Nintendo Power Volume 005 (March / April 1989): Difference between revisions

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{{Cat|Nintendo Power}}
{{Cat|Nintendo Power}}

Revision as of 06:38, October 19, 2022

Nintendo Power: March/April 1989
Nintendo-Power-Volume-005-Page-000.jpg

Games

Previous

Next

Cost

$3.50

Credits

Publisher

Attributes

Type

Language

English

Length

107 Pages

Nintendo Power: March/April 1989 is the fifth issue of Nintendo Power magazine. Up through the end of 1990, Nintendo Power magazine volumes were released covering two-month periods of time, and they were not generally numbered in or on the magazine until Volume 16 (September/October 1990), although "Strategy Guide" issues before this carried a dual "SGxx/NPxx" numbering.

Zelda Content

Mail Box (p. 7)

As part of the Mail Box, a high school teacher writes in talking about the benefits of video game playing for children, as long as the cash and time involvement was not too great. In particular he praises The Legend of Zelda and The Adventure of Link, for the level of critical thinking that they require in order for players to complete.

The Adventure of Link (pp. 8-14)

The Adventure of Link the fully featured in the previous issue of Nintendo Power, and that continues onward here. There is a full map of West Hyrule, showing almost all of the locations where special 1-Up, Magic Containers, Heart Containers, Red Jars, Treasure Bags, and other items are found.

There are full maps, strategies, enemy, and boss artwork for the fifth and sixth palace, found in the game. There is also a step by step summary guide of getting through the Valley of Death, on the way to the Great Palace. The final palace is mentioned, but it is not featured within the guide itself.

Counselors' Corner (pp. 58-59)

In the Counselors' Corner, there are two questions regarding The Adventure of Link.

Finding the Hidden Town of Kasuto

  • "Where is the Hidden town of Kasuto? How do I find the Magic Key?"

After heading to Old Kasuto, you'll find that all the people have fled the town due to the amount of ghosts that have appeared. They have traveled east and went through a cave, knowing that ghosts cannot travel through such caves. In an area along the east coastline, with some sand beach area and a clump of trees, the Hidden Town of Kasuto can be found. Link will need to use the Hammer to chop down some trees, revealing the location of the hidden town.

Learning the Upward Thrust and Downward Thrust

  • "How do I enter the building in Darunia that gives a clue? What is the secret to the Churchbell clue in Mido?"

In the Mountain Town of Darunia, one of the doors is closed, but it gives a clue that there is someone behind this door. Buildings can be entered in a variety of different ways and one of the spells Link has learned will allow him to enter this building. Link can jump on top of a series of buildings using the Jump Spell, entering through the chimney. Inside the knight will teach Link the Upward Thrust.

In the Harbor Town of Mido Link can use the Jump Spell to reach the top of the Church that is found in town. Inside he will find a knight that will teach Link the Downward Thrust.

Howard & Nester (pp. 60-61)

In this volumes Howard & Nester comic, Nester can be found in a library doing school work, although he's bored with the books that are offered, including Shaprespeare, Hemingway, and Dr. Suess. He instead pulls out a different book and imagines himself within the world of Hyrule. He in the middle of Link's quest in The Adventure of Link, unable to cross the river at the Water Town of Saria. Nester pumps into Howard, who gives him the advice that he must find Bagu, who is located in a log cabin right in the middle of the woods, north of Saria. The comic ends with Nester appearing back in the Library, having left the fantasy world of Zelda.

Classified Information (pp. 66-68)

In the Classified Information portion of the magazine, multiple strategies are given for The Adventure of Link, as well as one for The Legend of Zelda.

Ironknuckle Strategies

There are multiple tips on how to battle an Iron Knuckle. While at lower levels, the guide offers the strategy to simply avoid them by casting the Jump Spell and avoiding compbat alltogether. A unique strategy is available if you encounter an Iron Knuckle near an elevator. Link can stand on the elevator and move down, slash at the Iron Knuckle and then move off, just as the enemy lunges back at him.

An additional strategy is crouch down and jump, followed by a jab as quickly as possible. This method works well, although simply jumping and jabbing on the way down works great as well. Using an NES Advantage or NES Max controller with a turbo feature also helps make these battles simpler.

At Palace Two and onward, Link can jab at the vistor of the Iron Knuckle statue located at the entrance of each palace. This will cause a Red Magic Jar to appear, or the Iron Knuckle will come to life. If the Iron Knuckles does come to life, Link can defeat him for 100 Experience Points, leave the palace, and come back to repeat the process until a red jar is dropped.

Experience Transfer

After completing the game, Link is able to restart another quest, this time starting with Level 8 Attack, Magic, and Life. Upon completing the first palace and placing the jewel in the statue, Link's experience will go all the way up to 9,000. As it rises, but before it maxes out, if you Pause the game and then press the A Button and Up on the second controller, you'll be given the option to Continue or Save. Select 'Save' and then back at the select screen, pick a new game from a different game file. Once you load up the game, your experience points will still rise up, allowing Link to upgrades several of his levels, right from the very start of the game.

Spawn Easier Enemies

In The Legend of Zelda, within dungeons that have multiple variants of enemies, one strategy is to first enter the room and defeat only the weakest types of enemies. Then leave the room, come back, and the number of remaining enemies will be the same. However, some of the tougher enemies will be replaced with weaker enemies. You can repeat this process mulitple times and in some cases, will never have to fight off the strongest enemies.

Top 30 (pp. 70-72)

In this volumes Top 30, The Legend of Zelda drops down to number 3 spot, while with The Adventure of Link bumps up to the number 2 spot. Their total points are almost a virtual tie, with both games being considerably behind the recently released Super Mario Bros. 2. Adventure of Link comes in with 5,622 points, while The Legend of Zelda has 5,563 points.

The Legend of Zelda

  • Players' Picks: 655 points (20th Place)
  • Pros' Picks: 3,633 points (First Place)
  • Dealer's Picks: 1,275 points (Fourth Place)

The Adventure of Link

  • Players' Picks: 1,683 points (Seventh Place)
  • Pros' Picks: 3,405 points (Third Place)
  • Dealer's Picks: 534 points (14th Place)

NES Trivia Test (p. 85)

As part of the NES Journal, there is a trivia test that consists of 13 questions about various Nintendo titles.

  • Question 2: How does one get out of the Minus World at the end of World 1-2?
Option C - Go through the warp pipe that leads to Hyrule where mario will surface and help Link battle Gannon.
  • Question 5: Will a player get free games, money, a trip to Europe, true love, a place in Heaven, etc. if he or she defeat Gannon, Mike Tyson, Bowser, Wart, the Mother Brain, Medusa, etc.
  • Question 8: If you hold the map of Hyrule up to a mirror, which statue does it appear to resemble?

Scans