. Now, to the north of Saria is a large swamp. At the north end is a cave blocked by a boulder. You'll need the hammer. The cave contains some pretty tough enemies like Dairas, so be careful and enter with full life. At the end is some medicine. I think you can figure out what to do now - bring it back to the old woman! Fire: In Nabooru is a thirsty chick. She's too lazy to go to the fountain herself, so you'll have to bring the water to her. Walk in front of the fountain and press B. Ta da! Water! Now, just... Reflect: Now this will really make those little ones happy. In the Maze Island, Before going to the Maze Palace, from the entrance to the maze go south, as far right as possible, then up and to the dead end. You'll enter a hidden square. Don't bother fighting the orange Lizardman, he's very, very strong. Instead, jump over him and bag that lost child over there. Then get the heck out of there. Then go to Darunia. In case anybody's wondering, we're going to have a big family reunion now... Spell: In Secret Kasuto (see the FAQ for where to find it) go into one of the last houses in town. Aw man, nothing but a fireplace and some other stuff. Well, we walk in front of the fireplace, and for some reason press up. Wait, we're in a whole new area! Go right and a wizard is waiting for you... Thunder: This spell is in Visible Kasuto. DO NOT get it before the 3-Rock Palace. If you try, you'll get ripped to pieces by the blue Moas infesting the place. I can see why they decided to leave, as the blue Moas are invisible until you get the cross! And guess where that is located... anyway, it's in the very first house. (The spell, not the cross, in case you didn't know). There's nothing else here except smashed buildings and blue Moas, so just leave. ***<< >>*** This will be a long section that covers the eight items and containers in the game Six of the items are found in palaces, one each. The other two are in the overworld. The containers are all found in the overworld, or in caves. There are four heart and magic containers, and each increases your health or magic bar by one container. You start with four and must have eight before beating the game. We'll start with the containers. MAGIC CONTAINERS: 1. Right below the starting palace is a cave. You'll need to go around the water to reach it. Inside are Lowders, Octoroks, and a magic container. I suggest getting this before even getting the candle, although that is risky as without a candle, the monsters are mostly invisible. 2. This can be really easy if you know what you're doing, and almost impossible of you have no idea what you're doing. IMMEDIATELY after getting the hammer, use it (press A) to bash the boulder right next to its cave. Then walk onto where the boulder was, and... wait, what's this? You're falling into a hidden pit... with a magic container! 3. Even easier. Note that in Maze Island, there are a lot of squares which take you into battle, but some can be avoided by going through detours. On one of the detours, which is a corridor that folds back over itself and takes you by a shortcut with a battle - it's about midway through - you'll walk into a hidden hole with a magical vial. 4. In Secret Kasuto, the very first house contains a magic container. But, as usual, life's just not that easy. You can only get in by talking to the woman, and she'll only let you in if you have all the other containers. HEART CONTAINERS: 1. Due south of Parapa Desert Palace is a long path. As always, the curious one wins, as going down this path eventually leads to a small meadow where a heart container and two orange Goriyas reside. Trouble is, one of the squares en route is a square with thin ledges and lethal water, and you'll need some fancy footing to make it across. And just to top it off, there will be some floating bubbles who can knock you into the water, so have fun. 2. You need the hammer for this. From Rauru, go south, crush that builder, and continue south. To the east is a cave blocked by a boulder. No problem, dude. Just walk in, bust the stuffing out of some Lowders and Myus, and voila! 3. You should get this right before entering the Sea Palace, and it is very hard to find. In the water, note that there is a narrow corridor near the palace that you can walk through. However, there is a hidden and completely inconspicuous exit to the north. From the palace, go onto the water, and keep trying to go north, and if you can't go west one step and try again. When you finally succeed, go north four squares, and then east until you enter a square with a high ledge. A use of the jump spell and you've got this one in the bag. 4. East of 3-Rock palace, go along the edge of the desert, just testing every square on the beach, and eventually you'll find it. SWORD TECHNIQUES Downthrust: With this tactic, the game will be a heck of a lot easier. You can just jump over enemies by jumping and using downthrust to tap them on the head, and bouncing on your way. It also makes Skull Balls and Heads much easier. In Mido, you'll see a very suspicious looking door that's a bit out of reach on the top of a church... use the Jump spell, you fool! Then go right and talk to the warrior. Upthrust: Very useful for killing Moas and other flying monsters. It's in Darunia. In the second