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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 › Stages

Underworld

This is the underground world where Pit was held prisoner. It’s a natural maze, so go forward carefully! It’s full of lava pools and underground glaciers.

Stage 1-1

Sacred Chamber: Stage 1-1

This stage contains a Sacred Chamber, but you reach it before you’ve had much of a chance to impress the gods. Don’t worry—you should be able to improve Pit’s Strength rating soon enough. However, you might consider revisiting this chamber if you complete the game without reaching a Strength rating of five arrows.

The Shemums near the starting area aren’t as tricky as the enemies you face later on. You can charge in to meet them head-on, but it’s safer to let them come to you. Position yourself below a ledge and shoot each enemy as it lands in front of you.

If swarming Monoeyes give you trouble, look for the Harp at Point 2. Grab the Harp to transform your attackers into collectible Mallets.

At Point 3, the area splits into two paths. If you want to test your skill in the available Enemy’s Lair, take the path on the right.

Reapers are formidable enemies, and they can be quite a handful early in the game. Unless you’re itching for a fight, consider slipping past patrolling Reapers until you’ve had a chance to improve Pit’s Endurance and Strength.

There’s an endless supply of McGoos at Point 5, and you can gain a big advantage by sticking around to battle them before you reach the checkpoint. Of course, you have to avoid taking too much damage! Watch the ground for signs of an emerging McGoo. When you see a McGoo forming, move to a safe position, face your target, and shoot the creature as it appears. Immediately after you attack, crouch down to avoid any incoming fireballs.

Battling McGoos can be a bit risky, but it’s a great way to earn Hearts and boost your score. Remember—the faster you earn points, the sooner you improve Pit’s Endurance!

Stage 1-2

Sacred Chamber: Stage 1-2

This stage contains a Sacred Chamber. If you want to improve Pit’s Strength rating, make sure you perform well. Defeat enemies, collect the Hearts they drop, and try your best to avoid taking damage or wasting too many arrows. A good performance here helps ensure that Pit is ready for the challenges ahead.

At Point 1, you face a combination of Monoeyes and Shemums. Deal with the Shemums first. Notice also that ice covers many of this stage’s platforms. Icy platforms offer very little traction, making it fairly easy to slip off. Be careful!

As you approach the Chalice at Point 2, look for the Enemy’s Lair to the left. If you feel like testing your skill, grab the Chalice before heading inside.

Remember that it’s often necessary to move past the edge of the screen and emerge on the opposite side of the stage. As you near the Enemy’s Lair at Point 3, time your approach to avoid being spotted by the patrolling Reaper. Again, if you choose to explore the Enemy’s Lair, collect the nearby Chalice before you head inside.

When you reach the Shemums at Point 4, pick a spot beneath the edge of a platform and let the enemies come to you. Moving around can cause the Shemums to scatter as they land—lure them in and pick them off one by one to earn some easy points.

The narrow platforms at Point 5 can be tough to traverse—particularly when the area is swarming with enemies. Stand your ground and deal with nearby threats before you continue.

When you reach Point 6, stop climbing and wait for the nearby McGoos to emerge. Again, battling McGoos is a great way to earn Hearts as you boost your score—and because this stage contains a Sacred Chamber, it’s also a great way to improve Pit’s Strength rating. Once you’re confident you’ve put on an impressive performance, continue up to the Sacred Chamber and claim your reward. As you do, watch out for the Commyloose that appear below you.

Stage 1-3

The terrain makes it difficult to attack a Nettler from a distance. Shoot these creatures as they drop down from ledges. Once a Nettler lands, it’s more likely to duck under your arrows.

Touching a pool of lava costs Pit a bit of Endurance. Be careful, but don’t linger near these hazards—enemies like Shemums, McGoos, and Commyloose often appear near the lava pools throughout this stage.

Stand on the platform at Point 3 to take out the incoming Shemums with ease. Get in position as quickly as possible, but take care to avoid touching the bramble sprouting from the edge of the platform.

When you reach Point 4, you have to deal with Commyloose, McGoos, and hazardous brambles. It can be fairly daunting, but try not to rush. Deal with each threat as it appears, and continue climbing only when it’s safe to do so.

Keep an eye out for the Reaper at Point 5. Don’t let the pursuing Commyloose force you into this enemy’s line of sight. Whether you plan to attack the Reaper or slip past it, wait for this formidable enemy to turn its back before you make your move.

The Sacred Training Chamber at Point 6 offers your first opportunity to earn an enchanted Weapon. The test starts soon after you pass through the door, so be ready to defend yourself. When the trial starts, jump onto the interior doorway—stay close to the chamber’s right wall to prevent Monoliths from appearing behind you.

Again, it’s worth battling McGoos before you complete the stage. This is your last opportunity to boost Pit’s Endurance before you face the first Gatekeeper, and you want plenty of Hearts to spend in the fortress’s Stores.

Stage 1-4

Centurion Allies

Use the Mallets you’ve collected to free Centurions from their statues. Each Centurion you help joins the battle against the fortress’s Gatekeeper.

The room at Point 1 contains the fortress’s Check Sheet and two Centurion statues. It also features Shemum containers embedded in the ceiling. Look for these containers each time you enter a new room. Walking under one of these causes a group of Shemums to drop into the room—before you pass under a Shemum container, make preparations to deal with additional enemies.

Once you’ve dealt with the Eggplant Wizards at Point 2, consider making a detour up to the nearby Store. Climb the ladder at the top of the room to pop in for a visit—just keep in mind that a new pair of Eggplant Wizards will be waiting for you when you exit the Store.

Beware of Eggplants

Due to their cursed eggplants, Eggplant Wizards rank among the most troublesome enemies in Angel Land. Whether you choose to fight them or charge past them, take care to avoid their projectiles. If Pit is transformed into an eggplant, head straight to the fortress Hospital to remove the curse.

The ladder at Point 3 leads to a big drop, and where you land determines whether or not you can reach Twinbellows.

As you drop down from the ladder, press Left on the Directional Pad to land on the nearby platform. Be prepared to dodge the retracting spikes on your way to the next door.

Visit the Hot Spring Chamber at Point 4 to replace any Endurance you might have lost. Don’t hesitate to revisit this room if you take too much damage on your way to Twinbellows.

The room at Point 5 is a great place to earn Hearts and points. Defeat all the red Ganewmedes that appear, then exit and re-enter to find a fresh batch of enemies to battle. If Pit loses too much Endurance, simply revisit the nearby Hot Spring Chamber.

Twinbellows utilizes a sweeping fireball attack. Stay back and dodge the Gatekeeper’s opening attack, then charge in and hit Twinbellows with a series of rapid shots. Each hit tends to knock the beast into the air, so most of Twinbellows’s fireballs should pass right over you. If you need a bit of breathing room, use the available platforms to slip over Twinbellows and drag the fight back to the other side of the room. Depending on how many Centurions you managed to free, the battle with Twinbellows can end very quickly.

If you favor finesse over brute force, learn the timing of Twinbellows’s fireballs. Jump over incoming projectiles, and shoot the beast as it prepares for its next attack.

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