================================================================================ === ZELDA: AMIDA'S CURSE === ================================================================================ Copyright 2025 Jaimas. Version 1.01 TABLE OF CONTENTS 1. An Introduction to Amida's Curse ................................. [Part 1] 2. Changes from Base Zelda II ....................................... [Part 2] 3. 100% Walkthrough ................................................ [Part 3] 4. Special Items .................................................... [Part 4] 5. Heart Container Locations ........................................ [Part 5] 6. Magic Container Locations ........................................ [Part 6] 7. Link Doll Locations .............................................. [Part 7] 8. Spells ........................................................... [Part 8] 9. Second Quest ..................................................... [Part 9] 10. Miscellaneous Legalese ......................................... [Part 10] 11. Contact Information ............................................ [Part 11] DISCLAIMER/FOREWARD: In this guide, I attempt to give a more-or-less complete guide to Zelda II: Amida's Curse, because it's an excellent game and I feel that it absolutely deserves some attention - and since ROM Hacks are not really the perview of the likes of GameFAQs, I'm going to put this on my own webzones so you can find the items you might be missing in your playthrough, or simply gain directions for where you may need to go. I hope this guide makes your adventure that much more enjoyable. REVISION HISTORY: 1.01 -- Original Launch version. ================================================================================ === CHAPTER ONE: AN INTRODUCTION TO AMIDA'S CURSE === ================================================================================ [Part 1] Amida's Curse is a ROM Hack for Zelda II by OKImpala. It's easily one of the best Zelda II hacks, featuring a number of unique ideas, an all-new soundtrack, new art style, and an all-new story. Despite not really having any new gameplay per se, Amida's Curse is stunning in what it's able to do with the existing game, changing the game fundamentally while also maintaining the parts that made the original so enjoyable. The story is an interesting one: One day, while exploring, Link finds himself drawn to a whole other world, known as Amida - and now, Link is trapped here. He must find his way home, but unbeknownst to him, there is a dark secret in this world that connects our hero to this land. OKImpala intentionally does not give too much away going in; the story is one the player much uncover as they go, told to them by dialogue from NPCs and also in some interesting bits of interactive storytelling all their own, which is a refreshing take on how Zelda II normally unveils its narrative. If you want the ROM Hack: https://www.romhacking.net/hacks/6292/ You'll need to furnish the Zelda II ROM and patch the IPS on your own. ================================================================================ === CHAPTER TWO: THE VARIOUS GAMEPLAY CHANGES === ================================================================================ [Part 2] Amida's Curse changes Zelda II's gameplay in quite a few ways, and while I will get into a few in more detail later (such as the spell section), the below are the most important changes in the game. * No random encounters. Event tiles, tunnels, and dungeons still exist, but there's no random battles. The player is encouraged thus to explore everywhere without any worry about a random battle interfering. * Sword beam goes faster and about twice as far. This makes it much more useful than it ever was in the original game and it manages to maintain its utility for much longer. * XP Curve is gentler - slower when first starting out but the higher end is way gentler. Generally, you will not need to grind. * Link Dolls give both an extra life and permanently give you more lives when starting your game, making them a truly outstanding item to find. * Keys can be spent outside their palaces and this is a major part of gameplay. It's generally not possible to softlock yourself outside one specific case the game (and this guide) specifically tells you not to do. * You start with 3 Hearts and 2 blocks of magic, so with 25% less health and 50% less magic - but you end up with just as much as you did in Zelda II at the end of the game (8 hearts, 8 blocks of magic). * Many enemies are altered so as to be way less tedious to kill (Bubbles most notably). * There is a distinct effort to reduce (but not eliminate) cheap deaths. The game won't hesitate to throw an errant Bagu Bagu swarm over instant death lava on occasion, but it does it significantly less than Zelda II was prone to doing. * Entirely new world map design with each area divided into distinct zones. Overall makes the game much more Metroidvania-y. * Slower spell progression, but almost all the spells are stronger in some way or another. Details will be given in the spell section. They all cost less, and all of them are more useful in different ways. * Temple bosses are handled completely differently than Palace bosses from Zelda II, with their main encounters shaken up wildly; some ambush you, others will fight you when you least expect it. The game knows what a Zelda II veteran is expecting, and plays off that often. ================================================================================ === CHAPTER THREE: 100% WALKTHROUGH === ================================================================================ [Part 3] Want to find everything? Just follow this simple step-by-step guide! 1. Leave the Portal. Go to Tomis, the town to the west. Follow the coast. 2. Go to the second screen and talk to the woman in the blue dress exiting the house. Enter and talk to her, and receive a key. 3. Go south of Tomis and enter the cave. Fight your way to the back and kill the Red Goriya to get the Candle. To guarantee the jump, run towards it and jump when you're about 2 blocks away from the pillar. 