Glitches in The Adventure of Link

These are the glitches which are possible to perform in The Adventure of Link. Please read the Glitch Disclaimer Notes before attempting any of the glitches on this page.

Fairy Warp Glitch
This is a simple and surprisingly ill-documented glitch in Zelda II: The Adventure of Link, despite being extensively documented at one point. The glitch is extremely easy to replicate, and it requires very little on the part of the player - the Jump Spell, the Fairy Spell, enough Magic Power to cast both, and a location where Link can jump outside (or at least to the very edge) of the screen. Of particular note for the exploitation of this glitch are the second, third, and fifth palaces, but there are literally dozens of locations this can be attempted, with a differing degree of success.

Purpose of Glitch: Exploration of environment, unusual terrain and effect glitches, quick escape from Palaces, investigation of "Minus World"-like locations

Risk(s): Minor. You can become trapped, forcing a Save/Quit or reset.

-Using the Glitch-

Using the glitch is a very simple matter. Once you find a map (any map is possible, be it a dungeon room or a town) wherein Link can go partially or totally off-screen via the top of the screen (for this reason, the Jump Spell, while not necessary, is extremely nice to have), you can perform the glitch. To do so, select the Fairy spell, jump as far off the screen as possible, and Cast Fairy. Then, with Link off-screen and in Fairy form, attempt to move.

This will cause a "Falling" effect such as when Link falls in a hole. You will then wind up in a new area. In Palaces, this can be used with a second "warp" via falling (see the video) to arrive in completely new locations.