/¯¯¯¯¯¯/ |¯¯¯¯¯¯| |¯¯| |¯¯¯¯¯\ /¯¯\ |¯¯¯| /¯¯¯¯¯\ ¯¯¯/ / | |¯¯¯ | | | |¯¯\ | / /\ \ \ / / /¯¯¯¯ / / | ¯¯¯| | | | | | | | | | | | / \ ¯¯¯¯\ / / | |¯¯¯ | | | | / | | ¯¯ | ¯ ¯¯¯/ / / ¯¯¯/ | ¯¯¯| | ¯¯¯| | ¯¯ / | |¯¯| | /¯¯¯ / ¯¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯ ¯ ¯ ¯¯¯¯¯¯ A D V E N T U R E FOR CD-I FAQ/WALKTHROUGH & GAME INFO Version 0.1 By Tempest of Shadows thoul@vgws.com »»»»»»»»»»»»»»»»»»»»»»» TABLE OF CONTENTS »»»»»»»»»»»»»»»»»»»»»»» A. Updates B. Legal Jazz, Credits C. Introduction D. Note on Terms and Names E. Controls and Menu Screens F. Battles G. Walkthrough (with Story & Cutscenes) H. Treasures I. Weapons J. Major Characters K. Major Places L. Enemies M. Game Credits N. Supplemental Information O. Contact Info »»»»»»»»»»»»»»»»»»»»»»»» SECTION A: UPDATES »»»»»»»»»»»»»»»»»»»»»»»» The most recent version of this document is available on my personal website. Check the Legal Jazz section of this document for more information. 12/08/2001 - Version 0.1 The very first release of the file. Introduction, Legal Jazz, Game Credits, Controls and Menu Screens, Supplemental Information, Contact Info sections complete. Treasures, Weapons, Major Characters, Major Places, Walkthrough, Enemies sections started. Walkthrough complete through first boss. »»»»»»»»»»»»»»»»»»»»»»»»»»» SECTION B: LEGAL JAZZ »»»»»»»»»»»»»»»»»»»»»»»»»»» This document is © 2001 Jeremy Rogers (aka Tempest of Shadows), all rights reserved. Zelda's Adventure is copyright 1995 Nintendo and Philips. Zelda is a registered trademark of Nintendo, licensed to Philips for this game. Zelda's Adventure was produced by Viridis Corporation in association with Philips Interactive Media, and made in E.U. (Europe, I guess?) As of this version, the only sites that have permission to post this document are the following: My personal site: http://www.cyborg-central.com/~pd/ GameFAQs: http://www.gamefaqs.com That's it; no one else can post this document without asking for my permission first. If you do want to post this document on another site, feel free to ask; in most cases, I'll grant permission as long as the document is kept intact. Please provide the address of the site you want to post the document on when asking, though. The most recent version of this document is available on my site, in either the "Jazz" or "Zelda" section, depending on which section exists. This site is on a server that does not have a permanent connection as of this writing, so if you try to go to the site and see some sort of "not available" message, try again at another time of day. CREDITS Shrine maps are presented in a format based on Col. G. L. Sicherman's Zelda 1 dungeon maps, which can be found in the Crude ASCII Maps section of Col. G. L. Sicherman's website: http://www.monmouth.com/~colonel/ That format looks a lot better than what I was able to come up with on my own. »»»»»»»»»»»»»»»»»»»»»»»»»»»»» SECTION C: INTRODUCTION »»»»»»»»»»»»»»»»»»»»»»»»»»»»» Zelda's Adventure (referred to as ZA in the rest of this document) is the third of three Zelda games licensed but not produced by Nintendo for the Philips and Mangavox CD-I systems, and is also perhaps one of the least known Zelda games. Most people have never heard of, much less played, this game. In order to understand why this is so, let's take a moment to look at the first two Zelda games for CD-I systems. Those games, released simultaneously early in the CD-I systems' life, were called Zelda: Wand of Gamelon and Link: Faces of Evil. Both games used similar concepts and game engines, and are side-scrollers somewhat reminiscent of Zelda II: The Adventure of Link. Most people who have played those two games also hate them very much. That's why ZA is not very well known; because the CD-I was not the most successful of game systems and the game's predecessors were not popular, ZA itself was not publicized as well as most Zelda games. The fact that the game was not made by Nintendo didn't help much, either. The game didn't have the opportunity to flourish in the spotlight, and it's extremely difficult to find anyone who has seen it, much less actually *played* it. Unlike Wand of Gamelon and Faces of Evil, ZA is a top down view game in the style of the original Legend of Zelda and A Link To The Past. The game feels much more like a traditional Zelda game than the other CD-I games, and features a mix of 2-D sprites and live action, complete with voice acting and cutscenes. There is another twist that sets ZA apart from all the other Zelda games (except Wand of Gamelon): this time around, Princess Zelda has to rescue Link! Here's the manual's introduction to the story: "It is the Age of Darkness. "The evil Gannon has captured the young hero Link. Only Princess Zelda can rescue him. Her journey will be difficult, filled with many challenges and mysteries. Armed only with the advice of the wise court astronomer Gaspra, and the guidance of shurmak, Zelda must set out on her journey deep into the uncharted southeastern region of Hyrule known as Tolemac. Before she begins, Gaspra warns her that the only way to save Link is to collect the seven celestial signs that Gannon has stolen and that she must overcome one final obstacle: Gannon himself. Once she succeeds, she gains the knowledge and strength to rescue Link and brings the magical land of Hyrule into the Age of Lightness." »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»» SECTION D: NOTE ON TERMS AND NAMES »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»» ZA contains very little text. Most dialogue in the game is represented only by actual speech. Unfortunately, some of that speech can be hard to understand. As a result of this, some names in this walkthrough may be close to the actual name, but incorrect. If any ZA players out there believe they have a better interpretation of any name, feel free to let me know about it. Also, names are not provided for most items or enemies. In these cases, I have to make up names myself. When