Million Hooters
Million Pixels - Million Hooters
Game Cheats » Nintendo GameCube Cheat Codes » Games Starting with the Letter L » Legend Of Zelda: Collector's Edition - Strategy Guide - Zelda 2: The Adventure Of Link (Page 01)

Legend Of Zelda: Collector's Edition - Strategy Guide - Zelda 2: The Adventure Of Link (Page 01)

Below are the cheat codes, hints and help for Legend Of Zelda: Collector's Edition - Strategy Guide - Zelda 2: The Adventure Of Link (Page 01).

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.

 Next Page »