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It's hard to focus on randomizers when the only thing you wanna do is sleep but you're an insomniac...

Anyway, the spiked hallway in the Chapel leads to Force of Echo. Completely useless for the foreseeable future, due to the lack of Echo of Bat itself... oh, and Soul of Bat, naturally.


Immediately after leaving the spiked hallway I get a buff potion drop from... erm... one of those ghost ladies with the rapiers- I forgot to look at the name.

Meanwhile, the free-standing item at the top of the room... ugh, I've heard terrible things about this stuff.


The smashables directly below the Natou give more consumables... including the vaguely-named Lunch A, though I can at least be sure that's food.


Boomerang in the next (otherwise-empty) bell tower.


Predictably enough, the Hippogryph dies pretty much instantly to the Crissaegrim.


After which I find another HP boost and a throwing weapon in the last bell tower.


I reason that, since I'm right here, I might as well open up the Castle Keep's warp room. I saw something potentially-important to my next destination on the way here, though, so I'll pick that up first.


The Merman Statue does nothing but unlocking a check underground, but that's still one more check to look into when I go down there.

I also find a more reasonable food item in the wall directly above it.


Then, for literally no reason beyond already being in the room, I check the relic directly above those two for Skill of Wolf... whatever that does. Also a fairly stereotypical, but still good breakfast meal in the wall behind it.


Anyway, relevant side-trip completed, so off to the caverns below the castle. First thing I need to do is push this button in the Marble Gallery (only available after I got the Jewel of Open due to that glowing door there) to actually open the trapdoors that lead down there.


Deliberately going in the wrong one first, because stuff.


New area means new checks. First check is, of course, that conspicuous smashable up there.


Some miscellaneous checks on the way to the local boss.


Part 2.


And the rest. Boss time.


It's a succubus. Kind of a letdown, to be honest; I feel like in most entries succubi are generic enemies.


She does drop Soul of Bat, though, so worth it.


Smack a Scylla Wyrm real quick...


...before obliterating Scylla herself.


It calls them Goggles, but from the location I can tell they're actually the Holy Glasses. These unlock a hell of a lot of checks.


Clear up the area leading to Scylla real quick because it's there. The bottom is supposed to be a drowning chamber, but I have too much snorkel to care about drowning attempts.


Smash the floor outside Scylla's section...


...to use that Merman Statue. This guy isn't here if you don't have it. Honestly, though, the only reason I need him is because he opens a gate blocking this path off.


Miscellaneous checks on the way to the real check here.


Not as many as the way to Succubus, though.


I can see my damage output now, for all the nothing that's worth.


I suppose this is as good a place to take a break as any.