4. If you took damage in the fight, heal up at Tomis first. Follow the southern edge of the zone and find a hidden event tile in the forest. Kill the two Goriyas here for your first Heart Container. 5. Go through the eastern tunnel. Make note of the Rupee and watch yourself when fighting the Octorok and Goriya in the second screen. 6. Follow the Road east to the town of Berge. Enter the Church and learn the Shield spell. Heal up if needed as always. 7. Return to the tunnel exit and search the forest to the south, leading to the cave. A Rupee can be found here for 200 points, quite a princely sum this early on. 8. Heal up in Berge if needed and head to the Seaside Temple to the north. It's a relatively simple dungeon that does not need much explanation, but you are very vulnerable this early on due to how small your heart gauge is at the outset of the game. If you want to speedrun the Palace, go right from the top of the first elevator to get the first key, they go left from the bottom of the first elevator, then go down the third elevator and go left for the second key, they return to the top of the second elevator, go right this time, get the Power Bracelet, go back down the third elevator, go right, beat the boss, and beat the Temple. It's recommended that you explore it thoroughly though, for all the treasure - you'll find plenty to level you up a good deal here. Mazura, the boss, is a slightly tougher version of what he was in the original Zelda II with no new tricks. 9. Go eastward from the Seaside Temple and onto the little promontory to the northeast. In a sealed stone area you can break with your Power Bracelet, you'll find your first Magic Container. 10. Heal up in Berge if needed and go westward, following the ridge until you find an alcove. Enter this alcove and fight your way past a Moblin and Daira. Be careful: Dairas' axes cannot be blocked by the regular shield, and they are quite strong. A 100-pointer Rupee is your reward. 11. Again, heal up in Berge if you feel the need, and return to the Tunnel to Tomis. Head back towards Tomis and grab the Rupee you missed last time, it's worth 100 points. 12. One last heal up in Berge if needed and head to the Tunnel to Nysa, to the south of Berge. With the Power Bracelet, we can go through. The enemies aren't anything to worry about. 13. Once you're through, if you're in good enough health, head to the heart-shaped rock in the center of the desert ahead and head into the divot in the top - amidst those annoying bird enemies is a 200-point Rupee. 14. Head to the southeast and in the forest near the oasis, you can find an event tile. This one is quite difficult, owing to the birds and single octorok, but at the end is the first Link Doll. If you want an easier time, come back later; The Jump spell makes it much easier, and the Fairy spell trivializes it. 15. Head east and go to the Town of Nysa. Heal up and enter the big house. Talk to the man inside, and he'll tell you to meet Rhea in the desert. 16. Head directly south from the heart-shaped rock to find an event tile. Head through this area and down the elevator to reach a small house south of the desert. 17. Meet Rhea. Receive the Upward Thrust. You will need it to complete the next dungeon. 18. Fight your way back out, heal up at Nysa need be, and head to the cave on the southern edge of the Desert. If you have the Upward Thrust, you get another Magic Container here! 19. Head west of the southern desert cave, into the valley, past the event tile, and to the Desert Tower. But don't enter it yet - head to the little alcove past it to the southwest for a 200-Point Rupee. 20. Head to the Desert Tower. This is a substantial difficulty increase but you are noticeably stronger now, even if you don't have more hearts. Take it slow and cautious. The Rupee at the start can be acquired by going to the end of each step to find a secret passage. The tower has a relatively linear path if you're intent on going the right way: Head right, fall in the first hole, head right again, get past the ambush on the collapsing bridge ahead, head up the elevator, head left, grab the second Link Doll, head up the elevator to the left, go all the way up, fight your way to the left, intentionally jump off the ledge, get the key, head back to the elevator, make your way back up, go to the right, head down the second elevator, follow the path to the key, return to the elevator, go back up, go right, ascend the third elevator, go left, get the key, go right from the elevator, take the fourth elevator to the top of the tower, go right, get the raft, go left, fight the boss, then go right and plant the crystal in the statue, then jump off the ledge to the right, then fight your way out of the last room. As was the case with the first Temple, this one is chock full of valuables to find, so explore thoroughly. The boss, Jermafenser, ambushes you after getting the raft and is a little more aggressive than his Zelda II incarnation. He's also slightly shorter, which in game terms means he can actually be struck with standing stabs, which is definitely the better way to beat him in this. 21. Take the Raft across from the dock to the south of the Desert Tower. Welcome to the town of Ankon. It's solely a resupply point, so heal up and restore magic before moving on. 22. Head east from Ankon, past the cave, and to the alcove to the north. Cast Shield IMMEDIATELY on entering this area; the enemies are strong! Fight your way past everything and you get a Link Doll. 23. Head to the valley north of the cave blocked by the boulder to find an event tile that drops you into the Marsh Cave. Once you're here, you're in for the long haul - there's no way back for quite a while. Head right to grab a 200-point Rupee and then go left to eventually reach your destination: The Prison Town of Pylos. Resupply and head westward, into the underworld. Follow the linear path and enter the Cavern Maze. 24. Welcome to the Cavern Maze. Your goal here is going to be to get the Heart Container and rescue the Child, before returning to Pylos. This area has tough encounters and it is recommended to use she shield spell often - the Red Lizalfos here are packing maces that cannot be blocked with your standard shield. To navigate the maze: Head to the right and you'll see the Child locked in his cell immediately. Head up the elevator, go to the left to get a Rupee, then head back towards the right, past the first elevator, and go up the next elevator. Make your way left once more from the top of the second elevator and go past the third elevator to the left to get a Heart Container, before making your way up the third elevator. To the left is an optional fairy if you need a heal; go right from the elevator to find the key sealed in a small vault of breakable blocks past a pair of Lizalfos. Free it with the upward thrust, grab it, and circle all the way back to where you started to rescue the Child. Then go back to Pylos. 