Getting Peter via Bloody Fortress w/Pope

So I looked around a few weeks ago and noticed two things.

  1. I still haven’t gotten Peter. I mean, I hate the SL/30 game and I flat refused to sit around for days trying to get Creator to drop his key in Arena. But then I remembered that…
  2. I got Creator like two months ago through 8 solid months of $1 and $3 purchases. Apparently I got so caught up in the Hell Frontier game that I just never looked at him. Also…
  3. There are zero guides on the entire Internet for doing a paid Peter run through Bloody Fortress. — Turns out this is wrong, my search somehow missed this guide in the Forums’ Files section (the best single G&D resource online, that Files section!)

And I thought “Hey, this is an opportunity to create something that at least a few people will probably appreciate!”  😀   So, to quote my favorite Super Mario Kart driver, “Here we go-ooo! Mwaaahahahahahahahahaaa!”

 

Maze: Bloody Fortress

Purpose: Unlock Peter and his piles o’ treasure.

Mainball: Captain — I wanted my Venture titles to be cheap, so Captain had to be the first in line.

Soul Link 1: Time Wizard — not much choice here.

Soul Link 2: Creator — See above.

Venture Title: Great Swordsmith (crucible) — I knew two things about this run: 1) it was going to be hell getting through F81-99, and 2) I was going to have facepunch my way as deep as I could to conserve spells. I couldn’t take Novice Warrior, so I really wanted that 15% counterattack reduction to  help me keep facepunching. And of course nothing gets you through a set of floor mobs quite like a 100% counterattack prevention.

Oh, also, going through Rune Master will give me 15% more Holy Bolts, which will actually matter.

Magic Title: Pope— Pope gives me double-damage, greatly-enhanced Holy Bolts — and the Key of Lore gives me 1 Holy Bolt every other floor, which means I won’t run out of ammo if I’m careful.

Artifact: Gloves of Great Swordsmith — Because yes, the 3 extra Swordsmith’s Runes are worth having an artifact you won’t use in the final 1/3rd of your run (see below).

Potion: Athena’s Tears — because you gotta.

The Rundown: The whole way down, I purchased every single ‘set item’ out of every special shop, as well as every Demon Spleen (that’s the +Power one) and most of the Demon Kidneys (+HP/MP one), and I kept a stock of ~1200 EP to keep buying those things when they showed up.

I started by one-starring my way up to Great Swordsmith (Crucible). Then I went back and filled in Rune Master right away, then Treasure Seeker so I could avoid activating monsters for as long as possible (to have plenty of things to pick up, so as to avoid flaming tiles). I grabbed all three stars of Magic Apprentice in time for the F30 boss (I might have had to buy the third star with the EP from beating the boss, my notes are unclear.)

Then it was one star in Priest, three stars in Light Master, and then Pope and all three MP stars in Pope to get the +75% to Holy Bolt. Then I backfilled Priest and Explorationist for the regeneration, took the Attack stars of Great Swordsmith because I needed to keep facepunching for a little longer, and then took the Power stars of Pope and Great Swordsmith. Then I basically just purchased whatever, whenever, and maxed out both Titles somewhere in the early F80s.

Key Management:  One of the more challenging aspects of any Peter run is remembering when to switch between Keys to maximize their effects. The three obvious ones are the Key of Sky (use immediately), the Key of Fate (use immediately), and the Key of Destruction (never equip it).

The Key of Time has an alluring trap built in, but don’t fall for it: as much as you might want to save it for late in the run to get the maximum boost out of it, don’t. Use it on F19, after doing absolutely everything you can to attain your current peak Power (primary importance) and HP (secondarily). Then equip the Key of Eternity and go into F20 to earn your free Timestill.

From then on, basically keep the Key of Lore equipped 90% of the time, swapping out the Key of Eternity in time to get your free Timestill every 20th floor. (When you use your one PoE, use it to get from just-after-a-20th-floor to go back to just-before-the-previous-20th-floor, so you get 2 extra Timestills from the deal. Timestill is your friend!)

You may also benefit from swapping over to the Key of War whenever it will give you a good chance to OHK an enemy with a facepunch. I actually wore a complete set of Giant’s stuff for a good portion of the middle of the maze to get the 33% chance to double damage plus, when needed, the 50% from Key of War for a solid 83% ‘crit chance’, which let me continue to play Mostly One Punch Man well into the mid-F60s, and Two Punch Man until the mid-F70s.

