AFTER GANON WAS DESTROYED,Zelda II: The Adventure of Link featured an overhead-view map like the first game, but introduced side-scrolling action sequences and RPG Elements such as level ups, magic and health points, and random encounters, as well as more complex world and story elements, including towns filled with characters. It was originally released for the Family Computer Disk System as The Legend of Zelda 2: Link no Bouken - however, unlike the previous game, the modified NES port was only released internationally and not in Japan.The game definitely left its mark on the franchise: while later games would return to the top-down action-adventure model of the original rather than being more like an RPG, towns filled with NPCs and sidequests would become staples of the series, and the magic meter appeared in a few more games until it was retired after The Wind Waker.The story basically has two threads. On the one hand, Link, after his defeat of Ganon in the original game, is attempting to collect the third piece of the Triforce: the Triforce of Courage. Doing this will help wake the sleeping Princess Zelda (not the same one from the original) from her long magical sleep. On the other hand, Ganon's followers are trying to resurrect Ganon, and the only way to do that is with blood shed of the hero who felled him. Thus, there's lots of enemies standing in Link's way as he attempts to deposit six crystals in the six palaces throughout Hyrule and open the path to the Great Palace, where the Triforce of Courage is kept...According to Hyrule Historia, this is the last game in the "Hero Defeated" timeline.
IMPA TOLD LINK A SLEEPING
SPELL WAS CAST ON PRINCESS
ZELDA. SHE WILL WAKE ONLY
WITH THE POWER OF THE THIRD
TRIFORCE SEALED IN A PALACE
IN HYRULE. TO BREAK THE
SEAL,CRYSTALS MUST BE
PLACED IN STATUES IN 6
WELL GUARDED PALACES.
LINK SET OUT ON HIS MOST
ADVENTURESOME QUEST YET...
IMPA TOLD LINK A SLEEPING
SPELL WAS CAST ON PRINCESS
ZELDA. SHE WILL WAKE ONLY
WITH THE POWER OF THE THIRD
TRIFORCE SEALED IN A PALACE
IN HYRULE. TO BREAK THE
SEAL,CRYSTALS MUST BE
PLACED IN STATUES IN 6
WELL GUARDED PALACES.
LINK SET OUT ON HIS MOST
ADVENTURESOME QUEST YET...
This game provides examples of:
- All There in the Manual: The Save the Princess plot, along with the tie to the third Triforce, are given much more detail in the manual. Plus it's noted why the Game Over screen looks like that. It also explains why there is another princess named Zelda (up to that point, the eponymous Legend of Zelda).
- Animated Adaptation: The cartoon series used elements from this game, and the Captain N: The Game Master episode "Quest for the Potion of Power" was largely based on it.
- Anti-Frustration Features: Running out of lives in the Great Palace will drop you off at the entrance upon continuing instead of all that way back at the start of the game. Given that it's really tedious to trek back to the palace in the first place, this is an uncharacteristically kind thing to do for an otherwise unforgiving game like Zelda II. Also if you died at Link's Shadow, therefore having already beaten Thunderbird, you do not have to fight Thunderbird again.
- Asteroids Monster: The Giant Bubble and the Boss Bot in the final palace. Giant Bubble turns into two Bubbles; Boss Bot turns into several small Bots that look exactly like regular Bots, except they are a LOT harder to kill.
- Attack Its Weak Point: The enemies named "Horsehead" and "Helmethead". Guess where you need to strike? Inverted with Gooma, a boss added to the international releases in place of a second battle with Helmethead, whose weak point is his body and, in contrast to the boss he replaced, whose head is invulnerable.
- Bag of Spilling: Link only retains a sword and a shield from the previous game and has to get a new raft, flute, candle and magical key.
- "Blind Idiot" Translation: Bagu is meant to be rendered "Bug", matching "Error". In the English version, his name lost the pun, and made "Error" seem like the translation problem.
- Boss in Mook Clothing: The most of the entire series. This is a primary reason for the game's difficulty. The hardest are the Eagle Knightsnote in the Great Palace. They are similar to the Iron Knuckles, but both red and blue ones can cast sword beams at you, and they can leap over you. At full attack level, the Red versions take two to three hits to kill and the blue ones five to six. They usually appear in a place where it is very difficult to run away from them.
