_____________ __
_______ / /
_____ / / __ __
____ / /____ /_/ / /
____ / ___/ __ ___ / /
__/ / / / / __ /
/ / / / / /_/ /
/_/ _ /_/ /_____/
____
/ _/ ~ ~~~Angel land story~~~ ~
/ / __
/ / ____ ___ / /_ __ __ _____
/ / / __/ / | / __/ / / / / / ___/
_/ /_ / /_ / / _ / / / /_/ / /__ /
/____/ /___/ /___/_/ /_/ /_____/ /____/
~ A Complete FAQ/guide by Daniel Remar ~
Last updated: Feb 11 2003
This FAQ is now complete. That is, I think I've documented
everything of value in the game, except for the password
system. At the time of writing this, Jean-Luc, who I've been
helping crack it, is writing up his password generator/
decryption/completer program, so if you want to know more
about the password system, wait for his FAQ and program(s).
Please read the FAQ thoroughly, and contact me if you find a
mistake or have a suggestion - I still update it if there's a
need to. Make sure to check if what you think is missing isn't
already there before mailing me.
===============================
][ ~ Table of contents ~ ][
===============================
1. Introduction
2. Stages
3. Leveling, HP and Strength
4. Weapons
5. Special items
6. Hearts and shopping
7. The Holy chambers
8. The endings and how to get them
9. Enemy list
10. In-depth enemy descriptions
11. Fortress maps
12. Strategies
13. Miscellaneous fun (debugging, glitches, passwords etc)
14. Copyright, contact, thoughts on the game, other FAQs
15. Epilogue and thanks
==============================================================
][ 1. Introduction ][
==============================================================
~ Yes, I like the tilde key ~
Hello, and welcome to my third and biggest FAQ! You'll notice
that the line width, 62, is slightly smaller than my other
FAQs at 78; it gets easier to read.
Kid Icarus (1986) has always been one of my favourite games
throughout the years, and considerng myself a hardcore Kid
Icarus player, I thought it was about time to write this. My
goal with this FAQ is to cover everything there is to know
about the game, even including the enemy stats, the
requirements for getting strength upgrades, bargaining
successfully and the requirements for getting the five
endings. Either if you're new to the game or an experienced
player, I hope this document will help you out, whether you
want to complete it for the first time or gain further
knowledge about this old-school classic.
Let's begin with the story (freely after the instruction
booklet):
Long ago, in an age where gods and humans lived in harmony,
there was a kingdom callad Angel Land. It was ruled by
Palutena, who administered the light, and Medusa, ruler of
darkness. Palutena lived in the Palace in the Sky, and with
her light, the humans could grow food and live in happiness.
Medusa, however, hated mankind. She dried up the crops,
and turned people into stone statues. Enraged, Palutena turned
Medusa into a horrible monster, and banished her to the
Underworld.
Medusa vowed to come back and take over the Palace
in the Sky. In her struggle to do so, she joined the monsters
and evil spirits of the Underworld. In time, Medusa's army
became greater than Palutena's. A war began, and in the end,
Medusa was victorious. But she wasn't satisfied. She took the
three Sacred Treasures - the Mirror Shield, the Arrow of
Light, and the Wings of Pegasus - and gave them to her most
powerful underlings. She turned almost every one of Palutena's
warriors into stone, and locked up the goddess herself in the
depths of the Palace in the Sky.
Angel Land became a dark realm of monsters, ruled by the
wicked Medusa. Palutena's last stand was to seek the help of
the young angel Pit, who'd been imprisoned in the Underworld.
With her last bit of magical strength, she sent Pit a bow and
arrow.
Pit set out on a quest to get the three treasures, defeat
Medusa, rescue Palutena and bring the peace to Angel Land.
==============================================================
][ 2. Stages ][
==============================================================
Kid Icarus is divided into 4 stages. The first three are
divided into 4 sections: 3 normal ones, and a fortress.
The fourth stage only consists of one section. Like so:
|_|_|_| ________
| |_______________| |
~ANGEL LAND~ | 3-4 | 4-1 Medusa |
|_____|________________________|
| | 4.The Palace in the Sky
|3-3|
|___|
| |
Fortress |3-2| 3.SKYWORLD
| |___|
| | |
| |3-1|
V |___|
|_|_|_| |_|_|_|
| |___________| |
| 1-4 |2-1|2-2|2-3| 2-4 |
|_____|___|___|___|_____|
| | 2.OVERWORLD
|1-3|
|___|
| | (This image can be found in
|1-2| the instruction booklet)
|___| 1.UNDERWORLD
| |
|1-1| <-- normal sections
|___|
Between each section there's a checkpoint. When you pass it,
your XP will be added to the total XP (which in turn
determines your level, see "3. Leveling, HP and Strength").
Also, if you die, you will restart from the last checkpoint
you passed, with all the items you had when you first passed
it, but with your HP at 15.
Stage 1 - the Underworld
The easiest of all the stages. Just make sure you reach a
high level as soon as possible. See "12. Strategies" for some
tips that'll surely help you. It's got a few difficult
platform jumping bits, so buy some feathers to help you out.
When you exit this stage, you should have gotten
1 Strength upgrade. You should also have reached level 5.
Stage 2 - the Overworld
Notably more difficult than Stage 1, it contains an
encounter with Pluton, and some tricky jumping because of the
ice. You should have _at_least_ two feathers here.
Note that if you duck while on the ice, you'll pass through
it, so be careful. This does not apply to the moving
platforms.
When you exit this stage, you should have gotten 2 more
Strength upgrades. IMPORTANT: Make sure you have between 858
and 20 hearts when entering section 2-2, or you CANNOT get
that upgrade! See "3. Leveling, HP and Strength" below for
more information.
Stage 3 - Skyworld
A beautiful cloudy stage, with the only real threat being
falling of the clouds. If you duck while on the clouds, you'll
fall through them. You'll also meet the Pluton fly, but it's
pretty easy to avoid. Gather lots of hearts to fill your
barrel with 8 bottles if you haven't already. There's a store
just outside the boss room in the fortress here, so buy some
glasses with the water of life if you need it.
At the end of 3-1, you'll get your final Strength upgrade.
See "The room of death" under "12. Strategies" for some help
on that tricky Eggplant wizard room in the fortress.
Stage 4 - the Palace in the Sky
This final stage is just one long side-scrolling shooter, with
Medusa waiting at the end. Keep an eye out for enemies, and
you should do fine. Note that you can't fall of the bottom of
the screen; you'll bounce back up again.
