Common Enemies
These enemies are found throughout Angel Land.
| Icon | Name | Health | Attack | Heart Value | Point Value | Description |
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Shemum | 1 | 1 | 1 | 100 | This snake-like creature slides along platforms, dropping down whenever it reaches a ledge. |
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Specknose | 1 | 2 | 10 | 0 | The Specknose only appears in Enemy’s Lairs. These creatures are swift and aggressive, but they aren’t very durable. They drop Big Hearts, but you receive no points for defeating a Specknose. |
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Reaper | 10 | 2 | 10 | 500 | These powerful enemies patrol platforms throughout Angel Land. If a Reaper spots you, it charges straight toward you while summoning a swarm of Reapettes. Shoot Reapers from behind, or slip past them while they’re turned away from you. Either way, avoid being seen! |
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Reapette | 1 | 2 | 1 | 100 | These creatures appear when a Reaper spots you. Reapettes aren’t very durable, but they can deal significant damage. When these enemies appear, lure them to a relatively safe spot and shoot them down. |
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Monolith | 1-2 | 1-2 | 1 | 0 | These enemies only appear in Sacred Training Chambers. Defeat or dodge these Monoliths to prove your worthiness and earn enchanted Weapons. Monoliths can materialize at any spot within a chamber, so it’s usually best to stand your ground and shoot them as they appear. They drop Hearts, but you receive no points for defeating a Monolith. |
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Eggplant Wizard | 10 | 2 | 10 | 500 | Eggplant Wizards only appear in fortresses. These fiends use their arcing projectiles to transform Pit into an eggplant. Once this happens, the only way to remove the curse is to visit an available Hospital. These enemies are also fairly durable—until you’ve boosted Pit’s Strength rating, it’s usually best to slip past an attacking Eggplant Wizard. |
World 1: Underworld
| Icon | Name | Health | Attack | Heart Value | Point Value | Description |
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Monoeye | 1 | 1 | 5 | 300 | Monoeyes almost always appear in groups. If you spot a lone Monoeye, you can be sure more are on the way. These enemies fly in irregular sweeping patterns, moving back and forth across the stage until they close in to attack. Wait for them to float into range, and then take them out one at a time. |
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McGoo | 1 | 1-2 | 5 | 300 | This creature emerges from the ground, hurls a fireball, then sinks back out of sight. Luckily, it takes a moment for a McGoo to solidify. Shoot one just as it appears, and then crouch down to avoid its attack. |
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Nettler | 1 | 2 | 5 | 300 | Once it gets close, a Nettler can duck under Pit’s arrows. Stay back and shoot this enemy from a safe distance. |
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Commyloose | 2 | 1 | 5 | 300 | These creatures attack in formation, leaping up from the bottom of the screen. A Commyloose must land between each pouncing attack—that’s the best time to strike. |
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Ganewmede (Blue) | 1 | 1 | 5 | 300 | These creatures only appear in the Underworld fortress. They tend to attack in large groups, so dodging them can be fairly difficult. Luckily, they aren’t very durable. |
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Ganewmede (Red) | 2 | 2 | 10 | 500 | Red Ganewmedes behave just like blue variants, but they’re twice as powerful. They’re only found in the Underworld fortress. |
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Kobil (Blue) | 2 | 1 | 1 | 100 | These fortress-dwelling creatures are relatively slow. Shoot them before they have a chance to attack. |
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Kobil (Red) | 6 | 2 | 5 | 300 | Red Kobils are stronger than blue Kobils, but they exhibit the same behavior. Stay back and shoot them from a safe distance. |
| Icon | Name | Health | Attack | Heart Value | Point Value | Description |
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Twinbellows | 100 | 2 | 0 | 8,000 | Located deep within the Underworld fortress, Twinbellows is the first Gatekeeper you face. This massive two-headed hound uses a sweeping stream of fireballs to attack its prey from a distance. |
World 2: Overworld
| Icon | Name | Health | Attack | Heart Value | Point Value | Description |
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Rokman | 2 | 3 | 10 | 500 | Once a Rokman appears, it drops straight down until it vanishes from sight. These creatures always appear in groups. Falling Rokmen can do serious damage, so take them out quickly. |
