Zelda II - The Adventure of Link Video Walkthrough - Part 3
Part 3 of Zelda II, where we prepare to tackle Death Mountain. \n\nCommentary:\n0:01 - When you're finished with a palace (you place the crystal and get the item), it turns to stone so you can't go back.\n0:07 - Ahhh, much better. I still get hit, though.\n0:35 - This is the cave with the trophy. It's possible to do this in the dark, but you don't need it, and those bats are dangerous when you can't see them. Honestly, they're also pretty dangerous when you -can- see them.\n1:09 - Now to take this to Ruto...\n1:47 - I don't know how I missed her the first time (or when I was in Rauru), but every town also has a granny who can refill your magic. I -really- don't want to know how she does it.\n2:13 - Now you can go into the house, and...\n2:35 - Jump Magic! This lets you...um...jump higher. It's expensive now, but gets as cheap as 8 Magic Points later on (no other magic gets cheaper than 16). Now to that cave to the south of here.\n3:57 - 4 is a good attack level. Next priority should be Life, since without it, you really get hammered. \n4:25 - Surprise! The red bats land and breathe fire. Or, in Zelda speak, Vires. The bats are Keeses. I could have that backwards, but who cares? Bats and Bat-Men works.\n4:32 - You need Jump Magic to get up here.\n4:37 - This is Swampland. You're slowed down walking through it. And of course there's something in the forest there. A fairy\n4:50 - If you hit an enemy at the same time as you enter a "special square", you get the enemy encounter instead. This can be very good (you skip an irritating special enemy) or irritating (it's a square with an item). This is a square with an item. You can always just leave the square and come back, though. What's the item, you may ask?\n5:08 - A 1-up! Be careful with these, they do not respawn. Ever. I decide not to get it right now...\n5:24 - Okay, I skipped a bit. You're supposed to go to the town over there, find out you can't cross the river, then come up here, find a bunch of irritating non-random encounters, then eventually find this place. Don't. There's no need. Just go straight here, and remember to go in from the top to avoid the enemy squares that surround this place in all other directions.\n5:36 - No idea why Bagu's note helps you get across the river, but you need it, so take it.\n5:57 - This cave has a 200 XP bag. None of the XP bags respawn after you get them. For the record, Red Jars and Faeries do. \n6:43 - Level up decisions can be tough sometimes.\n6:49 - Notice my spells are a little bit cheaper now.\n7:50 - On second thought, I decide to snag that 1-up now, since I stupidly died on Horsehead. You may want to save them for later to stock up before a tough dungeon (there's 4 on the map, plus 2 in palaces)\n8:04 - Once Shield costs 16 (1 block), it's a good idea to cast it whenever a blue jar drops. Of course, when a red jar drops, cast everything you can.\n8:20 - These flying skulls are a pain. They shoot rocks, come out of nowhere, and if they hit you, cost you XP. Be very careful around them if there's pits.\n8:45 - P-bag in here. 100 pointer. Magic level up, note Jump is cheaper now.
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