Website and research by 101Leafy.
Home › Instruction Booklet

Instruction Booklet

The booklet that came with the NES cartridge, section by section. The quoted lines are printed as the book has them, with their page.

Zelda II The Adventure of Link Instruction Booklet (Nintendo of America, 1988)

The Story of the Adventure of Link

Ganon has fallen, but the evil he left behind keeps pushing Hyrule toward ruin, and some of his underlings stay hidden, waiting for him to come back.

The key to his return is Link himself. If Link's blood is sprinkled on Ganon's ashes, Ganon will live again.

Ganon would be revived by sacrificing Link and sprinkling his blood on the ashes of Ganon.

Zelda II The Adventure of Link Instruction Booklet, p. 4

As Link nears his 16th birthday, a mark like the crest of the kingdom appears on the back of his hand. He takes it to Impa, Princess Zelda's nursemaid.

Impa leads him to the North Castle and a door that no one can open. She presses the back of Link's left hand against it, the lock falls open, and inside a sleeping woman lies on an altar: Princess Zelda.

There was a door in the North Castle called "the door that does not open."

Zelda II The Adventure of Link Instruction Booklet, p. 5

Impa tells the old legend. A great king once ruled Hyrule with the Triforce, but when he died the prince received only part of it.

The king had told the rest of the secret only to Princess Zelda, the prince's younger sister. She would not tell it, and a magician cast a sleeping spell on her.

The magician died as the spell took hold. The grieving prince laid his sister in the room and decreed that every girl born to the royal family would be named Zelda.

he ordered that every female child born into the royal household shall be given the name Zelda.

Zelda II The Adventure of Link Instruction Booklet, p. 8

Impa gives Link six crystals and a scroll that carries the same crest. The scroll is written in an old script nobody can read, yet Link reads it at once.

The scroll tells of three Triforces: Power, Wisdom, and Courage. The king left Power and Wisdom in the kingdom and hid Courage, to wait for a worthy young man marked with the crest.

Of the three, I have left Power and Wisdom in the kingdom. But the Triforce Courage I have hidden for a reason.

Zelda II The Adventure of Link Instruction Booklet, p. 9

The Triforce of Courage lies in the Great Palace in the Valley of Death. A binding force keeps everyone out until the guardians are beaten.

The Triforce of Courage is hidden in the Great Palace in the Valley of Death on the largest island in Hyrule.

Zelda II The Adventure of Link Instruction Booklet, p. 10

After beating the guardian of each of the six palaces, Link must set a crystal in the forehead of the statue there. When all six are set, the binding force lifts and the last guardian waits in the Great Palace.

set a crystal in the forehead of the statue you find.

Zelda II The Adventure of Link Instruction Booklet, p. 11

Only the Triforce can wake Zelda. Link sets out, while Ganon's underlings call new allies up from the Underworld to bring their master back.

with a magical sword in his left hand and a magical shield in his right

Zelda II The Adventure of Link Instruction Booklet, p. 12

The vast Hyrule is the stage for the Adventure

Six palaces are hidden around Hyrule. Link gains experience by fighting Ganon's underlings, gathers information in the towns, beats the palace guardians, and then claims the Triforce of Courage.

There are six palaces hidden in Hyrule.

Zelda II The Adventure of Link Instruction Booklet, p. 13

A map of Hyrule names Ruto Town, Rauru Town, Saria Town, and Mido Town, the North Castle, the Tantari and Parapa Deserts, the Moruge and Midoro Swamps, the Port, the King's Tomb, and the Death Mountain area.

The Adventures of Link: Searching for the Third Triforce

Encountering Ganon's Underlings

Off the road, enemy symbols come after Link on the land map. One symbol stands for strong enemies and one for weak ones. When Link touches a symbol, the screen changes to a fight.

When Link walks off the road, Ganon's underlings approach watching for a chance to attack.

Zelda II The Adventure of Link Instruction Booklet, p. 21

Fight screen: the fight begins

Fights are side-on. Watch the size of each enemy and the height of its attack. Link's shield only blocks attacks that come at the height it covers, so crouch or stand to match.

The basics of fighting are to inflict damage with the sword and fend off attacks with the shield.