- The dungeons are called "Sactuari(e)s" in the Disk System version but "Palaces" in NES port, and the Goddess Statue was renamed "Trophy" due to Nintendo of America's then-current policy of removing religious references in games (they left the crosses in, though). The original term (Shinden) would later be consistently translated as "Temple" for dungeons as of Ocarina of Time. The Temple stage in the Super Smash Bros. series is more closely based on this game.
- Link's Magical Shield is altered in many media associated with the game, in order to remove religious imagery. This alternate design, curiously, was a Mirror Shield.
- Chekhov's Skill: The hammer can break trees. The only thing this is useful for is finding New Kasuto, and that happens so long after you find the hammer that you'll likely have forgotten you can even do that.
- Chuck Cunningham Syndrome: Barring a single mention in the manual, the princess Zelda from the previous game is nowhere to be seen or heard.
- Comic-Book Adaptation: The Valiant Comics series authorized by Nintendo is a follow-up to this and the original game.
- Continuing Is Painful: A Game Over reduces Link's XP to zero and sends him all the way back to the Northern Palace in Western Hyrule. In the Japanese version, which allowed players level up any stat with each level (instead of giving each stat its own progression and a "save this EXP for the more expensive stat" option), levels are also reduced to whatever the lowest of the three current levels are (e.g. being at level 4-4-3 sends Link back to 3-3-3). This is downplayed in the Great Palace, where a game over puts Link at the beginning of that Palace.
- Continuity Nod: There are several.
- Between the second and third palaces, the player must navigate Death Mountain. The original game's overworld is just to the south of it, complete with forests, lakes, a cemetery, and even Spectacle Rock all in the same spots as before. You can even enter where Level 9 was in the last game and find a magic container inside.
- In the previous game, Link could not defend against energy balls, magic blasts, or sword beams without the Magical Shield. However, Zelda II's manual claims that he begins the game with this shield in tow. True to form, all of the first game's projectiles reappear and can be blocked by default. However, for some reason, Link's Magical Sword (which he is also stated to begin with) is much weaker.
- When Link turns to face the player after obtaining an item, his eyes are still two brown pixels with odd green pixels above them.
- Water of Life, a quest item in this game, was also a name for the potion in the first game. The sprites are largely the same as well.
- The Fairy spell uses the same sprite as the health-restoring fairy from the previous game, save for two white pixels on its head being removed.
- Creepy Cool Crosses: As in the first game, all the tombstones in the graveyard have crosses on them, as does Link's shield; and in this game, a cross is actually an item retrieved from one of the palaces. Word of God explains that the motif is caused by the fact that the original plan was to have Christianity as the main religion in Hyrule. (Starting in the next game, Hyrule would begin to have the triple-deity religion which has become a staple of the series.)
- Cut-and-Paste Environments:
- There are a few room types that get reused in various palaces. One that's notable is a long room with a block structure that usually hides a key in one of the structure's indents.
- On the way to Darunia, you're expected to go through two maps that are exactly alike, except that the second one has bubbles coming up from the bottom of the screen that are liable to knock you into the water and, predictably, kill you. note .
- Demoted Boss: Rebonack, a mounted Iron Knuckle who starts out as the boss of the Island Palace, appears as a miniboss a couple times in the sixth palace. Horsehead also reappears in the fifth, but only in the FDS version (he's replaced by a blue Iron Knuckle in the US version).
- Department of Redundancy Department: The "Spell" spell.
- Difficulty by Region: The original Disk System version is easier than the NES cartridge port, despite having an additional boss.
- Nerf: The sixth boss, Volvagia (AKA Barba), is harder to fight in the Disk System version than in its NES counterpart.
- Buff: The Tektites in the Disk System version are easier to kill than the NES version.
- Buff and Nerf: The level up system was completely overhauled. In the FDS version, you could level up any stat you like whenever Link gained a level, but to discourage putting all your points in just one or two stats, a Game Over would drop all your stats to be equal to the lowest stat. The NES version just gives each stat its own EXP progression, and if you don't want to buy the currently-cheapest stat you can back out of the level up menu and keep going. The NES version also increased EXP requirements greatly, but also EXP rewards.