Something that makes this stage more difficult is that you
have to defeat at least 50 enemies before reaching the end, or
the whole stage will loop back to the start. The higher your
Strength, the easier it will be to defeat that many enemies.
Just keep shooting, but remember that shooting the scattering
pieces of Erinus doesn't count.
Don't worry about confronting Medusa, she's possibly the
easiest boss in the game. For a trick on how to beat her with
ease, check the In-depth enemy descriptions.
Note: if you press up and left or right, you'll fly slightly
off the edge of screen. Pretty useless, but still.
==============================================================
][ 3. Leveling, HP and Strength ][
==============================================================
~ LEVELING ~
In Kid Icarus, there are five "levels", reached by earning
Experience points (called "Score" in the game).
Each time you defeat an enemy, you'll get an amount of XP.
At the end of each stage section, the XP you earned
will be added to the total.
Total XP required for reaching levels:
LV 2: 20'000
LV 3: 50'000
LV 4: 100'000
LV 5: 200'000
For every level gained, reaching the next one will require
more XP than before, just like most RPGs.
~ HP ~
But what does this do? Well, for every new level, a red block
of health (HP) will be added to your Endurance.
Each block contains 8 HP with the exception of the left-
most block, which contains just 7. Be aware of this!
When you get hit by an enemy, your HP decreases. (Simple eh?)
With barrels and bottles, your maximum HP increases
(see "5. Special items").
So, you'd better gain levels as fast as possible to survive,
as you've already figured. Check out "12. Strategies" for some
useful advice on fast leveling.
~ STRENGTH ~
The arrows on the pause screen show your Strength. The amount
of arrows determine the amount of damage dealt to enemies per
shot. If you have, say, a strength of 3, and shoot at a
Keron, which has 3 HP, it'll be destroyed in one shot.
The arrow upgrades are: Bronze arrows, silver arrows,
gold arrows and sacred arrows. The maximum strength is 5.
IMPORTANT: Make sure you have between 858 and 20 hearts when
entering section 2-2, or you CANNOT get that upgrade (see
below).
How to get the Strength upgrades!
A huge thanks to Disch Wersher (via e-mail), for hacking the
ROM and finding that what actually determines if you get a
strength upgrade or not, is a hidden stat which keeps track of
your "skill", as Disch calls it. I did some ROM checking
myself after I got his letter, and added a few things to his
explanation. (If you're interested the stat is two-byte and
has the adresses 0134 and 0135. 0135 gains one "point"
whenever 0134 eclipses 255.) Here's what Disch said, with my
comments in brackets:
"There's another stat seperate from your XP (or
score) that the game records internally. The game
doesn't show you the reading of this stat, but it's
there. For reference, I'll refer to this hidden stat
as 'skill', because in a way, that's what it
represents.
The only requirement to get a Strength upgrade is to
get your Skill at or above 10000.
Your skill resets to 0 at the beginning of each level.
[This always applies, but there seems to be a bug that
doesn't let the game reset the skill sometimes, when you
restart the game after killing Medusa.]
Killing enemies raises your Skill the same amount as
it raises your XP (so 100 pts for 1 heart enemies, 300
for 5 heart, and 500 for 10 heart enemies). Since
killing enemies in chambers (training room,
nose-monster things --don't know the name--) [Specknose]
doesn't reward any XP, it doesn't reward any skill either.
Also, getting hearts (in OR outside of chambers)
raises skill:
1 heart = 100 pts
5 heart = 300 pts
10 heart = 500 pts
so even the mouse things [Eeleyes?] that don't give
you XP can still give you Skill if you collect their
hearts after they're dead.
NOTE: This is not tested, but I think that you only
are awarded the skill if you can take the Heart. So
if you are at 999 Hearts, getting more hearts will not
raise your skill. I haven't tested this though.
[I checked it, and you don't get skill if you take a
heart when you have 999 hearts.]
Entering chambers also gives you 300 skill. So even
if you walk in a room then immideately out, you gain
300 skill points. This is kind of weird, because
technically, you need 10000 skill points for a
strength increase, but since you enter a room to get
the strength increase, you only need 9700 (because 300
is awarded as you enter)
Treasure rooms also award Skill. How they award skill
I'm not entirely sure. I haven't thoroughly tested
it. I'm assuming there's no special treatment inside
treasure rooms... so if you shoot every pot
successfully, get the treasures and leave, you'll end
up with 2220 Skill:
4 large hearts = 2000 Skill
entering room = 300 Skill
8 arrows shot = -80 Skill (see below)
Like I said... I haven't tested this... so this is
just theory.
[You aren't correct here... you get 100 skill for picking
up a mallet, but what's more, you loose 500 skill for
every pitcher you shoot. So, the total would be -1480 Skill:
entering room = 300 Skill
3 mallets = 300 Skill
4 large hearts = 2000 Skill
8 arrows shot = -80 Skill
8 pitchers broken = -4000 Skill
However, at the start of section 2-2 you start out with 0
skill, so you actually gain 2300 skill there. Then, you get a
maximum of 8440 in the next two enemy nests, so with a
maximum total of 10740 skill, there's not much room for
error when getting that upgrade.]
Also, Skill can be lost 2 ways:
- shooting arrows (lose 10 Skill for each arrow)
- getting hurt (lose 300 Skill)
Your skill can't drop below 0, so if you're skill is
at 0 and you shoot an arrow or get hurt, there's no
Skill penalty."
So that's that! Like I suspected, it's based on your success
in the current section, but I didn't know it was this deep.
Many great thanks to Disch Wersher for this information!:)
Now I guess my earlier "mini-guide" to get the upgrades is
redundant, but I'll still help you out a little:
Section 1-2
A pretty long section, so just kill enemies and you'll get the
upgrade.
Section 2-1
Often stop and kill the Rokmans and Kerons until they run
out to gather the most amount of XP and hearts. There are two
places to get the second upgrade. If you missed the first you
can visit the other. I've never missed this one, so it isn't
hard to get.
Section 2-2
IMPORTANT: Make sure you have between 858 and 20 hearts when
entering this section, or you CANNOT get the upgrade. If you
have 858 or 20 hearts, you have to perform almost flawlessly
in the chambers ahead, but it's still possible. This is
because you don't get skill for collecting hearts when you
already have 999, and you need 5 hearts to break a pitcher in
the treasure chamber.
