Version 1.0

                        By Tim Connolly

	A lot of people have the old NES game "Zelda II: The Adventure

of Link" out there. However, if you're like many people, you haven't

gotten through the game yet. Well, fear no more, because this FAQ will

help you through it all. Take note that right now this FAQ won't go

over a lot of the necessary things that you need to know, but in time

this thing will grow.

	Here's what'll be covered in the FAQ as of now:

		-Locations of Heart & Magic Containers (as well as

	other important items)

		-Palace Maps

		-Boss Strategies (as well as other tough enemies)

		-Levels and Experience

		-Magic Spells

		-Frequently Asked Questions

		-Other General Tips

		-Basic Itinerary

		-Game Genie Codes

	With all that said, here we go!



	Link starts out with 4 Heart and Magic Containers with the

potential to get 4 more of each kind in the game. They are all fairly

spaced out in the land, but usually you'll get a set of 1 Heart and 1

Magic Container fairly close to each other.


		1: Due south of the first palace, you'll find a road

leading to a small forest. (One of the road squares is a battle square

with numerous pits and bubbles. Shouldn't be a problem.) Go to the

patch of grass in the middle of the woods. The Heart Container will be

to your right, guarded by an Orange Goriya. (I highly advise dealing

with the Goriya first - the Container will heal you anyways!)

		2: After you get the Hammer, Go to the road from which

you'd head west for the second palace. Instead of going west, though,

walk east. Whack the rock guarding the cave, and a Heart Container will

be at the end.

		3: When you get the Boots, walk into the sea as you

would to get to the fifth palace. After some walking, however, move

north four spaces, then continue east. You'll come across a "battle"

square with a mountain holding Heart Container #7.

		4: Search the beach around the sixth palace, around the

south-east corner of the world. The final Heart will be in that area.


		1: Go south from where you start the game. You'll find

a cave to the south and slightly to the east of the castle. I suggest

going here before the first palace, even if you don't have the candle.

After beating up on some Lowders and Octoroks (in the dark, you'll be

able to see the Lowders crawling around if you keep a close eye on the

ground. The Octoroks should be dead ringers - they're in the gaps!),

the Magic Container is at the end of the cave.

		2: After getting the Hammer, immediately use it on the

rock right next to the cave from which you emerge. The Container is at

the bottom.

		3: In Maze Island, when you're given a choice between

two L-shaped corridors, choose the outer one. One of the road squares

is a hidden pit, leading to your seventh Magic Container.

		4: In the hidden town of Kasuto (which can be found by

traversing the north-east cave in the vicinity of the sixth palace and

using the hammer on the second tree from the first row of four), be

sure to talk to an old lady dressed in blue. She'll say something to

the tune of "You'll need my help" and let you in. You'll find the last

Magic Container in the back room of her house.

	There are numerous other items to look for in Hyrule. Most

notable of all is the Hammer, and here's how to get it:

	From Death Mountain, make sure that whenever there's a fork in

the road and you have to choose between two or more caves, CHOOSE THE

ONE ON THE RIGHT. This is the road to the hammer. When you come across

a cave with an up/down elevator, leave it alone and continue straight.

When you get to the last cave, (The one next to the rock that reveals

your sixth magic container. Remember?) Take the elevator down then head

right. After beating some Dairas, the Hammer will be yours.

	BE SURE that your Life Level is at AT LEAST 4, and that you

have the Life Spell, or I will guarantee you that YOU WILL NOT make it


	Other items of interest are -

	TROPHY (Jump Spell requisite): Go to the cave in the desert

just north of the castle. Brave the dangers inside, and the Trophy is

yours. Now go to Ruto and trade it in for the Jump Spell. (Note: I

suggest beating the first palace and getting the Candle first - the Red

Goriya guarding the trophy can get pretty nasty in the dark.)

	MEDICINE (Fairy Spell requisite): After exiting the cave south

of Ruto, you'll notice a cave blocked by a boulder. This is where

you'll find the Medicine. (Of course, you'll need the Hammer to crush

the rock before you can get to the cave anyway.)

