The Jump Spell is one of eight spells featured in The Adventure of Link. Where am I supposed to get the jump spell?

The Jump Spell is a spell from Zelda II: The Adventure of Link. Take your favorite fandoms with you and never miss a beat. This is a video of the after the jump spell town in the dark. Jump Spell

". It enables Link to jump higher, which allows him to get up high ledges, on roofs, and even over large enemies.

Somewhere in town is a female NPC who will be outside a building (or exiting a building) who you will need to talk to.

It is required to pass through the cave that leads to southwestern Hyrule where Midoro Palace and Death Mountain are located. You are the elves' last hope. It is required to pass through the cave that leads to southwestern Hyrule where Midoro Palace and Death Mountain are located. This spell is required to get into the Midoro Palace and helps him to learn the Jump Thrust. Any tips for getting through the Valley of Death. The Adventure of Link (1988) Jump. Link's Magic Level determines how much the spell costs.

Artwork of Link performing the Jump Spell It enables Link to jump higher, which allows him to get up high ledges, on roofs, and even over large enemies.

When the Great War engulfed the world, bringing civilization as we know it to an end, it ushered in a new era of sorc... Long ago, in a time of magic and sorcery, an evil sorceress named Queen Bavmorda ruled the land under a reign of terr... Long, long ago, an evil dragon terrorized the forest until it was imprisoned by a powerful wizard. From the palace you start the game at, go north into the desert and there should be a cave there. Once inside keep going to the right until you find an old man and you will learn the Jump Spell from him. The Jump Spell allows Link to jump twice as high and far as normal. 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. Learned You will need the Candle from Palace 1 first in order to see the enemy guarding the Trophy. The Jump Spell allows Link to jump twice as high and far as normal. 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 Upward Thrust techniques. (It should be the town of Ruto.) To reacquire it, Link must travel east to a cave in the Tantari Desert and defeat the Octoroks, Ache, and a Goriya found inside.

They will thank you for getting the Trophy back from those monsters (the monsters stole it sometime earlier), and will ask you to come inside.

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The Jump Spell is one of eight spells featured in The Adventure of Link. Where am I supposed to get the jump spell?

The Jump Spell is a spell from Zelda II: The Adventure of Link. Take your favorite fandoms with you and never miss a beat. This is a video of the after the jump spell town in the dark. Jump Spell

". It enables Link to jump higher, which allows him to get up high ledges, on roofs, and even over large enemies.

Somewhere in town is a female NPC who will be outside a building (or exiting a building) who you will need to talk to.

It is required to pass through the cave that leads to southwestern Hyrule where Midoro Palace and Death Mountain are located. You are the elves' last hope. It is required to pass through the cave that leads to southwestern Hyrule where Midoro Palace and Death Mountain are located. This spell is required to get into the Midoro Palace and helps him to learn the Jump Thrust. Any tips for getting through the Valley of Death. The Adventure of Link (1988) Jump. Link's Magic Level determines how much the spell costs.

Artwork of Link performing the Jump Spell It enables Link to jump higher, which allows him to get up high ledges, on roofs, and even over large enemies.

When the Great War engulfed the world, bringing civilization as we know it to an end, it ushered in a new era of sorc... Long ago, in a time of magic and sorcery, an evil sorceress named Queen Bavmorda ruled the land under a reign of terr... Long, long ago, an evil dragon terrorized the forest until it was imprisoned by a powerful wizard. From the palace you start the game at, go north into the desert and there should be a cave there. Once inside keep going to the right until you find an old man and you will learn the Jump Spell from him. The Jump Spell allows Link to jump twice as high and far as normal. 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. Learned You will need the Candle from Palace 1 first in order to see the enemy guarding the Trophy. The Jump Spell allows Link to jump twice as high and far as normal. 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 Upward Thrust techniques. (It should be the town of Ruto.) To reacquire it, Link must travel east to a cave in the Tantari Desert and defeat the Octoroks, Ache, and a Goriya found inside.