appropriate, I will use traditional names from the Zelda series (e.g., mobilin, leever), as many of the enemies appear to be the traditional Zelda monsters. TERMINOLOGY: Throughout this document, the following terms are used. Definitions are provided here for those not familiar with the Zelda series or ZA. ZA: Zelda's Adventure. Tolemac: The land in which ZA takes place. Overworld: All parts of Tolemac that are not underground. Underworld: All parts of Tolemac that *are* underground. Shrines: Dungeons. These are part of the Underworld. Gannon: Traditional final boss of the Zelda series. Gannon's name is often spelled as "Ganon." While I personally prefer the spelling with one "n," all instances of his name in ZA use the original spelling from The Legend of Zelda, which is "Gannon." »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»» SECTION E: CONTROLS AND MENU SCREENS »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»» The design of my CD-I controller is very similar to that of a standard three-button Sega Genesis controller. There are many different designs and versions of the CD-I system, so your controller may be different from mine. Only the first two buttons and the standard directional pad (which looks like a big +) are intended for use in ZA. Button One is used to attack enemies, use items, and make selections. You can only attack after you have obtained a weapon. Button Two can be used to open and close the Inventory screen. The directional pad is used to move Zelda around the screen. When Zelda touches the right, left, top, or bottom edge of the screen, she moves to a new area, much like Link does in The Legend of Zelda. The directional pad is also used to pick up items by making Zelda walk on or near the item. THE MAIN MENU: |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | | | ZELDA | | | | EMPTY | | | | o EMPTY | | | |____________________________| | | ________ ~~~~~~~ | | | PLAY | / EXIT / | | ¯¯¯¯¯¯¯¯ ~~~~~~~ | | ________ ________ _____________ | | | CREATE | | DELETE | | HOW TO PLAY | | | ¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯ | |___________________________________________| The above is a fairly decent ASCII reproduction of the Main Menu. The ~'s in this and later menu reproductions are intended to represent a scroll graphic, as opposed to the rectangular buttons used for the other selections. The "o" in the above menu represent a light that indicates that line is selected. You can have up to three games saved on the CD-I's memory at one time. Each save is represented in the Main Menu by a name (e.g., Zelda in the above example). "EMPTY" appears if a slot does not have a save. To start a new game, click EMPTY, and then click CREATE. You will be prompted to name the game; you may click DONE to return to the Main Menu. To play a game, select it by clicking the name, and then the PLAY button. Selecting a game and clicking the DELETE button, and holding it down for three seconds will delete that game and it's save. Clicking the HOW TO PLAY button will offer some instructions for the game. If the EXIT scroll is clicked, the game credits will play, and then you will exit ZA, returning you to the CD-I system's menu. THE INVENTORY SCREEN: |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | ~~~~~~~ ~~~~~~~ | | | MAP | / EXIT / | | ~~~~~~~ ~~~~~~~ | | _________ | | |TREASURES| O-# | | ¯¯¯¯¯¯¯¯¯ | | |¯| |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯| |¯¯|| | |<| | (BOX A) | |>| ¯¯ | | |_| |___________________________| |_| |¯¯|| | | WEAPONS | | || | |¯| |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯| ¯¯ | | |<| | (BOX B) | |>| | | |_| |___________________________| |_| | |___________________________________________| The Inventory screen displays items Zelda has collected and has available for use. "BOX A" contains graphics of treasures Zelda is able to use, while "BOX B" contains graphics of weapons. On each side of these boxes are arrow buttons for use in scrolling through the lists. The O-# symbol is a key, and the smaller box below it shows the number of keys collected. The larger box below the key symbol shows the currently equipped treasure or weapon. The MAP scroll here functions differently depending on Zelda's current location. If Zelda is in the Overworld, then the map shows areas of the Overworld that Zelda has already explored, with a white square representing Zelda's current location. When Zelda is in a shrine, the map shows portions of the shrine Zelda has explored. If Zelda finds an Underworld Map item in a shrine, then the map will show all the rooms in that shrine. Finding a Compass in a shrine makes the shrine's treasure room appear as a blue square on the map. The EXIT scroll, when clicked, brings up a sub-menu with three choices: SAVE & QUIT, QUIT WITHOUT SAVE, and RETURN TO GAME. Those are fairly self- explanatory. THE GAME SCREEN: The game screen shows the areas Zelda is exploring at any given time. Many things will appear in this area: monsters, people, items, and Zelda herself. In the upper right corner of the screen you'll see Zelda's Heart Meter. Just like in classic Zelda games, Zelda's life is represented by the Heart Meter, which can be increased by finding Heart Containers. Heart Containers can be found by completing shrines, and four other Heart Containers are scattered around Tolemac. If Zelda is hurt by an enemy or an attack, she'll lose some life from her Heart Meter! Fortunately, defeating some enemies cause them to drop Little Hearts, which can restore that life. If Zelda's Heart Meter gets completely empty, she'll die. Dying in the Overworld will place Zelda at Vision Henge, and dying in a shrine will place Zelda at the start of that shrine. In the upper left corner of the game screen, Zelda's current number of rupees is shown. This number will rise and decrease as Zelda picks up rupees dropped by enemies, buys items, or uses magic. »»»»»»»»»»»»»»»»»»»»»»»» SECTION F: BATTLES »»»»»»»»»»»»»»»»»»»»»»»» Most