25. Take the child to his mother on the left side of Pylos and head into her house. Talk to her husband to get the Reflect spell. 26. Back into the Cavern Maze you go. Work your way through, and this time, make your way to the exit. To get there from the entrance, head right, go up the elevator, right again, go up the second elevator, go left, and when you get to the third elevator take it to the top and head right to leave this place. Follow the linear path and enter the only other available tunnel ahead. 27. Welcome to Prison Temple. You immediately face off with the boss here, who must be fought using reflect magic; bounce his shots right back at him. Beat him, grab the key, head right, grab the fairy, and head right back out. 28. You do this because doing so refreshes the fairy - this way she's available if you need a mid-dungeon heal. You have to jump into her to use her, so just walk right past her to save her for later. Also, there's three important things to note before we do this temple: First, Wizzrobes are in it - they can only be damaged by reflecting their spells right back at them. Second is that Blue Ironknuckles are in this dungeon - they are just as difficult and dangerous in this as they were in the original Zelda II. Finally, one interesting quirk of this dungeon is that the majority of the enemies in it count as Major enemies, which means that many of them won't respawn at all until you leave the temple and come back! 30. Main route: Go right, up first elevator, go left, up second elevator, go left, descend third elevator, go right, grab key, return to third elevator and go back up, go right pass second elevator and keep going right, fight your way past the Red Ironknuckle, grab the key, keep going and walk through the wall, go further right, grab the key after killing another Red Ironknuckle, return to the fourth elevator, head left back to the secret passage, take the second elevator back down and return to the first elevator before going right this time, through the locked door. Head up yet another elevator, work your way left, grab yet another key, head right, this time go through the locked door, and keep working your way through the more-or-less linear path until you reach a bridge. Fall through on purpose (you cannot realistically defeat the Doomknocker and Blue Ironknuckle here) and heal up using the fairy in the new area. Head right, use the Reflect Magic to protect yourself, and fight past the two Doomknockers to get both the Boots and plant the crystal. 31. You'll exit via the back entrance to the underworld; use your new boots to head south across the river, and in the new zone, immediately head to the left and enter the tunnel. 32. Keep going left and arrive at the Town of Olbia. Enter the house with the man in red outside and hit down to enter a secret area under the table. From here, learn the Jump Spell. 33. Time to go back and get a ton of rare goodies, but before we do that, we have some to get right here. Head south and into the lone forest. Fight your way past the Daira and you'll find a Magic Container! 34. North of Olbia in the woods is another Rupee stash worth 200 points. 35. Directly across from the Tunnel back to the Ankon region is another Rupee stash with 200 points. 36. There's another event tile in the forest to the west of Olbia, with another Rupee worth 500 points. 37. Head back to Ankon and back to the desert using the Raft. Immediately enter the cave here with your new boots for another Magic Container. 38. Using your boots, head right across the river to the north of the Desert Tower, and cross the desert to the northeastern corner, where another Magic Container lies. 39. Go to Nysa and use your boots to go across the river back to Tomis. Head onto the water west of Tomis to find a hidden event tile with a Heart Container. Grab it! 40. At this point you can get one more Heart Container, an optional Magic Container, and a new spell. The game expects you to do the Mountain Temple first to get the Book of Truth, but you absolutely can get these now if you're feeling bold. This guide will go forward assuming you're trying to do just that. 41. Go north of Ankon and into the cave near it. Make your way through the tunnel, using the Jump spell, and head to Myra Market. Myra Market lacks a healer girl and you don't have the Heal spell, so you're in for the long haul. 42. Go into the forest to the north. This forest has invisible Moas, and they will do a lot of damage, but you can reduce the damage you take with the Shield spell. Use it on every screen. Go left, continue left past the elevator, through the wall of leaves, and you'll find a secret: The final Magic Container! Go back to the elevator, go to the second floor, and then go left to exit. 43. Cross the bridge to the north, go past the event square, and then follow the river to the west. Here you will fight a Blue Lizalfos and get another Heart Container! 44. One last optional item: You can get the Fire Spell in Edessa! Go through the tunnel to the right - be prepared, as the tunnel here is full of invisible Moas and you don't have the Heal spell or Book of Truth yet. If you can slip past, however, you'll end up a the town of Edessa. Heal up here, and on the second screen, use the Jump spell and hop up onto the platform to ring the Church bell. This will let you inside to see the Wise Man, and learn the Fire Spell! With your new toy acquired, we're done here. 45. Go all the way back to Olbia. It'll be a long trip but you're heavier armed than ever now and tougher than previous. Heal up and go west before taking the path north of the graveyard. While your massively increased stats and life/magic bars might suggest you can already make your way to Zakros, I assure you, that is not the case. The sheer number of invisible Moas paired with the long maze to wind through necessitates the Book of Truth. Head along the north path and make your way to the Mountain Temple. 