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* AbsurdlyLowLevelCap: There are 8 levels in each of three categories (Attack, Magic and Health). Between the very quick first few level-ups and the six palace crystals that each give you a free level, these go pretty fast -- by the time you're ready to attack the last palace, you'll probably be maxed out. In fact, even ''any-percentage {{speed run}}s'' of the game tend to get almost all the levels. Because the palace gives an instant level up at the end, savvy players tend to level grind after beating the boss until they level up so that they can obtain the next level up instantly without wasting the free experience points that the crystals give. If the player is maxed out already, the levels are exchanged for 1-ups, which are ''rare''.

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* AbsurdlyLowLevelCap: There are 8 levels in each of three categories (Attack, Magic and Health). Between the very quick first few level-ups and the six palace crystals that each give you a free level, these go pretty fast -- by the time you're ready to attack the last palace, you'll probably be maxed out. In fact, even ''any-percentage {{speed run}}s'' of the game tend to get almost all the levels. Because the palace gives an instant level up at the end, savvy players tend to level grind after beating the boss until they level up so that they can obtain the next level up instantly without wasting the free experience points that the crystals give. If the player is maxed out already, the levels are exchanged for 1-ups, which are ''rare''.



** Enemies who chase Link actually read your controller inputs, making it difficult to hop over them as they'll turn around mid-jump and you'll land on them. However, when Link jumps forward he maintains the momentum even if you take your finger off the direction pad. If you get the timing right, you can jump over enemies ''effortlessly'' and just keep running, since they'll keep going in the opposite direction until you hit the d-pad again to keep moving, which is a tactic put to great effect by speedrunners.

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** Enemies who chase Link actually read your controller inputs, making it difficult to hop over them as they'll turn around mid-jump and you'll land on them. However, when Link jumps forward he maintains the momentum even if you take your finger off the direction pad. If you get the timing right, you can jump over enemies ''effortlessly'' and just keep running, since they'll keep going in the opposite direction until you hit the d-pad again to keep moving, which is a tactic put to great effect by speedrunners.moving.
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* GameOverMan: Ganon in the international versions, complete with 8-bit EvilLaugh. The Japanese version only has a pitch-black background saying "Game Over".

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* GameOverMan: Ganon in the international versions, complete with 8-bit EvilLaugh. The Japanese version only has a pitch-black background saying "Game Over"."RETURN OF GANNON. THE END" and a synthesized roar that is implied to be from Ganon.
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** Most people who 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''). The mirror is especially hard - it requires a rare combination of buttons in just the right spot. Even if you suspect that the programmers had to have ''some'' reason to put that evidently empty room there and try everything - get used to doing that if you expect to beat ''any'' Zelda game - you might not get that mirror.

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** Most people who 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 this 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''). The mirror is especially hard - it requires a rare combination of buttons in just the right spot. Even if you suspect that the programmers had to have ''some'' reason to put that evidently empty room there and try everything - get used to doing that if you expect to beat ''any'' Zelda game - you might not get that mirror.
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** 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 WelcomeToCorneria 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

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** 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 WelcomeToCorneria types. Good luck finding New Kasuto based solely on "THE TOWN IS DEAD DEAD. LOOK EAST IN FOREST", WOODS.", especially since
since:
## You need to know that the hammer destroys trees in addition to rocks
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 areaarea.
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Zol & Gel are from the first game.


* CuteSlimeMook: Zols and Gels, which are red (or blue) gelatinous creatures. There's also a giant version in the Great Palace.

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* CuteSlimeMook: Zols Bits and Gels, Bots, which are red (or blue) gelatinous creatures. There's also a giant version in the Great Palace.

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** In the international release at least, [[https://www.youtube.com/shorts/QQ9ACYZVE94 Barba won't breathe fire at you if you're directly below its head]].