- It is harder to progress the story in the Disk System version than the NES version. For example, in the Disk System version, the stolen trophy that you must return to Ruto Town to learn the Jump Spell will not appear in the northwest desert cave until after you perform a specific action. In the NES version, the stolen trophy is already in the cave, allowing Link to get it with or without the candle.
- Door to Before: Of a sort: when you get the hammer, the boulders blocking access to the southern part of the western continent are no longer an issue. This becomes very important when you continue: you can reach the southern area without having to pass through a cave and swamp area (and all the attendant battles you'd have to fight). There are some other, more minor examples as well, such as the Water Walking Boots.
- Drought Level of Doom: The game has many caves and areas you must travel through in order to get to various dungeons and temples. The game kills you in such efficient ways that you're likely to run out of both health and magic by the temple and dungeon in question, let alone facing the boss.
- You will not reach The Very Definitely Final Dungeon with more than the shirt on your back. It's not a No-Gear Level thing; the path to it is just that good at demanding everything you've got.
- The fact that there are no healing item drops is one of the things that makes the entire game such a challenge. If you're slogging through one of the dungeons, the only way to heal is by finding a fairy or using the (expensive) Life spell.
- However, there are four extra lives hidden in the overworld, and one each in the sixth and seventh palaces. Pick these up only when you absolutely need to, and the drought isn't so bad.
- Dub Name Change: Mostly certain enemies and key items mentioned in the manual and strategy guides (and even then, depending on the guide), but also the game title itself and the Reflex spell becoming the Reflect spell.
- Enemy Without: Link's Shadow.
- Experience Points: Gain enough, and you can raise your defense, reduce magic costs, or raise attack.
- Every 10,000 Points: Every 9000 experience after maxing out levels gives Link another life.
- Evil Laugh: When you get a Game Over, the evil Ganon laughs at you with the caption GAME OVER RETURN OF GANON.
- Fairy Battle: You'd be forgiven for thinking this trope was named for this game instead of its usage in Final Fantasy IX, as Zelda II has literal "fairy battles". That is, battle screens with nothing but a healing fairy to pick up. More a wandering monster than a Random Encounter, though.
- Fan Vid: The Adventures of Duane & BrandO's gleeful musical retelling of the game, painting Link as a cocky and vaguely confused hero playing through a sequel with completely different gameplay mechanics.
- Flash of Pain: Link and all of the enemies and bosses will cycle through all four of the current palettes in the game's coding upon taking damage.
- Foreshadowing: Beating a boss is the only time Link's shadow is visible.
- Gender Bender: The artwork makes it look like fairies are female, and the fairy that Link turns into with the fairy spell uses the same graphics as all other fairies. Thus, it seems like Link might change into a female fairy with this spell.
- Genre Shift: This is the only side-scrolling game in the entire series (not counting two of the CDi Games). This is also the only time you can level up with a certain amount of experience points, expanding on the RPG Elements of the first game.
- Ghost Town: Old Kasuto was abandoned, with only invisible Moas and the final wise man left.
- The Goomba: Bits and Bots are Blob Monster mooks, and likely the first enemies you meet.
- Gotta Catch Them All: Inverted. You need to return the crystals you have to the palaces, rather than collect them.
- Greater Scope Villain:
- Ganon is the force motivating all the other bad guys rather than an actual character in the game; but since he's dead, he didn't actually tell anyone to do anything. It's up for debate just who the Big Bad in Zelda II really is.
- The Magician who cursed the original Zelda is never encountered in the game, and is stated by the manual to have died in the process of putting the curse on her. According to Hyrule Historia, he may have been an aspect of Ganon or one of his minions.
- Guide Dang It:
- While most things in the game are hinted at in one place or another, many hints are badly translated and only given by NPCs that look exactly like the useless Welcome to Corneria types. Good luck finding New Kasuto based solely on "THE TOWN IS DEAD LOOK EAST IN FOREST", especially since
- You need to know that the hammer destroys trees in addition to rocks
- you must also know to use the hammer to find New Kasuto's tile, instead of merely walking on said tile like every other tile in the game that contains a hidden area
- There are in fact TWO areas of forest to the east of Kasuto, one of which is absolutely gigantic (and not the one New Kasuto is in, which relies on All There in the Manual to identify).
