VaultGames

Zelda II: The Adventure of Link

リンクの冒険

Year
1987
Developer
Nintendo R&D4
Publisher
Nintendo
Platform
FC / NES
Hardware
Family Computer (8-bit)
Genre
Action RPG / Platformer
Players
1 player
Controls
D-pad + A (jump) / B (sword)
Series
The Legend of Zelda series
Zelda II: The Adventure of Link cover
⬇ Coming soon

Gameplay Screenshots

Zelda II: The Adventure of Link gameplay
Zelda II: The Adventure of Link gameplay

About This Game

Zelda II is the odd one out in the series, and the only mainline entry to use side-scrolling combat and experience points. Link must restore six crystals to the palaces scattered across Hyrule and wake the sleeping Zelda before Ganon's followers revive him with Link's own blood.

Its combat is a duel of height. Link's shield only covers where he aims it, and enemies - the Iron Knuckles most famously - block high or low, so a fight is a rhythm of reading and answering rather than mashing. Sword beams, the upward and downward thrusts, the Reflect spell and the Fairy spell each unlock a different kind of puzzle, and the palaces are labyrinthine in a way the first game was not. Experience levels raise attack, magic and life separately, which makes the order you raise them a real decision. Its reputation today is far warmer than it was on release: the parts people bounced off - the difficulty and the lives system - are the parts that give it its identity.

  • Side-scrolling combat with height-based shield duels
  • Separate attack, magic and life experience tracks
  • Six palaces, each gated by an item or spell
  • Link's awakening-Zelda backstory, the starting point of the series timeline

Version History

  • Famicom Disk System (Japan)1987-01-14

    Original release as Link no Bouken.

  • NES US version1988-12

    The version on this page, converted to cartridge.

  • The Legend of Zelda: Collector's Edition2003

    GameCube compilation including this game.

Tips & Strategy

Learn the high-low duel

Most armoured enemies block one height at a time. Attack the level they are not guarding rather than swinging blind.

Raise magic before attack

Magic buys you Life, Shield and Jump spells, which open routes and reduce damage. Attack only shortens fights.

Keep a spare life for the palaces

The lives system sends you back to the North Palace. Clearing a palace on your first life is far easier than re-running the route.

Use the Fairy spell to scout

It lets you pass through bars and narrow gaps. Several palace shortcuts only exist while you are in fairy form.

Download Resources

Resource packs for this game are provided through the button below.

⬇ Coming soon