** {{Nerf}}: The sixth boss, Barbargia (AKA Barba), is harder to fight in the Disk System version than in its NES counterpart.
** [[BalanceBuff Buff]]: The Tektites in the Disk System version are easier to kill than the NES version.

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** {{Nerf}}: The sixth boss, Barbargia (AKA Barba), is harder to fight was reworked in the Disk System version than international release in ways that made the fight much less frustrating to deal with. Its height when fully emerged from the lava is much lower,[[note]]Specifically to just within range of getting hit with an upward thrust from going almost ''to the ceiling''[[/note]] it stays out in the open for much longer, and its NES counterpart.
sprite was redone so its head and corresponding hurtbox were made bigger and much easier to hit.
** [[BalanceBuff Buff]]: The Tektites in the Disk System version are easier to kill than the NES version.version, requiring only a stab of the sword as opposed to needing to be hit by the Fire Spell.
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** DifficultyByRegion makes Japanese players suffer a little more for a GameOver. Get enough points and you can increase your life meter, magic meter, or attack power, right? In the international versions, each stat has its own EXP requirement and you can save your points for the more expensive stat if you prefer, while in the Japanese version, they all cost the same. Where does ContinuingIsPainful come in? Well, get a GameOver (or even save and restart) and your levels are all reduced to whatever the ''lowest'' of the three current levels are (e.g. if your levels are 4 life, 4 magic, and 3 attack power, you go back to 3-3-3. Have fun if you think going 1-1-8 is [[TooDumbToLive perfectly reasonable]]).

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** DifficultyByRegion makes Japanese players suffer a little more for a GameOver. Get enough points and you can increase your life meter, magic meter, or attack power, right? In the international versions, each stat has its own EXP requirement and you can save your points for the more expensive stat if you prefer, while in the Japanese version, they all cost the same. Where does ContinuingIsPainful come in? Well, get a GameOver (or even save and restart) and your levels are all reduced to whatever the ''lowest'' of the three current levels are (e.g. if your levels are 4 life, 4 magic, and 3 attack power, you go back to 3-3-3. Have fun if you think going 1-1-8 [[CripplingOverspecialization 1-1-8]] is [[TooDumbToLive perfectly reasonable]]).
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Wizzrobes and Wizards are considered to be different foes, though they're technically of the same race.


** Oddly enough, the censorship didn't go through the Wizzrobe enemies, which look suspiciously similar to the Klu Klux Klan.

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** Oddly enough, the censorship didn't go through the Wizzrobe Wizard enemies, which look suspiciously similar to the Klu Klux Klan.



* FourIsDeath: The fourth palace, the Maze Island Palace which is found in a labyrinthine island in East Hyrule, is an eerie, purple-colored palace overrun by Wizzrobes and undead enemies.

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* FourIsDeath: The fourth palace, the Maze Island Palace which is found in a labyrinthine island in East Hyrule, is an eerie, purple-colored palace overrun by Wizzrobes Wizards and undead enemies.



* KingMook: The third palace has an Iron Knuckle ''riding a horse'' as one boss. He returns as a miniboss down the line in the sixth. There's also Carock, which looks and attacks like a Wizzrobe but is bigger and faster in terms of teleport frequency, and much harder to hit (that last being something Wizzrobes ''are good enough at already''). Yet another example is {{Thunderbird|s}}, a giant-flying variation of the Fokkeru birds that drop fireballs in the Great Palace.

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* KingMook: The third palace has an Iron Knuckle ''riding a horse'' as one boss. He returns as a miniboss down the line in the sixth. There's also Carock, which looks and attacks like a Wizzrobe Wizard but is bigger and faster in terms of teleport frequency, and much harder to hit (that last being something Wizzrobes Wizards ''are good enough at already''). Yet another example is {{Thunderbird|s}}, a giant-flying variation of the Fokkeru birds that drop fireballs in the Great Palace.



* TeleportSpam:: The Wizzrobe Boss is EASY, if you have the Mirror spell: Cast before entering, stand on the left side, crouch, and wait.