46. Welcome to Mountain Temple, where you need the Jump spell to even enter it. Mountain Temple is the most complicated dungeon so far, with multiple branching paths - and even with all our upgrades, it's likely to be tricky. The whole of this dungeon is a quest for 3 keys - start off by heading right and down the elevator, and head left for a 100-point Rupee before jumping down the hole in the room on purpose. Go left, take the elevator up, and take it all the way up to find a hidden path on the left leading to your first key of the dungeon. Head back down and fall down the hole to the right on purpose - this time hugging the left side of the pit. Hold left and you'll land on a ledge below - go left from here to nab a 200-point Rupee, before making your way right and to the elevator. Take it one floor up and go right. In the room with two pits, jump into the second one on purpose and then head right to find the second key past the Doomknocker. Head back down, return to the room with two pits, cross and get past the Red Ironknuckle, go to the right and take the elevator down, then go left for a Rupee and then go right for the third and final key. Return to the central elevator and take it to the bottom floor before going right for the Book of Truth, then left to get a Fairy and then keep going past a Red Ironknuckle. The wall here hides the way forward; walk through at ground level, use the upward thrust to break the blocks, and keep moving left to reach the final part of the place - fight your way past a series of Blue Ironknuckles and Doomknockers to get one last key and then make your way to the statue and plant the crystal - this dungeon has no conventional boss. 47. Leave the Mountain Temple, heal up at Olbia if needed, and make your way to the graveyard to the south. With the Book of Truth, the Invisible Moas are now visible and you can finally fight your way past them. Head left, and when you encounter an elevator, descend it and head further left, following the path until you acquire the key. Continue to follow the path, take the next elevator upwards fully, and head left, unlocking the door to leave the graveyard and arrive at the cursed town of Zakros. 48. Zakros is utterly infested with powerful invisible blue Moas that are now visible due to you having the Book of Truth. Make your way to the left, fighting your way past these flying fiends, stopping at each house with an open door as needed; the first one has a fairy for a full heal, and the second has a red magic bottle. When you see the church, use the jump spell and enter the door on the second floor to encounter the Wise Man and receive the incredibly important Heal spell - a real game-changer in this game if ever there was one. Head out, and leave this terrible place. 49. One last stop at Olbia to heal up and resupply before we head back to Ankon and go to the tunnel to Myra Market. 50. Visit Myra Market. With the Heal spell, we can heal up and resupply here, even without the healer girl. Leave town and go north to the forest to the north, and make your way through it. If you don't remember the path, it's left until the elevator, then up the elevator and left again. If you didn't get the Magic Container (see #42), get it now! 51. If you didn't get the Heart Container (see #43) do so now. After doing so (or if you already had it), it's time to Head through the Tunnel to Edessa. 52. Head to Edessa to heal up. If you didn't get the Fire spell earlier (See entry #44), do so now. 53. Go to the forest southeast of Edessa to find a hidden area with a 500-point Rupee. 54. Head southeast, following the Lava floe to reach an event tile. Note that any fall here is instant death! Make your way right. 55. Once free of the event tile, head to the northeast and arrive at the Volcano Temple. 56. Fittingly, the Volcano Temple is actually fairly short, but still quite formidable, and the hardest challenge yet, but with all the new spells and goodies you've gotten, it's nothing you cannot handle. Start by moving forward and jumping in the giant hole. Once you fall into the next area, be advised you'll be landing on a collapsing bridge, so immediately work your way to the left. Fight your way through a more-or-less linear path full of Blue Knights to eventually find your fourth Link Doll, a handy find. After you get it, return to the collapsing bridge and go right this time, continuing along this path until an elevator. Head down, then in the room with three ledges and two Blue Ironknuckles, go right on the center platform and fight your way past the Ironknuckle for the Key, before going to the bottom floor and moving left past the locked door. Keep moving left over the precarious collapsing bridges, fight your way past the Doomknocker, and down the hole, before going right immediately on the new screen to escape the collapsing bridge and head right if you need a Fairy - otherwise hop in this new hole, to arrive in the temple proper. Head right from your landing zone - you're already fighting the boss, Volvagia! Jump and stab him in the face to beat him; Shield and Reflect will make things easier. Heal if your HP gets too low and watch the edges. Once he's defeated, grab the key and go left to get the Flute, before going all the way to the right to plant the crystal and exit what was admittedly a very short dungeon. 57. Return to Edessa (stop to heal if needed), then go west, following the Lava River, to find the Lava Devil. Use the Flute to send him on his way, then explore the forest to find the Hermit. He will teach you the Enigma spell! 