Collect as many hearts as possible and take as few hits as
possible in the enemy nests, grab all the treasure in the
treasure chamber, using the trick mentioned in "7. The Holy
chambers". The upgrade is in the fourth chamber, but if you
fail, jump into the water and try again. Don't worry, any
spent feathers will return when the section restarts. You'll
start with only 15 HP though, but for the strength upgrade,
it's worth it.
Section 3-1
Pretty simple. Just slay some Holers until you've got at least
10'000 XP and the final upgrade is definatively yours.
There, piece of cake; all strength upgrades the first time
through the game.
Note: The very first room in the game is always empty. This is
because it's a strength upgrade room! No matter how hard you
try though, you can't gain 10000 skill before entering it
(unless you change the values in-game with an emulator, like
setting the adress 0135 to at least 40). The enemies only
spawn a set number of times until you scroll the screen
further up.
Update: Jean-Luc Romano informed me that sometimes, you do
get the upgrade after finishing the game and coming back to
stage 1-1. My guess is that this is because of a glitch, since
the skill is reset both at the exact point where your score
has been added to your total score when you finish a stage,
and when you enter Palutena's chamber after defeating Medusa.
==============================================================
][ 4. Weapons ][
==============================================================
These are the three objects that appear on the pause screen,
under "weapons". They're gained by completing the training
chamber (see "7. The Holy chambers"), and are invaluable if
you want to complete the game. The weapons are: Shield, Sacred
bow, and Fire arrows. Each time you complete a training
chamber, you can pick one of your choice and add it to your
arsenal. However, the first weapon picked requires a HP of 15
to be activated. The other two require 8 more respectively.
After they've been activated, they will remain so for the rest
of the game.
But! The weapons can't be used in fortresses, because of the
strength of the enemy magic (or something like that), making
you much weaker.
Here's a rundown:
Shield (Protective crystal)
I like to call it "shield" for simplicity. Two protective
crystals will revolve around Pit, doing damage to enemies
equal to your Strength. Just don't think of it as your
primary weapon; weak enemies can still slip past it. The first
weapon you should get, in my opinion.
Sacred bow
Makes your arrows travel further and faster, attacking enemies
from a whole screen away. The second weapon to pick. Take care
not to shoot enemies so their hearts will be hard to reach.
Fire arrows
A fireball will rotate around every arrow fired, dealing
damage equal to your strength. If the fireball hits an enemy,
the arrow will continue in its path. If the arrow hits the
enemy first, though, the fireball will disappear. A really
devastating weapon against groups of enemies, if your Strength
is high enough.
==============================================================
][ 5. Special items ][
==============================================================
These are items you can collect or buy in stores.
Small heart
Left behind by defeated enemies. It's worth 1 heart.
This is the currency used in Kid Icarus.
Half heart
A big heart broken in half. It's worth 5 hearts.
Big heart
Worth 10 hearts.
Harp
Found only in the normal sections, it will turn all the
enemies into mallets for a limited period of time.
In stage 2, you'll find a harp next to a Shemums' jar.
Take the harp, then jump at the jar to grab a lot of mallets.
Mallet
Used in the fortresses. Select it with the select button,
then press the B button to smash statues or enemies (deals
5 HP damage). When you destroy a statue, a Centurian will come
out. These are Palutenas' soldiers who were turned into stone
by Medusa. When you fight the boss of the fortress, the
Centurians you've rescued will join the fight in groups of
three. Their arrows have a strength of 5, but they're
easily swatted like flies by the bosses. If you have a lot of
them, (and I mean a lot, not just five or six) you'll slay the
bosses. Note that the Centurains you've freed in one fortress
won't follow you to the next.
Credit card
Credit cards? In the ancient Greece? Anyway, this rare item
can only be obtained by completing the treasure chamber
(see "7. The Holy chambers"). It lets you shop on credit at
the black marketeers, and it works like this: If you cannot
afford an item, it's cost will be saved on the credit card.
You'll notice that you have 0 Hearts. When you collect hearts,
you'll pay back the cost of the item you bought. Not until
you've payed it all back will you be able to collect hearts
like normal again. You can only buy one item at a time with
this.
Note: when you use passwords like DANGER !!!!!! TERROR
HORROR, it'll appear as if you cannot gather hearts at all.
This is because the debt on the credit card is 999, and
you'll have to pay it all back first.
Angel's feather
If you have this in your inventory when you fall down the
bottom of the screen in the normal sections, you'll start
flying. Press the A button to fly higher. Each time you fall
down, a feather will be spent. A real life-saver, you'd
better buy them as soon as you can.
Note: If you press up and A as the feather runs out, you
will get a speed boost upwards.
Water of life (glass)
A glass containing the water of life. It'll recover 7 HP.
Note: If you see one of these on screen, and you enter a
door and come out again, the glass will be gone, so always
collect it as soon as you see it.
Water of life (bottle)
When your HP reaches zero, this item will take effect and
recover 7 HP.
Barrel
With this, you can store 8 bottles, pushing your maximum HP
to an incredible 95! You can only own 1 barrel though.
Map
Found in the fortresses. It'll appear on the pause screen.
Torch
Bought in the fortress stores. With it, you can see your
position on the map. Pretty useless. It's magical glow runs
out when you leave the fortress.
Pencil
Also bought in the fortress stores. With this, all the rooms
you have visited will turn green on your map. Like the torch,
it's useless since you can draw your own maps (or watch the
ones in this FAQ). The magic of the pencil runs out when you
leave the fortress. (Huh? I thought pencils worked without
magic... maybe they didn't have any pencil sharpeners.
Uh... yeah.)
==============================================================
][ 6. Hearts and shopping ][
==============================================================
The currency in Angel land is Hearts. You can have up too 999
of 'em, and the goods in the stores is very expensive, so
gather a lot. Hearts are earned by defeating enemies.
There are three kinds of places to spend the cash: Stores,
fortress stores and the black market.
Here's a list of what they sell:
~ STORE ~
Either:
Bottle Mallet Feather
350 20 390
Or:
Glass Bottle Feather
210 350 390
Or:
Glass Mallet Feather
210 20 390
If you buy an item, new goods will soon appear, so you can
buy as much as you want.
~ FORTRESS STORE ~
Either:
Pencil Glass Torch
180 210 120
Or:
Glass Mallet Bottle
210 20 350
If you press A+B on controller two at the stores, the owner
will either raise or lower the prices, depending on your
Strength. To bargain succesfully, your Strength must be one
level above the number of the stage, which means that in
stage 2, you must have a strength of 3 to bargain. So, this
is not dependant on luck, xp or anything else.
If he lowers them, he says "I guess I can't win!".