battles in the game involve minor enemies, and are just a matter of your typical hack-and-slash action. There are some exceptions, and this section focuses on general strategies that will help you overcome your enemies. Strategies for boss fights are included in the walkthrough section. Any strategies in this section apply to all instances of fights with a particular type of enemy. GENERAL STRATEGIES -Use the layout of the land to your advantage. If there are trees on the screen, use them to keep the enemies way from you while you attack. This works really well on Mobilins early in the game. -On some screens, Zelda and her enemies can move under obstacles that block your view, such as treetops. Be careful in these cases, because some enemies will use this to *their* advantage! Keep Zelda away from these danger zones as much as possible. ENEMY SPECIFIC STRATEGIES Peahats: Early in the game, Zelda's not strong enough to defeat the few groups of Peahats you find without taking some serious damage. The Peahats have a long range attack that can change it's course, making it easy for them to hit Zelda. Avoid them when possible, as they aren't in vital areas. Goriyas: While not as dangerous as Peahats, Goriyas also have a long range attack: they throw boomerangs that can fly to the other end of the screen and return. The boomerangs are easier to avoid, but keep an eye on them while fighting Goriyas. »»»»»»»»»»»»»»»»»»»»»»»»»»»» SECTION G: WALKTHROUGH »»»»»»»»»»»»»»»»»»»»»»»»»»»» This walkthrough begins after one has just created a new game file and chosen to play it at the main menu. I'm including the game dialogue where possible and useful, so that this document can serve as a script of sorts for ZA. First, the Zelda's Adventure logo appears, with a lone tower in the background. After the logo disappears, the view closes on the tower's only window, which is near it's top. The view then switches to the inside of that room at the top of the tower. Here, we see an elderly man sitting at a desk and looking through a telescope that is pointed out the window. This is Gaspra. GASPRA: There will be no more viewing tonight. [Gaspra turns from the telescope, picks up a quill, and writes something we are not shown. Lightning flashes, and Gaspra puts the quill back in it's inkwell. He picks up a nearby scroll and opens it. It reads: "Gannon, Lord of Darkness, has taken over Tolemac. He has stolen the treasured celestial signs & captured Link! Make haste!" ] GASPRA: Ah! The scroll of Shurmak, bearer of sad news these many years ago. And so it was that Gannon, Lord of Darkness, had taken over Tolemac. He had stolen the treasured celestial signs and captured Link! A brave warrior would have to be found to face this evil monster. [Fade out. Fade in on a large crystal that is sitting on Gaspra's desk. An image of Zelda is in the crystal. Gaspra passes his hand over the crystal, and the screen fades out. When the screen fades back in, Gaspra stands, with his back to the camera, before Zelda. Zelda's head is bowed. As Gaspra speaks to Zelda, he places a pendant around her neck and then backs out of view.] GASPRA: And so I found this champion of strength and courage. It is you, Princess Zelda. With this magic pendant, go forth and with each sign you gather, so too will you gain knowledge. Find your magic wand. Use it wisely and listen to your allies along the way. Go new my princess, restore the celestial signs and rescue Link! [Fade out.] OVERWORLD, PART I Treasures: Wand, Firestorm, Calm, Dagger, Candle, Magic Shield, Ladder Enemies: Goriyas, RockHeads, Peahats, Mobilins, Mobys, Deelers When the screen fades back in, the game has switched to the overhead view style of the first Zelda game, and the player has control of Zelda. Zelda herself is standing on a platform at the center of the screen. This screen is known as Vision Henge, and if Zelda dies in the Overworld or you save and quit in the Overworld, Zelda will be returned to this spot. From here, go left one screen. You'll see some sort of stone monument. The eight screens directly around Vision Henge contain several of these monuments, and no enemies. Remember that, so that you can easily retreat to this area, which I'm dubbing Safe Haven, if you have problems fighting enemies early in the game. On this screen, you'll hear a voice: SHURMAK: I am Shurmak, your guide. I have known you since you were a child. You were given a difficult challenge. You will have to go far and overcome great danger. Stay calm and use your knowledge and strength to defeat your enemies. Remember what you learn along the way and persevere. Go now to the one who has a bed, but never sleeps, where by his side, the red willow weeps and to it's mouth that never speaks. This is your introduction to Shurmak, likely the same person who sent the Scroll of Shurmak to Gaspra. Shurmak's voice sounds female to me, so henceforth Shurmak is a she. She's obviously given you a riddle regarding your first major destination. Make a note of it and keep your eyes open for a red willow tree, but otherwise don't worry about the riddle right now. Go right one screen, back to Vision Henge. Go up one screen and right one more screen, then stop to listen again. SHURMAK: Zelda! Zelda! Do not roam unprotected. Look nearby for something to aid you. That sounds like a good idea, but there's nothing on this screen. Go down one screen instead, and you'll find something. Zelda's magic wand is lying on the stone at the left side of the screen. Walk over to it to pick up the wand. The wand is automatically equipped, so give it a few test swings. Now that you're armed, I suggest that you wander around the screens immediately surrounding Safe Haven until you're a little comfortable with Zelda's attacking range and movement abilities when under fire. I'm going to continue the walkthrough from this screen, however, so return here if you do decide to wander a little. Go right one screen. Here we find three Goriyas. As is typical