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{{Infobox|item
{{Infobox|item
| name    = Jump Spell
| image    = [[File:Jump Spell.png]]  
| image    = [[File:Jump Spell.png]]  
| game    = ''[[Zelda II: The Adventure of Link|The Adventure of Link]]''
| game    = ''[[Zelda II: The Adventure of Link|The Adventure of Link]]''
Line 6: Line 5:
| use      = Allows [[Link]] to jump twice as high and twice as far
| use      = Allows [[Link]] to jump twice as high and twice as far
| cost    =  
| cost    =  
| related  =
| related  =  
}}
}}


The '''Jump Spell''' is one of eight spells featured in ''[[Zelda II: The Adventure of Link|The Adventure of Link]]''.  
The '''Jump Spell''' is one of eight spells featured in ''[[Zelda II: The Adventure of Link|The Adventure of Link]]''.


The Jump Spell allows Link to jump twice as high and far as normal. It is required to pass through the cave that leads to southwestern Hyrule where [[Midoro Palace]] and [[Death Mountain]] are located. The spell will prove essential in other areas that are normally out of reach including otherwise impossible jumps in palaces and to reach the trainers who bestow the [[Down Thrust|Downward Thrust]] and [[Jump Thrust]] techniques.  
The Jump Spell allows Link to jump twice as high and far as normal. It is required to pass through the cave that leads to southwestern Hyrule where [[Midoro Palace]] and [[Death Mountain]] are located. The spell will prove essential in other areas that are normally out of reach including otherwise impossible jumps in palaces and to reach the trainers who bestow the [[Down Thrust|Downward Thrust]] and [[Jump Thrust]] techniques.


==Obtaining the Spell==
==Obtaining the Spell==
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<gallery>
<gallery>
File:Ruto_Hint_1.png|Link is informed in [[Town of Ruto|Ruto]] that the town's [[Trophy]] has been stolen by a [[Goriya]]
File:Ruto_Hint_1.png|Link is informed in [[Town of Ruto|Ruto]] that the town's [[Trophy]] has been stolen by a [[Goriya]]
File:AOL_Trophy.png|Link finds the [[Trophy]] in the cave.
File:AOL_Trophy.png|Link finds the [[Trophy]] in the cave
File:Trophy_Returned.png|Link is allowed to see the [[Wise Men|Wise Man]] after returning the [[Trophy]] to [[Town of Ruto|Ruto]]   
File:Trophy_Returned.png|Link is allowed to see the [[Wise Men|Wise Man]] after returning the [[Trophy]] to [[Town of Ruto|Ruto]]   
File:Wise_Man_Ruto.png|Link receives the jump spell from the Wise Man in [[Town of Ruto|Ruto]]
File:Wise_Man_Ruto.png|Link receives the jump spell from the Wise Man in [[Town of Ruto|Ruto]]
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{{Listbox|The Adventure of Link|Items}}
{{Listbox|The Adventure of Link|Items}}


{{Cat|The Adventure of Link Items}}
{{Cat|The Adventure of Link Items}}

Revision as of 15:19, April 14, 2022

Jump Spell
Jump Spell.png

Games

Location

Uses

Allows Link to jump twice as high and twice as far

The Jump Spell is one of eight spells featured in The Adventure of Link.

The Jump Spell allows Link to jump twice as high and far as normal. It is required to pass through the cave that leads to southwestern Hyrule where Midoro Palace and Death Mountain are located. The spell will prove essential in other areas that are normally out of reach including otherwise impossible jumps in palaces and to reach the trainers who bestow the Downward Thrust and Jump Thrust techniques.

Obtaining the Spell

While passing through the Town of Ruto, Link is told that a Goriya has stolen the town's Trophy. To reacquire it, Link must travel east to a cave in the Tantari Desert and defeat the Octoroks, Ache, and a Goriya found inside. Upon returning to Ruto with the Trophy in hand, the young woman will allow Link to see the Wise Man who rewards him with the spell.

Spell Cost

Link's Magic Level determines how much the spell costs.

Magic Level Spell Cost Magic Container Cost
1 48 3
2 40 2.5
3 32 2
4 32 2
5 20 1.25
6 16 1
7 12 .75
8 8 .5

Gallery