Zelda II The Adventure of Link Instruction Booklet, p. 22

In a fight the cross button moves Link and lowers his shield, the A button jumps, the B button swings the sword, SELECT uses MAGIC, and START opens the sub screen.

Swordsmen in the towns teach Link to jump and thrust up and down.

If a swordsman teaches him the art of sword fighting, he'll be able to jump and thrust up and down.

Zelda II The Adventure of Link Instruction Booklet, p. 22

Beating the enemy and getting experience value

A beaten enemy shows how many experience points it was worth. Stronger enemies give more, but they are also harder to beat.

Do not be mislead by points alone.

Zelda II The Adventure of Link Instruction Booklet, p. 23

When the points reach the NEXT value, a menu lets you raise ATTACK, MAGIC, or LIFE with the cross button and START, or CANCEL and keep saving points.

Points that have not been spent are lost at the end of a game.

When the game is over, the points become 0. The same when saved.

Zelda II The Adventure of Link Instruction Booklet, p. 24

You can make Link stronger using the three elements

Each of the three levels goes up to 8. Raising one past that gives an extra Link instead.

The three elements that link possesses can go up to level 8. When raised beyond that, you get an extra Link.

Zelda II The Adventure of Link Instruction Booklet, p. 25

ATTACK makes the sword do more damage. MAGIC makes each spell cost fewer points. LIFE is defense, so each hit takes less.

Each time you raise this, the magic points decrease less when magic is used.

Zelda II The Adventure of Link Instruction Booklet, p. 25

Raising MAGIC or LIFE also refills it. Only containers raise the maximum.

But, he must find containers somewhere to raise the maximum point values.

Zelda II The Adventure of Link Instruction Booklet, p. 25

The screen and the enemy are decided by the landscape where Link meets the enemy

Plains are flat and open, so fighting and running are both easy. The Red Chuchu and the jumping Blue Chuchu live here.

A jelly-like monster that wobbles about. Watch out! Bot jumps.

Zelda II The Adventure of Link Instruction Booklet, p. 26

Caves are dark and full of steps and holes. The Keese hangs from trees and cave ceilings.

A bat that lives in dark places. Usually, it hangs upside down from trees or in caves.

Zelda II The Adventure of Link Instruction Booklet, p. 26

The desert is dry, and in places strong winds blow small stones around. The Sand Worm rises from the ground and only takes damage to its head.

A huge bug that stretches from the ground to the sky. You can't defeat it unless you inflict damage to its head.

Zelda II The Adventure of Link Instruction Booklet, p. 27

Red and Blue Moblins throw boomerangs that the shield can stop. They also turn up on the plains and in caves.

A little devil that attacks Link by using a boomerang. Fend off the boomerang with the shield.

Zelda II The Adventure of Link Instruction Booklet, p. 27

The Blue Beetle crawls along and drains life. It lives in caves as well.

A beetle that slithers as it crawls. It eats up life energy.

Zelda II The Adventure of Link Instruction Booklet, p. 27

Forests are dark, and enemies sometimes drop from the trees. The Orange Moblin throws spears but moves slowly.

A little devil that lives mainly in the forest. He attacks Link by throwing spears, but he moves slowly.

Zelda II The Adventure of Link Instruction Booklet, p. 28

Spiders hang on threads from the trees. The Blue Spider drops all the way to the ground to attack.

Moves up and down by a string suspended from a tree. Blue Deelers drop down to the ground to attack Link.

Zelda II The Adventure of Link Instruction Booklet, p. 28

The Flying Fish dives straight down from the sky. It has little life but is fast and hard to hit.

Attacks Link by flying straight down out of the sky. It has very little life power, but moves quickly and is hard to defeat.

Zelda II The Adventure of Link Instruction Booklet, p. 28

Swamp ground is like mud and slows Link down. Octoroks bounce and spit rocks.

A type of octopus that lives above ground. They bounce and attack by spitting out rocks.

Zelda II The Adventure of Link Instruction Booklet, p. 29

The Crocodile Warrior fights with an ax that the shield cannot stop.

An alligator soldier that attacks with an ax. Link's shield can't fend off the ax.

Zelda II The Adventure of Link Instruction Booklet, p. 29

The graveyard sits on a small hill with the King's grave in the middle. Moas fly over it, and some stay invisible until Link has the Cross.

A ghost that flies over the graveyard. You can't see all of them unless you have a cross.