58. We're done here. Return to Myra Market, and this time, make your way south. You will see a ring of trees around a plains tile; this is Gabor's Grave. Go there and cast the Enigma spell to reveal a secret door. Fight your way through the tunnel and you'll soon arrive at a path leading to Soli. 59. Make your way west from the exit to the path and go to Soli, the seat of power in Amida. Head on into the castle and talk to everyone, being sure to go into the room inside to meet the Captain of the Guard, who teaches you the Downward Thrust! Your next goal is to visit the lair of the Blue Knights and teach them a lesson once and for all, but before you do, we have some treasure to find. 60. Go south of Soli and cross the river using your boots, then keep going west to find the final Heart Container in the forest! With the Downward Thrust, you can get this item. 61. Go to the Forest north of the Tunnel from Myra Market and you'll find a 500-pointer Rupee behind some moderate enemy opposition. 62. Heal up if needed, then we're headed north, to the Keep of the Blue Knights. 63. The Keep is a series of combat challenges, and every single one prominently features the titular Blue Knights. Start off by casting jump (and optionally Shield as well) and fighting your way past the first Blue Ironknuckle for a key, then head right, go up the elevator, and continue going right. Fight your way past the Blue Ironknuckle guarding the elevator, and keep going right, fighting another one and going through an illusionary wall past him for another Rupee worth 200 points. Return to the elevator and go up this time, stopping on this floor to kill another Blue Ironknuckle to the left and then go right to get a red magic bottle, before heading up once more via the elevator. Fight your way right past more Ironknuckle opposition and through another illusionary wall for another Rupee and a path to a battle against a Dark Ironknuckle and yet another Rupee. Head left from the elevator this time, and fight past another Blue Ironknuckle, grabbing the Fairy if needed, and deal with one more Blue Ironknuckle and another illusionary wall to arrive in a treasure room with the Star of Hope! Grab it and head out to engage a boss fight against the leader of the Blue Knights, Rebonack! Use your downward thrust to hit him and knock him off his horse, where he becomes just one more Blue Ironknuckle to take down. Beat him for the key out of here, and another Rupee. With these, your way out is just ahead, heading back out of the castle, but since the route I gave you had you kill every Ironknuckle in the Keep, it's a leisurely walk back. Congratulations! You defeated the Blue Knights, and Amida is a much safer place now. 64. Return to Soli and go into the castle, giving the old woman the Star of Hope. The Wise Man will now teach you the Fairy spell. 65. Surprisingly, you're done here. Head through the Tunnel from Ankon and go all the way to Myra Market. This time, head to the south, and approach the bridge. With the Fairy spell, you can finally cross. 66. Head into the cave to the north, and work your way to the Garden Temple. 67. Garden Temple is a surprisingly straightforward dungeon after the likes of Mountain Temple. Use Fairy to enter, then head to the right past the elevator. Be careful of jumping enemies while crossing this area. In the next zone, use the fairy spell to grab the key from the high ledge, then return to the elevator. Head on up and go to the right, fight past the blue Ironknuckle, optionally use the Fairy spell to grab the 200-pointer Rupee just past this new elevator, and then use the Elevator to head up. Head left, break through the wall, grab the Rupee if you want and get the hidden red bottle from the bottom of this breakable wall if you want, then head left and up the next elevator. Head left, then defeat the Blue Ironknuckles and grab another key after breaking a way in with the downward thrust. Go back to the previous elevator, head right, head all the way to the next elevator, head right, then head right again to head through a locked door and proceed rightward, going past the elevator to keep going right. In this next area, past a Blue Ironknuckle, you'll find a breakable block in a wall - smash it and fly through with Fairy to get a key and Red Magic Bottle! Go left, return to the previous elevator you passed, and head up this time. Head on up, break through the breakable wall to the left, and head on through, stopping to get the 200-pointer Rupee here and/or deal with the Blue Ironknuckle before moving leftward onto the next room. Fight past more enemies and another breakable wall here to get another Rupee, then go back to the elevator room and head up this time, then right. Go past the entrapped elevator, fight your way into the vault ahead, and grab the key past the Blue Ironknuckle before returning to the previous room and heading back down the elevator. This time, break the wall to the right and head through, using a key to open the locked door. Smash through the bridge ahead, fight past one more Blue Ironknuckle, and you'll be able to plant the final crystal. But what gives? You haven't seen the boss or item yet. Use Fairy once more and you'll enter a new area! Head to the right, breaking through the barrier and going past the elevator to find a 200-point Rupee, then go down the elevator and to the right, dealing with ANOTHER Blue Ironknuckle (the last one in the game, in fact), and optionally using Fairy to get another 200-pointer Rupee, before heading right to the next room, where you will contend with the boss, Gooma! This flail-wielding minotaur does lots of damage and cannot be blocked, and is immune to head strikes, but you can injure his body, so for body stabs and you'll quickly send this cow-man packing. Head right from there to get the Bomb and you're done with this place (and with Blue Ironknuckles, as you will never see them again). 68. With the Bomb, there's really only one place to go - back to Ankon. With the Downward Thrust, we can finally get the 200- pointer Rupee from the event tile southeast of the cave behind the Boulder. 69. When you're ready, break the boulder and head through the Tunnel to Dyme. Once you'e there, you're in the final stretch of the game; there's no event tiles left and there's only one town left to visit. 