Zelda II adventure archiveZelda II: The Adventure of LinkGUIDES
Zelda II: The Adventure of Link / all spells and town requirements

Zelda II all spells and town requirements

Find the eight spells and the towns that teach them.

Edition covered

International NES cartridge rules. The earlier Japanese Famicom Disk System version has different experience and presentation rules.

7 items · one picture per entry · open a picture for full size.

all spells and town requirements

Jump in Zelda II: The Adventure of Link
Town: Ruto

Jump

Requirement or role: Return the stolen trophy.

Reference

Fairy in Zelda II: The Adventure of Link
Town: Mido

Fairy

Requirement or role: Bring medicine for the sick child.

Reference

Spell in Zelda II: The Adventure of Link
Town: New Kasuto

Spell

Requirement or role: Reveal the town and meet the wise man.

Reference

Thunder in Zelda II: The Adventure of Link
Town: Old Kasuto

Thunder

Requirement or role: Have all eight magic units.

Reference

More all spells and town requirements

  • Fire — Nabooru · Bring water to the thirsty woman

Quick notes

  • Find the spell teacher. Every spell comes from a wise man, but access often depends on helping another resident.
  • Use the correct tool spell. Fairy changes Link’s movement and can pass through keyholes; it is not a replacement for every platforming technique.
  • Reserve magic for palace checks. Spending the entire bar on Life can leave Link unable to pass a Fairy route or fight Carock correctly.
  • Return when capacity is too low. The later wise men require more Magic Containers.
References
Guide references
ReferenceWebsite
Nintendo instruction bookletwww.nintendo.co.jp
Palaces and progression referencewww.zeldadungeon.net