	CHILD (Reflect Spell requisite): In Maze Island, go to the dead

end that's just south of the fourth palace. Defeat the Lizardman by

TILAI (Treating It Like An Ironknuckle - check the palace strategies),

and you'll rescue the child (which is to the right - the left is the


	MAGIC KEY: When in Hidden Kasuto, check out the empty house

with the fireplace. Enter the hearth, and you'll receive the Spell

of... well... Spell! Now go to the end of town (To the right, where

there's a dead end) and cast Spell. A house will rise up from the

ground, and the Magic Key is yours. Remember: without the Magic Key,

YOU CANNOT get through the sixth palace.

	I'm not going to get into detail regarding P-bags, Red Jars, or

Fairies, largely because they aren't really crucial to the game. Here

are some basic things to remember, though:

	-Red Jars like to hide in large clumps of a certain terrain.

They'll hide out in a big desert or swamp.

	-P-bags usually stick out like a sore thumb. If you see a large

plain and see a block of forest in that plain, check it out.

	-Fairies, well, are just hard to find. There is one in the

forest next to the exit of the cave south of Ruto.

	-Remember: Fairies and Red Jars reappear when you reset the

game. P-bags don't.



	There are a total of six palaces in the game (Not including the

Great Palace, of course). For the first four, you'll have to go through

every room to get the necessary item and beat the boss. (Some cases you

don't HAVE to get the item, but it's a darn good idea.) In this part,

I'll map out each palace, cluing you in on where to find keys, locks,

the item, and the boss. Also, I'll tell you the quickest path to follow

to cover all the bases. Note that each room is numbered for your

convenience as well as mine. Get it? Got it? Good.

	A couple notes to remem

	PALACE 1: CANDLE (Lights up caves)

	     1       2 - 3

	     |       |

	 4 - 5 - 6 - 7 - 8

	             |   |

	     9 -10 -11  12 -13 -14

	Keys can be found in rooms 2, 3, and 4.

	Locks are in rooms 6, 9, and 13.

	The Candle is in room 6.

	The Boss is in room 14.

	Best Path: 1-5-4K-5-6L-7-8-2K-3K-2-8-7-11-10-9LI-10-11-7-8-12-


	Other special rooms:

8: Continue right when you come across the elevator, and you'll find a

	fairy. Enjoy it; there aren't any other regular palaces with


9: Say hello to your first Ironknuckle. Here's how to beat it: Jump up

	and strike the guy when you land. It helps to do this in a

	narrow corridor so that you don't jump too high. Continue the

	process until the bugger goes bye-bye. By doing this, you're

	faking the knight into moving his shield down, thus allowing

	you to strike high. (This is what TILAI means.)

10: Watch for the collapsing bridge. Remember that only squares that

	you step on crumble. The P-bag is a bit of a decoy, but if you

	want to gamble for the 50 points, go ahead.

	PALACE 2: POWER GLOVE (Allows you to break stones with your




                 2 - 3 - 4 - 5 - 6

                 |               |

	 7 - 8 - 9          10 -11

                 |               |

                12 -13 -14 -15  16 -17


                        18 -19 -20 -21

	Keys can be found in rooms 4, 10, 15, and 17.

	Locks are in rooms 5, 7, 9, and 20.

	The Glove is in room 7.

	The Boss is in room 21.

	Best Path: 1-6-11-16-17K-16-11-10K-11-6-5L-4K-3-2-9L-8-7LI-8-9-


	Other special rooms:

1: Be sure to stab the Ironknuckle statue at the start - a Red Jar lies


5: The flying heads will give you a problem, largely because they also

	steal your hard-earned experience as well as life when they hit

	you. However, do your best to kill them: Though it looks like

	they pile in ad infinitum, there's only two of them, going out

	one side of the room and coming in the other. Defeat both of

	them, and they won't show up again.

8: Beware of those falling blocks. They can do two things: first,

	getting hit by them causes an Excedrin headache, and also they

	have a nasty habit of trapping you inside their created walls.

	My hint for you on the way in is to blaze through without

	abandon, but once you have the glove, take it easy. Wait until

	the blocks are stacked three high, then break the ones at your

	height and walk through the tunnel you create.

	PALACE 3: RAFT (Gives access to West Hyrule)



	 2 - 3 - 4 - 5 - 6 - 7


                 8 - 9 -10 -11 -12


                    13 -14 -15 -16

	Keys can be found in rooms 5, 7, 8, and 11.