of these humanoid rat-like creatures, Goriyas are armed with boomerangs. They can throw these boomerangs the entire length of the screen, so be careful of their range. Kill all three of these monsters, and then stop to look at the sign on the left side of the screen. It reads "Mobilin Inn," and is pointing to the northeast. Hmm, sounds like a clue! Go up one screen and kill the four RockHead enemies you find here. Look at your rupee indicator in the upper left of the screen. Do you have at least 5 rupees? If not, head left to kill more enemies and then return to this screen. If you do have 5 rupees, head right to find the inn that sign was pointing toward. When you enter this screen, a woman standing beside the inn speaks to you. WOMAN: Oh fair princess, pity a suffering creature exiled from great Windage. I ask only enough for a single meal for my children who hunger and are chilled by the wind. Zelda's known for being a compassionate and caring princess, so let's give the woman some rupees, even though we don't see any kids around. Go to the Inventory screen, and select the rupee in the Treasures box to equip it. Close the screen, and then use the rupees. The woman takes 5 rupees from you (food must be cheap), and drops an item. WOMAN: You will be blessed a thousand times a thousand fair princess. Pick up the item to receive your first magic spell, Firestorm. After you leave the screen and return, the woman will be gone. Go inside the inn through it's door. Here there are four people: the Innkeep behind the bar, a woman at the left side of the table, a large man in a red shirt, and another man at the right side of the table. On the bar is an open book with a C on it. The Innkeep speaks as soon as you enter. INNKEEP: Welcome to the Mobilin's Head Inn, my princess. You look dry. Have a cup of Andoor's cider on the house. Approach the book on the bar to discover the first shop in the game. When you get close to the book, a yellow "100" will flash above it. This is the price of the item. If you choose to buy it, equip rupees, go to the item so that the price is flashing, and use the rupees. You'll lose the amount of the price and gain the item. All shops in the game work in this manner. INNKEEP: I have a spell of Calm to sell, but it will cost you one hundred rubies. If you have 100 rupees (nevermind that the Innkeep says *rubies,* as he means rupees), go ahead and buy the Calm. Doing so gives you another magic spell. If you don't have the money now, you can come back for Calm later. Approach the man in the red shirt, and listen to what he says. Move away from him and approach him again. He'll say something different and give you the Dagger, another magic spell. There's a lot of these early on, isn't there? Approach the other man on the left side of the table. MAN: I'm so exhausted from my travels. If only I'd known to cross the chasm rift with a ladder, it would have saved me months. That's something to remember. Now go talk to the woman at the table. WOMAN: You look like an honest maid. Sit a moment. It is said 'those who go deep into the earth learn to overcome the sins of greed.' That may be true, but I do know this: a candle and a silver key can bring you bliss. Hurry on now, lass. Time's a'wasting. Another clue, eh? Leave the inn, as you're done here unless you return to buy Calm. If you return, the man in the red shirt will be gone. Now it's time to wander a little. You can earn the rupees for the spell of Calm if you like, or try out your new spells. At any rate, return to Vision Henge when you're ready to continue on with the walkthrough. Head three screens south from Vision Henge to the Forest of Ogban (conveniently marked with a wooden sign). You'll find several types of enemies in the forest: Mobilins (dog faced soldiers), Mobys (birds), Deelers (spiders), and Leevers. None of them have any specials attacks, so just kill them. From the forest entrance, head left one screen. Here is another shop, selling a Candle for 100 rupees and the Magic Shield spell for 500 rupees. Buy them if you wish, but you don't need them just yet. Head south for two screens. On this screen, you'll see a strange looking tree in the center area. It looks strange because there's a latter leaning on the tree! Pick up the ladder; after what you heard at the Mobilin's Head Inn, the ladder is bound to be a useful item. From here, head right two screens and down one. At the bottom right of the screen will be an old woman. No matter what she says, do not go anywhere near her! If you do go to her, she simply tells you not to trust anyone, including herself, and does one heart's worth of damage to Zelda. After giving the old hag a wide berth, go left one screen and down three. You can't miss what's special about this screen; there's a giant red willow tree here. There are also two caves. Recall Shurmak's riddle. The "mouth that never speaks" is a cave mouth, and the bed is likely bedrock. For now, avoid the lower cave. Enter the upper cave, and you've found the first dungeon, the Shrine of Earth. SHRINE OF EARTH Treasures: Compass 1, Map, Boots, Jade Ring Enemies: Vire, Sheepmen, Tektites Boss: Lort MAP: Key: /-\ /-\ |T| | | Room \-/ \-/ | T - Treasure room /-\ C - Compass |L| M - Map \-/ B - Boots ~ J - Jade Ring /-\ /-\ /-\ L - Boss Battle: Lort | +---+ +---+ | + - Normal door \+/ \-/ \-/ ~ - Energy barrier | /-\ /+\ |B+---+ | \+/ \-/ | /+\ | | \+/ | |--------------------| /+\ \|/ /-\ | | +---------+ | | Outside \+/ \+/ | | | | | /+\ /-\ /-\ /+\ /-\ /+\ /-\ | | +---+ +---+ +---+M+---+ | | +---+ | | \-/ \-/ \-/ \+/ \-/ \+/ \-/ | | | | /+\ | | |C| | These really long \+/ |<--- lines are the map | | jumps. /+\ /-\ | | +---+ | | \-/ \+/ | | | /+\ /+\ |J+---+ | \-/ \-/ In the first room of the Shrine of Earth, Shurmak will speak to you again. Listen, and then continue to right for the next room and a new voice: LORT: Do not come in here. You're not wanted. I am Lort, and this is my shrine, all mine! Ignore Lort, and