The new prices will be:
Glass Bottle Mallet Feather Pencil Torch
100 270 10 150 180 120
However, if he raises them, saying "Go on! Who do you think
I am?" The prices will be:
Glass Bottle Mallet Feather Pencil Torch
400 760 50 630 250 200
While he's talking, the prices are still the same.
If you notice that he raises them, quickly buy something;
you'll get it for the usual price. This way, you've got
nothing to lose when bargaining.
~ THE BLACK MARKET ~
Bottle Barrel Feather
480 500 450
The black market is the only store that sells the barrel.
Also, if one of your weapons has been stolen by a Pluton or
Pluton fly, it'll be sold at the black market.
Prices on weapons when bought back:
Fire Long Shield
600 500 700
Alternatively, complete the training chamber to earn the
weapons again for free (see "7. The Holy chambers").
Note: You cannot bargain at the black market. Also, you
can only buy one item per visit. Strange, I thought a black
market is where you usually bargain....
==============================================================
][ 7. The Holy chambers ][
==============================================================
These are accessed via the doors found in the normal sections.
Here's a description of the different chambers:
Store
See "6. Hearts and shopping".
Black market
See "6. Hearts and shopping".
Enemies' lair
A room with 8 Specknoses. Each one will give you 10 hearts
when defeated, but no XP. You can leave this room whenever
you want.
Sacred chamber
A friendly god will give you a Strength upgrade. See
"3. Leveling, HP and Strength" for info on the requirements to
get the upgrades.
Training chamber
A god will let you pass a test to see if you're worthy of a
Weapon. Pass the test, and you can pick a Weapon (see
"4. Weapons"). You can exit this chamber whenever you like,
but the god will call you a weakling!
Hot spring chamber
These contain a pool of yellow recovery water. Sit back and
relax as your health is replenished. Ahhh!
For some reason, Pit doesn't realize that he could just fill
the barrel with this water instead of having to buy it...
Treasure chamber
A room with 8 jars, containing either Big hearts or mallets.
You need 5 hearts to break a pitcher and reveal the treasure.
But - there's a catch. If you shoot the pitcher containing
the god of poverty, all the treasures you've uncovered will
be lost. Since you don't know where he is, it's a game of
chance. However, if you manage to break 7 pitchers without
uncovering the god of poverty, he will be replaced by either
a feather, a bottle, a barrel or the credit card! This bonus
treasure is yours if you shoot the final jar, something that
beginners never do because they think the last jar will hold
the god. Since mallets and hearts are so easy to come by,
it's always worth the try to break them all.
If you feel like some cheating, there is a way to always get
all the treasures. This is because there only are four places
where the God of Poverty can hide, depending on what stage
you're in, NOT depending on the background color of the
chamber (Again, thanks to Disch Wersher for this information!)
and depending on where he hides the hearts and mallets will
appear in set places. I discovered this while saving and
loading with an emulator outside and inside the treasure
chambers, and it seems like it always works. First, let's give
the pitchers some numbers:
...............
.1 2.
.. ..
.3 4.
... ...
.5 6 .
.... ... ....
.7 8.
...............
In the rooms in stages 2 and 3 (overworld and skyworld), shoot
the pitchers numbered 2, 3 and 4. In stage 1 (underworld),
shoot the pitchers 1, 3 and 8. Count how many mallets you've
uncovered, then look up the god's position in the chart below.
Stage 2 and 3
Mallets: 0 1 2 3
Position: 8 5 6 1
Stage 1
Mallets: 0 1 2 3
Position: 7 2 4 6
Here's a printable version of the above trick, so you don't
have to check back here every now and then. Just mark
everything between the brackets, copy it and paste it into
Notepad or a similar text-editing program, then print it.
{
............... Kid Icarus
.1 2. Treasure chamber
.. ..
.3 4. Stage 2 and 3: 2, 3, 4.
... ... Stage 1: 1, 3, 8.
.5 6 .
.... ... .... Mallets: 0 1 2 3
.7 8. Pos(2 and 3): 8 5 6 1
............... Pos(1): 7 2 4 6
}
==============================================================
][ 8. The endings and how to get them ][
==============================================================
There are five endings to watch when you complete the game.
Finally, with some debugging and trial-and-error, I've worked
out the requirements.
The ending requirements are based on "stat max-outs". You can
have any combination, as long as you have a certain number of
them. The four max-outs are:
a. Hearts: 999
b. Strength: 5
c. Level: 5
d. All weapons acquired
So if you have 500 hearts, a Strength of 3, a level of 5 and
all weapons, you have two stat max-outs, and get the Medium
ending, see below.
A giant thanks to Jean-Luc Romano for his password cracking
skills. If you type these passwords in, you'll watch the
ending, though without the music. When the endings are done
the game will intentionally reset/crash, so they won't work as
cheat codes.
NOTE that the first letter on the second row in all
passwords except the first one is a capital "o".
+--------+------+----------------------------+---------------+
| | Max- | | Password to |
| Ending | outs | Description | watch ending |
+========+======+============================+===============+
| Worst | 0 | Pit gets a hat and a | 000000 000000 |
| | | sickle. | M30000 G50CfV |
+--------+------+----------------------------+---------------+
| Poor | 1 | Pit gets a helmet and a | 000000 000000 |
| | | short stick. | O10000 K50C9G |
+--------+------+----------------------------+---------------+
| Medium | 2 | Pit gets a helmet with a | 000000 000000 |
| | | red tuft, and a spear. | O1000G K50C9H |
+--------+------+----------------------------+---------------+
| Good | 3 | Pit becomes a big warrior | 000000 00dF00 |
| | | and smiles. | O3000G K50Cfh |
+--------+------+----------------------------+---------------+
| | | Pit becomes a big warrior, | |
| | | gets a kiss from Palutena, | 6eW300 00dF00 |
| Best | 4 | and angels fly around the | O3000G K50i9r |
| | | screen as the background | |
| | | changes. Very nice. | |
+--------+------+----------------------------+---------------+
So, even if you have all weapons but one, a ton of items, max
XP, 998 hearts, and a strength and level of 4 respectively,
you still get the worst ending. Kinda good to keep in mind,
huh?
The shop just before the boss of the third fortress is pretty
cunningly placed. If you buy alot of stuff there and kill the
boss, you'll have trouble gathering enough hearts in the last
stage to get the best ending!
==============================================================
][ 9. Enemy list ][
==============================================================
This list contains all the information about all
the enemies and bosses in the game. The names of the enemies
were found in the official instruction booklet.