Zelda II The Adventure of Link Instruction Booklet, p. 29

If Link is defeated, Ganon will return

Losing every life ends the game and lets Ganon return. Experience points drop to 0 and the next game starts back at the castle.

If that happens, the points return to 0 and you must start from the castle again.

Zelda II The Adventure of Link Instruction Booklet, p. 30

The booklet advises against rushing toward the palaces and new lands. If an enemy is far too strong, raise your levels first.

If you think that you are absolutely no match for an enemy, try to raise your levels.

Zelda II The Adventure of Link Instruction Booklet, p. 30

Fend off attacks by knowing your enemy

Strong enemies throw all sorts of things. Block with the shield, strike when there is an opening, and learn how each enemy moves.

The road to winning is knowing how the enemy moves.

Zelda II The Adventure of Link Instruction Booklet, p. 31

Chain hammers, axes, clubs, and fireballs go through the shield, so they have to be dodged.

Dodge objects which you can't fend off with a shield.

Zelda II The Adventure of Link Instruction Booklet, p. 31

Magic should only be used when you need it

Link learns spells as he goes. They cost MAGIC points, so save them for enemies that are too strong to beat with the sword.

Magic can be used only with the points that Link has, but go ahead and use it if you think the enemy's too strong.

Zelda II The Adventure of Link Instruction Booklet, p. 32

A fairy sometimes shows up with the enemies. Touching it restores Link's life.

Link recovers his life when he touches the fairy. Fairies live in all sorts of places.

Zelda II The Adventure of Link Instruction Booklet, p. 32

When the game is over, choose SAVE to keep Link's items and levels for next time, and hold RESET as you turn the power off.

Your possessions and level will be recorded for future play.

Zelda II The Adventure of Link Instruction Booklet, p. 32

Arriving at the town near the castle

Following the road leads to a town. The people there may know about the palaces.

There are swordsmen in some of the towns.

Zelda II The Adventure of Link Instruction Booklet, p. 33

Swordsmen hidden in some towns teach the jump thrust and the downward thrust. Some places cannot be reached without them.

Learn the jump thrust and the downward thrust from those swordsmen. There are places where you can't go if you don't.

Zelda II The Adventure of Link Instruction Booklet, p. 33

You can pick up important hints in the conversations with the townsfolk

Press the B button next to someone to talk. Some townspeople give hints and some ask favors.

If you press the B button when Link is close to a person walking in the town, you can speak to that person.

Zelda II The Adventure of Link Instruction Booklet, p. 34

Pressing B away from people searches the spot where Link stands.

if you press the B button when Link is not near a person, you can search to see of anything is there.

Zelda II The Adventure of Link Instruction Booklet, p. 34

There should also be some people who will invite Link inside

Some people invite Link home. Follow them, and press up on the cross button while the door is open. If the timing is off, the door shuts on him.

Enter the house by pressing the top of the cross button when the door is opened.

Zelda II The Adventure of Link Instruction Booklet, p. 35

Some houses have their doors open from the start and can be visited freely.

You can go in and out of these freely; go in and see. There's bound to be something there.

Zelda II The Adventure of Link Instruction Booklet, p. 35

Let's check if you've been taught magic

Wise men in the towns teach magic. Some spells need enough MAGIC containers or other conditions first.

You'll be able to learn at least one magic trick per town.

Zelda II The Adventure of Link Instruction Booklet, p. 36

In a fight or in town, pick a spell on the sub screen and press SELECT to cast it. The sub screen lists the spells and their MAGIC costs, lives, keys, crystals left, and items held.

You can use magic by pressing the SELECT button when in a fight scene or in town.

Zelda II The Adventure of Link Instruction Booklet, p. 36

Entering the Palace

The palaces have stood for ages and hold very strong enemies. If Link's levels are still low and he knows no magic, it may be better to come back later.

If you have not raised your level yet and have not been taught any magic, it may be better to withdraw once more.

Zelda II The Adventure of Link Instruction Booklet, p. 37

Once Link has the palace's item, he places a crystal in the statue and leaves, and the palace turns to stone.

If you find an item at the palace, place a crystal in the statue and leave. The palace changes to stone.

Zelda II The Adventure of Link Instruction Booklet, p. 37

The inside of the palace is full of powerful enemies

The enemies inside the palaces were made and chosen by the king, and they are far stronger than those outside.