approach the rift in the ground near the center of the room. Remember the man at the inn who spoke about using a ladder to cross a chasm rift? Equip the ladder and use it here. Walk across the ladder, which is now lying across the rift. You can't retrieve the ladder, so proceed to the next room, on the right. Enemies start appearing now; there are two Tektites here. Kill them, and then proceed to the right again. Kill two more Tektites in this room, and you'll be awarded with the dungeon's Map. From here, you have three choices. You can go up, right, or down. The right path leads to three Vire and a dead end. The north path is also a dead end, so go down. There's three Vire here, also; kill them, and the last one to die will drop Compass 1. Continue south, and kill two more Vire. Go right, and you'll find a Red Sheepman. He'll talk, but that's just a distraction. You can't do any damage to him yet, so hurry south before he hurts you. Here you find your first treasure chest. Apparently, even wooden boxes can talk in Tolemac. O_o The chest will drop the Jade Ring, a magic spell known for working quite well against those that protect greedy beings. Now is a good time to recall everything you've heard about greed up to this point in the game, as those things apply to this dungeon. Pick the Jade Ring up, equip it, and return to the previous room to kill that Sheepman, one of Lort's protectors. Now return to the room that had the treasure chest. The chest is now gone. Just to the right of where the chest used to be is a door to another room; it can be hard to see, but go through that door. There are no enemies in this room, so go through the door on the upper right to experience some really sloppy dungeon design. In the last room, you were near the bottom of the map, but now you've suddenly jumped up past two rooms to the middle right branch of the map. Weird but true, and it happens again a few rooms later, too. In this next room that you've just entered, there's a lone Vire to kill. Go right to find a Blue Sheepman, and again use the Jade Ring to kill it. Go back left, and then head up, left (there's that other map jump), and up. Kill the Vire here and head up again to kill some more Tektites. Once they're dead, be sure to pick up the Boots; you'll almost certainly need these later. Now go right again, and you'll notice right away that this room is very dark and hard to see. If you bought a Candle before entering the Shrine, you can use it here to increase the light level in this room to normal. However, since there are no enemies here, I recommend that you save the Candle for later use and just navigate the twisty tunnel of this room as best you can. The exit is on the upper left. In the next room, you'll meet Lort himself. He'll say a little something and then disappear. There's nothing else of interest here, so go right to find another empty room. Before proceeding, equip the Jade Ring again. When you're prepared, go right to find the last Sheepman in this dungeon; this time it's a yellow one. There's a barrier across the exit at the top of this room; stay away from it, and focus on the Sheepman. Killing him rids you of the barrier. Take a moment to catch your breath, and then head up for the first boss battle. One thing you should know before going ahead is that if you die in the Boss Room, you'll continue from the entrance to this room. BOSS BATTLE: LORT Attacks: Double Axe Throw Reward: 250 Rupees, First Celestial Sign This fight might take a while, but if you get Lort's movement and attack patterns down, it's really easy. Lort's only attack is the ability to throw two small axes. The axes always move away from Lort in an inverted V pattern, and he always faces the bottom of the screen, so they can be easy to avoid. Lort will also move around himself, typically moving from side to site with an occasional movement toward the center or top of the room. He usually only throws axes when he's on one side or the center of the room, so those are good times to move away from his frontal area. If Lort is near the top of the room, be sure that you're not standing in front of him, as he almost always throws axes up there. When Lort moves to the center area of the screen and starts moving from side to side, attack. The small map of the room below shows the positions from which Lort usually throws axes, represented by X. The > in the map represents a rock outcropping on the west wall. When Lort is moving from side to side in the middle of the room, there's a good place to stand just above and to the right of this outcropping. From there, you can hit Lort without fear of taking damage yourself. |----^----| |X X X| | | |> X | | | |----^----| Using the Jade Ring, it takes more than 29 hits to defeat Lort. I ran out of rupees, and had to hit him an additional seven times with Zelda's wand to finish him off. Given Lort's greedy nature (which should be apparent from his speeches) and what has been said in the game this far, the Jade Ring would logically be the best weapon/spell to use on Lort. That doesn't mean that it is, however; I have not yet tried other spells on him. THE FIRST CELESTIAL SIGN When Lort's dead, you'll automatically get 250 rupees. Fans of the traditional Zelda series will expect a heart container to appear on his death. It won't, so move through the door to the north that is now open. In this room, filled with gems, you'll find the first Celestial Sign sitting on a table. Approach it, and a cutscene will begin. [Closeup of the celestial sign, sitting on the table. It has the same design that can be seen on the face of the Compass and Map of the Shrine, and one of the monuments around Vision Henge. Zelda's hands reach out and pick up the sign. Shift to Gaspra, walking onscreen in front of a filled bookcase...] And now we have good news and bad news! Bad News: At this point, my copy of Zelda's Adventure, for which I paid over $100 on eBay (a good bargain, at the time), froze up. The disc was