Kid Icarus: Sky-Rising Legend

Kid Icarus: Sky-Rising Legend is the fourth instalment of the Kid Icarus franchise, released in October 2017 for the Nintendo 4D Viewer.
==Story==
Roughly two years after the events of Kid Icarus Uprising, Hades, the Lord of the underworld, manages to pull off a reincarnation spell and, by reviving Medusa, the goddess of darkness, leads the Underworld Army in an attempt to harvest souls from the human civilisation.
===Chapter 1: Flames of a New War===
Palutena, the goddess of light, finds out about Medusa's revival and calls for an angel named Pit to deal with her. Palutena controls Pit's movement through the sky, allowing him to reach a town which Medusa has set on fire by enchanting it with a hex that makes it more affected by sunlight.
After Pit arrives at the town and saves the residents from a group of monsters, he encounters Nephele, a being in the likeness of a storm cloud, in a temple at the back of the town. Pit is able to defeat her, then locate the hex which Medusa had placed in the town and destroy it.
===Chapter 2: Stormy Sea===
Palutena assigns Pit to protecting Skyworld, the kingdom of the gods, from an invasion brought by the Underworld Army. Pit ends up chasing the troops to the seafront, where he encounters three fire-breathing sea serpents called "Hewdraws". The Hewdraws serve as a distraction, allowing Medusa to bring Charybdis, a tornado-generating lobster, into the ocean.
Pit is then brought to a town on a cliff by the sea, allowing him to get to the tornado and destroy it from the inside out. The Hewdraws then try to retaliate, although Palutena uses her "Black Hole Laser" to drive them away.
===Chapter 3: Natural Calamity===
Pandora, the Amazon goddess of calamity, brings Palutena into a deep sleep and starts stealing troops from Viridi, the goddess of nature. Viridi then takes charge and sends Pit over to the mountains in order to stop Pandora.
Pit arrives at the foot of the mountain and makes his way up to the peak. Once he gets there, he discovers that Pandora had meshed members of Viridi's army into the face of the mountain and, by using fire magic, turned them into an energy source for the Underworld Army. Pit manages to defeat the eye-like creature that was causing this to happen, and Pandora makes her escape as the mountain starts to crumble apart.
===Chapter 4: Approaching Death===
Palutena finds out that Twinbellows, the guard dog of the Underworld, has taken up residence in a volcano, but can't get Pit into said volcano because a tribe of Reapers have sealed the entrance with curse magic. Therefore, she sends Pit to take out Charon, the leader of the Reaper tribe, in order to remove the spell.
Once a Pit reaches the caves where Charon is dwelling, he comes across Phosphora, a high-ranking member of the Forces of Nature, who had been sent by Viridi to deal with the Grim Reaper. Pit and Phosphora then team up, managing to defeat Charon.
===Chapter 5: Ferocious Fires===
Palutena brings Pit over to the volcano where Twinbellows is hiding, only for Dark Pit to suddenly appear, claiming that Pit is getting in his way. After a brief mid-air battle, the two join forces after narrowly avoiding lava plumes that Twinbellows had sent at them through the mouth of the volcano. While Dark Pit distracts the infernal hound, Pit flies into the volcano to finish him off personally.
After Pit arrives in the volcano, Palutena requests for Eos, the goddess of dawn, to use a magic spell which prevents the sunlight from reaching the volcano. This causes the sections of purple lava in the volcano to cool down, allowing Pit to make his way to Twinbellows and defeat him. The volcano then abruptly erupts, forcing Palutena to use the Power of Flight to allow Pit to make a quick escape.
===Chapter 6: Lotus Twins of Light and Calamity===
Dark Pit becomes possessed by the Silver Lotus Flower, a flower which allows him to fly by himself in exchange for twisting his mind, and attacks Palutena's temple. Palutena then sends Pit over to the ancient ruins where the Silver Lotus Flower and its benevolent twin, the Bronze Lotus Flower, reside.
Once Pit arrives at the temple, Palutena and Viridi start questioning the origins of the lotuses. Medusa then explains that the lotuses were created a long time ago when a comet landed in a field of flowers, and that the Silver Lotus withered and became evil because it wasn't looked after sufficiently by the people who tended to the fields.
Eventually, Pit finds the Bronze Lotus and uses its powers to seek out Dark Pit and destroy the Silver Lotus. With the Silver Lotus destroyed, however, the Bronze Lotus is destroyed as well, forcing Viridi to use the Power of Flight in order to allow Dark Pit to rescue Pit.