	Locks are in rooms 9, 10, 12, and 13. 

	The Raft is in room 12.

	The Boss is in room 16.

	Best Path: 1-2-3-4-K5-6-7K-6-10L-11K-12LI-11-10-9-8-9-13-14-15-


	Other special rooms:

1: Again, Red Jar in the Ironknuckle statue. (Watch out, though: there

	is a chance that the statue may come to life.)

6: You don't *need* to use the Jump Spell to get over to room 7. If you

	get up enough momentum on that small step, you can jump onto

	the upper step and go on.

12: Ah, the Blue Ironknuckle. These guys are major PITAs. Actually,

	they don't start out bad, but once you hit them they get MAD.

	And they start throwing their sword like it'll win them

	something. Best bet is to use the Shield spell.

	Also, remember that you need the Fairy Spell to even get to the

third palace. South of Mido, you'll find a graveyard, and the grave

that's separate from the rest is the King's Tomb. Head directly south

of the King's Tomb, and you'll fall down a hole to the passage to the

third palace. The third palace is to the right, but you'll need to use

the Fairy Spell to get over that big wall.

	PALACE 4: BOOTS (Allows you to walk on certain blocks of water,

Gives access to fifth palace)

	Note: A passage marked as V is one-way.



	 2 - 3 - 4 - 5

	     |       |

	 6 - 7 - 8   9 -10 -11

	 |           |   V

	12 -13 -14  15 -16 -17

                     |   V

                18 -19 -20 -21

	Keys can be found in rooms 2, 3, 8, 11, 17, and 21.

	Locks are in rooms 3, 4, 7, 12, 17, and 19.

	The Boots are in room 17.

	The Boss is in room 14.

	Best Path: 1-4-5-9-10-11K-10-16-17LI-16-20-21K-20-19L-18K-19-


	Other special rooms:

1: Surprise, surpise! Another Red Jar in the statue!

4: Note the Magicians. The spell of Reflect will be absolutely crucial

	should you want to get through this palace. It's also a good

	idea for these Magicians - the 100 points you get for beating

	them is a good find.

8: Remember the nature of the flying heads. They'll knock you into the

	pit below unless you deal with them. (And don't forget - the

	statue next to the key has a Red Jar.)

	PALACE 5: WHISTLE (Clears away River Devil, gives access to

palace 6)



	         2 - 3 - 4 - 5


	     6 - 7   8 - 9 -10 -11

	     |       |

	    12 -13 -14 -15 -16 -17

	     |   |               |

	18 -19  20 -21 -22 -23 -24

	         |           |

	    25 -26      27 -28

	Keys can be found in rooms 3, 9, 16, and 18.

	Locks are in rooms 5, 6, 27, and 28.

	The Whistle is in room 27.

	The Boss is in room 7.

	Best Path: 1-2-3-4-3K-4-5L-10-9K-8-14-13-20-21-22-23-24-17-16K-



	Other special rooms:

1: I think I better warn you: there ISN'T a Red Jar in the statue here.

11, 15, 25, 26: These are extraneous rooms. There is nothing to be

	found in these rooms, so stay away from them.

3: You must revisit this room to get the key. You need to use the Fairy

	Spell to get over the wall, but you need to be able to use your

	sword in order to get the Key.

16: If you want the key in this room, you can't approach it from the

	left. A wall separates the two sides of the room, and the key

	is on the right side.

22: The wall behind the Blue Ironknuckle is FAKE. It might look real,

	and it might seem real if you try to walk through it, but if

	you jump into the wall you'll reveal a secret passage.

	PALACE 6: CROSS (Reveals hidden enemies)



	 2 - 3   


	     4 - 5 - 6 - 7 - 8 - 9

	         V       |   V

	        10      11 -12


	        13 -14 -15 -16 -17 -18 -19

	         V               |       V

	        20              21      22 -23

	         V               |       V

	         5          24 -25 -26 -27

	A Key can be found in room 9.

	Locks are in rooms 4, 5, and 9.

	The Cross is in room 9.

	The Boss is in room 23.

	Best Path: 1-3-4L-5L-6-7-8-9LI-8-7-6-5-10-13-14-15-16-17-18-19


	Other special rooms:

1: Just guess.