scratched, and this scene wouldn't play out. I tried it several times, repeating the dungeon each time, with no success. Of course, the "person" that sold it refused to co-operate. Good News: I eventually bought another copy that works beyond this point. Bad News: I'm going to have to play through this portion of the game again to continue after this point, so this is the end of the walkthrough for now! »»»»»»»»»»»»»»»»»»»»»»»»»» SECTION H : TREASURES »»»»»»»»»»»»»»»»»»»»»»»»»» The items that Zelda can find and use on her adventure are divided into two categories on the Inventory screen: Treasures and Weapons. Here I will list the items, quote the manual's description of the items, and tell a little more information, like where each item can be found. Before Zelda can use any item (yes, including rupees), you'll have to go into the inventory screen and select that item. When you exit the inventory, Zelda will try to use the item when you press Button One. If the item has no effect in the area, you'll hear a beep. IMPORTANT: Don't forget to change your equipped item back to Zelda's wand before going into the wilderness or after a boss fight. If you do, you might find Zelda dying while trying to use the wrong item! Candles - These are bought in shops for 100 rupees. Manual description: "Use candles to lighten dark rooms. Each candle may be used only once." Compass - One is found in each dungeon, usually by clearing a room of enemies. Obtaining the compass for a shrine causes the treasure room of the shrine to appear as a blue square on your map. Manual description: "When the shrines were first constructed, Gannon gave each shrine keeper a compass to the shrine he or she was to guard. These compasses have the power of teleportation, which is handy when you want to get to a shrine quickly." Harp - Haven't found this one yet. The Harp continues a tradition of the Zelda series: musical instruments that allow fast travel. Manual description: "The magical harp is known to also have the power of teleportation. It is rumored that, in shrines, it can be used to go back to the beginning of a shrine." Keys - Haven't found any yet, but they're probably in shrines. The number of keys you currently have can be seen on the Inventory screen. Manual description: "Use keys to open locked doors. To enter an open door, just walk up to it and go into the next room. Some doors lead nowhere; they are there to deceive you. When you have a key, you pass through and one key is subtracted from your inventory. Once a door is unlocked, it remains open for the rest of the game." Life Potion - Haven't found this one yet. Manual description: "(blue container) This potion restores Zelda to full life." Magic Shield - It's sold in a shop for 500 rupees. It also can't protect Zelda from boss' attacks. Manual description: "This shield has magical abilities to protect Zelda from enemy weapon attacks. Because it uses magic, Zelda must concentrate to make it work." Rafts - Haven't found this one yet. Manual description: "Ride a raft across water. If a raft is available, it appears in the location where it can be used, or it can be selected from the inventory screen. Walk onto the raft and it starts to move. You can walk around on the raft, but you can get off until it stops at its destination." Repellent - Haven't found this one yet. Manual description: "(bottle marked X) This scares away Swamp Zolas." Rupees - Ah, good ol' rupees. The traditional form of money in the Zelda series returns, but it's used a little differently than usual here. Players of The Legend of Zelda may remember that firing arrows used up one rupee per arrow in that game. ZA has a similar affect; see the Weapons subsection for more details. Rupees come in two denominations: Blue (worth 5 rupees) and Yellow (worth 10 rupees). Defeating some enemies, like bosses, may earn you more. Manual description: "(currency of Tolemac) Collect rupees by defeating monsters. When you have at least one rupee, it appears in your inventory. If you wish to buy an item, stand close to it so the price flashes. Select the rupee from your inventory screen. If you have enough rupees to purchase the item, click Button One and it appears in your inventory. The cost in rupees will be subtracted from your total. Also, some creatures may demand that you give them money to pass through a gate or take a boat ride." Vial of Wind - Haven't found this one yet. Manual description: "Creates wind to move the rafts when there is no breeze." The remainder of the Treasures aren't listed in the manual. Ladder - Found in a tree 5 screens south and 1 screen west of Vision Henge. Use it to cross the rift found early in the Shrine of Earth. Boots - Found in the Shrine of Earth. I haven't found a use for them yet. »»»»»»»»»»»»»»»»»»»»»»»» SECTION I : WEAPONS »»»»»»»»»»»»»»»»»»»»»»»» Check the start of the Treasures section just above this one for an important reminder about equipping Zelda's weapons and a breakdown of the item descriptions in this section. In truth, Zelda has only one weapon: the Wand. All the other so-called "weapons" are really a form of magic spells cast through the Wand and consuming varying amounts of rupees when used. The downsides to this are that it's very easy to run out of rupees in a boss fight and the only way to replenish Zelda's supply of magic is to spend some time killing more monsters. The Wand, which Zelda finds very early in the game, can be used in the same manner that Link uses a sword in most Zelda games: press Button One with the Wand equipped, and Zelda swings it in front of her, hitting anything within range. If Zelda has one of the magic spells equipped, then pressing Button One will cause two things to happen. First, Zelda will swing the Wand in front of her as normal. Second, the effect of the spell will appear on screen while the Wand is still swinging. This is always true unless the effect of the spell is already on screen; in that case, Zelda just swings the