- In the town, you have to use the "Spell" spell to make a building appear at one point in the game, but the game never even tells you what the "Spell" spell is supposed to do. The only hint you get is a random NPC saying "There is a secret at edge of town."
- If you haven't beaten the game already, chances are, you're still trying to find the island palace.
- Most people who have played this game at the time of its release will probably have completed it without both the Life Spell and the Up Stab Technique. This is because the only clues you'll ever get are "I lost my mirror" and "A powerful knight lives in town." Those that did finish the game with both the Life Spell and the Up Stab Technique will most likely have gotten advice from Nintendo Power (or friends that had Nintendo Power).
- Progressing through the story is actually more complicated and cryptic in the Disk System version, which is a stark contrast to the NES version where things are a bit simpler and more straightforward.
- Heart Container: Despite one of the apparent levels being called "Life," that's just defense. You still need to find containers to increase your life meter. The "Magic" level function similarly; increasing it decreases the cost of some spells, rather than how much magic is available to begin with. Potions increase the magic meter similarly to how Heart Containers increase the life meter.
- Heroes Want Redheads: Zelda's predecessor, the princess you need to awaken, has red hair (in both her sprite and the manual).
- Heroic Mime: This is the first game to avert the series standard of Link as being a silent protagonist.
- There is an apparent (but ambiguous) line of speech when he reads the sign in Old Kasuto.Sign: Kasuto. Strange... it is deserted.
- A scene at the fountain in Nabooru. Given the way it's worded, Link is either talking to himself, the fountain is actually talking to Link, or Link is talking to the player."Want to get some water?"
- The house where the Spell spell is learned in New Kasuto has a fireplace that Link can climb through. Pressing B instead of Up has Link comment on it."I can enter the fireplace."
- In the English version of the game, Link says "I found a mirror" when it is discovered under a table.
- There is an apparent (but ambiguous) line of speech when he reads the sign in Old Kasuto.
- Hidden Elf Village: New Kasuto. A villager states they had to flee Old Kasuto, so it makes sense for them to hide their new hometown.
- Hitbox Dissonance: An example that's very noticeable, but not all that harmful. The Achemen (red bats that transform into devils) are always considered to be two blocks high even when in their one block bat form. If you take one out while it's still a bat, it'll explode as if it were a humanoid enemy. As well, down a low stab as you hit the ground from a jump will cause your attack to hit lower than it would if you just ducked and stabbed. While this can be used to kill some ankle-high enemies, you don't run into them often enough before getting the downward stab (which is how you're supposed to deal with them) for it to be any more than a mild convenience provided you run Death Mountain before taking on the second palace.
- Inconsistent Dub: Between external sources rather than the game itself, but the dragon boss was referred to as Barba for the original release and Volvagia (which was closer to the original Japanese version's name) for the Collector's Edition release (the latter of which also came with a game with a different Volvagia, whose reference to this installment was lost until the original's name was retranslated).
- Infinite 1-Ups: After Level Grinding enough, each level-up leads to a 1-up. There is one room in the fifth palace where you can pretty much set your sword beam to turbo to continuously kill Moas (ghosts that yield 50 experience). You'll just have to pick up experience bags and magic refills when enough spawn to get the ghosts to start spawning again. The process is a lot more time-consuming here than in most games with infinite 1-ups, but you'll need every single one of them. A video with a lengthy explanation in the description can be found here.
- Interchangeable Antimatter Key: Like the first game, this game has a magic key which can unlock any door in any palace.
- Intimate Healing: Every town except Old Kasuto has a woman in a red dress that offers to restore your health if you enter her house with her. Because the game does not show you the inside of the house, or what she is doing with Link, many players have jokingly speculated that they're having sex. Even The Angry Videogame Nerd gets in on this.