70. IMPORTANT NOTE: The townsfolk in Dyme will tell you NOT to use conventional keys to open the lock to the south of town. They are telling you the truth - if you do this, you will softlock yourself and the game will become unbeatable without using the likes of a cheat device. Do not go to the circle south of Dyme until you beat the Stone Temple. You have been warned. 71. In Dyme, go through the portal and into the building next to the child. In the back of the building he's in, there's a cross in the wall: Use the Fairy spell and fly through it to go through a short tunnel, where the Wiseman will teach you the Ice spell, this game's version of Thunder! This spell is needed to beat the next boss. Heal up and recover magic, then head west to Stone Temple - there's no Event Tiles here. 72. Stone temple is the hardest one so far and will be the first time you run into Fokkerus, which are the main new enemy here. Lead off by using the Jump Spell to access the temple, and then head right, past the elevator. Continue going right to get a 500-point Rupee, then return the elevator and head up, before heading right. Past the room with the Ras (the things moving in wavy patterns), you arrive in a room with three pillars. Be careful, because each pillar has a pit trap behind it - the first one is 3 tiles behind the first pillar, the second one is 2 tiles past the second pillar, and the final one is one tile past the third one. Use the jump spell or fairy spell if you want to just bypass the area; if you fall, you'll wind up on the bottom floor and need to come back. Past the pillars, keep going right past the elevator, and use the Fairy spell to access the sealed chamber the key is in (turn back to break the barricades and grab the key). Return to the elevator and descend, head right, grab the red bottle if you need a magic refill, head *further* right, use the jump spell to reach and strike the stone block, then use Fairy to fly through the gap. Head right once more, past the elevator, and then down this second elevator. Press against the wall on the left side to find a hidden passage leading to another Link Doll! Return to this elevator and go all the way down now, before heading left, leading to an area you will have to break through using the upward thrust and jump spell before heading left. Keep going past the elevator to get a fairy, then head down the elevator, right, once more grabbing a bottle if needed, and encounter the boss, Firebird - Amida's version of the Thunderbird boss. Use the Ice spell to make it vulnerable, then use the jump spell to stab it in the face (Shield and Reflect make this easier). After defeating it, grab the Magic Key and then head right to leave this place - Stone Temple has no crystal to plant. 73. We're at the end now. Only one place left to go. Make sure you have everything - Full Heart Containers (8), full Magic Containers (8), and all five Link Dolls, as well as the optional spells (Fire, Heal). With these and all the items, you should have everything. Now that you have the Magic Key, you can head back and get anything you missed, so make a point to do so - we're about ready to leave this world, and you're not going to have time for regrets where we're going. 74. Head to the circle south of Dyme. Head through the three-lock door and through some very tricky jumps to reach the final region, where we have the final staging area - a small area with minor enemies, an old woman, a Fairy to heal, and a friendly bot. The old woman explains the true nature of Amida, and the bot, if you wake him up by talking to him repeatedly, tells you of a secret of the final dungeon. Time to move on. 75. An outright mean event tile proceeds, full of enemies that require the Fire, Enigma, or Ice spells to deal with - Tektites and Swamp Zoras. You will also run into Arudoras (those weird Scorpion things). Fight your way past them and then use the Fairy Spell to bypass the final body of water. You are now in the final area, right outside the entrance to the Abyss. 76. The Abyss is the game's hardest dungeon and almost nothing like the Great Palace it takes the place of. Its main enemy type is one you haven't seen before, and it has a very odd layout compared to the sprawling cavernous hell-zone that was the Great Palace. Immediately head forward and the Abyss will unseal; your first task is to jump in the giant hole - but before you do that, be sure to have the Fairy spell equipped. The second you arrive on the new screen, cast Fairy and use it to fly left - avoiding the brand new enemy you encounter - these are the ones that replace the Fokkas from the Great Palace, and they are easily the most dangerous foe in the game, and for lack of their real name, I will refer to them as "Nightmares," as they are notably stronger than what they replace and come in orange, red, and blue flavors. Remain in Fairy form and cut through the tight little passage to the left. Break your way into this new zone, and you'll find it inhabited by nothing but Keeses; head to the end of the hall and right through the wall past the statue. In this new area, jump over the elevator shaft if you need some magic, and stab the statue at the end of the hall for a Red Magic Bottle before descending the Elevator. Head right, and you will end up in the Infinite Corridor - head forward for three screens, then backwards one in order to access a new area. Here you'll run into a Blue Nightmare - use the shield spell and fight it out, being careful as this is the strongest regular foe in the entire game - before making your way down the elevator. Continue right, fighting past Fokkerus and Nightmares, and you'll end up at an intersection with multiple doors. Go up the elevator and break through the wall, before using the Fairy spell to fly over the magma. At the other side, fight your way past the Red Nightmare and you'll find the final Link Doll! Return to the previous elevator, and return to the intersection. Instead of taking any of the obvious exits, hold down to go right through the floor and into a new area. Head right only if you need health (there's a Fairy past the Fokkeru) and make your way past the Boss Bot to the left to reach a breakable wall