Zelda II 100% Completion Walkthrough15 chapters
- Starting the AdventureSave, North Castle, first Life level, Shield in Rauru, the Parapa Desert Heart Container and the way to Parapa Palace.
- Palace 1Enter the first palace, collect its four keys and the Candle, defeat Horsehead and place the first crystal.
- Ruto, the Trophy and the Jump SpellThe first Magic Container, the Trophy from the Tantari Desert cave, Jump in Ruto Town, then the caves.
- Saria and the Life SpellFind the Mirror in Saria, learn Life, follow the river guard, and walk on toward Death Mountain in Zelda II.
- Death Mountain and the HammerEnter the caves, take the Hammer from the lava room, and collect the Magic Container and Link Doll on the way to Mido.
- Mido Town, the Water of Life and the Fairy SpellLearn Downward Thrust in the church, get the Water of Life from Moruge Swamp and unlock the Fairy spell.
- Palace 2Reach the palace from the swamp, get the Handy Glove, beat Helmethead and place the second crystal in route order.
- Palace 3Reach it from King’s Tomb, use Fairy, get the Raft, find the P-Bags and keys, beat Rebonack and place the third crystal.
- Nabooru and the Fire SpellReach Nabooru from the eastern desert, learn Fire in the town basement, find the 500 P-Bag and reach Magic level 6.
- Darunia, the Kidnapped Child and the Reflect SpellLearn Upward Thrust, rescue the kidnapped child on Maze Island and get Reflect.
- Palace 4Enter with Reflect, find the keys and P-Bags, beat Carock by reflecting his waves, and place the fourth crystal.
- Palace 5The fake wall, the Flute behind Iron Knuckles, keys, Attack level 7 and the Gooma boss in this green-brick palace.
- New Kasuto, Old Kasuto and the Thunder SpellThe Magic Container, Spell and Magical Key in the hidden town, Attack 8, Thunder.
- Palace 6Reach the palace with the Flute, climb the red-brick floors, defeat Barba, and place the crystal at the statue.
- Final PalaceCross the Valley of Death, beat Thunderbird and Dark Link, and claim the Triforce of Courage for the ending.
| Covers | the dark cave south of North Palace (Magic Container 1), the Tantari Desert cave, Ruto Town, and the caves, shores and grass plains that lead on from Ruto |
|---|---|
| Palace | None in this chapter. Parapa Palace must be cleared first to open the Tantari Desert cave. |
| Rewards | Magic Container 1 of 4, Trophy (quest item, 1) and the Jump spell (1). No Heart Containers, Link Dolls or P-Bags are on this stretch. |
This chapter gets you the Trophy from a cave in Tantari Desert, trades it to the woman in Ruto Town for the Jump spell, and then carries you through the caves and shores that lead on. Jump lets Link reach ledges and gaps that a normal jump cannot clear.
Once Parapa Palace is cleared and its Crystal is placed, leave the palace and cross the sea-side overworld. The cave that holds the Trophy lies in Tantari Desert, and you can only enter it after Parapa Palace is done.


Table of Contents
The first Magic Container and the Tantari Desert cave
Enter the cave south of North Palace
On the way to Ruto, leave the road south of North Palace and enter the brown rock cave in the mountains by the water; it is dark, so you need the Candle from Parapa Palace to see. Stay on the ledges, since the floor drops away in places and the passages are narrow. Cut down the enemies that attack you and keep moving toward the far end of the cave.


Take the Magic Container
Lowders and Red Octoroks patrol the cave, so strike them when they pause and keep your shield up. On a ledge near the far end sits the first Magic Container. Pick it up and your magic meter gains one block, 16 more Magic Points. See Magic Container Locations.


Leave the cave, cross the grass plain and follow the road toward Ruto Town. A sign marks the way, and a few enemies cross the grass, so keep moving rather than stopping to fight each one.


Ruto Town: the trophy quest
Hear what the townsfolk say
On the first screen of Ruto Town, several townsfolk speak to Link. One says the Goriya of Tantari stole the town’s Trophy, and another tells you to find magic in a cave south of the castle. The Trophy is in the Tantari Desert cave north of North Palace: work through its ledges, beat the red Goriya that guards it, and take the Trophy back to town. Its boomerangs return toward Link, so jump over them or raise your shield, then attack when the throw is spent.



Bring the Trophy to the green-door house
Walk to the house with the green door. Inside, a woman tells you that you have saved the Trophy and asks you to come along. The Jump spell waits in a blue-brick room nearby.


Learn Jump from the old man in the basement
Go down to the blue-brick room, where a robed old man teaches you the Jump spell once you have the Trophy. He tells you that with this spell you can jump higher, and the spell is yours from that point on.


The Jump spell
How Jump works and what it costs
Jump makes Link leap higher and farther than a normal jump, so you can reach ledges and cross gaps that were out of reach before. The spell lasts only until you move to a new screen, so cast it again whenever you need it. Its cost depends on your Magic level: 48 MP at Magic 1, 32 MP at Magic 3, and 8 MP at Magic 8.


Caves and shores past Ruto
The cave south of Ruto
Head south out of Ruto Town into the brown rock cave. A brown Goriya with a boomerang and a blue spiky enemy patrol the floor, so keep your distance and strike when they stop to throw. Each enemy you defeat adds to your experience total.


Near the far end of the cave, a high cliff blocks the way out, and Jump is needed to clear it. (A running jump from the edge of the first ledge, then a second jump, can also make it without the spell but Jump is far safer.) A flying bat dives near the ledge, so time your leap to avoid it.


Shoreline, sea and wooden bridge
Once you are back in the open, cross the grass and the sandy coast toward the water. A red fire-like enemy waits at the shoreline, so deal with it before you move along the sand.


Continue into the shallows, where green stone totems stand along the sea route. Walk carefully between them and keep moving toward the land ahead.


Keep going until you reach a wooden bridge that spans the water. Walk across it, watching the white skull-like enemy that floats above the bridge.


Grass plain past the bridge
On the far side of the bridge, the grass plain stretches on, with a blue fire-like enemy above Link. Keep walking east along the plain and clear the enemies on the way, since the road continues through the grass toward Saria.


Chapter checklist
| Type | Name | Where |
|---|---|---|
| Magic Container | Magic Container 1 of 4 | Dark cave south of North Palace, on a ledge near the far end; the Candle lights the way |
| Quest item | Trophy | Tantari Desert cave, guarded by a red Goriya; take it to the Ruto Town house |
| Spell | Jump | Blue-brick room in the Ruto Town house, taught by the old man |
| Route hazard | High cliff | Far end of the brown rock cave south of Ruto; needs Jump to clear |