wand. Different spells will have different effects, of course. The Wand grows stronger as Zelda herself grows stronger. These are the spells Zelda can find or buy from NPCs: Boomerang - Haven't found this one yet. Manual description: "This is a good weapon when you need to hit something from a distance." Bow & Arrow - Haven't found this one yet. Manual description: "This spell shoots arrows at opponents or objects. Known for its speed and precision, it is a good weapon to use for hitting creatures and moving targets that are out of reach." Broadsword - Haven't found this one yet. Manual description: "This spell shoots flying swords at enemies. It is fairly strong and can be used against certain knights who fight with broadswords." Calm - It's sold at the Mobilin's Head Inn for 100 rupees. When used, a spread of three small whirlwinds is sent out in the direction Zelda is facing, and spread out as they travel. Requires 1 rupee to use. Manual description: "This spell has the power to calm the elements." Dagger- It's given to you at the Mobilin's Head Inn for free. When used, one dagger is fired in the direction Zelda faces. It's a lot like the old short-shooting effect in The Legend of Zelda, except it costs 2 rupees. Manual description: "This is a moderately weak spell, but it moves quickly through the air. The dagger was once used exclusively by the 'Great Magic Users' who now call the power of sound waves as a means of destruction." Feather - Haven't found this one yet. Manual description: "Aviana, the keeper of the Shrine of Air, lost one of her feathers while flying across Tolemac. Her feather can be used as a weapon, but Aviana fears that her own power could be turned against her." Firestorm - Give 5 rupees to the woman outside the Mobilin's Head Inn and this will be your reward. When used, it'll shoot a fireball in the four cardinal directions (N/S/E/W) around Zelda for 1 rupee. Manual description: "This spell uses the power of fire to attack enemies coming from many directions at once." Gold Necklace - Haven't found this one yet. Manual description: "Once owned by a knight, the necklace is used to call upon the powers of accuracy and fire. The necklace was stolen one day by a child who thought it could be sold for food and water." Hammer - Haven't found this one yet. Manual description: "This weapon is capable of smashing enemies with flying hammers." Jade Amulet - Haven't found this one yet. Manual description: "This is one of the most powerful weapons." Jade Ring - It's received from a talking treasure chest in the Shrine of Earth. A large, green, triangle shaped bolt of magic is fired in the direction Zelda faces. It uses 3 rupees. Manual description: "This rather weak weapon is known to work against those who protect the greedy." Joust - Haven't found this one yet. Manual description: "This weapon, similar to the broadsword, throws lances at enemies." Noise - Haven't found this one yet. Manual description: "This spell, similar to the weapon used by the 'Great Magic Users,' calls upon the power of sound. While rather weak, it is effective against creatures that are sensitive to sound." Pyros - Haven't found this one yet. Manual description: "This spell, once owned by a great keeper of reptiles, creates a wall of fire to protect you from attack." Rings of Fire - Haven't found this one yet. Manual description: "Using flame power, this spell is good for multiple hits of fire against the enemy." Roar Stick - Haven't found this one yet. Manual description: "This weapon works well against the larger creatures." Short Axe - Haven't found this one yet. Manual description: "This axe was owned by a woodsman. It was carried by the woodsman's canine friend who got lost in the woods one day." Turquoise Ring - Haven't found this one yet. Manual description: "A powerful, all-purpose weapon." »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»» SECTION J: MAJOR CHARACTERS »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»» These are the important people in ZA. Zelda - Our Heroine, the Princess of Hyrule. The female members of her family are traditionally kidnapped by Gannon, only to be rescued by Link (or his ancestors or descendants, depending on who you ask!). This time, it's Zelda's turn to shine! Gannon - Zelda and Link's ultimate enemy! Also known in other games as Ganon, Ganondorf Dragmire, the Prince of Darkness, and the King of Darkness. Gannon has captured Link and stolen the seven celestial signs that Zelda must recover. Link - The traditional hero of the Zelda series, Link (or his ancestors or descendants, depending on who you ask), has a history of rescuing Zelda and her family from Gannon's evil clutches. Link (or his ancestors... well, you get the idea!) is also known as the Hero of Hyrule and the Hero of Time. Gaspra - Hyrule's court astronomer. He sends Zelda on her quest and gives her helpful advice as the game proceeds. Shurmak - A disembodied voice that claims to have been watching Zelda since the princess' childhood. She provides advice to help Zelda on the quest. »»»»»»»»»»»»»»»»»»»»»»»»»»»» SECTION K: MAJOR PLACES »»»»»»»»»»»»»»»»»»»»»»»»»»»» These are the major areas and landmarks that Zelda will visit on her journey. Vision Henge - Zelda starts the game here, and will start here if she dies in the Overworld or you quit a game in the Overworld and continue the game later. Safe Haven - The screens immediately surrounding Vision Henge, and forming a square. There are no enemies here, and each screen contains a monument with a design that (presumably) matches each celestial sign. Shrine of Earth- The first shrine Zelda will explore. A red willow tree marks it's entrance. »»»»»»»»»»»»»»»»»»»»»»»» SECTION L: ENEMIES »»»»»»»»»»»»»»»»»»»»»»»» The following chart lists all the important information about enemies. Here's a rundown of the chart's columns: Name - The enemy's name, obviously. HM - Heart Meter, or the amount of damage an enemy can take, assuming that Zelda's wand does