Zelda II: The Adventure of Link / key characters, townspeople and final guardians
Zelda II key characters, townspeople and final guardians
Identify Link’s helpers and the adversaries guarding the route.
Edition covered
International NES cartridge rules. The earlier Japanese Famicom Disk System version has different experience and presentation rules.
5 characters · one picture per entry · open a picture for full size.
Main cast
Helpful residents
More key characters, townspeople and final guardians
- Wise men — Town teachers · Grant all eight spells
- Rauru — Wise man · Shield spell
- Ruto — Woman missing a trophy · Access to Jump teacher
- Saria — Woman missing a mirror · Access to Life teacher
- Mido — Swordsman · Downward thrust
- Darunia — Swordsman · Upward thrust
Quick notes
- Separate the two Zelda stories. The sleeping princess belongs to the older story told by Impa.
- Read townspeople as progression clues. Town dialogue points to missing objects, hidden teachers and local problems.
- Use teachers for different upgrades. Wise men grant spells; swordsmen teach physical thrusts.
- Prepare for the final pair. Thunderbird and Dark Link are consecutive challenges within the Great Palace route.
References
| Reference | Website |
|---|---|
| Nintendo instruction booklet | www.nintendo.co.jp |
| Palaces and progression reference | www.zeldadungeon.net |