scene (I think) you'll notice the first house has a chimney on it. Using the Jump spell and other houses, climb up to there, and go down the chimney. Same as before. ITEMS Candle: You will get absolutely nowhere on your quest without entering caves. The problem is, without a handy candle (you'd think, after games like Shadowgate and Dragon Warrior it'd be a torch) you can't see any monsters in there. So, get it ASAP. It is in Parapa Desert Palace. Hammer: They tell you how to get this in Nintendo Power, remember? Anyway, go through Death Mountain, always choosing caves to the east when you have a choice, until you reach a desert. Also don't take the elevator up in the third cave. In the desert, go west to a cave. It looks a bit suspicious... it's not in a rock wall. Well, guess what! This is where you find the hammer! Take the elevator down, go right, and there it is. All these caves are stuffed full of Dairas, so either have extremely good swordplay, or make sure you gain levels, to about 4 in life, I'd say. Glove: For most of the quest you take it for granted that you can destroy blocks with your sword, but without this, you can't do any of that. And blocks are EVERYWHERE in palaces. So, get it, and get it ASAP. It's in the Swamp Palace. Raft: No game effect, except when you walk onto the dock at Mido with it, you'll sail to the eastern half of Hyrule. Look for it in the Island Palace. Winged Boots: Again, no real game effect, except to reach the Sea Palace. You can use it to walk on some water, but most of the water you can walk on is near the Sea Palace. Flute: Found in (surprise!) the Sea Palace, again it has no game effect. You need it to enter the 3- Rock Palace and defeat the River Devil. Magic Key: Found in Secret Kasuto. The place is stuffed, huh? After getting the spell of Spell (!), go to the very end of town. Hmmm... this place looks a little boring. Let's give it some help. Cast your new spell, and a building will appear, inside is the magic key. Now we have NE NEED WHATEVER for any of the keys in the palaces! A good thing, because there ARE no keys in 3- Rock Palace. Cross: Guess where this is found. It's only function is to make blue Moas visible. Just in case you're wondering, these pests are everywhere on the road to the Great Palace. ***<< >>*** PARAPA DESERT PALACE How do I get there?: Go through the cave northeast of Rauru (be careful, you won't be able to see the enemies, but it isn't too bad) and you'll be in the desert. Go northeast until you reach the palace (you may want to get the heart container to the south first). Where's the item?: From the start go down, right until you see an elevator, down, and then left until you find the candle. Key and lock info: One key is directly to the left when you start a palace, and it is needed to open the lock to the right. All that's guarding it is a Stalfos. Another lock is before the candle. To get through it, don't go down the second elevator, continue right. When you find another elevator, go up (a fairy is to the left, take it now or later, whenever you need it most). Then go right, up the steps, and grab a key. Then continue right to another key, guarded by a Hammer Brother - be careful! Now, see the dirty cheat section for reasons why you don't beat the boss yet. For now, just take it for granted that you should exit the palace the way you came after getting the treasure. When you leave after getting the candle, you'll have an extra key. Don't worry - you'll use it in a later palace. Anything else I should know?: Your attacking strength is very weak now, so killing the Skull Balls will take so long you'd be too old a weak to care about experience. So avoid them instead. If you have trouble with a particular enemy, such as an Ironknuckle, use Shield when in battle with that foe. The bridge in the room before the candle will crumble... what, are Link's boots acidic? Oh well. Getting the power bag here is a bit dangerous and only worth 50 experience. Guarding the candle is an Ironknuckle who may give you some trouble if you're unfamiliar with their strategy. SWAMP PALACE How do I get there?: South of Rauru you'll see a huge swamp to the west. Slog through it as best you can and eventually you'll reach the palace. Where's the item?: Go down the elevator one floor. Then go left as far as possible. Down one floor, then left again and you'll find the glove. Key and lock info: There are three locks you must pass through. Two are guarding the glove, one is in the first passage to the left of the elevator at the start. One of the keys is in plain sight in the broken bridge room. The other two are found by riding the first elevator down. Go left on the second floor and right on the third floor to reach a key on each. Be careful though. You'll face some rather hard monsters, like Hammer Brothers and blue Stalfos. Be careful. Anything else I should know?: It's impossible to kill the heads on the ceiling, just dodge the fire they drop. To the right of the broken bridge room is a room with some blue Skull Heads. Your best bet for beating them is to jump above them and keep hitting them with downthrust until they die. Do the same to Skull Balls: jump above them, and just keep smashing away at them from above. The broken bridge room is pretty tough - the bridges don't crumble here, but they are covered with Bots and have gaps which you must jump over. On your return trip, be careful not to use downthrust - the glove will break through the blocks and you'll have a hot bath. In the room before the candle are some falling blocks which can do two things: give you a big, big headache (both meanings), and trap you in their walls. Blaze through this part like crazy if you can. Guarding the glove is a red Ironknuckle, who can be pretty tough to beat. Use the Shield spell when fighting him. ISLAND PALACE How do I get there?: It's a little complicated. From Mido go down into the graveyard. DO NOT GET ATTACKED. If you do, just get the HELL out of there! A lone grave in the middle is the "king's tomb". From it, go directly south... you'll fall not a hidden pothole! Problem is, how to get over that huge wall? Use the Fairy spell and float to victory. Exit the cave, loop around and you're there. Where's the item?: Down 1 on the elevator. Then right until you see another elevator. Go down again, then right as far as possible to find the raft. Key and lock info: You'll need to pass only two locks here, both are guarding the raft. This means you'll come out with an extra key. One key is in the room with the lava in plain sight. Another is in plain sight, buried under blocks, just use downthrust and the glove. Also, before going down the second elevator, go right one more room. This place is outside, so it seems, and there's another key. Well, that was TOO easy. Anything else I should know?: This palace is trouble. The enemies are the most troublesome part. To deal with Stone Warriors, use the Shield spell, and don't kill them, they're too hard. Jump over them and run like mad. (When jumping over something, use downthrust to bounce off it). If you become good at this, you can do it without shielding yourself. The orange Moas are impossible to kill now, just dodge the fire they drop. In the room with block steps, do not release the Ironknuckles (you probably could have figured that out). Use the Jump spell - it makes it quicker, and is needed to reach the room to the right with a key. In the falling block place, run through without abandon. As for the red Skull Heads, adjust your shield carefully and stab them, or just jump over them. Use Shield when battling red Ironknuckles (unless you're very sure of yourself). The room before the raft has several lava pits which you must jump over. Don't use Jump, just use caution. Finally, guarding the raft is... a blue Ironknuckle! This guy is so hard fighting him, even with shield, will usually result in you getting killed, until you raise some levels. Best bet here is to use the Fairy spell, although you can't avoid getting hit at least twice if you do that. MAZE PALACE How do I get there?: Go to Maze Island (through the cave north of Nabooru, then east as far as possible and onto the bridge). Traverse the maze and enter the palace. Where's the item?: Down one (as always), then right until you reach an elevator, then down one floor. Then again go right, to a hole. Drop down, and go right to the winged boots. To get out, drop down another screen, then go left until you find the elevator. Go back up and you're in familiar territory. Key and lock info: As long as you don't get lost you'll only encounter two locks. Now, most of the keys here are appallingly hard to get. Many are at the end of broken bridges with really tough enemies like Stone Warriors on them. Use the two excess keys you got earlier to get through these locks. Also do the Fairy trick (see the dirty cheat section) if you can't get through a necessary lock. Never get a single key here, just don't. Anything else I should know?: This palace is very short as long as you don't get lost. You'll meet a new enemy, the type 2 blue Stalfos. These guys can do a lot of damage, if you feel insecure, use Shield. You'll encounter in the two rooms guarding the winged boots a Stone Warrior and blue Ironknuckle. Again, Fairy is your best bet for the latter. When you drop down the hole, be careful - the bridges you land on collapse, and if you fall, you must loop all the way around. Quickly jump to the right and solid ground. When you drop down again, you'll land on another crumbling bridge over lava, so just run left (NOT RIGHT) and you'll do fine, the key is remembering it's there. You probably won't run into a Doomknocker but if you do, jump over its spells, you need reflect to kill it and you're really strapped for magic here. SEA PALACE How do I get there?: Walk east from Nabooru onto the water with the winged boots, as straight shot, just keep going until you find the palace. Where's the item?: It's a LOOOOONG way away. Here's what to do: go down, then right as far as possible, and down again. Then left as far as possible, down, left until you see an elevator. Down one floor, then right until you see another elevator. Down, then finally left until you reach the flute. WHEW! Key and lock info: The three keys you'll need to pass through the locks are all in plain sight, but each has a catch. Hey, it could be worse, though I don't know how... anyway, the first is on top of a tall wall. To get it, revisit the room after you leave it. You need to be able to use your sword to get