By that time, I had 8 Timestills and 104 Holy Bolts, and 12 Swordsmith’s Runes — which means I could mostly-freely-facepunch (Bolting down only distant Ranged mobs) my way through F87-F99. So I only had like ~15 floors worth of floor mobs and 3 Bosses I had to kill with magical might. In other words, Key Management is a super-critical part of the success of this run, as it provides like 50% of all the resources you need to make it through the difficult part! Another 20% comes from your Titles…

Faith Management: …And here’s the last 30%. 🙂 It’s crucial to get the +100% to damage spells (and all of the other bennies) from maxing out all 5 Faiths, which means you have to start intelligently to get lots of set items quickly.

Step 1: Every time you reach a Lich or Beholder (Eye Tyrant) statue and you have at least one full set*, sacrifice every full set you have to that statue. Continue until the Lich is level 8 and the Beholder is level 11. Then sacrifice exclusively to the Fire of Wisdom until it’s level 10. Equip the Torch (yes, giving up your Gloves of the Swordsmith!)

Go back to sacrificing exclusively to Lich and Beholder until Lich is level 18 and Beholder is level 19. Unequip the Torch and get your sweet Gloves back, you’ll need the stats by now. Then max out both Lich and Beholder for the items.

Now, start doing the same “sacrifice whenever you reach X statue and have stuff” with both Fire and the Knight, because you’ll need the +Attack bonus about now but you’ll also need to start mitigating the Manticore’s Roar ability, as it’s the one thing that is genuinely run-endingly powerful if left alone.

Once you max out Fire, feed either Knight or Victoria as you have stuff handy — you’ll be happy to have the HP and the -Spell Forbidden Effect from Victoria, but you’ll also need to keep your Attack up in order to continue facepunching.

* – Also, sacrifice Mephisto’s Soul Gem because it sucks and Demon Hunter’s Blade because you can’t do anything else with it anyway. And if you’re close to making an important level, go ahead and sacrifice any normal equipment you’re not using — it’s better used for Faith than being disenchanted for EP, as you’ll end the run with more EP than you know what to do with anyway.

Floor Strategy: Open as many non-enemy tiles as possible, leaving all the stuff sitting on the ground so that you can pick up 5 items to end Burning Tiles efficiently if needed. Then, if Captain’s ability is active, reveal an enemy, see how many of the missiles it will take to kill it, and if you’ll have missiles left over, reveal another enemy. Once all three missiles are ‘assigned,’ set the ability off.

Once that’s done, or if the ability isn’t active in the first place, just open one enemy and kill it before you open another. If it’s a Spiky Skeleton, you can choose to ‘kill it’ by grabbing some floor items and sucking the damage (or mitigating it with Curse, Ice Shield, or Stoneskin), or by hitting it with nukes (not Holy Bolts unless you can kill two with a single casting via Pope-iness.)

Boss Strategy: Punch down F30. Holy Bolt F40. Holy Bolt and Icicle F50. Starting with F60, use Electrostatic Field when you’re going to use Icicle, and Electrostatic Field+Disrupting Ray when you’re going to Timestill instead. Use one Timestill on F70, two on F80, three on F90, and as many as you need on F100, ’cause you’re done once you beat that big beast.   If you play your spells right, you should literally never see the Boss’ attack animation through the entire run.

Is It Worth the Effort? HELL YES. Getting through the Gate of Creation is pretty sweet — 100 Gems, a crapload of coins and Relic Fragments, and of course Peter. You also get a metric sh!t-tonne of in-maze bonus stuff that would make it relatively easy to bust through another 20 or 30 floors…but who cares? Once you get Peter and his Gems, get the hell out of there!

Peter comes into the game at 5 stars, which is a huge boost to most Ranger’s Song airships right off the bat, and his Exclusive Skill is basically a big pile of Nether Wicks on a stick, which is a great if unusual pairing with Flagellant’s big pile of “kill the sh!t out of any one boss” on a stick, as the two together can make short work of any dungeon’s F91-F100 for easy Boss Prize hunting down the road. 🙂

By the way, if you’re actually using this guide, I’d like to personally thank you for supporting my favorite game. It’s thanks to people like you that G&D is still around for me to enjoy, and I appreciate your contributions to my play time! 🙂

 

 

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Power-Farming Oasis Gems with the Hand of Balrog

Maze: Desert Oasis

Purpose: Getting some Gems from Genie’s Lamp (and also the Divine Dragon if I can manage.)