STG = Stage
HP = hit points
DMG = Amount of damage the enemy can deal to pit
H = Amount of Hearts dropped when defeated
XP = Amount of Experience points (score) earned when defeated
X = All stages
F = Fortress
FX = All fortresses
Enemy STG HP DMG H XP
Shemum X 1 1 1 100
Specknose X 1 2 10 0
Reaper X 10 2 10 500
Reapette X 1 2 1 100
Monolith X 1or2 1 1 0
Eggplant wizard FX 10 2 10 500
Monoeye 1 1 1 5 300
McGoo 1 1 1or2 5 300
Nettler 1 2 1 5 300
Commyloose 1 2 1 5 300
Ganawmede F1 1 1 5 300
Ganawmede2 F1 2 2 10 500
Kobil F1 2 1 1 100
Kobil2 F1 6 2 5 300
Twinbellows F1 100 2 0 8000
Rokman 2 2 3 10 500
Girin 2 1 1 5 300
Minos 2 2 1 5 300
Mick 2 2 1 5 300
Keron 2 3 1 5 300
Pluton 2 - 0 - -
Snowman 2 10 1or3 10 500
Tamambo F2 2 1 5 300
Tamambo2 F2 3 2 10 500
Shulm F2 3 1 1 100
Shulm2 F2 8 2 5 300
Hewdraw F2 200 3 0 8000
Collin 3 1 3 10 500
Eeleye 3 1 2 1 0
Holer 3 1 1or2 5 300
Octos 3 4 3 10 500
Pluton fly 3 - 0 - -
Keepah 3 1 3 10 0
Komayto 3 3 2 5 300
Tros F3 3 2 5 300
Tros2 F3 4 3 10 500
Uranos F3 4 2 1 100
Uranos2 F3 10 3 5 300
Pandora F3 200 5 0 8000
Totem 4 4 3 5 300
Moila 4 2 3 5 300
Syren 4 2 3 5 300
Erinus 4 4*1 1or4 3*1 4*500
Daphne 4 2 2 5 300
Zuree 4 1 2 1 100
Tanatos 4 1 3 0 100
Medusa 4 150 5 0 Hits*100
==============================================================
][ 10. In-depth enemy descriptions ][
==============================================================
Since you'd probably not got a clue about which enemies I'm
talking about in the above paragraph, here are the
descriptions of 'em, complete with hints and strategies.
STG = Stage
HP = hit points
DMG = Amount of damage the enemy can deal to pit
H = Amount of Heart dropped when defeated
XP = Amount of Experience points (score) earned when defeated
X = All stages
F = Fortress
FX = All fortresses
~ ALL STAGES ~
Shemum
STG: X HP: 1 DMG: 1 H: 1 XP: 100
Looks like: A small, blue snake.
The most common enemy in the game, it's easily defeated.
See "12. Strategies" for some advice about the Shemum's jar.
The instruction booklet refers to them as "extremely
dangerous". Pfft.
Specknose
STG: X HP: 1 DMG: 2 H: 10 XP: 0
Looks like: A nose with two big eyes on top.
These inhabit the Enemies' lair chambers. Note that they
leave no XP, and that the Shield weapon is ineffective
against them.
Reaper
STG: X HP: 10 DMG: 2 H: 10 XP: 500
Looks like: An old witch with a scythe.
If it sees you, it'll summon four Reapettes telephatically.
Avoid it's look and shoot it in the back. Every now and then,
it'll turn around, to see if anyone's there.
Reapette
STG: X HP: 1 DMG: 2 H: 1 XP: 100
Looks like: Small, blue flying reapers.
Pretty easy to defeat, but they can deal some damage if you're
not careful. 2 HP is quite a lot in the early sections of the
game.
Monolith
STG: X HP: 1or2 DMG: 1 H: 1 XP: 0
Looks like: A spinning steel plate.
Used to train Pit in the training chambers. They appear out
of thin air and fall down. Note that they cannot be harmed by
the Shield weapon. Check "12. Strategies" for some more
advice.
Eggplant wizard
STG: FX HP: 10 DMG: 2 H: 10 XP: 500
Looks like: A tall monster with a white robe and one eye.
The single most irritating, annoying, and downright difficult
enemy in the game. If you get hit by his spell, you'll be
turned into an eggplant, a fate worse than death. If that
happens, you'll have to find the hospital in the fortress to
remove the spell, which makes you unable to shoot. Keep your
distance, and never stand above an Eggplant wizard.
Be aware that they can either throw a low eggplant or a high
one. Time your movements carefully, and avoid at all cost.
Remember, it's better to suffer damage than being turned into
an eggplant; if you're flashing, the eggplants can't hit you.
For more help, see "The room of death" under
"12. Strategies".
~ STAGE 1 ~
Monoeye
STG: 1 HP: 1 DMG: 1 H: 5 XP: 300
Looks like: A red, flying enemy with one big eye.
Simple enough. They fly in a pattern, and after a while
they'll get bored and head for you instead. Sometimes, a few
of them heads for you immediately. Don't move too much.
McGoo
STG: 1 HP: 1 DMG: 1or2 H: 5 XP: 300
Looks like: A small red plant that comes out of the ground.
Read the "12. Strategies" section to find some useful advice
on this enemy. Strangely, their fireballs travel faster to the
left than they do to the right. If you get hit by the
fireball you'll recieve 2 HP damage, but the McGoo itself
deals only 1.
Nettler
STG: 1 HP: 2 DMG: 1 H: 5 XP: 300
Looks like: A red snail which ducks under your arrows.
If you try to shoot it at close range, your arrows will fly
over it, so shoot it from a distance.
Commyloose
STG: 1 HP: 2 DMG: 1 H: 5 XP: 300
Looks like: A high-jumping octopus.
Their jumping pattern can be predicted. Watch out below,
that's all there is to it. Don't fight them before you've
got the first Strength upgrade.
Ganawmede
STG: F1 HP: 1 DMG: 1 H: 5 XP: 300
Looks like: A floating skull with tentacles.
Flying around inside the fortress in groups of eight, it's
better to fight them than to try to avoid them.
Ganawmede2
STG: F1 HP: 2 DMG: 2 H: 10 XP: 500
Looks like: A red Ganawmede.
Same goes with these, the stronger version of the Ganawmede.
Note that they leave a lot of hearts and XP behind, so exit
and enter the room again to earn some more. Be careful not to
get too hurt.
Kobil
STG: F1 HP: 2 DMG: 1 H: 1 XP: 100
Looks like: A small, slow devil.