it. The second key is on a REALLY high ledge. Wait until most of the blocks have fallen, then take your time and burrow through them and form some steps up to it. If you can spare the magic, use Jump. The last one is on top of a ledge you need Jump to reach. It's also guarded by a red Ironknuckle. Isn't this fun? Oh, and to get through the last lock, use the Fairy trick. Anything else I should know?: Oh boy, this place is living heck. Soon after you start you come across a huge wall. Use Fairy to get over, and watch out for those darned Skull Balls. The next room is the toughest one in the entire palace! It is a crumbling bridge. Think you can cross it while timing your jumps perfectly to avoid those Skull Heads? If so, you are very brave. If not, use Fairy - although this put you at practically zero magic. I say brave it, but forget the power bag. Next up come two red Ironknuckles. And that's just the beginning. From now on, you'll have to dodge Fire Droppers - the wizards who drop fire. They give mega-experience but take a ton of hits, are almost impossible to hurt, and do massive damage. Take it slow and watch your step, and just run. Now, jump and stab that statue thingy on the wall for a much-needed red jar. Go down the elevator. The next two rooms aren't too hard, but in the second, just go down the elevator, don't get that power bag - you need your magic. Go right... oh no! It's a huge dead end! NOT!!! Jump through the wall - it's... FAKE! You'll just go right through if you jump into it. This is a real nasty trap. Also, you'll meet a blue Ironknuckle here - don't cast Fairy, just jump over him as best you can, maybe cast Shield. Down the elevator. This next room reminds me of those little dinosaurs in Jurassic Park II - it seems that the Fire Droppers and red Skull Heads, wouldn't be a problem, but if you fight, you'll soon be disproved. Just blaze through and maybe use shield. You're finally in the room with the flute... oops, we don't have a key. Use the Fairy trick. If you think that is too dirty for you, get one of the keys back in the Maze Palace - there's several, one directly above and below the winged boots. Oh, and guarding the flute is a blue Ironknuckle to make your life even more happy. 3-ROCK PALACE How do I get there?: In the desert east of Visible Kasuto, stand in the middle of those suspicious rocks. Yep, we're gonna do the same trick as in Zelda I. Play the flute and 3-Rock palace appears. Where's the item: From the start go down two floors, then go right as far as possible (how many time have I said that? Don't answer). This is like eight rooms, and each one is worse than the last. Key and lock info: None whatever! There are no keys whatever in this palace, except the keys you get from beating the sub-bosses. Plenty of locks though. Don't worry, you have the magic key (at least you better!) Anything else I should know?: Anything else you should know? I'll be babbling about every room, for crying out loud! A guide for this palace will be made later - it's so hard it deserves its own section. Also, note that, since you'll get the magic key before entering this palace, you'll actually want to get the item and beat the boss in the same stroke. Enter with full magic and life, and have all your abilities at 8. GREAT PALACE How you get there is covered in its own section, as is a guide for it. There's no keys, locks, or item. Just note that at the very beginning is a huge energy field. If you haven't beaten all the other palaces, this is as far a you're going. ***<< >>*** Now before we beat the first five palaces in earnest, we have to do something - level up to max. Trust me, it's important, so stop yer whining! Geez! The best place to level up are in the forests in southeast Hyrule. Fight the Lizardmen there - these guys are very tough, so if you want to level up somewhere else, go ahead. After getting to level 8 on all our abilities, go back to West Hyrule. Here's the guides for each palace: Parapa Desert Palace: Remember that elevator you took up to reach some keys (near the fairy)? Go down instead. Then go right. It's a few rooms away, but the enemies - mostly orange Ironknuckles - won't pose much of a problem. Swamp Palace: Go back to the place where you got the glove, only instead of getting off the elevator to go left, continue down. Go right to another elevator (enemies will be easy at best). Go down it and then go right. I suggest against getting that power bag on the collapsing bridge - it's risky and worthless, remember? Island Palace: Ride the second elevator in the palace down. We went right, if you remember, to get the raft? Go left, until you reach another elevator. The enemies, mainly blue and red Ironknuckles, will be a little hard, so don't fight if possible or use Shield. Go down that second elevator and then go right, through a large block maze room, to the boss. Maze Palace: Isn't it just WONDERFUL to have a magic key? All you must do is go (from the start: down, left, down, left, right. This is quite a trek, but the enemies won't be a problem. You know how to kill Stalfos and red Ironknuckles, and the Doomknockers (wizards) can be beaten with Reflect. Sea Palace: Another epic trek. Be sure to enter with full power, this is gonna be hard. For starters, go through