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Contents

  • Playing with Power
    • Foreword
    • Introduction
    • The Inside Story of the NES
    • The Launch of the Nintendo Entertainment System
    • First-Party NES Titles: Launch Day
    • The Early Period (1986)
    • An Inside Look at Game Paks
    • The Middle Period (1987-1989)
    • Classified Information
    • Behind the Scenes with Shigeru Miyamoto
    • The Late Period (1990-1994)
    • Counselors’ Corner
    • NES Peripherals
  • Excitebike
    • Summary
    • How To
    • Tracks
  • Ice Climber
    • Summary
    • How to Play
    • Characters and Objects
    • Terrain
    • Scoring
    • Tips and Tricks
  • Super Mario Bros.
    • Summary
    • Levels
      • World 7
      • World 3
      • World 5
      • World 4
      • World 6
      • World 8
      • World 1
      • World 2
  • Balloon Fight
    • Summary
    • How-To
  • Donkey Kong
    • Summary
    • Playing Donkey Kong
    • Characters and Collectibles
  • Donkey Kong Jr.
    • Summary
    • How to Play
    • Cast & Items
    • Scoring
    • Recommended Tactics
  • Mario Bros.
    • Summary
    • How to Play
    • Characters and Items
    • Tips and Tricks
  • Kid Icarus
    • The Tale of Kid Icarus
    • Getting Started
    • How to Play
    • Exploring Angel Land
    • Powering Up
    • Items
    • Enemies
    • Completing Kid Icarus
    • Stages
      • Underworld
      • Overworld
      • Skyworld
      • Palace in the Sky
  • Metroid
    • The Metroid Story
    • Summary
    • Getting Started
    • How to Play
    • Power Items
    • Enemies
    • Completing Metroid
  • The Legend of Zelda
    • Summary
    • The Legend of Hyrule
    • Hero Training
    • Items
    • Characters
    • The Overworld
    • The Underworld
      • Labyrinth 1: Eagle
      • Labyrinth 2: Moon
      • Labyrinth 3: Manji
      • Labyrinth 4: Snake
      • Labyrinth 5: Lizard
      • Labyrinth 6: Dragon
      • Labyrinth 7: Demon
      • Labyrinth 8: Lion
      • Labyrinth 9: Death Mountain
    • The Second Quest
      • The Second Quest
      • Story
      • Conquering the Underworld
  • Punch-Out!!
    • Summary
    • Story
    • Roadwork
    • Minor Circuit
    • Major Circuit
    • World Circuit
    • The Dream Fight
  • Super Mario Bros. 2
    • Story
    • Characters
    • Welcome to Subcon
    • Know Your Enemies
    • Worlds
      • World 1
      • World 2
      • World 3
      • World 4
      • World 5
      • World 6
      • World 7
  • Zelda II: The Adventure of Link
    • Summary
    • The Story of the Adventure of Link
    • Hyrule
  • Super Mario Bros. 3
    • A Message From Mario
    • Story
    • Being Mario
    • Worlds
      • World 1: Grass Land
      • World 2: Desert Land
      • World 3: Water Land
      • World 4: Giant Land
      • World 5: Sky Land
      • World 6: Ice Land
      • World 7: Pipe Land
      • World 8: Castle of Koopa
  • StarTropics
    • Summary
    • A Letter From Uncle Steve
    • Chapters
      • Chapter 1: Prelude
      • Chapter 2: Dolphins
      • Chapter 3: Storm and Calm
      • Chapter 4: Confession
      • Chapter 5: Captain Bell
      • Chapter 6: Reunion
  • Dr. Mario
    • Summary
    • Dr. Mario’s Diagnosis
    • Dr. Mario’s Med School
  • Kirby’s Adventure
    • Summary
    • A Crisis in Dream Land!
    • Copy Abilities
    • Levels
      • Level 1: Vegetable Valley
      • Level 2: Ice Cream Island
      • Level 3: Butter Building
      • Level 4: Grape Garden
      • Level 5: Yogurt Yard
      • Level 6: Orange Ocean
      • Level 7: Rainbow Resort
      • Level 8: Fountain of Dreams

Nintendo Playing with Power Guide › Kid Icarus

Exploring Angel Land

Angel Land is divided into four distinct worlds:

1.Underworld

2. Overworld

3. Skyworld

4. Palace in the Sky

The Underworld, the Overworld, and Skyworld each contain a fortress, and each fortress holds one of the Three Sacred Treasures. Unfortunately, each of these powerful artifacts is protected by one of Medusa’s Gatekeepers. Pit’s mission (and your objective) is to find and defeat each of the Gatekeepers, collect the Three Sacred Treasures, and use them to defeat Medusa in the Palace in the Sky.

