Zelda II: The Adventure of Link / boss weaknesses and permanent upgrades
Zelda II boss weaknesses and permanent upgrades
Use boss-specific answers and separate containers from temporary pickups.
Edition covered
International NES cartridge rules. The earlier Japanese Famicom Disk System version has different experience and presentation rules.
5 items · one picture per entry · open a picture for full size.
boss weaknesses and permanent upgrades
More boss weaknesses and permanent upgrades
- Experience level — Yes · Improve Attack, Magic or Life
Quick notes
- Match the boss opening. Early palace bosses teach different attack heights.
- Collect permanent capacity upgrades. Four Heart Containers and four Magic Containers raise Link’s starting capacities to eight units each.
- Prepare for Carock and Thunderbird. Carock is a reflection fight: equip Reflect and return its shots.
- Understand temporary resources. Magic jars restore magic, experience bags add unspent experience and dolls add lives for the current session.
Match the boss opening
| Boss | Opening | Main hazard |
|---|---|---|
| Horsehead | Jump and strike the head | Close-range mace attack |
| Helmethead | Strike its head and remove helmets | Detached heads continue attacking |
| Rebonack | Dismount it with attacks from above | Mounted charges, then guarded swordplay |
| Carock | Reflect its magic back | Ordinary sword attacks are not the answer |
| Gooma | Strike between weapon swings | Long mace reach |
| Barba | Jump to strike the emerging head | Lava pits around platforms |
| Thunderbird | Cast Thunder, then attack its face | Projectile volleys |
References
| Reference | Website |
|---|---|
| Nintendo instruction booklet | www.nintendo.co.jp |
| Palaces and progression reference | www.zeldadungeon.net |