the palace, the same way as you did when getting the flute, until you reach the elevator leading down with a power bag above it. We went down, as you recall, to get the flute. Instead bypass it. When you come to another elevator, go up it. All that's left are a few Ironknuckles. BOSSES Parapa Desert Palace: The first boss is Horsehead, a ruatnec with the head of a horse and the body of a warrior (you could probably have guessed that). He's the easiest of the bosses, but was designed to be fought at the beginning of the game. IOW, he's not easy now, he's PATHETIC. Don't bother casting Shield, just cast Jump, and, while trying to dodge his club (easy to do) jump and downthrust the poor guy's pathetic skull. Two hits is all you need. Swamp Palace: This is too easy. Helmethead the warrior is a little more civilized than Horsehead, attacking with a sword and also spitting fireballs. Don't bother with Shield of Life, and it's the same as before - Jump, then downthrust twice. Shows he need to change helmet stores. After hitting him he'll lose a head, but the head will fly off and shoot fireballs at you! No matter. Hit him hard and quick and he'll be dead in a matter of seconds. Island Palace: This is easily the hardest boss yet, but it's still a joke, unless you're like half dead entering it. Unlike the previous fights, you should cast Shield on yourself to lower damage. Ironknuckle the knight will ride across the screen on a horse. Stand about 3/4 of the way to the right and as he charges, jump and downthrust (I'm getting kind of tired of that). Hit or miss, he'll stop about 1/4 from the left edge of the arena, giving you more opportunities to hit him with downthrust. Only two hits and he'll dismount and attack like a normal blue Ironknuckle. Beat him like you would any blue Ironknuckle, it shouldn't be too hard. Maze Palace: Our foe here, Carock the wizard, may look tough, as he can appear and disappear and shoot spells like nobody's business. He is actually the easiest palace guardian. Just cast Reflect on yourself, and probably Shield, and stand in one of the corners of the screen, and duck. Unless Carock appears right on you, he won't hurt you, and his spells, well, will not do what he expected. This battle may take a little while since Carock only stays vulnerble for a second. Sea Palace: Yet another pathetic fight. I promise, they'll get tougher soon! Next up on our bash the heck out of list: Gooma the giant. This battle is fun, since we'll be stabbing Gooma in his pathetic crotch (I couldn't possible make this up, folks...) Cast Shield and Jump immediately. He's very slow and only attacks by swinging his ball and chain (is he married???), but that can do a lot of damage. No matter. Ball and chain or chain and ball, you'd have to be a complete kook to lose to this guy - after he swings his weapon, run in close, and duck and stab him right where it hurts. Then he'll swing again... jump over it, for Pete's sake! Then stab him again. He takes a good bit of damage, though. ***<< >>*** An enemy guide seems out of place in the middle of a FAQ, but I wanted to do the Great Palace last, so I stuffed some other stuff in. Here goes: (in order of appearance) Overworld BOT: This guy is PATHETIC. He's a little blob that hops around. Duck down and stab him. Any attack factor except one will kill him in one hit, so you shouldn't worry about this guy at all. In the Great Palace, there is a naive attempt to make the Bot a menace, but it's a joke. The Great Palace ones can take more hits, but are still too easy. DEELER: This is SO easy. It's a spider that hangs in the trees and lowers itself down to attack, found only in forests. Dodge their attack, then jump and stab them from the side. Again, any attack factor but one will do the trick. The blue ones can be a problem, though. Instead of staying in trees they drop to the ground and then leap to attack! For them, duck and stab them with your sword after they jump. If you have it, use upthrust. MOBLIN: De-ja-vu, Zelda I! There are FOUR different kinds of Moblins. This is a rare enemy, found almost exclusively in forests. There's the orange kind that charges at you, the orange kind that throws its spears at you, the red kind who runs in close and stabs you, and the blue kind who does all of the above. All their spears, thrown or not, can be blocked if you're quick with a shield. Oh yeah, slash the heck out of them when possible. GELDARM: Another rarity, you don't really need to worry about tackling these guys. They are found only in deserts in the early game and are tall, white, and look like cacti. Stab them once to cut them down to size. Then repeatedly stab their heads to kill. MEGMAT: Common in plains, forests and caves in southwest Hyrule. This thing isn't much of a problem, as all it does is bounce around like heck. It can be annoyingly hard to land a blow, though. OCTOROK: Another common foe, and a veteran of Zelda I. He's easy enough. You'll usually kill him in two hits. He'll jump and spit rocks at you, which are easily blockable, so just run in and stab while crouching. In East Hyrule is a slightly stronger version, the blue. They can move, jump and spit rocks high and low, but still aren't any kind of threat.
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