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* TeleportSpam:: The Wizzrobe Boss is EASY, if you have TeleportSpam: Carock, the Mirror spell: Cast before entering, stand on boss of the left side, crouch, and wait.Maze Island Palace, heavily indulges in this. Crouching in one corner with the Reflect spell active renders it a non-issue, however.
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** The small old man in red Link meets at the end of the Great Palace. Is he guarding the Triforce of Courage, is he allied with Ganon, or is he something else entirely? No one knows for sure.
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* RealityWarping: The aforementioned "Spell" can invoke BalefulPolymorph on enemies, and also conjure a shrine from the ground at one point.

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* RealityWarping: The aforementioned "Spell" can invoke BalefulPolymorph on enemies, [[ForcedTransformation turn enemies into Bots]], and also conjure a shrine from the ground at one point.
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''Zelda II: The Adventure of Link'' (''Link no Bouken'') is the second game in ''Franchise/TheLegendOfZelda'' series, released for the Famicom Disk System in 1987 for Japan and the [[UsefulNotes/NintendoEntertainmentSystem NES]] in 1988 for North America and Europe. Unlike many other Disk System games, a cartridge version was never released for Japan.

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''Zelda II: The Adventure of Link'' (''Link no Bouken'') Bouken'' in Japanese) is the second game in ''Franchise/TheLegendOfZelda'' series, released for the Famicom Disk System in 1987 for Japan and the [[UsefulNotes/NintendoEntertainmentSystem NES]] in 1988 for North America and Europe. Unlike many other Disk System games, a cartridge version was never released for Japan.



* BeigeProse: Dialogue is brief, with occasional abbrevs & odd syntax. Necessity of translation.[[note]]Zelda II's dialogue was programmed for katakana, the American translation had to convey the same information in the same amount of characters, and katakana provides more information per character than written English.[[/note]]

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* BeigeProse: Dialogue is brief, with occasional abbrevs & odd syntax. Necessity of translation.[[note]]Zelda II's dialogue was programmed for hiragana and katakana, the American English translation had to convey the same information in the same amount of characters, and katakana provides more information per character than written English.[[/note]]



** 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 ''VideoGame/SuperSmashBros'' series is more closely based on this game.

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** The dungeons are called "Sactuari(e)s" in the Japanese Disk System version but "Palaces" in the English NES port, version, 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 ''VideoGame/SuperSmashBros'' series is more closely based on this game.



** DifficultyByRegion makes Japanese players suffer a little more for a GameOver. Get enough points and you can increase your life meter, magic meter, or attack power, right? In the US version, each stat has its own EXP requirement and you can save your points for the more expensive stat if you prefer, while in the Japanese version, they all cost the same. Where does ContinuingIsPainful come in? Well, get a GameOver (or even save and restart) and your levels are all reduced to whatever the ''lowest'' of the three current levels are (e.g. if your levels are 4 life, 4 magic, and 3 attack power, you go back to 3-3-3. Have fun if you think going 1-1-8 is [[TooDumbToLive perfectly reasonable]]).

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** DifficultyByRegion makes Japanese players suffer a little more for a GameOver. Get enough points and you can increase your life meter, magic meter, or attack power, right? In the US version, international versions, each stat has its own EXP requirement and you can save your points for the more expensive stat if you prefer, while in the Japanese version, they all cost the same. Where does ContinuingIsPainful come in? Well, get a GameOver (or even save and restart) and your levels are all reduced to whatever the ''lowest'' of the three current levels are (e.g. if your levels are 4 life, 4 magic, and 3 attack power, you go back to 3-3-3. Have fun if you think going 1-1-8 is [[TooDumbToLive perfectly reasonable]]).



* GameOverMan: Ganon in the Western version, complete with 8-bit EvilLaugh. The Japanese version only has a pitch-black background saying "Game Over".