===Chapter 7: Sea of Twenty Years===
Right before Palutena is about to send Pit out to his next mission, she gets captured by the Hewdraws and brought deep underwater. Thus, Viridi has to activate the Power of Flight in order to bring Pit to the Sea of Twenty Years, where Thanatos, the God of death, has set up a fortress in a glacier.
Once Pit arrives at the glacier, Thanatos suddenly appears, taking the form of a snake. Pit then pursues Thanatos as he makes his way through the fortress, eventually reaching a giant balcony. Here, Thanatos summons Scylla, a sea monster who has held Palutena captive, to finish Pit off. Scylla, however, is defeated, and Palutena is rescued from her clutches.
===Chapter 8: Drowned Hopes===
Palutena sends Pit out on a mission, stating that she will explain the objective along the way. She explains that Hewdraws are strongly attracted to rainfall, and that she can create a magical rainstorm by bringing the Sapphire of the Sea to the Skyward Waterfall (but gets frequently interrupted by having to warn Pit of enemies). She then states that she had hidden the Sapphire of the Sea in a town, which she then brings Pit over to.
Upon arriving at the town, Pit discovers how badly flooded it is. Viridi assumes that the town had been flooded by the Hewdraws, and sends for Arlon, one of her commanders, to bring a group of Nutskis over to make bridges across the water. Eventually, Pit finds the Stone Kraken, the true source of the flood, and manages to defeat it in order to get to the temple where the Sapphire of the Sea has been situated.
===Chapter 9: The Trtuh of the Underworld===
Pit gets sent by Palutena to bring the Sapphire of the Sea to the lake on the top of the Skyward Waterfall. Along the way, however, Pit begins to think about why Medusa is leading the underworld, seeing how she had revolted against Hades in the past. The spirit of Hades gets involved, explaining how he had shattered Medusa's mind in order to stop her from opposing her. Pit and Palutena both disapprove of these actions.
When Pit arrives at the waterfall, Medusa annoys Palutena by making fun of Pit's inability to fly by himself. Pit manages to ignore her insults and reach the lake, only to be attacked by the Sea-Dweller, Amphitrite, who has also had her mind shattered by Hades. After Pit defeats Amphitrite and places the Sapphire of the Sea in the lake, Palutena starts thinking about what could become of the planet if Hades' mad scheme is allowed to continue.
===Chapter 10: Rage of the Leviathans===
Pit heads out to defeat the Hewdraws. Along the way, Palutena explains that Hewdraws are a part of a family called "Leviathans". Before she can start explaining more about the Leviathan family, however, a Hydra Horde of Leviathans suddenly appears. After they are defeated, Palutena brings Pit over to the spot where the Hewdraws are supposed to gather, only for Pit to get knocked out of the sky by a tidal wave.
Pit then lands on a Grind Rail, which he uses in order to reach the Hewdraws. Along the way, Viridi and Hades start a heated discussion about Pandora's attempt to take control of the Forces of Nature. After the Hewdraws meet their end, Viridi and Palutena agree to join forces in order to defeat Pandora.
===Chapter 11: Horror of the Night===
Palutena sends Pit out in the middle of the night in order to stop Pandora from turning a forest into a personal fortress for the Underworld Army. Partway through the journey, Palutena requests for Eos to make the sun rise, allowing Pit to locate and reach the forest.
After Pit arrives at the forest, Eos states that her pet chimaera, Manti, has suspiciously gone missing. Palutena and Viridi blame Pandora, who initially tries to deny this. Pit, however, encounters Manti, who has had his mind shattered. After Manti is defeated, Eos decides to get a new chimaera while Viridi makes a plan of action to deal with Pandora.
===Chapter 12: Imprisoned by Calamity===
Viridi starts her plan to stop Pandora - to do this, Palutena has Pit distract the Underworld troops while the Forces of Nature attempt to find and destroy Pandora's secret base. Eventually, the troops get tired, forcing Viridi to pull them back. Pandora then attacks Pit with several Rewind Bombs, created from the idea of Viridi's Reset Bombs, trapping him in a world of antimatter.
Within the antimatter world, Pit is unable to hear Palutena and Viridi. Pandora tries to make a hot spring overflow at one point, almost causing Pit to drown. When this plan fails, she sends the moon witches, Ceres and Aeris, in order to stop him, but fails a second time. Pit then finds a vortex leading him out of the antimatter world.
===Chapter 13: The Padlock Crystals===
Pit and Dark Pit are sent out simultaneously to find the Padlock Crystals, which are able to unlock any protective seal. Palutena stats that she needs these in order to open the way to Pandora's secret base, although Viridi points out that Palutena doesn't know anything about this base.