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Girin | 1 | 1 | 5 | 300 | These burrowing bugs use the same tactics favored by McGoos—soon after a Girin appears, it launches a projectile and vanishes back underground. When you spot a set of Girin pincers poking out of the ground, get ready to duck. |
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Minos | 2 | 1 | 5 | 300 | When a Minos attacks, it leaps up from below, floats in the air for just a moment, then falls back out of sight. If you discover you’ve wandered into Minos territory, stick to the high ground—the longer you have to spot a Minos, the better your chances of dodging it. |
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Mick | 2 | 1 | 5 | 300 | These creatures are similar to the Monoeyes found in the Underworld, but they tend to be less elusive. When Micks attack, position yourself directly in their path, and then use a series of rapid arrow shots to clear them out before they reach you. |
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Keron | 3 | 1 | 5 | 300 | These toad-like creatures utilize pouncing attacks. They aren’t particularly swift, but Kerons are fairly durable. Until you’ve improved Pit’s Strength rating, attack these creatures from a safe distance. |
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Pluton | N/A | 0 | N/A | N/A | These thieving enemies use their pouncing attacks to snatch enchanted Weapons from Pit’s inventory. Plutons can’t be defeated, so evasion is your best option. Watch a Pluton as it approaches, then dodge past it as it prepares to strike. Weapons stolen by Plutons can be reacquired in Sacred Training Chambers or bought back from Black Marketeers. |
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Snowman | 10 | 1-3 | 10 | 500 | These large, durable creatures attack by hurling snowballs. It’s usually best to attack a Snowman from a distance. Touching a snowball costs Pit some Endurance, but touching a Snowman causes considerably more damage. |
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Tamambo (Blue) | 2 | 1 | 5 | 300 | These enemies are only found in the Overworld fortress, and they always appear in large groups. Shoot them as they appear to prevent them from overwhelming you. |
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Tamambo (Red) | 3 | 2 | 10 | 500 | Like the blue Tamambo, the red Tamambo only appears in the Overworld fortress, and it always attacks in groups. However, a red Tamambo is a bit stronger than its blue counterpart. |
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Shulm (Blue) | 3 | 1 | 1 | 100 | Shulms only appear in the Overworld fortress. They move fairly slowly—just stand back and shoot them from a distance. |
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Shulm (Red) | 8 | 2 | 5 | 300 | Red Shulms are noticeably tougher than blue Shulms, but they’re otherwise the same. Keep your distance and take these creatures out before they can attack. |
| Icon | Name | Health | Attack | Heart Value | Point Value | Description |
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Hewdraw | 200 | 3 | 0 | 8,000 | This leaping serpent serves as the Gatekeeper of the Overworld. During battle, Hewdraw pounces around its lair, inflicting damage to anyone caught in its path. Its body is impervious to all attacks—only Hewdraw’s head can be damaged. |
World 3: Skyworld
| Icon | Name | Health | Attack | Heart Value | Point Value | Description |
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Collin | 1 | 3 | 10 | 500 | This armored knight doesn’t attack, but touching one causes Pit to lose a significant amount of Endurance. |
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EelEye | 1 | 2 | 1 | 0 | These creatures circle Collin, protecting him from your attacks. They drop Hearts, but you receive no points for defeating an EelEye. |
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Holer | 1 | 1-2 | 5 | 300 | Like the McGoos of the Underworld (and the Girins of the Overworld), this creature emerges from the ground, tosses a fireball, and vanishes from sight. However, Holers often appear on clouds, so it’s rarely safe to duck under their attacks. |
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Octos | 4 | 3 | 10 | 500 | These creatures behave similarly to the Commyloose of the Underworld. They always appear in groups, popping into view to attack from below. |
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Pluton Fly | N/A | 0 | N/A | N/A | Like Plutons, Pluton Flies are capable of stealing enchanted Weapons. These creatures can’t be defeated, but they’re fairly easy to dodge. A Pluton Fly attacks by charging horizontally—just bait one into attacking and step out of its path. |