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* GameOverMan: Ganon in the Western version, international versions, complete with 8-bit EvilLaugh. The Japanese version only has a pitch-black background saying "Game Over".



** It was, for ''decades'', the only numbered title in the entire series. The Japanese name of ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'' changed that (it was called ''Triforce of the Gods 2'' there).

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** It was, for ''decades'', the only numbered title in the entire series. The Japanese name and Korean names of ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'' changed that (it was (both versions are called ''Triforce of the Gods 2'' there).2'').



* ShoutOut: A gravestone in Saria in the Japanese version features the epitaph "Here Lies the Hero [[VideoGame/DragonQuest Loto]]." There is no equivalent text in the North American version.

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* ShoutOut: A gravestone in Saria in the Japanese version features the epitaph "Here Lies the Hero [[VideoGame/DragonQuest Loto]]." There is no equivalent text in the North American English version.
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Crosswicking

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* GiantSpaceFleaFromNowhere: Dark Link, the FinalBoss of the game. Link already defeated the guardian of the Great Palace (Thunderbird). For some reason, the Triforce Keeper draws out his shadow and they must fight. Many believe it was a final test to deem Link worthy of the [[MacGuffin Triforce of Courage]], and others believe it is the apparition of Ganon's shade, but no official explanation is ever given.


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* NPCRoadblock: The River Devil who blocks the north-south road of Eastern Hyrule. In order to get rid of him, you must play the flute.


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* OnlyTheWorthyMayPass: This is the ''entire'' game. Ganon's leftover goons need Link's blood to revive their boss, but the dungeons, including TheVeryDefinitelyFinalDungeon, are all a big test. Ironically, [[NintendoHard this is the hardest game in the entire franchise]]; the test is worse than the actual villains you must face to save the world in the other games.


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* SegmentedSerpent: Barba/[[SpellMyNameWithAnS Volvagia]] is a serpentine dragon whose body consists of several centipede-like segments. In the official art, however, its a regular serpent.


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* TeleportSpam:: The Wizzrobe Boss is EASY, if you have the Mirror spell: Cast before entering, stand on the left side, crouch, and wait.
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Direct link.


The story has two threads. Many years after his defeat of Ganon, Link sets out to claim the third piece of the Triforce: the Triforce of Courage. Doing so will awaken Princess Zelda ([[LegacyCharacter not the same one from the original]]) from her [[ForcedSleep sleeping curse]]. Meanwhile, Ganon's followers are trying to resurrect him, and the only way to do that is with [[BloodMagic the blood]] of the hero who felled him. Thus, [[AvengingTheVillain there are a ton of enemies standing in Link's way]] as he attempts to [[GottaCatchEmAll deposit six crystals in the palaces throughout Hyrule]] and [[BrokenBridge open the path]] to [[TheVeryDefinitelyFinalDungeon the Great Palace]], where the Triforce of Courage is kept...

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The story has two threads. Many years after his defeat of Ganon, Link sets out to claim the third piece of the Triforce: the Triforce of Courage. Doing so will awaken Princess Zelda ([[LegacyCharacter not the same one from the original]]) from her [[ForcedSleep sleeping curse]]. Meanwhile, Ganon's followers are trying to resurrect him, and the only way to do that is with [[BloodMagic the blood]] of the hero who felled him. Thus, [[AvengingTheVillain there are a ton of enemies standing in Link's way]] as he attempts to [[GottaCatchEmAll [[GottaCatchThemAll deposit six crystals in the palaces throughout Hyrule]] and [[BrokenBridge open the path]] to [[TheVeryDefinitelyFinalDungeon the Great Palace]], where the Triforce of Courage is kept...
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* NewGamePlus: 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. The "Special" version on the Switch NES collection actually ''starts'' you in a New Game Plus, and the Game & Watch 35th Anniversary edition also allows you do so with a secret input.