Upon arriving at a snowy field, Pit manages to find three of the Padlock Crystals, then meets up with Dark Pit, who has found three others. The seventh crystal is inside a stone castle, which suddenly vanishes. The two make their way to the top of a glacier to get a view of the entire field, only to notice that Pandora had turned the castle into a Flying Fortress. After the two reverse the spell, Pit finds the seventh crystal and heads back to Palutena's temple in order to prepare for his next mission.
===Chapter 14: Thunder and Chaos===
Pandora and Thanatos send an all-out attack on Skyworld in order to steal the Padlock Crystals. While Palutena tries to stop the attack, Viridi sends Pit to the Thunder Cloud Temple, where an all-out battle has started. During the battle, Thanatos, still in his snake form, is defeated by Phosphora, only for Pandora to possess Phosphora. Pit then flies into the Thunder Cloud Temple, where Phosphora is heading over to.
Shortly after his arrival, Pit notices that the temple is starting to collapse in on itself. Consequently, Viridi figures out when the temple will be fully destroyed, telling Pit that he has to locate Phospora and make an escape within fifteen minutes. Along the way, Palutena and Viridi try to figure out who is responsible for the ruin, eventually learning that the temple has simply grown unstable after years of generating electricity.
After Pit rescues Phosphora, Palutena notices that the temple is about to explode. She then activates the Power of Flight, although amongst the chaos, Pit has to be rescued by some of Viridi's troops before he can be safely sent back to Skyworld.
==Characters==
===Palutena's Army===
Name 	Image	Details
Pit 	 	An angel who cannot fly on his own, instead requiring assistance from Palutena's magic in order to take to the skies. Pit is in full control of various divine weapons and Powers provided by Palutena.
Palutena	 	The goddess of light and the sister of Medusa. Palutena, despite her benevolent attitude, enjoys messing with Pit from time to time.
===Forces of Nature===
Name 	Image	Details
Viridi 	 	The goddess of nature. Viridi considers mankind to be a major problem, given the way they mistreat plantlife. She has an army called the "Forces of Nature", which mostly consists of reanimated natural resources.
Dark Pit 	 	A clone of Pit who was originally created by Pandora using the Mirror of Truth. Dark Pit prefers not to take orders from anyone, and only joined the Forces of Nature because his and Viridi's interests happened to overlap.
Phosphora	 	A human with control over lightning magic. Little is known about Phosphora's identity and daily life.
===Underworld Army===
Name 	Image	Details
Hades 	 	The Lord of the underworld, who revived Medusa and is manipulating her to harvest the souls of humankind. His role in the story is largely restricted to a background role.
Medusa 	 	The goddess of darkness, who takes control of the Underworld Army to lay waste to human civilisation. She is actually a one-eyed monster in disguise, using a human-like figure to hide her true identity.
Pandora	 	The Amazon goddess of calamity, who is strongly aligned with the Underworld Army. She was once responsible for mass-producing their forces using the "Mirror of Truth".
==Gameplay==
Each chapter in Sky-Rising Legend is divided into two parts. The first part has Pit fly through the sky while avoiding a flurry of attacks from enemies. During this section, the player moves with the Circle Pad, moves their reticle with the stylus and uses L to shoot projectiles towards the reticle. When an enemy is nearby, L can instead be used for a Melee attack. There is a blue button on the touch screen which can be tapped to destroy every enemy on the screen - this ability needs to be recharged after use.
After this section is finished, a free-roaming section on the ground begins. In this section, it is possible to freely move in all directions (the speed of your movement is based on how far you tilt the Circle Pad. By dashing towards an enemy attack, you can dodge it. On the touch screen are several Powers, which can be tapped to activate their effects.
When the player is not playing through a chapter, they navigate Palutena's Temple (in times where Palutena is taken out of the story, Viridi's Temple is navigated instead. After Chapter 19, however, the player can choose either temple), which has several places of interest, as listed below...
*The Equipment Altar allows the player to buy weapons using Hearts (the currency in this game) and convert weapons for Hearts. You can also purchase upgrades for existing weapons or fuse two weapons to make a new one.
*The Practice Range allows the player to equip weapons and powers, or practice using them.
*The Idol Room allows the player to view the idols they have collected and perform an "Idol Toss" to get new ones.
*The Treasure Chamber allows the player to view their progress in "Treasure Hunt", which assigns the player with several missions and gives reward for completing them. At first, only Palutena's Treasure Hunt is available. After completing Chapter 7, however, Viridi's Treasure Hunt will be unlocked. Eos' Treasure Hunt will also be unlocked once Chapter 16 is cleared.