2: There's a 200-point P-bag in this room. Though it isn't necessary,

	you might want to check it out.

4: Hope to God you have a Magic Key. If you don't, this is as far as

	you're going to get. Check the Locations of Items to find out

	how to get the Magic Key.

8: Beware of the False Floor. It's located just after the third

	Ironknuckle Statue.

9: You'll have to fight another Ironknuckle to get the cross. This one,

	however, is on a horse, like the third palace's boss. Check out

	Boss Strategies if you're having trouble.

16: No, there's no invisible bridge over the pit. Only your Fairy Spell

	will get you over this lava lake. (And try to avoid getting hit

	by the Skull Balls!)

19: Don't drop down the hole immediately. On the other side, a blue

	Ironknuckle guards a 1-up doll. Take it - you don't want to

	leave in the palace once you've cleared it.

22: Be sure to have the Fairy Spell ready to use when going down here.

	It's the only way to reach the corridor leading to the boss.


	No, I'm not going to map out the ENTIRE palace. To do so would

be a total waste of time, since you don't even have to explore half of

it! I will instead give you directions as to how to get to the end.

	Down one room, Left 1, Down 1, Right 2, Down 1, Right 1, Down 3

(The second one down has a big skull ball - avoid it), Right 1, Down 1,

Right 2, Down 1, Right 1, *Down 3, Left 1, Down 1 (False floor under 

the fifth block to the left), Right 1 (Watch for the big Bot!), Down 1

(Through that tiny hole), Right 2.

	Of course, here are some general tips for this palace:

	-Most of the rooms are pretty similar. Using this knowledge, it

should be easy to figure out such things as false floors, Red Jars,


	-If you come into a room that looks like it's just a small

elevator passage, try pushing against the left wall. If it's fake, then

there should be a Red Jar in the Knightbird statue.

	-Be aware that all enemies that you've seen before are harder

than before. Likewise, they'll give up more experience. (Except for

skull balls, which give up less.)

	-Knightbirds. As Geena Davis put it, "Be afraid. Be very

afraid." These guys are just like Blue Ironknuckles except that they

can jump, they take more hits, and they are major hemorrhoids. Shield

spell is a must when trying to tackle these guys. (The real sad thing

is that they give less experience than Ironknuckles! Waaa!)

	-See where that star is in the directions? Well, two screens

down you'll come to an area where there's a fairy (chances are you'll

need it) and a 1-up doll! The fairy is on the right, the 1-up is one

screen to the left.



	In this section I'll teach you how to defeat every boss in the

game, as well as some of the other difficult enemies in the game.

	HORSEHEAD (Palace 1 boss): Jump up and hit him in the head,

then jump back to dodge his club. Repeat until dead.

	HELMETHEAD (Palace 2 boss): Same thing as Horse Head, except

you don't need to jump as high and you also have to watch for the other

heads shooting at you.

	IRONKNUCKLE (Palace 3 boss): Downthrust the area between the

Ironknuckle and the horse a few times to get the guy off. Then TILAI.

	CAROCK (Palace 4 boss): Cast the Reflect Spell, go to the left

end of the screen, and duck. Carock does the rest for you!

	GOOMA (Palace 5 boss): Hit him in the midsection, then jump

away from the mace. It'll take a while to get the timing down, but it

shouldn't be a problem if you can cast the Life Spell once.

	BARBA (Palace 6 boss): Stay on the right island. When Barba

rises up, get in close (and I mean CLOSE - almost hugging the thing),

jump up, and hit him in the head. You'll need the Jump Spell to reach


	THUNDERBIRD (Palace 7 boss #1): Use the Thunder spell to expose

his head (Note - you have to do this when he shows up - NOT just when

his life bars appear. Remember, if you screw up you're out half of your

magic!). His head is the weak point (natch). The fire he throws

shouldn't be too hard to dodge - just make sure that you don't wind up

directly ON Thunderbird's head. It's a sure hit there.

	LINK'S SHADOW (Final Boss!): Well, I would say TILAI, but that

doesn't always work. However, keep a good rhythm going, jumping and

striking, jumping and striking, and eventually the shadow will make a

mistake. Just remember: With 8 Magic Containers, you should be able to

use the Shield Spell and have enough for 2 doses of Life, so you really

have 14 Heart Containers! Another thing to watch for is when the shadow

jumps - you can get a good hit in when he lands if you're quick.