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* NewGamePlus: 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. The "Special" version on the Switch NES collection actually ''starts'' you in a New Game Plus, and the Game & Watch 35th Anniversary edition also allows you do so with a secret input.
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Crosswicking

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* AwesomeButImpractical: The Thunder spell does heavy damage to every enemy on screen. But the cost for the spell is extremely high -- with a fully leveled magic power and fully extended magic meter, one casting of Thunder still drains half your magic. And this is ''Zelda II'', where you'll be needing that magic for healing.


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* ManaBurn: Glowing floating skulls drain magic from Link upon contaxt. Link has no items that are usable outside the overworld map, so all his extra-super powers require mana to use. In addition, the skulls do ''just'' enough damage that if you have full life to use the sword beam, you can't anymore. They can be killed and give a lot of XP for early dungeon enemies, but they require a ''lot'' of hits, even with the highest attack power.


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* SaveGameLimits: Like in the first game, upon saving you begin at the starting point, though you keep all your progress in every other way. The starting point in this game is North Palace, where Princess Zelda is sleeping. Also, saving adds a death to your death count. Since you can already save whenever you die, the save function (which you need a second controller to use) is essentially a suicide code. However, this game also has one exception in the final dungeon, the Great Palace, likely due to its distance from the start and the fact that it's also behind a stretch of some of the most NintendoHard terrain there is, filled with invisible DemonicSpiders hovering over pits of death and so forth. So if you die in the last dungeon, you'll restart at its entrance. '''(AOL)'''
* SaveThePrincess: A unique case, as Link has to help another Princess Zelda wake up from a spell that causes her to sleep eternally in the North Palace. She remains safe otherwise. '''(AOL)'''


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* TrickedOutGloves: The Handy Glove allows you to break blocks with your sword in dungeons. It is located in Midoro Palace.
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* GeorgeLucasAlteredVersion: To avoid triggering epileptics, all ports and rereleases of the game remove the rapid flickering effects seen in the NES original when certain spells are cast, bosses are defeated, or Link is killed, and replace them with a single solid color.
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False. There are no keys in the dungeon besides the ones dropped by the Rebonacks or Volvagia. Here's the proof: http://nintendoforever.free.fr/Nes/Zelda2TheAdventureOfLink/Zelda2_Soluce/Zelda2_12Niveau6_Plan.php?lang=en (and I also know by experience, because the first time I played the game I didn't know where Kasuto was, so I had to use the Fairy spell to bypass the locked doors and clear it; I didn't find Kasuto or the Magic Key until AFTER I beat the dungeon)


** Finding the Magic Key is a bit of a GuideDangIt, but it is completely optional; the Three-Eyed Rock Palace still contains enough ordinary keys for you to complete it the typical way, and the Great Palace has no locked doors at all.
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** Finding the Magic Key is a bit of a GuideDangIt, but it is completely optional; the Three-Eyed Rock Palace still contains enough ordinary keys for you to complete it the typical way, and the Great Palace has no locked doors at all.
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** This is also the reason why jumping in and attacking shield-bearing enemies in the head is so effective. Baddies like Ironknuckles and Lizalfos are programmed to immediately guard low whenever you duck, and jumping briefly makes Link crouch before he leaps upward.

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** This is also the reason why jumping in and attacking shield-bearing enemies in the head is so effective. Baddies like Ironknuckles and Lizalfos are programmed to immediately guard low whenever you duck, and jumping briefly makes puts Link crouch before into a crouching position while he leaps upward.
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* NoobCave: The cave leading to Parapa Desert, where the first main dungeon (Parapa Palace) awaits, serves this role. Without the Candle, which is obtained in the aforementioned palace, visibility will be reduced as the cave is naturally dark. Luckily for Link, the threat level is minimal.