*The Sky Gate allows the player to play any chapter they wish. Before playing a chapter, the player can spend Hearts to adjust the difficulty (intensity). Intensity 2.0 is the default setting, while 0.0 is the minimum setting and 9.0 is the maximum setting.
==Weapons==
===Blades===
Name 	Image	Description
First Blade 	 	Blades are balanced weapons which can be used equally well up close and from a distance. The First Blade serves as the basic model not just for Blades, but for weapons in general.
Burst Blade 	 	The Burst Blade has lower than average attack power and range, but shoots four projectiles in a wave pattern. This makes it useful for defeating groups of weak enemies.
Viper Blade 	 	While it has a slow firing rate, the Viper Blade has a longer range than most blades and can poison enemies with its attacks. Poisoned enemies will take a little damage every now and then, until the ailment goes away.
Crystal Blade 	 	This crystalline weapon is easier to aim with, but isn't all that powerful. The Melee combo's final hit deals very little damage compared to the rest of the combo, but induces shaking, which causes the victim's projectile attacks to fly off the mark.
Tropical Blade	 	The Tropical Blade has a short range compared to other blades, but has a faster firing rate. The Melee combo of this blade deals less damage, but executes more quickly.
Optical Blade 	 	The Optical Blade is lighter than other blades, allowing Pit to move faster in exchange for making it easier to knock him away. The projectiles shot from this blade fly slowly, but gradually gain strength while they travel.
Samurai Blade 	 	This blade has a very weak ranged attack, but raises movement speed and has a powerful Melee combo. This makes the Samurai Blade useful for close combat.
Aquarius Blade	 	A weapon suitable for those with the star sign of Aquarius. It cannot be obtained until the player locates the Zodiac Chamber in Chapter 2. The attacks from this weapon are weak overall, but will eventually freeze their targets.
Aurum Blade 	 	This weapon was crafted with a technological alien race in mind. The projectiles are weak, but have a homing property and don't take long to charge.
Palutena Blade	 	A rare weapon made in the image of Palutena. This blade has a long range and is good at taking out enemy fire, but doesn't deal very much damage.
===Staffs===
Name 	Image	Description
Insight Staff 	 	Staffs have amazing range and deal good projectile damage, but are weak in Melee combat. The Insight Staff serves as the basic model of this weapon type.
Orb Staff 	 	This staff is better for Melee attacks than other staffs, although its projectiles will lose power while they travel.
Rose Staff 	 	The projectiles from the Rose Staff travel more slowly, but are slightly stronger and charge quickly.
Ancient Staff 	 	The Ancient Staff reduces speed and has poor range, but to compensate for this its projectiles float in the air at the end of their range, causing multiple hits of damage and paralysis to enemies they touch. Paralysed enemies will move more slowly and get tired out more easily.
Enchanting Staff	 	While the projectiles of this staff move slowly, they possess a good homing property. A fully charged shot is weaker than average, but has a slight splash damage effect and can confuse enemies, causing them to act uncontrollably.
Aurora Staff 	 	This staff's projectiles seem very weak at first, but leave a cold mist that causes damage over time to any enemies that touch it. The Melee combo's last hit deals no damage, but freezes enemies.
Somewhat Staff 	 	The Somewhat Staff's projectile attacks are slightly weaker in all areas, although the Melee combo of this weapon is notably stronger.
Scorpio Staff 	 	A weapon suitable for those with the star sign of Scorpio. It cannot be obtained until the player locates the Zodiac Chamber in Chapter 10. While its attack power and range are quite low, the Scorpio Staff raises movement speed and can induce a poison effect.
Laser Staff 	 	This weapon was crafted with a technological alien race in mind. It has great range and slightly higher attack power, but is more difficult to aim with.
Dark Pit Staff 	 	A rare weapon made in the image of Dark Pit. This staff shoots very fast-moving projectiles, but is lacking regarding melee attack power.
===Claws===
Name 	Image	Description
Tiger Claw 	 	Claws offer increased movement speed, but have a short projectile range. The Tiger Claw serves as the basic model of this weapon type.
Wolf Claw 	 	This claw's projectiles deal less damage and have an even shorter range, but can burn enemies and have a slight homing property. Burnt enemies take damage over time - a burn effect is more damaging than a poison effect, but doesn't last as long.
Ocean Claw 	 	All of the attacks from this claw are slightly weaker, but induce a weak shaking effect.
Draconic Claw 	 	The projectiles from this claw aren't very powerful, although the charged shot weakens enemies, temporarily halving their health. The Melee combo is slow, but deals a lot of damage.