	And now, here's how you deal with other non-boss enemies that

may give you a headache:

	STALFOS: Hit them in the legs. Easy once you know what to do.

	DAIRA (Axe Weilders): It depends. For the Orange ones, it's

simple: Strike and move nack, strike and move back. For Red ones, use

TILAI, jumping up when the Daira throws an axe.

	IRONKNUCKLE: (This is TILAI, folks) Jump up to fake out the

Ironknuckle's shield placement, then strike as you're landing. Even the

Blue ones fall for this.

	SKULL BALLS: Strike. Strike. Strike some more. Even at Attack

Level 8 it takes 11 hits to beat him! It helps if you have downthrust

to beat him.

	LIZARDMEN: TILAI. Especially the Orange kind - it's just an

Ironknuckle for the outdoors. Blue ones should be done as you would a

Red Daira.

	DOOMKNOCKERS (Palace 4 Magicians): Reflect. Duck. 'Nuff said.

	GORIYAS (Boomerang throwers): If you have downthrust, use it!

Theses guys can't throw their boomerangs straight up. Otherwise,

strike constantly, moving your shield accordingly.

	Also remember that certain enemies (such as the field enemies

around Nabooru) can only be hurt with the fire from the Fire Spell.


                   PART 4: LEVELS AND EXPERIENCE

	Zelda II incorporates a Role-Playing-like facet to its game:

experience. Most enemies give experience when you beat them allowing

you to get stronger in three areas: Life, Magic, and Attack. Their

explanations are:

	LIFE: The higher this level, the less damage you take from a


	MAGIC: The higher this level, the fewer magic points it takes

to cast a specific spell. (Each magic container has 16 magic points,


	ATTACK: The higher this level, the fewer hits other enemies can


	Here is a table of each level and the experience needed to

raise each attribute:



	  2 |   50 |  100  |  200

	  3 |  150 |  300  |  500

	  4 |  400 |  700  | 1000

	  5 |  800 | 1200  | 2000

	  6 | 1500 | 2200  | 3000

	  7 | 2500 | 3500  | 5000

	  8 | 4000 | 7000  | 8000

	Anything developed past 8 (which requires 9000 points) is worth

a 1-up.

	In other words, barring a cancel (see below) the level up

schedule will be (L=Life, M=Magic, A=Attack)

	L, M, L, A, M, L, A, M, L, A, M, L, A, M, L, A, M, L, A, M, A.

	Also remember that you can cancel level-ups. If you have enough

experience to bring up one trait yet don't want to do it, select Cancel

on the level-up screen and you'll skip to the next level. Once that's

gone up, you'll go back to the level on which you skipped. (You may be

wondering how I managed to figure out magic requirements for ALL spells

and ALL levels... see below)


                           PART 5: MAGIC

	Link can learn a total of 8 spells in the game. While the first

spell (Shield) is pretty much a freebie, you'll have to work for the

other 7. Here I'll tell you how to get each spell, what it does, and

the Magic Point requirement for each spell. First, here are the


	SHIELD: Find the house in Rauru that offers it. That's all.

	JUMP: Find the Trophy in the cave north of the starting point.

Take it to Ruto for the spell.

	LIFE: In the third "open" house of Saria, check under the

table. You should be saying "I found a mirror." Take it to a woman who,

alas, lost her mirror. She'll let you in her house for the spell.

	FAIRY: Get the medicine in the swamp cave (The one blocked by a

boulder) and take it to Mido Town. The spell will be yours.

	FIRE: In Nabooru, you'll meet a woman who is thirsty. Not too

far away from her is a fountain. "Talk" to the fountain and go back to

the woman, and she'll let you in for the Fire Spell (Ironic how giving

someone water gets you fire! :) )

	REFLECT: Save the child from the cave in Maze Island. Go to

Darunia, and you'll be rewarded from your heroic efforts with the


	SPELL: In hidden Kasuto Town, Find an empty yet large home with

a fireplace. Press up at the niche, and you'll go into the room where

you find the Spell Spell (Yes, I MEANT to do that).