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* NoobCave: The cave leading to Parapa Desert, where the first main dungeon (Parapa Palace) awaits, serves this role. Without the Candle, which is obtained in the aforementioned palace, visibility will be reduced as the cave is naturally dark. Luckily for Link, the threat level is minimal.minimal (one measly Lowder, whose skittering can be made out even in the darkness).
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Disambiguating/moving pages. Consensus received from this thread.


* AnimatedAdaptation: The [[WesternAnimation/TheLegendOfZelda cartoon series]] used elements from this game (though it notably does not include the Triforce of Courage in any way), and the ''WesternAnimation/CaptainNTheGameMaster'' episode "Quest for the Potion of Power" was largely based on it.

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* AnimatedAdaptation: The [[WesternAnimation/TheLegendOfZelda [[WesternAnimation/TheLegendOfZelda1989 cartoon series]] used elements from this game (though it notably does not include the Triforce of Courage in any way), and the ''WesternAnimation/CaptainNTheGameMaster'' episode "Quest for the Potion of Power" was largely based on it.
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Crosswicking

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* SeeTheInvisible: The Cross, located in th penultimate dungeon, allows Link to see and fight invisible enemies.


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* ShieldBearingMook: Iron Knuckles can raise their shields to block most of Link's attacks and can only be harmed from the front when these are lowered.


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* ThrivingGhostTown: The game tries to avert this by depicting towns with houses that serve no plot or game purpose and where {{Non Player Character}}s are constantly walking past you and off screen. However, there are still a small number of character sprites and most of the extra {{Non Player Character}}s just [[WelcomeToCorneria repeat the same generic dialogue]].


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* TheVeryDefinitelyFinalDungeon: The role is filled by the Great Palace and is the longest level in the game, big enough for you to get lost. To get to it, you have to travel through a lava-strewn terrain, which only exists in that one part of the world. The Great Palace also has unique music, unlike the previous six dungeons which all had the same music. Also if you lose all your lives there ([[NintendoHard which is very likely to happen]]) you will begin your quest again from the entrance instead of all the way back at the start of the game. It is the only dungeon to feature this trait.

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** This is also the reason why jumping in and attacking shield-bearing enemies in the head is so effective. Baddies like Ironknuckles and Lizalfos are programmed to immediately guard low whenever you duck, and jumping briefly makes Link crouch before he leaps upward.



** AIBreaker: This is also why jumping in and attacking shield-bearing enemies in the head is so effective. Baddies like Ironknuckles and Lizalfos are programmed to immediately guard low whenever you duck, and jumping briefly makes Link crouch before he leaps upward.
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** AIBreaker: This is also why jumping in and attacking shield-bearing enemies in the head is so effective. Baddies like Ironknuckles and Lizalfos are programmed to immediately guard low whenever you duck, and jumping briefly makes Link crouch before he leaps upward.
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** 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. (However, this does ''not'' apply if you save and quit. Better set some time aside once you get there if you aren't playing on Virtual Console.) Also, if you die fighting Link's Shadow, therefore having already beaten Thunderbird, you do not have to fight Thunderbird again. This isn't done for the sake of kindness but for a technical reason, however: The original version on the Famicom Disk System had the Great Palace on Side 1 of the disk while the majority of the game was on the second side, so the checkpoint was implemented to avoid forcing a disk swap when you ran out of lives.

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** 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. (However, this does ''not'' apply if you save and quit. Better set some time aside once you get there if you aren't playing on Virtual Console.) Also, if you die fighting Link's Shadow, therefore having already beaten Thunderbird, you do not have to fight Thunderbird again. This isn't done for the sake of kindness but for a technical reason, however: The original version on the Famicom Disk System had the Great Palace on Side 1 of the disk while the majority of the game was on the second side, so the checkpoint was implemented to avoid forcing a disk swap when you ran out of lives. Retaining this in the NES version, though, is at least an accidentally nice thing for the game to do.
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Crosswicking