They will thank you for getting the Trophy back from those monsters (the monsters stole it sometime earlier), and will ask you to come inside.

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Also, the spell is required in order to learn the Downthrust.

BS The Legend of Zelda: Ancient Stone Tablets, Color Changing Tingle's Love Balloon Trip, https://zelda.fandom.com/wiki/Jump_Spell?oldid=436277. This page was last edited on July 28, 2020, at 23:48. This is the NES game Zelda 2. The woman then allows Link to see the Wise Man living in the basement. The Jump Spell is one of eight spells featured in The Adventure of Link.. Once you grab the Trophy, head back outside and go the the nearby town to the West. Allows Link to jump twice as high and twice as far. This is generally the first spell obtained in the game. Increases Link's jumping ability. © 2020 CBS Interactive Inc. All rights reserved. Power(s) First appearance Link earns the Jump Spell after retrieving the trophy from the cave in the Tantari Desert, in northern Hyrule, and returning it to a woman in the Town of Ruto. Link earns the Jump Spell after retrieving the trophy from the cave in the Tantari Desert, in northern Hyrule, and returning it to a woman in the Town of Ruto. The Jump Spell is a spell from Zelda II: The Adventure of Link. Outside the town walls lurk monsters with the power to destroy anything in their path.

Link is informed in Ruto that the town's Trophy has been stolen by a Goriya, Link is allowed to see the Wise Man after returning the Trophy to Ruto, Link receives the jump spell from the Wise Man in Ruto, https://www.zeldadungeon.net/wiki/index.php?title=Jump_Spell&oldid=235287. Now, years later, ... SitemapAdvertisePartnershipsCareersPrivacy PolicyAd ChoiceTerms of UseReport Ad, CA Privacy/Info We CollectCA Do Not Sell My Info.

And showing you how to pass it.

For Zelda II: The Adventure of Link on the NES, a GameFAQs Q&A question titled "How do I get the jump spell? While passing through the Town of Ruto, Link is told that a Goriya has stolen the town's Trophy. Town of Ruto

The Jump Spell is one of eight spells featured in The Adventure of Link. Where am I supposed to get the jump spell?

The Jump Spell is a spell from Zelda II: The Adventure of Link. Take your favorite fandoms with you and never miss a beat. This is a video of the after the jump spell town in the dark. Jump Spell

". It enables Link to jump higher, which allows him to get up high ledges, on roofs, and even over large enemies.

Somewhere in town is a female NPC who will be outside a building (or exiting a building) who you will need to talk to.

It is required to pass through the cave that leads to southwestern Hyrule where Midoro Palace and Death Mountain are located. You are the elves' last hope. It is required to pass through the cave that leads to southwestern Hyrule where Midoro Palace and Death Mountain are located. This spell is required to get into the Midoro Palace and helps him to learn the Jump Thrust. Any tips for getting through the Valley of Death. The Adventure of Link (1988) Jump. Link's Magic Level determines how much the spell costs.

Artwork of Link performing the Jump Spell It enables Link to jump higher, which allows him to get up high ledges, on roofs, and even over large enemies.

When the Great War engulfed the world, bringing civilization as we know it to an end, it ushered in a new era of sorc... Long ago, in a time of magic and sorcery, an evil sorceress named Queen Bavmorda ruled the land under a reign of terr... Long, long ago, an evil dragon terrorized the forest until it was imprisoned by a powerful wizard. From the palace you start the game at, go north into the desert and there should be a cave there. Once inside keep going to the right until you find an old man and you will learn the Jump Spell from him. The Jump Spell allows Link to jump twice as high and far as normal. 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. Learned You will need the Candle from Palace 1 first in order to see the enemy guarding the Trophy. The Jump Spell allows Link to jump twice as high and far as normal. 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 Upward Thrust techniques. (It should be the town of Ruto.) To reacquire it, Link must travel east to a cave in the Tantari Desert and defeat the Octoroks, Ache, and a Goriya found inside.

They will thank you for getting the Trophy back from those monsters (the monsters stole it sometime earlier), and will ask you to come inside.

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