Very slow and easy to defeat, since you should have the
first Strength upgrade by the time you face them.
Kobil2
STG: F1 HP: 6 DMG: 2 H: 5 XP: 300
Looks like: A red Kobil.
Like the Kobil, but stronger.
Twinbellows
STG: F1 HP: 100 DMG: 2 H: 0 XP: 8000
Looks like: A red dog with two heads.
The boss of the first fortress. Jump over the fireballs,
and shoot him rapidly when he recharges. He's pretty
slow, and shouldn't be tricky if you're high on HP, in which
case you just have to fire away; most of the time his
fireballs will pass over you, since he's pushed into the air
when you hit him. If you bring alot of Centurians and hammer
the fire button, he goes down in no time.
By the way, Twinbellows is based on Cerberus, the
multi-headed beast of Hell in the Greek myths.
~ STAGE 2 ~
Rokman
STG: 2 HP: 2 DMG: 3 H: 10 XP: 500
Looks like: A falling rock.
It's heart harvesting time! Shoot as many as you can to reel
in the cash, but beware; it's the first enemy that deals 3 HP
damage if you touch it. A new wave will drop down when the
hearts of the previous group of Rokmans are gone.
Girin
STG: 2 HP: 1 DMG: 1 H: 5 XP: 300
Looks like: A giant ant, emerging from the ground.
Much like McGoo, but slower to appear, and with faster
fireballs.
Minos
STG: 2 HP: 2 DMG: 1 H: 5 XP: 300
Looks like: A round, spiked enemy that jumps up from below.
Jumps out when you least expect it. Watch them carefully;
they appear in patterns. If you walk forward to make the
screen scroll, their jumping pattern will be adjusted to the
right.
Mick
STG: 2 HP: 2 DMG: 1 H: 5 XP: 300
Looks like: A flying enemy with a big mouth.
These aren't too dangerous. They come flying at you in packs
of four.
Keron
STG: 2 HP: 3 DMG: 1 H: 5 XP: 300
Looks like: A jumping frog.
These roam the plains of the overworld, attacking Pit when he
closes in. They're not very dangerous, but have high HP.
Pluton
STG: 2 HP: - DMG: 0 H: - XP: -
Looks like: A small ogre with a sack.
Watch out, he's invincible. If he touches you, he'll steal one
of your weapons! They can be bought back at the black market,
or aquired again in the training chambers. It can jump either
fast or slow, and high or low. Just keep your distance.
Snowman
STG: 2 HP: 10 DMG: 1or3 H: 10 XP: 500
Looks like: A snowman.
Throws snowballs "Hadouken"-style, and causes general
annoyance. The snowballs deal 1 HP damage, while touching the
Snowman himself deals 3.
Tamambo
STG: F2 HP: 2 DMG: 1 H: 5 XP: 300
Looks like: A round, flying enemy with one eye.
The second fortress' equavilent of the Ganawmede. Piece of
cake.
Tamambo2
STG: F2 HP: 3 DMG: 2 H: 10 XP: 500
Looks like: A red Tamambo.
A tougher version.
Shulm
STG: F2 HP: 3 DMG: 1 H: 1 XP: 100
Looks like: A mushroom.
Goomba, anyone? They are pretty slow and go down easily.
Shulm2
STG: F2 HP: 8 DMG: 2 H: 5 XP: 300
Looks like: A red Shulm.
Much stronger than an ordinary Shulm, but no big deal.
Hewdraw
STG: F2 HP: 200 DMG: 3 H: 0 XP: 8000
Looks like: A long snake.
Boss of the second fortress. Possibly the easiest of them all,
just avoid him and fire. When you defeat him, the lava turns
yellow, but it does _not_ work as a hot spring just because
it's yellow.:)
~ STAGE 3 ~
Collin
STG: 3 HP: 1 DMG: 3 H: 10 XP: 500
Looks like: A flying warrior.
Not much of a threat, since it won't attack you. It'll just
hover in place, looking dumb (and it probably is).
Eeleye
STG: 3 HP: 1 DMG: 2 H: 1 XP: 0
Looks like: A small worm with an eye and a pair of wings.
These spin around Collin's body, protecting him.
If you defeat the Collin and collect his heart, or the heart
disappears, the Eeleyes, too, will disappear. Note that they
give you no XP.
Holer
STG: 3 HP: 1 DMG: 1or2 H: 5 XP: 300
Looks like: A yellow plant that pops out of the ground.
A god of plants, and the McGoo of the third stage, appearing
just about anywhere to cause you trouble. Try not to duck the
fireballs it spits, since most of the time you'll be standing
on clouds. It's got the slowest fireball attack of this kind
of enemy, dealing 1 HP damage. If you tough the holer, it'll
deal 2 HP damage.
Octos
STG: 3 HP: 4 DMG: 3 H: 10 XP: 500
Looks like: A yellow, jumping octopus.
Just like the Commyloose in stage 1, these jump from the
bottom of the screen and continue upwards, aiming for you.
Pluton fly
STG: 3 HP: - DMG: 0 H: - XP: -
Looks like: A small ogre with wings.
Very easy to avoid. Just jump up to the same level as the
Pluton fly, fall down again, and it'll fly away.
Keepah
STG: 3 HP: 1 DMG: 3 H: 10 XP: 0
Looks like: A blue, flying Kobil.
Strangely enough, it doesn't make a sound when you defeat it,
and it gives you no XP. Also, they may sometimes
self-destruct. On rare occasions they'll also shoot fireballs.
Komayto
STG: 3 HP: 3 DMG: 2 H: 5 XP: 300
Looks like: A floating jellyfish.
Well, if it isn't a Metroid! The instruction booklet says that
they may come from a planet other than Earth. If you're a
Metroid fan, you'll know the planet as SR-388. Lucky the
Komayto aren't as dangerous as the real ones...
If you don't know what a Metroid is, it's the main enemy of
the Metroid series, made by Nintendo. That's another great NES
game, but back to Kid Icarus.
Tros
STG: F3 HP: 3 DMG: 2 H: 5 XP: 300
Looks like: A spiked, armoured ball.
Another floating enemy, appearing in groups of eight.
Tros2
STG: F3 HP: 4 DMG: 3 H: 10 XP: 500
Looks like: A red Tros.
These can be quite dangerous because of the damage dealt.
Shoot them quickly, gather the hearts and always watch their
movement.
Uranos
STG: F3 HP: 4 DMG: 2 H: 1 XP: 100
Looks like: A small, slow dwarf.