The enemies in the palace are those that were made and chosen by the King.

Zelda II The Adventure of Link Instruction Booklet, p. 38

The Iron Knuckle fights with sword and shield and comes in more than one color.

An iron warrior chosen by the king. A strong enemy who can use a shield and sword.

Zelda II The Adventure of Link Instruction Booklet, p. 38

The Spike Crawler is small and covered in thorns. Hit it with a downward thrust.

A special slime with thorns protruding from its body. They're small so use a downward thrust.

Zelda II The Adventure of Link Instruction Booklet, p. 38

The Stalfos swings a sword but is poor with its shield.

A skeleton warrior that can somehow use a sword, but is poor at handling a shield.

Zelda II The Adventure of Link Instruction Booklet, p. 38

The palace is a complex labyrinth

Each palace is a maze of many rooms. A sample layout in the booklet shows how to draw your own map as you go.

Use the diagram at the left as a guide and make a map as you proceed.

Zelda II The Adventure of Link Instruction Booklet, p. 38

Find the items in the palace and go to the stone statue

Besides each palace's item, hidden items are needed for the adventure, so search as well as beating the guardians.

You must not forget to not only defeat the guardians, but also obtain these items.

Zelda II The Adventure of Link Instruction Booklet, p. 39

Locked doors need keys, which are found in the palace.

There are locked doors also, so search for the keys.

Zelda II The Adventure of Link Instruction Booklet, p. 39

In a fight with a palace guardian, its life meter appears on the left of the screen.

In fights with the main guardians of the palace, the enemy's life power is displayed at the left of the screen.

Zelda II The Adventure of Link Instruction Booklet, p. 39

And then, the Great Palace

With all six crystals in the statues, Link can enter the Great Palace. It is far bigger than he expected, and his true heart is tested after the last guardian.

If the six crystals are placed in the stone statues, you finally enter the Great Palace.

Zelda II The Adventure of Link Instruction Booklet, p. 40

Once Link has entered the Great Palace, CONTINUE starts again at its entrance even after a game over.

Trying to get in before the six palaces are cleared is a waste of time.

you'll be obstructed by the "binding force" and you'll waste time.

Zelda II The Adventure of Link Instruction Booklet, p. 40

Map to the first palace

The map at the start of the booklet's back part shows the way from the North Castle. Ruto Town lies to the north, a cave to the south, and the Tantari Desert to the northeast.

Further east are Rauru Town, a cave through the mountains, and the Parapa Desert. The First Palace stands at the desert's northeast corner by the sea.

This is the magic that Link will learn

Link learns eight spells in the towns. Weigh the MAGIC points left against what each spell costs and does. Some places cannot be passed without magic.

Magic wears off if the display changes to another.

Zelda II The Adventure of Link Instruction Booklet, p. 43

Each MAGIC container holds 16 points.

You get 16 MAGIC points per container.

Zelda II The Adventure of Link Instruction Booklet, p. 44

SHIELD

Raises Link's defense for a while and halves the damage he takes. Most useful while his levels are low.

Reduces damage inflicted by the enemy by half. This magic is important while Link's level is low.

Zelda II The Adventure of Link Instruction Booklet, p. 43

JUMP

Makes Link jump higher, high enough to reach ledges a normal jump cannot.

He can even climb to heights he could not reach with a normal jump.

Zelda II The Adventure of Link Instruction Booklet, p. 43

LIFE

Restores some of Link's LIFE. Cast it before his LIFE runs out.

This can recover Link's LIFE points (but only to a certain extent!).

Zelda II The Adventure of Link Instruction Booklet, p. 43

FAIRY

Turns Link into a fairy that can fly, which helps on cliffs and other risky ground.

Magic which makes you a fairy. You can fly by using this.

Zelda II The Adventure of Link Instruction Booklet, p. 43

FIRE

Link's sword swing also throws a fireball. Some enemies are weak to it.

When this button is used you can throw a fireball while swinging a sword using B button. There are bound to be some enemies that hate this fire.

Zelda II The Adventure of Link Instruction Booklet, p. 44

REFLECT

Turns the magic of palace wizards back at them. The shield alone only blocks it.

A mysterious magic that can bounce back the magic cast by magicians in the palace.