	THUNDER: Go to the other, not-so-hidden town of Kasuto. Enter

the first house and get the Thunder Spell. (After that, just leave.

There's nothing else of interest there.)

	Now, for the cost and effect of each spell:

                                                Magic Level

SPELL  |            EFFECT            | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8


Shield |1/2 damage for one screen     | 32| 24| 24| 16------------->

Jump   |2x jump height for one screen | 48| 40| 32| 32| 32| 20| 16|  8

Life   |Heals 3 Heart Containers      | 70| 70| 60| 60| 50--------->

Fairy  |Turn into fairy for one screen| 80| 80| 60| 60| 40--------->

Fire   |Shoot fire for one screen     |120| 80| 60| 30| 16--------->

Reflect|Reflect magic for one screen  |120|120| 80| 48| 40| 32| 24| 16

Spell  |Random effects                |120|112| 96| 80| 48| 32| 24| 16

Thunder|Hurts all enemies on screen   |120|120|120|120|120|120|100| 64



	Well, these aren't really FREQUENTLY asked, but you might be

stewing these questions over and so I feel I ought to address them here

and now.

	Q: Why can't I get to Death Mountain?

	A: The bridge in Saria connecting Death Mountain to the rest of

the world can only be deployed if you've talked to Bagu. He's located

in the upper forest just to the east of the swamp. Talk to him, then go

back to Saria. Talk to the river guard, and he'll let you cross.

	Q: How come I can never get past the second palace or get the


	A: Many players get stuck after the first palace, simply

because they rush through the game and don't take the time to build

levels. If you're hitting a speed bump around this area, try getting

some experience and building levels. That'll help quite a bit.

	Q: Cool! I found a 1-up doll in the field! Should I take it?

	A: NO!! LEAVE IT ALONE!! There are only 5 1-up dolls in the

entire game. One is in the west swamp, one square down and to the left

of the rock that blocks the cave to the medicine. Another is in the

desert near Maze Island, in a small dead end just north of the ocean.

A third doll is in the swamp of southeast Hyrule. The other two are in

the sixth and seventh palaces.

	If you find a 1-up doll early in the game, DON'T TAKE IT! Like

most other items, dolls do not reappear when you reset the game. Once

they're gone, they're gone. It is much better to save them up for the

last palace, when you'll no doubt need them!

	Q: Where's the best place to build experience?

	A: Early game, fight the weak enemies of the swamp in West

Hyrule. Mid-game, go for the strong enemies in the desert south of

Mido. Late game, do the weak enemies in the forests of southeast

Hyrule. The first will rack up about 50 points a screen, the second

yields 66 points a screen (with high potential for P-bags), and the

third one gives you around 310 points a screen.

	Q: Oh, no. It's my last life, and I'm at the palace boss, but

I only have enough magic for either a Life Spell or a Shield Spell, but

not both. Which one do I do?

	A: Shield Spell, hands down. By using Shield, you're

effectively doubling the amount of life you have. This is very

important to know. (However, you should be using the Shield spell when

fighting ANY boss.)

	Q: I'm entering a screen I have no clue about. Should I use the

Shield Spell?

	A: No. Not yet, at least. Never use magic until you see a

reason to. Imagine that you used Shield in that unexplored area only to

find it was completely empty. Not a good thought, huh?

	Q: Drat! I just lost my last life. But I don't want to have a

really high play count. What should I do?

	A: I follow the 2-accomplishment rule. If you did two or more

things in your game that added to your progress (Getting a Heart or

Magic Container, Clearing a palace, going up a level, etc.), then go

ahead and save your game. If you didn't, don't bother. Reset and keep

your play count low.


                       PART 7: GENERAL TIPS

	-If you come across a Red Jar, make sure you milk out the rest

of your magic bar with as many Life Spells to heal yourself, then take

the Jar to get the most out of it. If you don't have enough magic to

cast Life, but you're still not all that healthy, then highlight the

Life Spell, take the Jar, and press SELECT like mad. You'll not only

refill your life, but your magic will fill up almost to full!

	-To get the downthrust, go to Mido and use the Jump Spell to

get to the upper door of the church.

	-To get the upthrust, go to Darunia. Find a house with a

chimney and use the Jump Spell to reach it. (You'll have to jump on the

roofs of other houses to get to it.) Pull a Santa Claus, and you'll

learn the upthrust.