Where is the "terrible fighting power" that the instruction
booklet speaks of? This enemy is easy to defeat, and shouldn't
cause you any trouble.
Uranos2
STG: F3 HP: 10 DMG: 3 H: 5 XP: 300
Looks like: A red Uranos.
Much stronger, but just as slow.
Pandora
STG: F3 HP: 200 DMG: 5 H: 0 XP: 8000
Looks like: A bubble-like monster.
Boss of the third fortress, and "the source of all evil"
according to the instruction booklet. It moves very slowly,
but sometimes it turns black, making it difficult to see.
Watch out for the bubbles, they will deal 5 HP damage upon
contact, just like Pandora itself. Ouch! Don't worry though,
your HP will be replenished when you defeat this boss. On a
side note, the Centurians are next to worthless here.
~ STAGE 4 ~
Totem
STG: 4 HP: 4 DMG: 3 H: 5 XP: 300
Looks like: A green slab of stone.
They fall down from the sky and form little pillars.
Dont' be too close to the cieling.
Moila
STG: 4 HP: 2 DMG: 3 H: 5 XP: 300
Looks like: A flying starfish.
They attack from behind, and try to eat you. Keep to the right
side of the screen at the start of the level.
Syren
STG: 4 HP: 2 DMG: 3 H: 5 XP: 300
Looks like: A flying witch.
Basically, it's a siren with wings, attacking Pit with claws
of steel. They generally come at you four at a time.
Erinus
STG: 4 HP: 4*1 DMG: 1or4 H: 3*1 XP: 4*500
Looks like: A man with one eye.
The first shot will shatter him, but as the god of revenge, he
doesn't go down that easily. He'll split into three pieces,
each one awarding you with 500 XP when destroyed!
His fireballs, shot either straight forward or diagonally,
only deal 1 HP damage, but touching him deals 4. If you don't
shoot him, he'll reappear on the right side of the screen
until you do so.
Daphne
STG: 4 HP: 2 DMG: 2 H: 5 XP: 300
Looks like: A green flower.
They jump up from below and slowly float down again. Like
Minos, they appear in patterns, so watch them closely.
Zuree
STG: 4 HP: 1 DMG: 2 H: 1 XP: 100
Looks like: A ghost.
Simple to avoid and defeat. They just fly up and down, looking
silly. See how many you can destroy in a row with one shot.
Tanatos
STG: 4 HP: 1 DMG: 3 H: 0 XP: 100
Looks like: A green snake.
Tanatos is greek for "death", but this serpent, emerging from
Medusa's hair, doesn't put up much of a fight. They'll usually
get caught in your line of fire when you're pummeling Medusa.
Medusa
STG: 4 HP: 150 DMG: 5 H: 0 XP: Hits*100
Looks like: A giant face with one eye.
Very easy, really. If you position yourself slightly under the
center of the left-most part of the screen, her attacks will
miss you. Just fire away! For every hit scored, you'll earn
100 XP. When she is no more, you've completed the game, and
will earn yourself an ending. See the "8. The endings"
section for info on the endings and how to get them.
==============================================================
][ 11. Fortress maps ][
==============================================================
Feel free to copy the maps to Notepad or another text-editing
program and print them out. It's best to copy and print one
map at a time, so they don't get chopped up.
The total number of statues is 79, and the total number of
rooms is 144. If you get lost, buy a torch in a store to see
your position on the map. [Update: fixed a map.]
E = Entrance B = boss M = Map S = Store
X = Eggplant H = Hot spring N = Nurse (hospital)
number = Amount of staues
V = A ladder you can't reach from the room below;
if you climb it, you can't get back up again.
^ = You can't reach this ladder from above unless
you just climbed it.
= You can't cross this room from the right.
< = You can't cross this room from the left.
/ or = This room is split in half.
v = This door can only be reached from the right
if you entered the right-hand room from above.
| = The left door is sealed off from the rest
of the room.
% = You can only enter this door from the left if
you just emerged from it (by entering it from the
room on the right).
~ Fortress 1 ~
Boss: Twinbellows Statues: 28
Rooms: 30
+---+
| S |
+---+---+-.-+---+
| 1 . X2. X2. 2 |
+-.-+---+---+-.-+---+
| |#######| 1 | N |
+---+-V-+---+---+-.-+-.-+---+
| 1 v 2 | E . . M2. 1 . S |
+-.-+-.-+---+---+-.-+-.-+---+
| 1 | 2 . 1 .1 1. | 2 |
+---+-.-+---+---+-^-+---+-.-+
| H . . . . X1. 1 .11|
+---+---+---+---+---+---+-.-+---+
| 2 . B |
+---+---+
~ Fortress 2 ~
Boss: Hewdraw Statues: 32
Rooms: 50
+---+---+---+---+---+---+---+
| X2. H . . S . . X . 3 |
+-^-+---+-V-+-.-+---+---+-.-+
| 2 |###| | . . 1 | |
+-.-+---+-V-+-.-+---+-V-+-V-+---+
| | S . / % 2 . | 2 | 1 . N |
+-.-+-V-+-^-+---+-.-+-.-+-.-+-.-+
| 1 | 2 | X | E | . 1 .11. |
+-.-+-.-+-.-+-V-+---+---+-.-+-.-+
| X . 3. . . . S . .1|1|
+---+-.-+---+-.-+---+---+---+-.-+
| 1 |###| M2|###| 1 . B | |
+---+-.-+---+-V-+---+-.-+---+-.-+
| N . 2 . 1 . 1 . 6 = invincibility
Strength *: 0152
Skill: 0134, 0135
Mallets **: 014F
Feathers **: 0150
Bottles ***: 0151
Credit card: 014E 0=no, 1=yes
Weapon1: 0141
Weapon2: 0142
Weapon3: 0143
Kill count on 4-1: 00C9 You need 50 kills to get to Medusa
Eggplant: 006F 0=no, 1=yes (only in fortresses)
Invulnerability****: 0728 Set to >2 to move through enemies
/Change to 1 through 7 for
Activated weapons: 00A5 |different combinations. Add 8 to
|this number to fly constantly.
You can't enter doors when flying
* The debt decreases as you collect hearts. When debt reaches
zero, you collect hearts as normal again.
* Strength "wraps around" at every step of 8. It can't go any
higher than 5, but against bosses, it will deal as much as you
type in (up to 254), plus 1.
** All values greater than 128 actually are 0 for feathers and
1 for mallets.