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* NewWorldTease: The Great Palace, with its golden tiles and music if you were unfortunate enough to have marched all the way up there without having placed all the crystals in their corresponding spots. Or even unlocked the penultimate palace (let alone gotten the item from there, which would have made the trip to the Great Palace much easier).
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** There are plenty of good places to grind for experience late in the game, but one of the better ones you can access earlier on is the large prairie across the eastern sea. The Tektites you find there are only vulnerable to the Fire spell, but they give 50 experience points each, go down with a reasonable amount of hits, and every sixth one you kill drops the best goodies; either a red potion or a 200-point XP bag. What's more, the town of Nabooru is just a few paces away, so your life and magic can both be refilled in a snap.

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** There are plenty of good places to grind for experience late in the game, but one of the better ones you can access earlier on is the large prairie across the eastern sea. The Tektites you find there are only vulnerable to the Fire spell, but they give 50 experience points each, go down with a reasonable amount of hits, and every sixth one you kill drops the best goodies; either a red potion or a 200-point XP bag. What's more, the town of Nabooru is just a few paces away, so your life and magic can both be refilled in a snap. It's even easier to farm Tektites for XP in the FDS version, as they can still be killed with your sword.
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* PointOfNoReturn: Once you've removed the barrier and descended down into the Great Palace, you're locked in until you either beat the game or get a GameOver. Trying to go back up leave the final dungeon reveals that the barrier has reappeared, and you cannot dispel it from the inside.

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* PointOfNoReturn: Once you've removed the barrier and descended down into the Great Palace, you're locked in until you either beat the game or get a GameOver. Trying to go back up again and leave the final dungeon reveals that the barrier has reappeared, and you cannot dispel it from the inside.

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The game has been readily available for much of its lifetime: it was ported to the [=GameCube=] in ''The Legend of Zelda Collector's Edition'', the Game Boy Advance as part of the ''NES Classic'' series, has been released on every iteration of the Virtual Console, and is available to play within the Nintendo Entertainment System - Nintendo Switch Online service. Additionally, it was announced on June 15th, 2021 that [[https://www.youtube.com/watch?v=5jp_9gv_N8c a special version of the]] UsefulNotes/GameAndWatch system containing this game, its [[VideoGame/TheLegendOfZeldaI predecessor]], ''VideoGame/TheLegendOfZeldaLinksAwakening'', and a Zelda-themed version of the Game & Watch game Vermin will be released to commemorate the series' [[MilestoneCelebration 35th anniversary]], and was released in November of 2021. This release also contains the European and original Japanese versions of all three games.

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The game has been readily available for much of its lifetime: it was ported to the [=GameCube=] in ''The Legend of Zelda Collector's Edition'', the Game Boy Advance as part of the ''NES Classic'' series, has been released on every iteration of the Virtual Console, and is available to play within the Nintendo Entertainment System - Nintendo Switch Online service. Additionally, it was announced on June 15th, 2021 that [[https://www.youtube.com/watch?v=5jp_9gv_N8c a special version of the]] UsefulNotes/GameAndWatch system containing this game, its [[VideoGame/TheLegendOfZeldaI predecessor]], ''VideoGame/TheLegendOfZeldaLinksAwakening'', and a Zelda-themed version of the Game & Watch game Vermin will would be released to commemorate the series' [[MilestoneCelebration 35th anniversary]], and was released which came to fruition in November of 2021. This release also contains the European and original Japanese versions of all three games.


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* PointOfNoReturn: Once you've removed the barrier and descended down into the Great Palace, you're locked in until you either beat the game or get a GameOver. Trying to go back up leave the final dungeon reveals that the barrier has reappeared, and you cannot dispel it from the inside.
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Crosswicking

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* ExpansionPackWorld: The game begins in ''North'' Hyrule, a region directly north of where the first game occurred. Death Mountain, located at the extreme north of the map in the first ''VideoGame/TheLegendOfZeldaI'', is now located at the extreme south, and two additional continents come into play.

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