Zelda II The Adventure of Link Instruction Booklet, p. 44

SPELL

A strange spell whose effect the booklet leaves unclear. It is said to frighten enemies.

Magic to cast eerie spells. Its effect is still not fully known.

Zelda II The Adventure of Link Instruction Booklet, p. 44

THUNDER

The strongest spell. It hits every enemy on the screen, but Link must be very strong to use it.

The most powerful of the 8 magics, it can damage all of the enemies on the screen.

Zelda II The Adventure of Link Instruction Booklet, p. 44

Items open the road to the Triforce

Items are found in the six palaces and in caves. Link picks one up by finding it and striking it with his sword. The items on page 46 show on the sub screen.

Items can be obtained by finding and striking them with the sword.

Zelda II The Adventure of Link Instruction Booklet, p. 45

Blue Jar and Red Jar: restore MAGIC points. The two colors restore different amounts.

Recovers Link's magic points. There are two, a red one and a blue one. The recovery power varies.

Zelda II The Adventure of Link Instruction Booklet, p. 45

Point Bag: adds experience points. Sometimes an enemy pops out instead.

A bonus which increases Link's experience points. Watch out! Enemies sometimes pop out of them too!

Zelda II The Adventure of Link Instruction Booklet, p. 45

Heart Container: adds one LIFE container and refills LIFE.

The LIFE point containers increase by one, and LIFE recovers.

Zelda II The Adventure of Link Instruction Booklet, p. 45

Magic Container: adds one MAGIC container and refills MAGIC.

The containers for MAGIC points increase by one and are restored.

Zelda II The Adventure of Link Instruction Booklet, p. 45

Link Doll: looks just like Link and gives him one more life.

Really looks like Link. Link's LIFE increases by 1 when you get hold of this.

Zelda II The Adventure of Link Instruction Booklet, p. 45

Candle: lights up places that were too dark to see.

When this is obtained, places that you had not been able to see until now because of the dark are lit up.

Zelda II The Adventure of Link Instruction Booklet, p. 46

Hammer: breaks rocks and clears trees on the land map. Use it with the A button.

It can break rocks and cut down trees on the landscape map. Use with the A button.

Zelda II The Adventure of Link Instruction Booklet, p. 46

Handy Glove: lets Link's sword break the blocks in the palaces.

Use this to break the blocks in the palaces by swinging the sword.

Zelda II The Adventure of Link Instruction Booklet, p. 46

Raft: carries Link across the sea from the dock.

When you get this, you can cross the sea from the dock.

Zelda II The Adventure of Link Instruction Booklet, p. 46

Boots: the booklet only says they let Link do something remarkable.

According to legend, it is said that if you put on these boots you can do something extraordinary.

Zelda II The Adventure of Link Instruction Booklet, p. 46

Flute: plays an old tune of Hyrule that wakes old powers.

You will play the legendary mysterious music of Hyrule. The sound rouses old powers.

Zelda II The Adventure of Link Instruction Booklet, p. 46

Magic Key: opens many of the locked doors.

A magical key that can open several of the locked doors.

Zelda II The Adventure of Link Instruction Booklet, p. 46

Cross: reveals enemies that are normally invisible.

With its secret power, you'll be able to see enemies which you normally can't see.

Zelda II The Adventure of Link Instruction Booklet, p. 46

Remember the controller operations during the game

The buttons change with the screen.

In the Adventure of Link, the controller operations vary with the screen modes.

Zelda II The Adventure of Link Instruction Booklet, p. 47

On the land map: the cross button moves Link, A uses the Hammer, B plays the Flute, and START pauses and resumes.

In a fight: the cross button moves Link, lowers the shield, aims thrusts in the air, and picks magic or a level to raise. A jumps, B swings the sword, SELECT uses magic, and START opens the sub screen.

In town: the cross button moves Link and enters houses, and B talks to people. Everything else works as in a fight.

Other controller operations are the same as at the fight scene.

Zelda II The Adventure of Link Instruction Booklet, p. 47

To end a game, open the sub screen and press up on the cross button together with the A button on controller 2.

The game can be stopped if the A button of controller 2 and the top of the cross button are pressed when the sub screen is displayed.

Zelda II The Adventure of Link Instruction Booklet, p. 47