Prominence Stage ( Fire Prominence Zone )
- Once again, the stage starts off with the appearance of groups of Phoenix, providing you with power-ups before you reach the start of the stage. They travel in tight sine waves across the screen. If you perished in the last stage, do your best to power up as much as possible before you reach the flames. Even when the flames do start, two more flocks of Phoenix will appear.
- Once the prominence eruptions begin, there is one important strategy to employ: Hold still. Unlike most stages, you should find a safe place to occupy and remain there as much as possible. The safest places are approximately one inch above the center of the bottom or one inch below the center of the top. In these locations, you should be able to safely avoid the flame eruptions that occur throughout the stage while still attacking most of the other threats which are present.
Compared to the arcade version of Intruder, the NES version is much larger, but substantially easier. Gone is the long serpentine boss who can surround you and attempt to kill you inside of its coil. Instead, you will merely encounter a gigantic dragon head who will only stretch out so far, and breath huge bolts of flame at you. They are fairly easy to dodge, and all that you must do is return fire, concentrated on its mouth. If you have Lasers and some Options, you should be able to make rather short work of this boss. Even if your firepower is low, you can patiently chip away at the boss, while avoiding the fire breath for as long as necessary to win.
2nd loop changes: The head movement has greater range with respect to the neck, and fire blasts are more frequent.