Stealth Claw 	 	Enemies don't react to the Stealth Claw's projectiles. In close-range battles, however, it isn't as good as other claws.
Hedgehog Claw 	 	This claw offers the best speed boost out of any weapon and charges quickly, but has low attack power.
Artillery Claw	 	This claw's projectiles deal good damage and have a longer range than other claws, but has an ineffective Melee attack.
Cancer Claw 	 	A weapon suitable for those with the star sign of Cancer. It cannot be obtained until the player locates the Zodiac Chamber in Chapter 8. This weapon's projectile attack has a fast firing rate, and shoots projectiles which pick up speed while they travel, but deals low damage.
Beam Claw 	 	This weapon was crafted with a technological alien race in mind. This claw has a very long range, but deals less damage with its projectiles.
Pandora Claw 	 	A rare weapon made in the image of Pandora. This claw deals slightly less overall damage, but provides a small personal shield whenever a charged shot is fired.
===Bows===
Name 	Image	Description
Fortune Bow 	 	Bows have slow firing rates, but naturally possess good homing, making it easier to hit enemies. The Fortune Bow serves as the basic model of this weapon type.
Silver Bow 	 	The Silver Bow's projectiles are very damaging at close range, but lose power as they travel.
Meteor Bow 	 	This bow's projectile damage is high, although it doesn't possess a homing property.
Divine Bow 	 	The attacks from this bow aren't very powerful, but charge quickly and are good at taking out enemy fire.
Crystal Bow 	 	This bow is easier to aim with and has a fairly high attack power, but is limited in regards to range.
Volcanic Bow 	 	While hard to aim with, this bow has the ability to burn enemies. Its Melee attack is unique as it causes a powerful burn effect rather than damage. The Volcanic Bow is also heavier than other bows, reducing Pit's speed in exchange for making it harder to knock him away.
Eclipse Bow 	 	The Eclipse Bow's projectiles have the best homing out of any weapon, but are less powerful. Uniquely, the charged shot of this bow shoots three uncharged projectiles in a wave pattern.
Sagittarius Bow	 	A weapon suitable for those with the star sign of Sagittarius. It cannot be obtained until the player locates the Zodiac Chamber in Chapter 4. This weapon takes a long time to charge, although it has a piercing ability to make up for this.
Aurum Bow 	 	This weapon was crafted with a technological alien race in mind. Its homing is great and its firing rate is faster than that of other bows, but its projectiles are weak in terms of damage.
Phosphora Bow 	 	A rare weapon made in the image of Phosphora. Its attack power is very low, but to compensate for this it raises movement speed, has great homing and can paralyse enemies.
===Palms===
Name 	Image	Description
Violet Palm 	 	Palms offer great firing rates, allowing for high damage potential, but are restricted in regards to range. The Violet Palm serves as the basic model of this weapon type.
Burning Palm 	 	This Palm possesses good melee power and can burn enemies with its attacks, but shoots slower and weaker projectiles.
Midnight Palm 	 	This palm's projectiles take more time to charge, but are better at taking out enemy fire than any other weapon.
Cursed Palm 	 	The Cursed Palm fires slightly slower shots that lose power while they travel, but possesses a great homing property.
Snowflake Palm	 	This weapon shoots weak, yet fast-moving projectiles which can freeze enemies once fully charged.
River Palm 	 	The shots from this weapon have a long range and gain power while they travel. The Melee combo, however, is the weakest out of all weapons.
Ninja Palm 	 	This weapon increases speed, has fast-flying projectiles and charges quickly, but is also very weak.
Virgo Palm 	 	A weapon suitable for those with the star sign of Virgo. It cannot be obtained until the player locates the Zodiac Chamber in Chapter 6. This Palm has low power, but a slightly longer range, and creates a small personal shield whenever a charged shot is fired.
Aurum Palm 	 	This weapon was crafted with a technological alien race in mind. It has the fastest charge time out of all weapons, but is difficult to aim with and deals less damage.
Viridi Palm 	 	A rare weapon made in the image of Viridi. Each shot lands several tiny hits as opposed to one big hit, with the number of hits being based on where the projectile lands.
===Cannons===
Name 	Image	Description
EZ Cannon 	 	Cannons reduce speed, but possess splash damage all of their ranged attacks. The EZ Cannon serves as the basic model of this weapon type.
Ball Cannon 	 	The Ball Cannon doesn't possess splash damage, although it makes up for this by shooting piercing projectiles.