Mainball: Nobunaga — you’ll see.

Soul Link 1: Archaeologist — The Hand of Balrog is an artifact that grants +5 Attack, +10% Attack, and +100 HP. Archaeologist increases that by 250%, meaning +17.5 Attack, +35% Attack, and +350 HP (which in turn grants you another 23.333 attack via Nobunaga). 23.33+17.5=40.833, *1.35= roughly 55 points of Attack just for equipping that one item. Not counting any further multiplication of any other points of Attack you may have. That’s some insane offense and some insane survivability for a pretty simple combo!

Soul Link 2: Zeroes — There are two basic ways to think about having a stupid high Attack. The first is “how can I make it stupid higher so that I can facepunch F80 mobs to death?” The second is “how can I turn this into a tool that will kick ass and take names?” In Desert Oasis, the major threats are Cacti and Scorpions, which you really don’t want to facepunch — Zeroes lets you kill them by punching stuff next to them, and is unique in that he’s the only AoE facepuncher (i.e. he doesn’t use or even care about your Power) in the game, making him a great pairing with the Archeolrog.

Venture Title: Great Swordsman (Crucible) — When everything you want to do involves facepunching, dropping your “getting counterattacked” rate from 80% to 66% is a pretty important survival mechanism. Also, going through Rune Master means more cheap nukes to take out those Cacti that don’t get dropped by Zeroes’ special ability. On a deep run, I’d’ve used the Swordsman Runes to laugh my way through floors 91-99. 🙂

Melee Title: Knight — Yep, didn’t get any farther than this.  If I was to go deeper, I would have taken this up and around to Fighter for Boss-killing into deeper floors.

Magic Title: Magic Apprentice — Ditto.  If I were taking this run down all the way, I totally would have taken this to Light Bishop for the extra points of Attack and the ability to stay alive, and gone through Water Master just to make sure I had enough Icicles.

Artifact: Hand of Balrog — It’s the Hokey Pokey of this run. It is what it’s all about!

Potion: Aladdin’s Lamp Oil — 100 HP means a few more Attack from Nobunaga, and the Golden Lamp Oil is appreciated as well.

The Rundown: I started by getting three stars in all three base Titles just for the general utility. Then I one-starred out to Great Swordsman (crucible) first, to get that sweet 35% total counterattack reduction, then filled in Rune Master for the extra low-level nukes so as to take out any annoying Cacti that didn’t die to Daybreak Cannon.

Then I took three stars of Knight, filled in Explorer and Weapon Master because why not, and…ended the run on F60 with 3 Holy Oil without even paying attention.

I also purchased literally every Lamp Oil, Flag of Sudan, and Persian Powder that came up in the Camel Store, which was probably 20-30% of my total EP spend.

Floor Strategy: Uncover all the enemies you can, and punch the one with the lowest Attack (not including Cacti or Scorpions), hoping Daybreak Cannon will kill the rest. Repeat until you’re out of enemies, pausing to either nuke or Persian Powder down any Cacti that you don’t kill with Daybreak Cannon.

Boss Strategy: Punch it in the face. Over and over. If you get below half health, hit the thing with Icicle instead of facepunching when it’s counter is one, and keep punching. I killed the F30, 40, and 50 Bosses w/o Icicle, because 350 bonus HP + 30% from Knight is enough HP that if you start a fight with full HP, it takes more than a few Boss attacks to get you below half.

How Good Is Archeolrog? This is just one run out of several that I took testing the basic Archaeologist (mostly + Nobunaga) + Hand of Balrog combo — I chose this one to write up because I really liked Zeroes as the third member of the party. I tried many other third members, from Puppeteer (which was also pretty strong, but really missed the Melee titles to add more Attack and HP to accelerate the combo) to Great Guardian to Commander and more, but Zeroes was the one that really turned the combo from ‘strong’ to ‘never felt even mildly threatened by anything,’ which is what I really want from a Power Farming team. I could handily have taken this team to F80 without getting genuinely threatened.

 

Extra Lesson Learned: I’ve played quite a bit of Machine Herald, Black and White Queen, and other significant percentage-to-Attack bonuses, and somehow I never really noticed this until testing Archaeolrog: percentage based bonuses to stats aren’t really super amazing unless you also get a sizable static numerical bonus to the same stat.

