To begin a game of Zelda II: The Adventure of Link, choose an empty slot, then choose Register Your Name,then input a name, and the game will start.
NES - Zelda 2: The Adventure of Link - The #1 source for video game sprites on the internet! 2.) The Secret Saving Ability (The Legend of Zelda/Zelda II: The Adventures of Link) Considering these games came out in the 80s, some folks believe they couldn't save their progress over the course of either The Legend of Zelda or Zelda II: The Adventures of Link. However, if you have a second controller, you can.
Link starts with three lives. If he runs out of lives, the game is over, butyour progress is saved, and your levels, items, and spells are also saved.
Link always starts the game in the North Palace. This is where Zelda hasbeen sleeping after an evil wizard cast a spell on her. To break the spell,Link must take six crystals to six palaces around the world. Doing so willopen the Great Palace, where Link can obtain the Triforce of Courage. With theTriforce, Link can awaken Zelda.
Read below for information about leveling up, and magic. When youare ready to start the game, read thepage about Rauru Town.
About Levels
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In Zelda II, Link has three attributes that can be improved through levelingup. These attributes are attack, magic, and life.
To level up, you need to earn experience points. Most monsters, when defeated,will give Link experience points. When you defeat an enemy, sometimes a numberwill float up from it. This is the number of experience points that Link earnedfrom defeating that monster. (Note: You don't have to touch the number to getthe points.) Very weak monsters might not give Link any experience points.
In side-scrolling screens, at the upper-right corner of the screen it says'Next' with some numbers below it. The number to the left of the slash is thenumber of experience points that Link has earned so far. The number to theright is the number that Link must earn to be able to level up one of hisattributes.
Leveling Up
When Link's experience points reach or surpass the required number, a screen will pop up asking you to choose an attribute to level up. You can only chooseone. Use the control pad to choose the attribute, then press start to level itup. Or, if you want to save your experience points so that you can level upan attribute that requires more points, just choose cancel. You will be ableto increase an attribute the next time that you reach the required number ofpoints.
Leveling up your attack will make Link be able to defeat enemies with fewerhits. Leveling up your magic will increase the number of spells Link can castbefore running out of magic. Leveling up your life will make Link be able to get hit more times before he dies.
If you are having a lot of difficulty in the game, you need to levelup your life or attack! This is really important. Zelda II is too hardif Link's levels are too low, so go level up if the game seems nearlyimpossible.
Link's attributes can go up to a maximum of level 8. If he levels up afterthat, he gets an extra life.
Magic
As the game progresses, Link will learn magic spells that will help him getthrough the game. In some cases, these spells are required for Link toprogress.
To use magic, press start in a side-scrolling screen, then use the controlpad to choose the magic spell that you want to cast.
NOTE: You have to press start and choose a spell before Link can use magic ina given screen. The game doesn't remember the magic that Link might have usedin a previous screen.
Once you have chosen a spell, press start toreturn to the action screen, and press select to cast the spell. If Link doesnot have enough magic, he won't cast the spell.
The spell will only be in effect in the current screen. Once Link goes toa different screen, the spell will wear off.
Link can refill his magic meter using magic bottles. These are blue or redbottles that enemies sometimes drop. Blue bottles replenish only a small amountof magic, but red bottles refill Link's magic meter completely.
How to Save the Game
Saving the game on an NES
If you are playing this on an actual NES, then to save the game, first you must pause the game by pressing Start. Then you need topress Up and A on controller 2 to get to the save screen. Then on controller1, use the Select button to choose Continue (which puts you at the North Palacewith your experience set to 0 but with your items and spells and levels saved)or you can choose Save, which returns you to the title screen and saves yourprogress.
Don't turn your NES off until you are either back in the North Palace afterchoosing Continue, or you are back at the Title screen after choosing Save.When you turn your NES off, BE SURE TO HOLD DOWN THE RESET BUTTON WHILE YOUTURN THE POWER OFF. This is because when you hold the reset button, itmakes the NES stop writing and reading from memory. If you were to turn off theNES before it finishes reading from memory or writing to memory, you couldunwittingly interrupt the system while it is doing a memory read or write,causing you to lose the saved game data on your cartridge!Holding the Reset button down stops the reads and writes, making it safe toturn off the console.