Ruin Cannon 	 	This cannon has a faster firing rate in exchange for reduced range. Its charged shot flies quickly and can petrify enemies, but has no splash damage.
Skeletal Cannon 	 	The shots from this cannon take less time to charge and are easier to aim, but fly slowly and have no splash damage.
Fireworks Cannon 	 	While its power and range are lower, this cannon charges quickly, has a slightly larger splash damage radius and possesses homing.
Rail Cannon 	 	This cannon has low strength, but has a longer range and faster projectiles.
Dynamo Cannon 	 	This weapon possesses a smaller splash damage radius, but is able to paralyse enemies.
Leo Cannon 	 	A weapon suitable for those with the star sign of Leo. It cannot be obtained until the player locates the Zodiac Chamber in Chapter 14. This weapon is harder to aim with, but has a slightly larger splash damage radius and burns enemies.
Sonic Cannon 	 	This weapon was crafted with a technological alien race in mind. Its shots possess a great homing property, but get weaker while they travel.
Twinbellows Cannon	 	A rare weapon made in the image of Twinbellows. It has less range and takes a long time to charge, but has a stronger Melee combo and can burn enemies with its projectiles.
===Clubs===
Name 	Image	Description
Ore Club 	 	Clubs reduce speed, but are powerful in close-range battles. While their projectiles are weak, they possess the ability to pass through walls. The Ore Club serves as the basic model of this weapon type.
Babel Club 	 	This club's projectile attacks are very powerful, although they have the longest charge time out of any weapon.
Gale Club 	 	The fully charged shot from this club has great homing, but travels slowly. Its Melee combo is weaker, but executes quickly.
Prison Club 	 	While its speed penalty is the greatest out of any weapon, this club has stronger projectiles and a slight homing property. Its Melee attack executes slowly, but has amazing power.
Earthmaul Club	 	This weapon has the best range out of all weapons, although its attacks are slightly weaker in all areas.
Ogre Club 	 	This weapon's Melee attacks are the strongest out of all weapons. Its ranged shots, however, are slower moving and weaker.
Black Club 	 	This club possesses homing and is great at taking out enemy fire, but has slow-moving shots that take a long time to charge.
Capricorn Club	 	A weapon suitable for those with the star sign of Capricorn. It cannot be obtained until the player locates the Zodiac Chamber in Chapter 18. This weapon has a short charge time, although its shots grow weaker as they travel and are ineffective at taking out incoming fire.
Aurum Club 	 	This weapon was crafted with a technological alien race in mind. While its range is quite short, the shots from this weapon are good at taking out enemy fire.
Hewdraw Club 	 	A rare weapon made in the image of Hewdraw. Its range and homing are great, although it also has very weak attack power.
===Orbitars===
Name 	Image	Description
Standard Orbitars 	 	Orbitars have the ability to launch two weaker attacks at a time. While they have weak Melee power, their speed increase makes up for that. The Standard Orbitars serve as the basic model of this weapon type.
Guardian Orbitars 	 	These Orbitars have reduced range, but offer a small personal shield when a charged shot is fired.
Shock Orbitars 	 	The shots from these Orbitars paralyse enemies, but have less range and fly more slowly.
Spider Orbitars 	 	These Orbitars have the fastest firing rate of any weapon, although each individual hit is very weak. The charged shot has fairly low power, but induces shaking.
Fairy Orbitars 	 	The shots from these Orbitars are weak, but charge quickly and can confuse enemies.
Mage Orbitars 	 	These Orbitars fire slow-moving projectiles which grow stronger while they travel.
Jetstream Orbitars	 	These Orbitars are good at knocking enemies away, although their shots grow weaker as they travel.
Gemini Orbitars 	 	A weapon suitable for those with the star sign of Gemini. It cannot be obtained until the player locates the Zodiac Chamber in Chapter 16. This weapon's shots are a little bit weak, but move in unpredictable ways.
Aurum Orbitars 	 	This weapon was crafted with a technological alien race in mind. Its ranged attack consists of solid beams that, while limited in range, can reach their target extremely quickly.
Arlon Orbitars 	 	A rare weapon made in the image of Arlon. Its range is great, but its damage isn't very high.
===Arms===
Name 	Image	Description
Crusher Arm 	 	Arms are great for Melee combat, but are lacking in regard to range. The Crusher Arm serves as the basic model of this weapon type.
Compact Arm 	 	This arm is lightweight, making Pit's resistance to knockback while raising his speed. It also possesses a longer range, but is less effective for Melee strikes.
Electroshock Arm	 	The attacks from this arm can paralyse enemies, although their power isn't as high.