and a long bridge going leftward past it. Break out your Fairy spell for one final flight, and then go down the elevator - two Blue Nightmares are the last obstacle between you and the final area. Grab the Red Magic Bottle if you need it, and advance onward towards the final boss. 77. Ahead lies one last triple-lock door and the final boss, the Gatekeeper. Essentially a modified version of Link's Shadow from Zelda II, the Gatekeeper is a little more aggressive and looks different but is functionally the same fight - leaving you with two options: You can use the honorable strategy and fight him sword to sword, or you can aggro him, then crouch in the corner and stab repeatedly to cheese his AI into hurting itself. Use Shield to reduce damage and the Heal spell to patch yourself up, and you will eventually bring this crimson doppleganger low. Congratulations! You've beaten Curse of Amida!! ================================================================================ === CHAPTER FOUR: SPECIAL ITEMS === ================================================================================ [Part 4] Amida's Curse has several items in it that broadly, do the same thing they do in the original Zelda II, but with some alterations, and they are acquired in a massively different order. 1. Candle Cave South of Tomis. Lights up caves. Without it, most caves are pitch black and almost impossible to see in. The item is ultimately optional, but is a massive quality-of-life upgrade for the player. 2. Power Bracelet Seaside Temple, north of Berge. Allows the player to break breakable blocks, doing the same thing the Handy Glove did in Zelda II. Essential for most of the dungeons going forward, and for reaching Nysa. 3. Raft Requires Upward Thrust. Desert Tower, southeast of Nysa. Allows you to go between the Nysa region and Ankon region (or back again). 4. Winged Boots Requires Reflect. Prison Temple, Underworld. Allows you to walk on some bodies of water on the world map. Try it every place you can, Amida's Curse has many secrets you can find this way. 5. Book of Truth Requires Jump. Mountain Temple, west of Olbia. Reveals invisible monsters. Unlike the Cross in Zelda II, the Book of Truth is vital for reaching many late-game areas and navigating Zakros for the always-critical Heal spell. 6. Flute Volcano Temple, Southeast of Edessa. Removes the Lava Devil from the mouth of the Lava River, so you can reach the Hermit west of Edessa. 7. Bomb Garden Temple, West of Myra Market. Knocks down trees and smashes boulders. To the best of my knowledge, you never need to use the former and only need to use the former once. 8. Magic Key Stone Temple Gives infinite Keys. You can now unlock everything, so no further key hunting is required! ================================================================================ === CHAPTER FIVE: HEART CONTAINERS === ================================================================================ [Part 5] There are five Heart Containers in Amida's Curse, each of which increases your life bar by a single Heart. Get them all to max your life gauge (to eight, when you have all of them). 1. East of Tomis Right in the woods. No requirements but it is guarded by an orange and red Goriya, respectively. 2. West of Tomis Requires Winged Boots. Head west from town and you'll find it in the lake. 3. Underworld Requires Power Bracelet. In the Cavern Maze, on the western side of the cave complex, just shy of the top floor. 4. North of Myra Market Requires Winged Boots. On the western edge of the big lake, right after the bridge to the Tunnel to Edessa. 5. West of Soli Requires Winged Boots, Downward Thrust, Power Bracelet. Go south of the town, cross the river using your boots, and it will be in a forest tile to the west. ================================================================================ === CHAPTER SIX: MAGIC CONTAINERS === ================================================================================ [Part 6] There are six Magic Containers in Amida's Curse, and in general they are a bit easier to find than their life-based counterparts. With all of them, you have eight blocks of magic. 1. North of Berge Requires Power Bracelet. Just follow the coastline, it's the outcrop east of the palace. 2. South of Nysa Requires Upward Thrust, Power Bracelet. It's in the cave at the southern edge of the desert. 3. East of Nysa Requires Jump or Fairy spell. At the far edge of the desert, just to the right of the exit to the Tunnel from Berge. Guarded by a Blue Goriya, so be careful. 4. South of Olbia Requires Jump or Fairy spell. Enter the lone forest tile south of town, and use the Jump spell to get it. 5. South of Desert Tower Requires Wing Boots. Enter the cave south of the Desert Tower and west of the dock to Ankon. 6. North of Myra Market Head into the forest and go far to the west, through a secret wall past the elevator. Be forewarned, the area is full of invisible Moas. ================================================================================ === CHAPTER SEVEN: LINK DOLLS === ================================================================================ [Part 7] Link Dolls in Amida's Curse are substantially more useful than the ones in Zelda II - in addition to providing an extra life, they also give you one when you start your file up. Each one gives you an additional life, for an impressive nine lives when starting your game if you have all six. 1. Southeast of Nysa At one of the forest tiles in the southeastern corner of the desert. No special upgrades required to get it, but it is easier with the Jump spell. 2. Desert Tower Fall in the first pit on purpose, you'll head along a linear path that leads you right to it. 3. Northeast of Ankon Go into the alcove east of the Tunnel to Myra Market to find an Event Tile with the Doll at the end. 4. Volcano Temple From the main entrance of the Temple (the big pit) go left and follow the only path. Be aware, the area is chock full of Blue Knights. 