This is why Machine Herald is actually less powerful in most circumstances than Blacksmith — because a 50% Attack bonus is generally smaller than a static bonus of +30 followed by a 15% Attack bonus. (In fact, in order to get a bigger bonus from Machine Herald than Blacksmith, you have to have a base Attack of 99 before you count either bonus. That’s not a super-easy number to reach!)

So a big part of the combo’s power isn’t just the 35% Attack bonus, it’s the additional 17+ points of numerical Attack bonus you get that gets added before the 35% bonus is applied. You have to get your base Attack up to 158 in order to get a higher bonus from Machine Herald than you do from Archaeolrog. That’s not just challenging, it’s near-impossible. Especially given that Canas’ Enlightenment has basically zero Gumball-based Attack bonuses. (And that’s not counting the effects of Nobunaga!)

But wait! Let’s put an artifact in on Canas’ side, too. If you take the +11 Attack from Gloves of Dark Arbiter and add it to Machine Herald’s side, you only need a base Attack of 48 to get better results from Machine Herald than Archaeolrog. Which you can probably totally get to…but then you have to compensate for a missing 350 HP, too. :p

In short, Archaeolrog is, mathematically, the strongest Attack bonus you can get on F1 of any maze right now, and it actually keeps up quite nicely as you go down, only starting to really lose out once you reach triple digits, and then only to teams that have “grow as you go” abilities like High Priest+Monkey King+Blacksmith or Nobunaga+Saladin+Crusader. And it comes with three hundred and fifty freaking HP

All of those other “front-end power” gumballs like Nalakuvara and Pharmacist can suck it.

 

Wait…Nalakuvara is Ranger’s Song…and offers a significant static numerical Attack bonus and a higher percentage Attack bonus…

…   …   …

Sorry, got more testing to do, be back soon!

The Key to Real Ultimate Power? Future Cat + Key of War

Maze: Hell Frontier

Purpose: To see if I really did stumble upon an easy, consistent way to out-and-out double my damage output at the tiny cost of one million gold (reduced to 600k by Pharmacist, but, you know, close enough) and figure out whether or not that was awesome. Also, get some Satan’s Son frags and some Hand of Balrog frags along the way.

Mainball: Future Cat — The idea here started when I stared for a long time at the Immortal Blade (a Hell Frontier item that gives a 20% chance to deal double damage) and wondered just how high I could get my “% to deal double damage.” A few dives into the wiki later, and I had my answer: I could handily reach 100% chance to deal double damage…for the first 15 turns of each floor. All I needed was the entire Future Cat set (which includes Machamp Gloves, which give a buff of +50% to deal double damage for 10 or 15 turns), and the Key of War, which gives a straight up 50% chance to deal double damage forever. Between the two, double damage was guaranteed!

Linkball 1: Machine Herald — Because why would you go for anything less than all the Attack cheese?

Linkball 2: Cytus — Two reasons here. First, Timestill Cytus is the be-all and end-all of Boss destruction, and I was going full Timestill. Because no matter how big your Attack, you need some way of keeping the Boss from Counterattacking, and at the lower levels, you need more time to punch face regardless.

Venture Title: Farplane Ranger (Lantern) — It’s annoying that Hell Frontier basically forces you to take this, at least if you want to farm Hand of Balrog frags, which I do.

Melee Title: Fighter (Sword Master) — If I were going for a super deep run, I’d’ve taken Sword Sage instead, but since my gravestone was at F66, I didn’t really need the extra damage for floor mobs, so Fighter was the more obvious choice.

Magic Title: Legendary Mage (Air) — Because how else are you going to guarantee three — I mean six — Timestills other than Legendary Mage? Also, more rounds is gooder!

Artifact: Necklace of Legendary Mage — Because Timestills, bitch.

Potion: Potion of Evil Dragon — Because between Machine Herald and the Doubling Combo, every +1 attack turns into +3 damage, and +15 damage per strike is a hella good potion. And it comes with HP, and further (if minor) damage multiplication. What’s not to love?

Crystal Use:

  • All (and first): Getting Demon Gift Box.
  • Fire: Acquiring Hand of Balrog frags, making the Doomsday Blade worth disenchanting.
  • Water: Acquiring Toilet Fruit, summoning Healing Pets.
  • Earth: Acquiring Destroy, then dropped into Crystal Core to work toward the big stat buff at the end.
  • Air: Summoning pets if I didn’t need healing. Eventually dropped into Crystal Core out of boredom.
  • Light: Acquiring Hand of Balrog, then Dim Matrix. ALL the Attack, plzkthxbai.
  • Dark: Acquiring Hand of Balrog, keeping Angels from resurrecting, learning Lightless Shield.