Volcano Arm 	 	The attacks from this weapon can burn enemies, but take more time to charge.
Drill Arm 	 	This arm's shots have homing and can pass through walls, but are very weak.
Stone Arm 	 	This arm is heavier, lowering Pit's speed while protecting him from knockback. It also has the ability to eventually petrify its targets, but is harder to aim with.
Thicket Arm 	 	This arm is easier to aim with and possesses a slight homing property, but lacks power.
Taurus Arm 	 	A weapon suitable for those with the star sign of Taurus. It cannot be obtained until the player locates the Zodiac Chamber in Chapter 12. This weapon's Melee attack is very powerful, although its projectiles have the lowest range out of all weapons.
Upperdash Arm 	 	This weapon was crafted with a technological alien race in mind. All of its attacks seem weak at first, but become more powerful if executed while dashing.
Thanatos Arm 	 	A rare weapon made in the image of Thanatos. Its shots move slowly, but have a slight homing property and are great at taking out enemy fire.
==Enemies==
Name 	Image	Debut 	Behaviour
Monoeye 	 	Chapter 1	Monoeyes are basic grunts who float through the air, shooting laser bolts from their eye. They may shoot one large, blue projectile or three small, purple projectiles.
Wave Angler 	 	Chapter 1	Wave Anglers float in the air, rarely moving and attacking by shooting large green shockwaves. They may shoot a horizontal shockwave or a vertical shockwave.
Octos 	 	Chapter 1	Octos float through the air, shooting spiralling rings of ink blobs. There is an open space in the centre of this attack, giving Pit a hope of dodging.
Keron 	 	Chapter 1	These enemies rest on the ground, performing high jumps and shooting spiralling projectiles.
Gyrazer 	 	Chapter 1	Gyrazers stay in one place in the air, shooting a stream of purple bullets in a specific direction. Some Gyrazers will rotate, or move slowly along a set path.
Soulful Monoeye 	 	Chapter 1	Highly evolved Monoeyes who behave a lot like their lesser brethren. They may shoot three large, blue projectiles, four small, purple projectiles or two of each kind of projectile.
Treasurefish 	 	Chapter 1	Treasurefish freely roam areas, and do not use attacks. They drop a treasure box when defeated.
Nether Angel 	 	Chapter 1	Ghostly creatures who resemble Pit. They can use projectile attacks with blades, staffs, bows, palms or Orbitars, and will alternate between walking around the ground and floating in the air.
Shemum 	 	Chapter 1	Shemum will chase after Pit, using a poisonous bite when close enough. When further away, they can shoot jets of venom which cause poison, but no damage.
Skuttler 	 	Chapter 1	These enemies walk around in a hurried manner, using melee attacks with a bone weapon. They can also throw boomerangs from a distance.
Nettler 	 	Chapter 1	Nettlers slowly crawl around, shooting homing bubbles in sets of three. Their quick reflexes allow them to crouch in order to avoid projectiles.
Ganewmede 	 	Chapter 1	These creatures shoot bone needles and homing spiked balls, and can use biting attacks. Uniquely, Ganewmedes will only attack if attacked.
Mediren 	 	Chapter 2	These floating, Siren-like creatures can use magic to heal other Underworld enemies and raise their attack power.
Shrip 	 	Chapter 2	Shrips spin wildly through the air, trying to rush at Pit.
Porcuspine 	 	Chapter 2	These enemies walk slowly between two points, shooting needles in all directions.
Belunka 	 	Chapter 2	Belunkas cannot attack, but can summon enemies in large amounts. Most Belunkas will float into view, summon a few enemies and then escape, whereas others hang around to summon more and more enemies.
Handora 	 	Chapter 2	Handoras quickly scuttle around, sometimes along walls and ceilings, while shooting reflective lasers.
Monolith 	 	Chapter 2	These invincible enemies slowly drift through the air, often serving as obstacles or as platforms for grounded enemies.
Rare Treasurefish 	 	Chapter 2	These creatures are similar to their more common counterparts, but move more quickly and tend to drop better items.
Soulful Skuttler 	 	Chapter 2	Highly evolved Skuttlers who behave a lot like their lesser brethren. They have the ability to use a combo of two or three Melee strikes, and throw magical boomerangs that home in on Pit.
Splin 	 	Chapter 2	Splins wildly fly through the air, attacking with spin attacks and toxic projectiles. They can also split into two small Splins.
Commyloose 	 	Chapter 2	These enemies drift through the air, charging up to fire lock-on missiles at Pit.