5. Stone Temple Hidden area, in the long elevator shaft, press on the left wall, it's hidden that way. 6. The Abyss Found to the right of the big intersection in the Abyss; head through the lower-right passage and it will be just past a Red Nightmare. ================================================================================ === CHAPTER EIGHT: THE MAGIC OF AMIDA === ================================================================================ [Part 8] While the spells in Amida's Curse are functionally identical to the ones in Zelda II, they all have a huge number of changes that make them much different in terms of gameplay in practice. Details on all of them are listed below: 1. Shield Found in Berge. No requirements. Shield halves the damage the player takes and gives them a snazzy blue color scheme. It costs less in Amida's Curse, and when cast with 6 or higher Magic, it turns Link red instead, and gives even more protection, cutting damage taken to about one third. 2. Reflect Found in Pylos. You must rescue the Child from the Underworld to learn this spell. Reflect makes it possible to block attacks your normal shield could not, and also makes your shield bounce back hostile magic spells (the only way to defeat Wizzrobes and Carock). In Amida's Curse, it costs less. 3. Jump Found in Olbia. No requirements. Jump makes you jump twice as high as you could before, allowing you to jump much further than you could before and giving you better air control. In Amida's Curse, it costs less. 4. Heal Found in Zakros. No requirements, but is very hard to acquire without the Book of Truth, owing to the gigantic number of invisible Moas in the area leading up to Zakros. Heals three Hearts. In Amida's Curse, it costs notably less (a mere 2 blocks). 5. Fire Found in Edessa. To acquire it, sound the Church bell. This will convince the girl up front that services are starting, and she will let you into the church. Shoots fireballs from your sword. Allows you to damage a few enemies that otherwise cannot be harmed (Tektites and Swamp Zoras). In Amida's Curse, it costs less and the fire moves faster - this gives it less zoning potential than in Zelda II, but makes it more reliable as a distant attack. 6. Enigma Learned from the Hermit, west of Edessa. No requirements. Turns all vulnerable enemies on-screen into Bots (blue slimes). It also opens up the passage to Soli at Gabor's Grave. In Amida's Curse, it costs more, but the game properly recognizes that you removed enemies using it, which means they count as removed. In Zelda II, simply getting off screen and then walking back would bring the enemies you transformed back, making this spell very limited in application, so the version in Amida's Curse is better. 7. Fairy Found in Soli. You must find the Star of Hope from the Keep of the Blue Knights, and return it to Soli to learn this spell. Turns you into a Fairy, allowing you to fly. Easily the most changed and improved spell in Amida's Curse. You can't slide through locks with it anymore, but it costs less and you can transform yourself back to normal with the jump button, allowing you to break blocks, pick up items, and so on once you get where you're going. A ton of puzzles take advantage of this spell in a relatively short time in Amida's Curse, so enjoy it. 8. Ice Found in Dyme. No requirements. Damages or Destroys all enemies on screen. Also makes the Stone Temple boss, Firebird, vulnerable. Ice costs substantially less than Thunder did, but tends to damage stronger enemies more often than wiping them out entirely. Considering that Ice costs half as much, this is a worthy trade, as you will use it far more than you ever used Thunder in Zelda II. ================================================================================ === CHAPTER NINE: THE SECOND QUEST OF AMIDA'S CURSE === ================================================================================ [Part 9] Like the original Zelda II, Amida's Curse features a Second Quest mode after you beat the game. Like Zelda II, it's more of a New Game Plus option, in that you maintain your character levels (Defense, Magic, Attack) and access to the Upward and Downward thrusts. You will need to re-collect all the Link Dolls, Heart Containers, Magic Containers, and special items, so it's generally much easier since you're likely to start with maxed-out stats. Unlike Zelda II however, this unlocks a gigantic amount of potential for sequence breaking, since a huge amount of items in Amida's Curse are cordoned off less by specific items and more by spells. With Jump being available early (for example) you can easily get the Magic Container in Nysa before even going to Berge. You can do many of the dungeons in a completely different order from the moment you get to Ankon - nothing is stopping you from doing Garden Temple and Stone Temple early, or handling things in any order. Experiment and see what you can discover - you never know what you might find hidden in Amida's depths. ================================================================================ === CHAPTER TEN: LEGAL FLIMFLAMMERY === ================================================================================ [Part 10] Zelda II is copyrighted by Nintendo. All characters, etc, in the game are various copyrights of their respective owners. GameFAQs is part of Gamespot. The NES is another Nintendo Trademark. Amida's Curse was created by OKImpala. I'm pretty sure I got everything on that but in case I didn't, everything belongs to their original owners. This FAQ is copyrighted by Jaimas. Do with it what you wish, I mostly made it to help players find their way through this cool ROM Hack. Should you wish to host this article, or some part of it, on your own site, for whatever reason, go ahead. ================================================================================ === CHAPTER ELEVEN: CONTACTING THE IDIOT BEHIND THIS GUIDE === ================================================================================ [Part 11] Should you wish to contact the author for questions, comments, criticism, or whatever, you can drop me a line at JaimasCMikado@AOL.COM. Like all things, this FAQ is transient, and I will, in all likelihood, be systemically updating it at some point. Any information on any front you'd like to give me would be greatly appreciated, as would feedback. Peace out, people.