	-Don't always rely on your ability to throw your sword when you

have full life. Especially late in the game, enemies won't be hurt by

the thrown sword. Learn how to fight in close quarters.

	-Remember that whenever you make contact with an enemy, you're

going to recoil a bit. Keep this in mind, especially when fighting

Skull Balls. Also, remember that if you hit an enemy, you'll stun it

slightly, and you won't take damage from it while it's stunned.

	-If and when you beat the game, you'll have the ability to

replay it. When you do so, notice that while all tangible items (palace

items, Heart Containers, etc.) will be reset and you must find them

again, you'll still know all the spells and have the same high level!

At this point, the beginning of the game is a breeze. (Also, beating a

palace pretty much means an extra life!)

	-If you want to experience this superiority without beating the

game, then do this: Play the game as you would, but take care NOT to

clear the palaces. Take the item, but don't beat the boss. Once you've

found all the items, learned all spells, and developed your attributes

to 8, start playing the game over again. It'll be so easy!


                         PART 8: ITINERARY

	Here's a basic walkthrough of the steps to take in order to win

the game with the most efficiency. Remember, however, that this doesn't

cover level-ups - you should stop every so often to build experience on

your own. Also, this walkthrough assumes you know where to get

everything. (If you don't, consult the necessary places.) I've divided

the game into Early, Middle, and Late areas. So, here goes!


	Get Magic Container

	Go to Rauru 

	Get Shield Spell

	Take cave to Northeast desert

	Get Heart Container

	Clear first palace (Get Candle)

	Take cave to mainland

	Get Trophy

	Go to Ruto

	Get Jump Spell

	Take cave to swamp

	Talk to Bagu

	Go to Saria

	Find Mirror

	Get Life Spell

	Go to Death Mountain

	Get Hammer

	Get Magic Container

	Get Medicine

	Get Heart Container

	Go to Mido

	Get downthrust

	Get Fairy Spell

	Clear second palace (Get Power Glove)


	Go to King's Tomb

	Take cave to southern island

	Clear Island Palace (Get Raft)

	Go to East Hyrule

	Go to Nabooru

	Find Water

	Get Fire Spell

	Take cave to north mainland

	Go to Maze Island

	Save Child

	Go to north mainland

	Go to Darunia

	Get Reflect Spell

	Get upthrust

	Go to Maze Island

	Get Magic Container

	Clear fourth palace (Get Boots)

	Get Heart Container

	Clear fifth palace (Get Whistle)


	Defeat River Devil

	Take cave to mid-east forest

	Go to Hidden Kasuto

	Get Magic Container

	Get Spell Spell :)

	Get Magic Key

	Take cave to mainland

	Get Heart Container

	Go to Kasuto

	Get Thunder Spell

	Clear sixth palace (Get Cross & 1-up)

	Retrieve all 1-up dolls

	Take caves and lava to palace

	Clear seventh palace



                       PART 9: GAME GENIE CODES

	Okay, for all you cheaters out there, here's a list of Game

Genie codes to help you out. The codes here are the same ones you'd

find in the Game Genie codebook.

	SZKGKXVX	Infinite lives

	PASKPLLA	Start with 1 life

	TASKPLLA	Start with 6 lives

	PASKPLLE	Start with 9 lives

	AZUOLIAL	Higher jump

	OYKEEVSA+NPKEOVVA	Swap Shield Spell for Fire Spell

	LYKEEVSA+VAKEOVVE	Swap Shield Spell for Spell Spell :)

	LZKEEVSA+OPKEOVVA	Swap Shield Spell for Fairy Spell

	IIKEEVSE+VAKEOVVE	Swap Shield Spell for Life Spell

	VTKEEVSA+OPKEOVVA	Swap Shield Spell for Thunder Spell

	The "Swap Shield Spell" codes mean that when you learn the

Shield Spell, you'll really be learning the spell desginated by the

code. While the menu will still list it as the Shield Spell, and it

will take the same amount of magic as the Shield Spell, it will have

the effects of the new spell. You will learn the true Shield Spell in

the town of the new spell.


                             Written by

                            TIM CONNOLLY

                 E-mail: loogaroo@nethosting.com