Saving the game on a Nintendo 3DS
If you are playing Zelda II on the Nintendo 3DS Virtual Console, then to savethe game, first you must pause the game by pressing Start.Then hold L and R. This makes an icon of the NES controllers appear inthe bottom-right corner of the top screen. Then, while still holding L andR, press Y to switch to controller 2. Then you can press Up and A to bringup the save screen. Return to controller 1 by holding L and R and then pressingY. Then press Select to choose Continue or Save.
Don't worry about holding a Reset button when you close the Virtual Consolegame. There is no need for this type of precaution, because the hardware has improved a lot since the NES, and it is unlikely to lose your saved games the way that the NES sometimes did.
Some quick notes about the Glitch Town and the Healer Glitch, which is a way of getting into Glitch Town without getting onto the eastern continent with Fairy.
Technical and Historical Background
To start off, an explanation of this and other glitches in the game is provided by Inzult, who as of this writing holds records in Zelda II TAS categories, as well as the New Game+ glitched live speedrun category.
When the game gets confused about where Link is supposed to go, it will sometimes send the player to a fall back map. In towns, that fallback map is known as Glitch Town. The first door in Glitch Town is a door to nowhere... back to Glitch town. However, entering the door corrupts Link's position slightly (shifts it to the left). Entering it five times creates a condition known as 'Scroll Lock,' which lets some crazy wrong warps and other effects happen.
The existence of glitch town and out of bounds warping was known in the old days of Nintendo Power, where it was documented that a player could jump with the Jump spell off of a high building in Darunia, cast fairy when in the HUD, and get into Glitch Town. However Darunia is far enough in the game that it's suboptimal for speed run use of Glitch Town. Enter the Healer Glitch.
How to do the glitch
It can be done on any healer, medicine, or spell lady, but due to convenience and routing optimization, it's usually done on the Healer lady in Rauru, hence the name. To glitch in Rauru, one must stand in right front of the door (with a few pixels of leeway), talk to the lady on the first frame her nose touches the window (she's on each pixel for two frames), then talk to her again on the last frame before she opens the door, and cannot be talked to anymore.
The image above is an annotated version of an image by Inzult posted to the SDA Forums. It shows the pixels you need to press the talk button on, in order to trigger the glitch. First you talk to her while she is walking away from you. The exact timing of when to push the button varies with your input lag.
I have about three frames of lag, and I press the button as her nose is hitting the window (You can look at any pixel you want, but that's what I look at). If you have zero lag, your would have to press the button later than that, after her nose is already overlapping the window frame.
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Then you talk to her at the last frame before she opens the door. In learning the glitch, I would watch her hand as it moves on the brick background.
I know I hit the right pixel for the first step if she looks like this after talking to her. I watch the circled pixel. If it's there, alone, then she's on the right pixel. That's not a guarantee that it's on the right frame, since she's on each pixel for two frames, but only one frame is good for each pixel in the trick. But it means I have a 50/50 chance of being halfway to the trick.
What happens with the glitch
If you got the glitch, then, well... this happens. Movie by NMaster64 on the SDA forums, compiling Healer glitch successes on console (both NES and Wii Virtual Console) by a few runners, as well as some theory TAS results on fceux:
Update: here's a summary graphic also by NMaster64, of the first button press, its result, the second button press, and its result:
What does it mean when she turns around?
The healer moves one pixel every two frames, therefore there are two subpixel positions she can be in, for every pixel she's on.
The healer will not turn around or do anything funny for most combinations of trick failures. However, she will turn around and walk away, instead of opening the door, if you get the first talk frame-perfect (that is, subpixel-perfect), and you get the second talk pixel-perfect but one frame early (that is, on the first and not the second subpixel).
The Healer Mash
Runner Simpoldood found that if you get the first talk frame perfect, you can then just mash the button to talk to her, talking to her over and over. If she turns around and walks away, keep talking to her, and she'll eventually turn around again, giving you another shot. For those who don't have the rhythm down to get the second talk, it's a fairly reliable alternate method.