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Nintendo Playing with Power eGuide Kid Icarus Stages

Overworld

Long, long ago, this world was inhabited by people of Angel Land. Now it’s a den of creatures. The wide seas, glacier regions, and high mountain peaks lead to the fortress that stretches up to the heavens.

Stage 2-1

Grab the Harp at Point 1 while the Rokmen are still dropping. This should give you enough time to collect at least a few Mallets before they fall out of reach.

There’s a Chalice near the Treasure Chamber at Point 2. If you want to collect it, drop down to the lower path before you move past the chamber entrance. Remember: the lower you are, the less time you have to spot incoming Minos.

Remember to visit the Sacred Chamber at Point 3. If you’ve performed well in this stage, Pit’s Strength rating increases by one arrow—a boost in attack power makes it much easier to deal with troublesome Kerons. If the chamber is empty, do your best to impress the gods before you reach the stage’s second Sacred Chamber. Defeat enemies, collect the Hearts they drop, conserve your arrows, and avoid taking damage.

Before you enter the Sacred Training Chamber at Point 4, know that you can’t stand on the inner doorway. As soon as the training begins, jump down to the central platform and defend yourself from the incoming Monoliths. This ensures that you don’t accidentally leave the chamber before the training is complete.

Stage 2-2

To impress the gods before you reach this stage’s Sacred Chamber, you need to show great skill—but a little luck can be helpful too. Enter the Treasure Chamber at Point 1 and try to claim at least a few Big Hearts without revealing the God of Poverty.

After you exit the Treasure Chamber, visit the nearby Enemy’s Lairs to battle for more Big Hearts. Collect as many as you can while avoiding damage.

Before you enter the Sacred Chamber at Point 2, there’s one more thing you can do to impress the gods. Jump over the chamber entrance and then hop across to the next island. Take care not to move too far from the door.

Rokmen begin falling as soon as you land. Shoot these enemies and collect the Big Hearts they drop. As you do, keep the Sacred Chamber entrance in sight. When you’re ready, jump back to the Sacred Chamber and head inside. If you’ve performed well enough, you add another arrow to Pit’s Strength rating.

Several Plutons lurk past the Enemy’s Lair at Point 3. These enemies can steal any enchanted Weapons you’ve earned, so keep your distance. Watch them as they pounce toward you, and jump over them one at a time.

Remember that crouching on some platforms causes Pit to drop through them. Avoid ducking under a Snowman’s projectile unless you’re certain it’s safe to do so.

Stage 2-3

Consider using the platforms at Point 1 to follow the upper path. The lower path leads through some fairly tight spaces, making it difficult to dodge incoming enemies.

The platform at Point 2 passes through two thorn patches. Jump onto this platform when it rises up through the lower thorn patch, then keep running and leap to the next ledge. It takes some time for this platform to reach the ideal position—while you wait, take out any Shemums that drop out of the nearby container.

You find another gang of Plutons waiting at Point 3. If you plan to hang on to your enchanted Weapons, avoid touching these pouncing enemies.

Take your time crossing the narrow platforms at Point 4. It’s much easier to focus on jumping after you’ve eliminated any approaching enemies.

Stage 2-4

The Check Sheet is two rooms away from the stage’s starting point. Drop down and collect it before you venture deeper into the fortress.

The Hot Spring Chamber is another essential detour. Stop in to top off Pit’s Endurance.

As you drop down to Point 3, use the Directional Pad to land on the small ledge near the lava. Slip past the spikes to the right and use the available door to enter one of the fortress’s Hospitals. Even if you manage to slip past the Eggplant Wizards unscathed, visiting this Hospital allows you to avoid a few extra enemies on the way to Hewdraw.

The Store at Point 4 is a great place to stock up on Water of Life. If the items you want aren’t in stock, leave and re-enter the Store to find a new selection of goods waiting for you.

Hewdraw attacks by bouncing endlessly around the room. Its head is its only weak spot, but this serpent’s entire body is a Weapon—touching any part of Hewdraw costs Pit a bit of Endurance. Centurion allies are particularly vulnerable to Hewdraw’s touch, so stay well back if you hope to keep these allies in the fight for long.

Hewdraw can take a lot of punishment, even if you’ve managed to boost Pit’s Strength rating at every opportunity. Pick your shots, and use the available platforms to avoid the serpent’s pouncing attacks. Keep moving, stay out of the lava, and remember that only Hewdraw’s head is vulnerable to Pit’s arrows.