one Heart worth of damage. In other words, the number of wand hits needed to kill an enemy. AAI - Attack Artificial Intelligence - Some enemies will move to attack Zelda when they see her, whereas others will ignore Zelda or move in a predetermined pattern. If an enemy will try it's best to hit Zelda, it has AAI. Drops - The kinds of items an enemy is known to drop when killed. H stands for Hearts, Y stands for Yellow Rupees, and B for Blue Rupees. STR - Strength, or the amount of lie one hit from an enemy removes from Zelda's Heart Meter. Specials - Any special attacks or other unusual information. +-----------------------------------------------------------------------------+ | NAME | HM | AAI | DROPS | STR | SPECIALS | |------------------|----|-----|---|---|---|-----|-----------------------------| | | | | H | Y | B | | | |------------------|----|-----|---|---|---|-----|-----------------------------| | Deeler | 2 | X | X | X | X | 1/2 | | |------------------|----|-----|---|---|---|-----|-----------------------------| | Goriya | 3 | X | | X | | | Throws boomerang that has | | | | | | | | | range of full screen | |------------------|----|-----|---|---|---|-----|-----------------------------| | Leever | 2 | X | X | X | X | 1 | | |------------------|----|-----|---|---|---|-----|-----------------------------| | Lort | | | | | | 1 | Throws Lort's Axe | | | | | | | | | Drops 250 Rupees | |------------------|----|-----|---|---|---|-----|-----------------------------| | Lort's Axe | 0 | | | | | 1/2 | | |------------------|----|-----|---|---|---|-----|-----------------------------| | Mobilin | 3 | | X | | | 1 | | |------------------|----|-----|---|---|---|-----|-----------------------------| | Moby | 2 | X | | | X | 1 | | |------------------|----|-----|---|---|---|-----|-----------------------------| | Peahat | 3 | X | X | X | | | Spits rocks | |------------------|----|-----|---|---|---|-----|-----------------------------| | Rockhead | 2 | X | X | X | X | 1/2 | Moves by rolling | |------------------|----|-----|---|---|---|-----|-----------------------------| | Sheepman, Blue | 2 | | | X | | | Only harmed by Jade Ring | |------------------|----|-----|---|---|---|-----|-----------------------------| | Sheepman, Red | 4 | X | | X | | 1 | Only harmed by Jade Ring | |------------------|----|-----|---|---|---|-----|-----------------------------| | Sheepman, Yellow | 4 | | | | | | Only harmed by Jade Ring | |------------------|----|-----|---|---|---|-----|-----------------------------| | Tektite | 2 | X | X | X | X | 1/2 | | |------------------|----|-----|---|---|---|-----|-----------------------------| | Vire | 3 | X | X | X | X | 1/2 | | +------------------|----|-----|---|---|---|-----|-----------------------------+ »»»»»»»»»»»»»»»»»»»»»»»»»»»»» SECTION M: GAME CREDITS »»»»»»»»»»»»»»»»»»»»»»»»»»»»» These are the credits of the game, as listed on page 34 of the manual and the end of the game. The "Human Sprites" credits appear only in the game ending. Produced by VIRIDIS Producer..........................................Lee Barnes Director..........................................Anna Roth Production Executive..............................Steve Radosh Interactive Story Creation and Script.............Lee Barnes, Dave Cobb Anna Roth John Shannon Christoper Thompson Game and Technical Design.........................Lee Barnes Christopher Thompson Art Direction.....................................Michael Hagler Lead Software Engineering and Sprite Technology...Randy Casey Software Engineering..............................Micael L. Stein Eric Milota Gavin James World and Shrine Graphics.........................Pei Ling Lee Mark Rosenbluh Sandy Mar Character Graphics and Animation..................Scott Kravitz Deborah Campell Video Production..................................Jim Belcher Models and Prosthetics............................Jason Bakutis Zelda Theme and Interactive Music Score...........Mark Andrade Audio Design......................................Jim Belcher Wardrobe..........................................Patti Safian Amanda Farrant Photography.......................................Viridis Production Management.............................Janet Hahn Production Coordination...........................Diane Burns Susan Wassermann Casting...........................................Roxanne Rogers Human Sprites.....................................Mark Andrade Chris Angelli Jason Bakutis Sandeep Bhatia Deborah Campell Randy Casey Andy Davidson Myles Davies Ken Ellinwood Gavin James Dennis Kopp Pei Ling Lee Susan Lee Laura Manns Sandy Mar Eric Milota Patrice Paul Randy Picolet Mary Jo Reutter Michael L. Stein Jill Strawbridge Robin Sullivan Drew Topel Eric Wang Production Assistants.............................Myles Davies Richard Davis Raz Havardi James Bancroft Special Thank You.................................Annie Ward Center Theatre Group Patty Dufficy Gretchen Keene The Beings and Folk of Tolemac Zelda Makeup......................................Carlann Matz Zelda.............................................Diane Burns Annie Ward Gaspra............................................Mark Andrade »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»» SECTION N: SUPPLEMENTAL INFORMATION »»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»»» In addition to the information in this document, I have previously scanned portions of the ZA manual and posted them on my personal website. You can find the scans at: http://www.cyborg-central.com/~pd/ Other Facts: Tolemac, the setting for this game, is the reverse spelling of "Camelot," the legendary kingdom of King Arthur fame. »»»»»»»»»»»»»»»»»»»»»»»»»»»»» SECTION O: CONTACT INFO »»»»»»»»»»»»»»»»»»»»»»»»»»»»» If you have information to contribute to this document about anything I have missed or made a mistake on, feel free to inform me at thoul@vgws.com. I welcome any constructive comments that will improve this document or any future FAQs I might construct.