- Inverse Law of Utility and Lethality: The "Thunder" spell severely damages all enemies on screen instantly, but sucks up almost all of your magic. Even when you're completely leveled up and have all the magic containers, it still uses half of them. The mid-boss just before the final boss in the Great Palace requires you to use the Thunder spell to make it vulnerable to your other methods of attack. Given how long the last level is, and how hard the enemies are, it's entirely possible that you'll reach the fight without the magic necessary to effectively do anything. Then again, smart players will find a red potion (full magic) hidden just around the corner before the boss.
- Invisible to Normals: The blue Moa enemies are invisible until you get the Cross in the sixth dungeon.
- It's a Wonderful Failure: Link's death is Ganon's return, and there is no longer anything standing in his way. The Disk System version is even worse, displaying a black screen with "RETURN OF GANON THE END" and playing a digitized roar. Apparently, Hyrule is burning, and that's the last we'll ever see of it.
- Jump Physics: The only Legend of Zelda game that used manual jumping without an item until Breath Of The Wild.
- Kid Hero: The manual states that Link is 16 years old, the first time he's ever given a specific age.
- Kid Hero All Grown-Up: Taking place several years after the first game, he's much older.
- Kill It with Fire: The fire spell lets your sword shoot fireballs, even when you don't have full energy.IF ALL ELSE FAILS USE FIRE.
- Kissing Discretion Shot: A curtain drops at the end of the game, and Link and Zelda get to smooching. Although this was likely more due to lack of sprite animations than modesty (you just see the sprites move together).
- Knockback: It doesn't matter how hardcore you think you are. This game's enemies that move and weave across the screen like Medusa-Heads, will knock you into BottomlessPits time and time again.
- Lady in Red: In most towns there is a woman in a red dress who will take Link into her house and bring him to full health. This has still lead to some speculation that Link is visiting a prostitute.
- Law of Chromatic Superiority: Just like in the first game, an enemy's color indicates its strength; orange is the weakest, then red, and finally blue is the strongest version of that enemy.
- Ledge Bats: There are numerous locations with enemies whose only purpose is to knock you into water or lava.
- Lethal Lava Land: The Valley of Death. Lava is also a common hazard in caves and dungeons, more so than anywhere else in the series. Every dungeon contains lava somewhere.
- Level Grinding: From killing loads of slimes, to loads of Tektites, to loads of Orange Lizalfos. You'll still spend a lot of time killing monsters, but you have plenty of options to break up the monotony.
- A convenient, if risky, method of early leveling up is killing Bubbles, even in the first Palace. They respawn infinitely, they hold still when you hit them, and they give you a whopping 50 Experience Points each. All they ask in return is sore fingers and whatever magic they eat off you if you screw up. Having the downward thrust makes this substantially easier if you time your jump right.
- You can also skip returning the crystals to the palaces until the last minute, making getting those 5000, 6000, 7000 and 8000 experience levels a lot easier.
- Slightly easier in the Disk System version where the maximum XP limit for a level up is 4000.
- Living MacGuffin: The kidnapped child. For NES players, it's a funny variant on the trope, since the game treats the child just like any other inventory item, even to the point of Link holding him above his head in the traditional Item Get pose.
- This is not nearly as funny in the Disk System version: To rescue the child, Link must hit him with his sword. The fact that the child is bound in ropes which need to be cut to free him provides the reason for needing to hit him.
- Living Shadow: The Final Boss.
- Lost Forever: There are some experience bags and a one one-up doll that can be missed because they're in palaces, which become inaccessible after you collect the palace's item, defeat its boss, and restore its crystal (which causes the palace to crumble). Additionally, these goodies only appear once; once you've collected them, they won't appear again unless you revert to an earlier save file. However, not possible with dungeon items (in the cartridge version at the very least), despite multiple rumors. The Angry Videogame Nerd discussed this and disproved it during his review of the game.
- Mana Potion: The blue bottles restore one section of the Mana Meter. Red bottles restore all of it.
- The Maze: The later palaces. Also the route to the fourth palace.
- Mirror Match: The fight against Link's Shadow. Ironically, the fight can be made one of the easiest in the game by exploiting a glitch that allows you to hide in the left corner and stab repeatedly. Various ROM hacks of the game have put lava in the corner to make this impossible.