The Rundown: I one-starred up to FPR(l) on F1 for the solz, maxed out Explorer by F3, Magic Bandit by F7, then I did nothing except work my way, star by star, up the Melee chain from Novice Warrior to Sword Master. Once I had done that, I started buying items for the Hand of Balrog and spending any spare on one-starring from White Mage to Legendary Mage, then getting +3 rounds to all my sh!t and one extra Timestill for the giggles.

Then it was backfilling time. Apprentice Mage, then Air Master, then Priest, then Night Walker (for the Power), then the Attack stars from Farplane Ranger, then the Power stars from Farplane Ranger and Legendary Mage.

Then I had to decide whether to hold off on taking my 5th-tier Melee Title because I wanted Sword Sage, or take it now and take Fighter. I was on F59 and my gravestone was on F66, so since I didn’t have to actually worry about fighting big, deep floor mobs, I took Fighter. After getting my Satan’s Son frags, I PoEd back to F36. Finished my Hand of Balrog on F41, suicided myself into a pack of Stronghold Angels on F44, and the deed was done.

Was It Worth It?: Kinda. I mean seriously, I facepunched the F60 boss to death with an Attack of 240-something, +65% from Fighter, x2 was ~750 damage per punch for the first 15 turns. Obviously, I didn’t need all of them. That said, the real problem was that it only lasts for the first 15 turns, and even though I didn’t go that deep, I can tell you that’s flat out not enough sustainability to last past F80 or so. Which kind of makes it less worth it than I would like.

Don’t get me wrong, the concept is amazing for short and mid-length runs — but do you want to spend a million gold on a midlength run? Probably not. 😀

 

Getting the Hell Frontier Boss Prize, the True Cross Way

Maze: Hell Frontier

Purpose: Satisfying a long-standing personal goal of mine — maxxing out Lionheart King’s True Cross and using it to beat a Big Bad Evil Guy. And since I had done Hell Fronter the Sith Lord way, and since it’s, you know, hell, it seemed doubly appropriate. Also, I wanted to playtest the Apollo+Flagellant interaction. And I farmed some Son of Satan fragments along the way.

Mainball: Lionheart King — Can’t get the True Cross any other way. If you’re familiar, the True Cross gives +2 Power, +20 HP, and +5% to Light spells at level one, and gains a level when you cast 10 Bless — or, if you have Apollo linked, 10 Heavenly Beam. Then to level it again, you have to cast 10 Holy Bolt, then 10 Divine Favor, then 10 Fist of Heaven, then finally, yes, 10 Holy Rebirth. At it’s final level, in addition to the predictable +10 Power, +100 HP, and +25% to Light spells, it also grants 1 random Light spell whenever you go down a floor.

Linkball 1: Apollo — The easiest way to get all the Light spells you need for the True Cross.

Linkball 2: Flagellant — I figured being able to toss all 5 non-Light schools of magic away to Flagellation was a good start, and I also showed my commitment to the True Cross by immediately sealing it permanently into my Treasure slot. The +2 rounds to spell duration granted by sacrificing Air magic made Heavenly Beam into a sweet ‘nuke plus 3 rounds of Stoneskin,’ which turned out to be amazingly useful.

Melee Title: Light Arbiter — You’ve seen this plan before, fairly recently.

Magic Title: Pope — Yep. We’re going to take down the Lord of Hell with True-Cross-powered massively boosted Holy Bolts of Holiness.

Venture Title: Farplane Ranger — As mentioned a few posts ago, Hell Frontier’s selection of Souls feeds directly into the Pope gameplan, boosting damage spells, Light spells, and Power directly.

Artifact: Crown of Pope — I figured that snagging a bunch of spare Fists of Heaven couldn’t hurt the quest to level up the True Cross, and a bunch of extra Power would help, too.

Potion: Lich’s Enhancement Liquid — Again, more Power, and the reduction to enemy Spell Resist was pretty clutch at the end, there, too.