Fire Wyrm 	 	Chapter 2	Fire Wyrms float through the air, trying to ram into Pit and burning him if successful. Some instead choose to stay at a distance, shooting homing fireballs which cause burning, but no damage.
Skuttler Cannoneer	 	Chapter 2	Specially chosen Skuttlers who, while slower-moving, are able to use powerful projectile attacks based on the colour of their cannon. Skuttlers with red cannons can shoot lock-on missiles. Those with blue cannons can shoot reflective lasers. Finally, those with green cannons can shoot explosive fireballs.
Nutski 	 	Chapter 3	The basic troops of the Forces of Nature. Nutskis quickly move through the air and attack by shooting seeds - they can shoot four small seeds or one large seed.
Trynamite 	 	Chapter 3	Trynamites will explode on contact or when destroyed, releasing three homing projectiles when they explode.
Zert 	 	Chapter 3	These enemies float in the air, charging energy to create a field of electricity around it. If two Zerts are present, they will create a wall of electricity between them.
Releaf 	 	Chapter 3	These floating herbs serve as medics for the Forces of Nature, healing wounded allies and raising their defence.
Souflee 	 	Chapter 3	Souflees passively fly around, often at high speeds. While often difficult to defeat, they give great numbers of Hearts upon defeat.
Soulful Shemum 	 	Chapter 3	Highly evolved Shemum who behave much like their lesser brethren. They can move faster than normal Shemums and shoot three venom jets in a wave pattern.
Komayto 	 	Chapter 3	These Metroid-like creatures float through the air, trying to drain Pit's health with their biting attack. Komaytos can only be hurt by melee attacks.
Daphne 	 	Chapter 3	These foes drift through the air, shooting time bombs. In air battles, these bombs will float in the air around Pit. In land battles, the bombs slowly pursue Pit.
Stackjaw 	 	Chapter 3	Stackjaws rest on top of a totem pole. Each section of the totem pole will shoot lasers while slowly rotating. Damaging the Stackjaw itself will damage the sections of the totem pole. Once the totem pole is completely destroyed, the Stackjaw resorts to hopping around while shooting laser bolts in pairs, and can be defeated like a normal enemy.
Pew-Pew 	 	Chapter 3	These enemies either stay in one place or slowly walk around, shooting balls of leaves and mud.
Reapette 	 	Chapter 4	Reapettes fly through the air, causing minor damage and paralysis if they come into contact with Pit.
Reaper 	 	Chapter 4	These powerful enemies patrol an area, not attacking until they notice Pit. Their attacks consist of scythe blows and summoning Reapettes.
Soulful Nettler 	 	Chapter 4	Highly evolved Nettlers who behave much like their lesser brethren. They can shoot seven homing bubbles at a time and can move while crouching, albeit at reduced speed.
Shelbo 	 	Chapter 4	These foes create a vortex to draw Pit towards them, then launch a spin attack. Their weak point is the eye inside their mouth.
Zuree 	 	Chapter 4	Zurees hide in a cloud of silvery mist, teleporting towards Pit and revealing themselves just before they launch a shaking-inducing claw attack.
Eggplant Wizard 	 	Chapter 4	These enemies stand at a safe distance and lob vegetables that will curse Pit on impact, preventing him from attacking for a period of time. If Pit is out of their range, the wizard will teleport closer to him.
Orne 	 	Chapter 4	Ornes will either stay still, move along a set path or slowly pursue Pit. Touching an Orne will instantly finish Pit. It should be noted that only the Three Sacred Treasures can damage Ornes.
Blader 	 	Chapter 4	Bladers glide through the air, shooting reflective lasers. They can also come onto the ground and use melee attacks with twin swords.
Clubberskull 	 	Chapter 4	These powerful enemies will initially appear as a frozen skull, unable to act. When attacked, however, they reveal their true form and go on a rampage, attacking friend and foe alike.
Soulful Ganewmede 	 	Chapter 5	Highly evolved Ganewmedes who behave much like their lesser brethren. They can attack independently, although their Counterattacks deal the most damage.
Parashooter 	 	Chapter 5	Forces of Nature troops who drift around on parasails, shooting small shockwaves with amazing homing.
Cradaver 	 	Chapter 5	A ghostly bird who manipulates the earth to launch sudden attacks. A pillar of light will appear at the targeted area just before its attack is launched.
Skuttler Mage 	 	Chapter 5	This elite Skuttler can cast a hex which weakens Pit over any distance, and can launch fiery Melee attacks with its wand.
Amaredir 	 	Chapter 5	This enemy summons fragrances which can push the reticle away. It can also create toxic mist which causes various status ailments.
Category:Kid Icarus (series)