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After going through three red walls (in order: Mandragora, Decarabia, and Zombie), I get to finish the Guest House by killing Paranoia.

Unrelated: Disguising yourself as someone is a lot less credible when everyone else in the room is disguised as them too. Succubi should know this.


The mirror being bloody doesn't stop me from going into it for yet another newspaper clipping.


And Paranoia again, this time for keeps.


...but it was ME, DIO!!!

This apparently gives me a check in the area past Subterranean Hell, judging by the tracker, but one check vs. an entire region is kind of a no-brainer.


Bad accessory behind that guy.


Mushussu drops this thing. Not interesting.


It also gives more completely worthless souls.


Dead Crusaders dropping fancy mushrooms... well, kinda makes sense actually; the leaders of the Crusades tended to be rich, which means fancy food, which means "delicacies," which means truffles. Right?


And their soul is another KoF-style ground wave.


Not impressed with this armor.


Apparently "amplifies power" is shorthand for "gives a negligible defense increase with no other benefits" in this seed.


I might care about this ring Alastor (aka Sword Familiar) dropped if I didn't have a more convenient source of money in the form of selling Valman-Bhuj.


Nom.


The sword guy's other drop... well, it's not too much weaker than the Hoop Earring, and gives Int, so if I want to be a tanky mage it'll be helpful. Unfortunately, it's still less useful to me than the Flame Necklace primarily because I never remember to use souls.


Probably flatter than hell, but Soma's probably too thirsty to care anyway after rampaging around a demonic castle all day (for the second time in his life).


...Funny, Final Guards aren't usually known for their licking strength. Or the length of their tongues... in fact do they even have tongues in the first place?

That said, one thing they ARE known for is being worth enormous chunks of experience; getting multiple levels in this one room isn't too surprising, is it?


I find the spotlight I need to summon Mothman here, too. Just gotta hit it a couple times with electric attacks to charge it up, and... well, moth, flames, etc. Alucard Sword works perfectly for this.


Top-right corner of the Pinnacle has yet another weapon downgrade...


...as well as a sack of cash and a really big healing potion, all guarded by a single Final Guard. It's almost like these cultists WANT me to steal them!


Directly across from the throne room is another Final Guard, also guarding three items: A throwing sword...


...an extra copy of a ring I started with, and some curry.


Finally, in the secret room above said throne room, I find another gun...


...and a no-tradeoff Int soul. Pass.


Now for the final showdown with the arsonist...


Psych! The real boss here is in the mirror. Just kill off the demon he draws his power from, and the arsonist is powerless.


Said demon gives another copy of a soul I'm already maxed out on.


After coming out and watching the arsonist run off with his proverbial tail between his legs, I head off to the last room here for a sword that's really not worth the effort.


Quick dip down to the Silenced Ruins (I needed Zephyr to resume time so a cannon could blast through a wall to let me in, FYI). Gorgons drop Mind Ups.


They also let me summon plant girls to tentacle-monster enemies for me, though doing so immobilizes me.

I think I can combo this with the Une soul to make her spawn Unes, but frankly I can't be bothered.


Can't really do much down here besides kill stuff, but I do find a mirror room. And hey, for once a weapon's element makes sense!


And, as is tradition, the item inside the mirror.


There's still enemies to kill down there, but they can wait until I find the crystal-breaking soul. Well, unless they drop it, but I'm pretty sure that can't happen.

...Yes, I only bothered checking that last mirror room this time on the off chance that the crystal-breaking soul was there.