Chambers

There are eight types of chambers scattered throughout Angel Land. Visit these chambers to find challenging battles, useful items, helpful merchants, and more. Most stages contain multiple chambers, so investigate any curiously located doors.

Mind the Doors

Chambers located in fortresses can be visited multiple times. Outside of fortresses, chamber doors are sealed the moment you leave.

Treasure Chamber

Each Treasure Chamber holds eight containers. Shoot a container to crack it open and see what’s inside. Of course, there are a few things you should know before you begin raiding a Treasure Chamber:

  • It costs five Hearts to shoot a container.
  • When you collect a revealed item, all unbroken containers vanish.
  • Most containers hold either a Big Heart or a Mallet.
  • One container holds the God of Poverty.
  • If you free the God of Poverty, all revealed items and unbroken containers vanish.
  • If you break seven containers without revealing the God of Poverty, he leaves the Treasure Chamber. You can then break the final container to reveal a rare item left in his place.

Lucky Number Eight

When you manage to break all eight of a Treasure Chamber’s containers, the last container contains one of four items:

• Angel’s Feather

• Water of Life (Bottle)

• Water Barrel

• Credit Card

While most of these items can be also purchased from various merchants, clearing Treasure Chambers is the only way to find the elusive Credit Card.

Enemy’s Lair

Every Enemy’s Lair contains a sizable group of Specknoses. You don’t receive any points for battling these enemies, but each Specknose you defeat drops a Big Heart. Of course, suffering damage depletes Pit’s Endurance—and the Protective Crystal doesn’t function within these chambers. Luckily, you’re free to leave an Enemy’s Lair at any time.

Store

Visit Stores to exchange the Hearts you’ve collected for useful items. Angel’s Feathers are available in all Stores located outside of fortresses. Pencils and Flaming Torches are only found in Stores located within fortresses. Each Store only stocks three items at a time, but every Store offers at least one Water of Life item.

Possible Stock: Standard Store
ItemPrice
Water of Life (Chalice) 210
Water of Life (Bottle) 350
Mallet 20
Angel’s Feather 390
Possible Stock: Fortress Store
ItemPrice
Water of Life (Chalice) 210
Water of Life (Bottle) 350
Mallet 20
Pencil 180
Flaming Torch 350

Rapid Restock

If you don’t see the item you want in a fortress Store, exit the chamber and return to find a new selection of items waiting for you.

Black Marketeer

Like Stores, these chambers offer useful items for sale. The prices are a bit higher, but the Black Marketeer sells some items you can’t buy anywhere else. Each Black Marketeer only stocks three items at a time, and these chambers are never found in fortresses.

Possible Stock: Black Marketeer
ItemPrice
Water of Life (Bottle) 480
Water Barrel 500
Angel’s Feather 450
Fire (Flaming Arrows) 600
Sacred Bow 500
Protective Crystal 700

Stolen Goods

An enchanted Weapon only becomes available for purchase after it’s been stolen by a Pluton or a Pluton Fly.

Sacred Chamber

Each time you enter a Sacred Chamber, your recent performance is judged. If you’ve displayed exceptional skill since the start of the stage, the Sacred Chamber contains a god. After a brief greeting, the god offers an arrow; simply collect the arrow to increase Pit’s Strength rating. If the chamber is empty, you must wait until you reach the next Sacred Chamber for another chance to increase Pit’s Strength rating.

Sacred Training Chamber

Each time you enter a Sacred Training Chamber, a god summons a series of Monoliths for you to battle. Dodge or defeat these enemies until the god reappears. If you succeed, the god allows you to pick any one of the three enchanted Weapons.

Hot Spring Chamber

Hot Spring Chambers contain pools of revitalizing water. Jump into one of these pools to fill Pit’s Endurance meter within a few seconds!

Hospital

These chambers are only found in fortresses, but they offer a vital service—whenever Pit is transformed into an eggplant, visit the nearest Hospital to remove the curse.

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