- New Game+: Unlike the the first game, this one makes a replay game significantly easier by letting you start over with all your acquired levels and spells from the last playthrough, as well as the upward and downward thrusts. With your Life, Magic and Attack maxed-out to level 8, the difficulty curve doesn't catch back up to you until about the fifth palace.
- Nintendo Hard: Widely considered the hardest of the entire series, with good reason. Blue Iron Knuckles in particular will have you tearing your hair out. The Eagle Knights in the Great Palace are even worse... until you figure out the trick to beating them by simply blocking their attacks until they jump over you, then doing an upward thrust to their feet, making them incredibly easy.
- Nothing Is Scarier: In the Disk System version, for the Game Over there's just a black screen and a digitized roar. Nothing else.
- NPC Random Encounter Immunity: Averted in that, if you get into a random encounter while on a road, no enemies show up and you're free to continue walking, so supposedly monsters just stay away from civilization.
- Nuclear Candle: If you don't have a candle, you cannot see any enemies in dark rooms except for the shuffle of their sprites' feet on the surface of the floor, even if they are inches in front of you. Once you get the candle, they're visible even if Link and the enemy are on opposite sides of the screen. Note that orange Daira and orange Lizalfos enemies are an exception to the "invisible in dark rooms" rule. Presumably Nintendo didn't expect any players to get that far without the candle. Of course, Speedrunners frequently run the entire game without the candle, since it's not technically necessary to beat the game (you just have to be very good and/or lucky to beat it without the candle).
- Oddball in the Series: Although how "odd" it is tends to vary. Functionally, the main differences between this and other Zelda games is the sidescrolling, platforming, heavy reliance on magic and less focus on sub weapons or puzzles. It still retains the exploration, the hack & slash gameplay, and begins the tradition of the various towns with citizens having sidequests you must complete to get items and such.
- One Time Dungeon: The Palaces become Mountain squares on the overworld map after you beat them, but only after you both insert the crystal into the idol's forehead and collect the required item, fortunately. The only things that can truly be Lost Forever are a one-up in the sixth palace and some Experience Point bonuses.
- Outside-the-Box Tactic: Carock is impossible to beat without the Reflect Spell, which can throw players for a loop since they're used to the whole swordfighting requirement of the game. Thunderbird is also impossible to beat without the Thunder Spell, since it will be invincible to sword strikes unless it is somehow weakened.
- Pimped-Out Dress: This Zelda's dress is pink with small puff sleeves, a bell skirt, and a ring of white bows and ribbons around the skirt. It's just that way in the manual, but it counts.
- Power Up Letdown: Just like the previous game, Zelda II lets you shoot sword beams when you are at full health. Unlike in the previous game, though, most of the enemies are completely immune to it. Additionally, the beam only travels a few feet before it disappears with a graphic like a popped soap bubble.
- Princesses Prefer Pink: Zelda's pink dress.
- Random Effect Spell: Just called "Spell". Usually it just turns enemies into Bots, but in one location it summons a shrine from the ground, which is necessary to progress in the game.
- Random Number God: Red potions (restores all magic) would pop out of certain statues and breakable blocks when they were struck with the sword. Occasionally however, an Iron Knuckle or Eagle Knight would pop out of the statue/block instead.
- Reality Warping: The aforementioned "Spell" can invoke Baleful Polymorph on enemies and also conjure a shrine from the ground at one point.
- Regional Bonus: The game received quite a few changes in the localization process; the dungeons are all colored differently, the overworld battle music was changed, Barba/Volvagia is drawn and animated better, the boss Gooma is added to replace what was originally a rematch with Helmethead, etc.
- RPG Elements: The only game in the series that comes close to being an Action RPG, The other Zelda game that displays this trope (Skyward Sword) focuses instead on Item Crafting and Inventory Management Puzzle.
- Self-Imposed Challenge: Try going through the entire game while keeping one, or even two, of your stats (Attack, Magic, Life) at level 1 for the entire game.
- Sequel Difficulty Spike: Not that the first game was easy itself, but there's a reason why this installment is generally considered to be the hardest.