Crystal Usage: Having run Hell Frontier for a while, I realize that including a section here on Crystal usage is kind of important. So, after I got Diablo and Tyrael out of the Dim Matrix, opened the Demon’s Gift Box so I could farm Son of Satan, and leveled Light of Corruption to level 10 to give me a few extra turns of ‘not instantly dying’ to the Boss’ special, here’s where the Crystals all went:

  • Fire: Doomsday Blade, Infernal Portal, then really nothing.
  • Earth: Collapsed Stronghold — Earth Strongholds give spare Crystals, so they’re the way to go.
  • Air: Crystal Core — the 10th level Air Crystal Core gives you a 10% chance not to use MP upon casting, which seemed like a good step toward getting True Cross levels.
  • Water: Hell Toilet (that fruit’s Stun is crucial for someone with no access to Hex and Icicle!) and Collapsed Portal to summon healing pets.
  • Light: Crystal Core — I wanted the +100% to Light Magic for leveling the Crystal Core up a bunch.
  • Dark: Dim Matrix — +a crapload of Power over the course of ~60 floors? Yes please!

The Rundown: As per my previous run with Flagellant, maxxing out Titles quickly is great for sneaking in Flagellations that don’t actually hurt you, so I pushed to Farplane Ranger, then filled in Explorer, then Magic Bandit, then *all* of the Venture Titles.

After that, it was Magic time. If I hadn’t already gotten the Pioneer Honor Quest, I totally would have gotten it here, as I one-starred up to Pope, then filled in Light Master, then Magic Apprentice, then all of the Magic title from top down. Somewhere in the middle of that, I decided to forsake any chance of getting Dragon Titles and Flagellated that option away as well.

Finally, I blitzed up to Light Arbiter and took all three stars of +Holy Bolt, then filled Melee in from bottom to top. I Flagellated my last Title away at F89.

Other Flagellations I performed included:

  • Sealing my ‘Special Spells’ ability on F1 (gained 2% chance to capture enemy Souls upon killing them),
  • Sealing my Fire magic on F1 (gained 3 Fist of Heaven and 1 Holy Rebirth),
  • Sealing my Air magic on F1 (gained +2 rounds to “all spells” — meaning Heavenly Bolt),
  • Sealing my Armor slot as soon as I got Tyrael’s Strength,
  • Sealing my Ring slot (Ring of Ash) and my Cloak slot (Great Druid’s Cloak) after finishing my last Title on F89,
  • And finally on F99, I opened up a HUGE can of “I’mma whip this Boss’ ass so hard he won’t even see straight.”

That last bullet point means that I Flagellated away my Water and Dark magics to get a full heal and a Holy Rebirth, then my Earth magic to summon a Rock Golem that would absorb one complete attack from the Boss. Then I Flagellated away my ability to gain HP from Magic Potions to get 3 Magic Toffees, with which I completely restored my MP. Then I Flagellated away half my MP to gain a +10% bonus to Damage spells.

Then I went into the final Boss floor and before doing anything else, I Flagellated away my ability to use items, as I’d already used my Toilet Fruit (see above) and my Scroll of Lightless Shield to take out the F90 Boss without breaking a sweat. The ability you gain by sacrificing item use is five complete damage preventions.

And when you’re not physically attacking the Boss, that means you only use up one of those five preventions when he attacks you. Which means you get seventeen turns of unmolested nuking the crap out of the Boss (assuming you have a Holy Rebirth handy to cancel his 9-layer autokill, which of course I did.)

At that point, who cares if he has 90% Spell Resistance? I was already sidestepping 20% of it thanks to Lich’s Enhancement Liquid and another 10% of it thanks to Flagellating my Ring slot. (Oh, and a 15% chance to ignore Spell Resistance altogether thanks to Apollo’s Talent.)

I didn’t use it all, and I didn’t do anything fancy at all. I literally beat the Lord of Hell using nothing except Holy Bolts to the dome over and over and over again. Because that’s how good guys win, dammit: by stubbornly and overdramatically hitting evil over the head with the Light of Truth and Justice over and over and over again until it f**king STICKS.

😀

So the lessons learned from this run are as follows:

  1. Maxxing out the True Cross is 100% not at all worth the effort. Seriously, get a Light Book and take your caster main instead of doing all that dicking around, you’ll be way happier.
  2. Flagellant is absolutely stupidly amazing at winning Boss Prizes. He might not even do very much — or anything at all! — for the first half or more of a run, but holy crap, that last Boss is just nothing at all in the face of the almighty power of a Gumball that just tosses his entire future onto the fire in the name of killing that one dude really stupidly dead.

And I love him! 😀