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Keepah | 1 | 3 | 10 | 0 | This flying Kobil utilizes a serpentine attack pattern. Keepahs aren’t very durable, but they can do considerable damage—in some cases, these strange creatures even self-destruct. They drop Big Hearts, but you receive no points for defeating a Keepah. |
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Komayto | 3 | 2 | 5 | 300 | These flying, jellyfish-like creatures always appear in groups. Shoot them out of the air when they get into range. |
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Tros (Blue) | 3 | 2 | 5 | 300 | These enemies only appear in the Skyworld fortress. Tros always appear in large groups. Shoot them before they manage to fill the room. |
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Tros (Red) | 4 | 3 | 10 | 500 | Red Tros are similar to blue Tros. They only appear in the Skyworld fortress, they always appear in groups, and they can quickly fill a room. However, red Tros are a bit stronger than their blue counterparts. Shoot each one as it appears. |
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Uranos (Blue) | 4 | 2 | 1 | 100 | These enemies are only found in the Skyworld fortress. They move fairly slowly—just shoot them before they reach you. |
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Uranos (Red) | 10 | 3 | 5 | 300 | A red Uranos is much stronger than a blue Uranos, but it moves just as slowly. Shoot these enemies before they can touch you. |
| Icon | Name | Health | Attack | Heart Value | Point Value | Description |
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Pandora | 200 | 5 | 0 | 8,000 | Pandora serves as the Gatekeeper of Skyworld. This strange, amorphous demon god is not only capable of summoning damage-dealing bubbles—it also seems to vanish and materialize at will. |
World 4: Palace in the Sky
| Icon | Name | Health | Attack | Heart Value | Point Value | Description |
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Totem | 4 | 3 | 5 | 300 | These creatures fall straight down from the top of the screen. Avoid flying high in Totem territory. Stay low and shoot them as they drop. These creatures often pass right through the stage, but sometimes a group of Totems lands on solid ground, creating a makeshift pillar right in your path—clear them out before you reach them. |
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Moila | 2 | 3 | 5 | 300 | These creatures approach from the left, move across the screen, then turn around and charge back to the right. When you reach Moila territory, move toward the screen’s right edge to avoid being ambushed. |
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Syren | 2 | 3 | 5 | 300 | Syrens fly in predictable formations, but that doesn’t mean they’re easy to handle. When you spot a flock of Syrens, try to take out at least two enemies with each attack. |
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Erinus | 1(×4) | 1-4 | 1(×3) | 500(×4) | In its starting form, this creature can’t fly; it simply patrols its platform, launching projectiles as you approach. However, once you strike an Erinus, it splits into three floating parts that attempt to swarm you. Being struck by a projectile costs you a bit of Endurance—touching an Erinus costs significantly more.You can earn 500 points for splitting an Erinus, and 500 more points for each part you manage to destroy. Each Erinus part also drops a Heart when defeated. If you pass by an Erinus without splitting it, the enemy reappears on the path ahead of you. |
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Daphne | 2 | 2 | 5 | 300 | These creatures jump up from below, spread their petals, and float back down at a much slower speed. Fly upward when you enter Daphne territory to avoid being ambushed. |
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Zuree | 1 | 2 | 1 | 100 | These ghostlike creatures aren’t particularly powerful, but they do appear in large groups. Move back and clear them out from a distance. |
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Tanatos | 1 | 3 | 0 | 100 | This snake lives in Medusa’s hair, leaping out to protect its mistress during battle. Tanatos can deal heavy damage, but it isn’t particularly durable. Shoot this snake to momentarily remove it from the battle—Tanatos bounces at fairly predictable angles, so time your shots accordingly. |
| Icon | Name | Health | Attack | Heart Value | Point Value | Description |
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Medusa | 150 | 5 | 0 | 100 (per hit) | Medusa has thrown Angel Land into chaos and taken control of the Palace in the Sky. With Tanatos by her side, she uses her magical gaze to subdue anyone who dares to challenge her. |