- Sequence Breaking: You're not supposed to be able to, but by entering "Glitch Town", you can bypass this. Tool-assisted speedrunners have run the entire game without fighting a single enemy apart from Link's Shadow, using this and some other glitches; here's an example. Live speedrunners have broken the game pretty substantially, too; here's a glitched any% run and a glitched 100%. None of these resemble normal gameplay in the slightest, and all of them visit dungeons and collect items out of order, skip significant segments of the game (not even the 100% run fights Thunderbird), etc.
- Shout-Out: A gravestone in the Japanese version features the epitaph "Here Lies the Hero Loto." There is no equivalent text in the North American version.
- Simple Yet Opulent: Zelda's pink dress is certainly fancy, but has few enough trimmings to also be this.
- Smooch of Victory: Link and Zelda, behind the curtain after she's been awakened; at least, such is implied.
- So Near Yet So Far:
- The sleeping Princess Zelda is the first thing you see when you start the game. Every time you run out of lives and continue, you start back at the same palace where she's been sleeping for hundreds of years. This is a stark contrast to the original game, where all of the characters named in the backstory were unseen and mysterious until the very last fight of the game.
- Also, unlike other games, where Link has to go and collect the various Plot Coupons, he has the six crystals on his person from the start. The trouble is getting into the dungeons and then placing each crystal on a statue.
- Suddenly Voiced: Link has three lines of dialogue in the game, although all of them are only to the player. Nevertheless, this was pretty nearly the only time in the entire series he gets ANY form of dialogue whatsoever until The Wind Waker had him shouting "Come on!"
- Super Drowning Skills: In the side-scrolling segments. There is an item you can get that allows you to walk on (certain tiles of) water, but that only works on the overhead map.
- Sword Fight: This game has some of the most intense sword fighting on the NES when it comes to battling Iron Knuckles. It also illustrates the faster reflex-based combat of this title in comparison to the subdued movement-based combat of the previous game.
- Theme Naming: Error and Bug. Unfortunately, Bug was mistranslated as Bagu in the American version.
- Took a Level in Badass: Several Mooks that are a non-issue in most games will kill you to death in this one.
- Tektites especially. Immune to anything but the Fire Spell, and you first run into them before you get it. They hop really high and far, and every part of their body gives Collision Damage (which means with their legs fully extended they are practically boss-sized in terms of do-not-touch radius.) And Zolas/Zoras, which in this game are little ankylosaurus looking things, also immune to everything except Fire and incredibly durable.
- Link himself is particularly more badass in this game than the last. With the side-scrolling combat he can now jump, use upward and downward thrusts, and fight enemies in one on one sword fights.
- Video Game Lives: It's the only game in the series where you have multiple lives, the number of which can be increased by finding little doll versions of Link scattered throughout the countryside. (However, you can't get them back after you've collected them, so they're best saved for the end of the game when you can really use the extra lives.) You also get 1-ups in place of level-ups after maxing out Link's levels.
- Walk on Water: By means of a pair of magical boots, but it only works on a specific body of water leading to the fifth palace and the river south of the fourth palace where the boots are found. Here the river acts as a Door to Before that allows players to skip having to navigate the island maze a second time upon leaving.
- Witch Hunt: Two towns in the game, Saria and Darunia, are full of monster spies disguised as non-important NPCs (the kind that just say "Hello!" or "Sorry I know nothing"). Because whether an NPC turns out to be a spy is determined randomly when you talk to them, sometimes you can actually talk to an NPC several times before they attack you, so unless an NPC has something unique to say, you can rightfully accuse them all of being monsters and kill them!
- When All Else Fails, Go Right:
- All of the bosses are faced after entering their rooms from the left. Most are considerable distances to the right of the dungeon entrance. Of course, the dungeon's featured item is always to the left.
- Comes into play in the Death Mountain area. In the overhead view, always choose the caves to the south or east if you want to avoid dead ends.
- When All You Have Is a Hammer: The lack of alternate weapons (bombs, bow-and-arrows, etc) put swordplay right at the forefront. Even though you do get a literal hammer, it's used as an overworld item, not as a weapon.
IF ALL ELSE FAILS USE FIRE.