*** Add 64 here to get a barrel. If you want a barrel with 8
bottles, enter 72.
**** You're not invulnerable against "damage tiles", such as
lava pools.
"Angel mode": Change adress 0152 to 4, 0728 to 2, and 00A5 to
15, and keep these changes constantly on, except when entering
the door to the next level.
~ The myth of Perseus ~
Kid Icarus is based on an ancient myth about Perseus, son of
Zeus, and the one who killed Medusa. Here are some
similarities with the game: Perseus recieved (among several
things) a pair of winged sandals from Hermes, Zeus' messenger.
He also got a shield of mirrors, which would reflect the image
of Medusa, since her look turned you to stone. Also mentioned
in the story is Pallas Athena. In the game, the kidnapped
goddess' name is Palutena.
On the island where Medusa lived, there were statues of
stone, in the shape of humans. It turned out that they once
had been warriors, who had been turned to stone when they saw
Medusa. Since she had once been a mortal human, she was the
only Greae who was mortal; the two others weren't. Towards
the end of the story, Perseus cuts of Medusas head with a
scythe, and puts her head in a bag.
Perseus appeared in many other myths. In one of them, he felt
sorry for Atlas when he saw him holding up the world, so
Perseus showed him the head of Medusa and turned him to
stone, so he wouldn't feel the weight of the burden.
In the game, Pit destroys Twinbellows who is probably based
upon Cerburus, the beast of hell. I cannot recall that
Perseus ever did the same though, so Kid Icarus is a mix of
several myths (like Pandora, "the source of evil", who also is
the third boss).
~ Where no-one has gone before ~
So, you've finished the game and explored every nook and
cranny? Probably not; there are some places you may not
have visited. What I'm talking about is the roof at the end
of most normal stages. Sure, there's no point in heading up
there, but somehow I find it rewarding, as if I've been some-
where I've never been before. To reach the very top of a
level, simply use a feather so you can fly up there. Have fun!
Be careful at the end of stage 3-3, though. If you enter the
next-to-last door (the shop) and then fly to the top of the
screen, a glitch will cause the screen to continue scrolling,
which means that you'll get trapped up there until your
feathers run out, at which point you'll die. If the screen
starts scrolling, quickly get back down again.
~ Extra difficult ~
Still not satisfied? Well, then try to complete the game
without entering any chambers or bying anything from the
fortress shops. Additionally, you must get the worst ending.
(For help on that, see "8. The endings".) Since you've got
infinite continues, it's not impossible, but it's real hard,
escpecially when fighting the bosses. Give it a try if you
consider yourself a Kid Icarus master!
~ European Instruction booklet errors ~
"If you get a high score, your name might be registered in the
best 5 in the select display."
What select display?
Look closely at the screenshots of the game. The energy bar is
blue and the "stage" and "boss" text is written in japanese.
None of this appeared in the european version, so the screens
probably were from the jap version (especially considering the
text, duh). One screenshot also showed four Nettlers on screen
at once. First I thought it was faked, but it's actually
happened to me once.
"Two player alternating game" says the box.
Nope.
~ Bugs and minor glitches ~
Falling Reapers
Sometimes when Reapers appear, they'll do so slightly under
the ground the are supposed to appear on. This makes them fall
through the platform, often landing right on your head.
Reincarnate Medusa
Just when you've beaten Medusa and she disappears from the
screen, pause the game, then unpause. A part of her will
reappear on the screen.
Disappearing stuff
Pause and unpause the game at a shop, holy chamber or
training chamber. Sometimes the shopkeeper/god will
disappear.
Also, when bargaining at the shops, buy something while the
shopkeeper is talking. What he'd said so far will disappear,
but the remaining text will continue to be printed.
When defeating a boss and the treasure chest appears, pause
and unpause. the chest will disappear.
Pause the game the moment you enter a door in a fortress, and
all objects will disappear.
Chest glitch
Just when you've defeated Pandora (the third boss), hold down
to make Pit duck. Sometimes the treasure chest will turn into
a ducking Pit when it appears.
Break through
If you jump at the top corner of a block, you'll fall
slightly into it. If used with skill at the top right corner
of a block, you can pass through it entirely. When you do,
you'll start sliding to the left, passing through eventual
walls. If you leave the left side on the screen, you'll pop
out on the right (this seems to be the default behavior for
all objects in NES games).
Note that this only works in certain levels. It doesn't have
any real use either.
Catch me if you can
In stage 4, you can go through the roof if you hold up and
left/right. When you're about to enter Medusa's chamber, hold
up and right. When Medusa's fully scrolled into the screen,
you'll be sitting in the top right corner. If you let go of
the controller, you'll slide back out again.
Kill the mallets
When you pick up a harp and turn the enemies to mallets, shoot
a mallet. It will be destroyed and leave a heart behind, as if
it still were the enemy.
Ghost Tamambo
In the third fortress (stage 3-4), there is a room with Red
Tamambos and two statues. first, kill all the enemies. Then
smash one of the statues. Another Red Tamambo will appear, but
if you shoot it, it'll only leave one heart and 100 XP. If you
destroy the second statue, it'll happen again. You'll note
that you can't reach the top ladder when the statues are gone,
but if you exit the room and re-enter it, a platform will be
there instead, since the statues "overwrite" the platforms
- the statues belong to the background, and can't share a tile
with a platform.
No lava damage
Sometimes, when you duck and hold left or right against the
wall when in the lava, you won't take any damage. This also
applies to other "damage tiles" and the hot spring, but don't
rely on it.
Strange pause sound
Simply hit the Start button rapidly. The pause sound will be
interrupted and distorted.
*Bling*
If you don't collect a glass with water of life, it'll make a
sound as if you collected it when it leaves the screen.
~ Completing the game and password notes ~
After the ending, the game will start over, but with these
things intact: Total score, weapons, hearts, level, strength
and credit card debt.
Important note: After completing the game, when you go back
to stage 1-1, don't die and write down the password.
You'll find that when you type it in, you'll begin at 1-1,
but with none of the things you had when you got the password!
Counter this by completing 1-1, then writing down the password
you get when dying in 1-2. Remember this.
~ Ultimate password ~
Need a little help beating the game? Here's a password I got
together by hacking a bit...
Stage: 1-2
Weapons: All
Score: 16777215 (9999999)
Level: 5
Strength: 13 (will only do 5 against regular enemies, but
you'll slay the bosses)
Hearts: 4095
Mallets: 128
Feathers: 128
Bottles: 63
Credit card: Yes
Barrel: Yes
If y
|