So, after being delayed by life, I got around to the blasted steps and beating the last judge. I made my way through the underworks and now I’m in the citadel… I found the clock work mantises but I don’t really want to fight another boss right now… how do I get out of here? Where is my bell beast?
Have you found the spa yet? Starting from there you do the platforming and unlock the thermal waters, break the walk and keep on going to the right through the lower paths, then you take the middle exit (the exit without the large elevator), after that you go through a big hallway, keep on going to the right until you reach a vertical area, and take the lower exit again
Have you found the spa yet? Starting from there you do the platforming and unlock the thermal waters, break the walk and keep on going to the right through the lower paths, then you take the middle exit (the exit without the large elevator), after that you go through a big hallway, keep on going to the right until you reach a vertical area, and take the lower exit again
If you just want to get out, you can leave by going to the Underworks exit you took to enter the Choral Chambers and going left-ward, which gets you back to the Grand Gate by breaking through a wall.
Since you might eventually take that exit, the thing about the giant scale platforms that are never even is that if you hit them from below, they will act as if you had stepped in the opposite one, giving you a way to jump back up to the Choral Chambers that way.
Well, Grand Bellway is the travel hub for the whole cathedral so you'll need it and you're right there.
If you did back out you could enter via Sinners/Bilewater->The Mist and arrive directly in the station, though.
Well, Grand Bellway is the travel hub for the whole cathedral so you'll need it and you're right there.
If you did back out you could enter via Sinners/Bilewater->The Mist and arrive directly in the station, though.
Hey, a friend of mine told me a fun theory about a certain act 3 area that makes a lot of sense and ensures that you feel only disdain toward a certain faggot.
The green prince is constantly blaming Pharloom for the death of his land and lover, but what if the kingdom did actually maintain their word and left Verdania alone, what if Verdania died out by itself? The region wasn't transformed into a toxic, maggot infested wasteland but rather its just as if any lifeform simply died out. and while Hornet talks shit about pale beings when trying to console the gay prince, she never blames the bugs of Pharloom for the death of Verdania in her hunter's journal, what she does instead is labeling a certain creature for being one with the surrounding flora, the same creature with the ability of control the surrounding grass that the gay princes oh so happily killed because by doing so they'd be ruler by alleged divine rights: the Palestag.
The idea is as follow, since Hornet becomes the bew ruler by killing the previous one in one of the endings, its not dumbfound to think succession is thought to be made by killing the previous ruler and pale beings is a classification of divine creatures that are capable of creating civilizations like the Pale king with hallownest and Grandma Silk with Pharloom, so the Palestag too could have been the source of life for Verdania, and when 2 of those incredibly aggressive natives butchered the poor creaturw because we wuz divine 'n shieeet, Verdania began to slowly die and the princes couldn't do anything but blame the neighbouring kingdom for it.
If I were the kind of pseudointellectual that right now is parroting "the parasite quest is about abortion" or "the game is a criticism of misogeny", I could say that the moral of the whole green prince questline is "homosexuality is a crime against nature" and it would require much less mental gymnsatic to say so than the previous 2.
There's two ways to get to the grand bellway, which is basically the travel hub of the game. Assuming you entered from Last Judge:
One, you go low in the choral chambers. There's a central area that can only be accessed via the mantis fight, but if you go low enough in the choral chambers you can go under it. It'll eventually get you to a room in the bottom right of the choral chambers which has both a bellway and a Ventrica station in the one room, with a bench in between them.
Two, fuck that noise, leave the area entirely. We've got a better route. Above Greymoor, you can find Sinner's Road - and in the top left of that zone you can find a very special area. Navigating it is a challenge, as the path between the rooms is randomised. You have to figure out how to find the correct path through the rooms.
If you want to know how to do it...
Play the needolin for the little lumaflies. They'll point you in the right direction.
Once you're past that, what follows is... the other way to start Act 2. It's one of my favourite sequences, so I'll let you discover it for yourself. But that path leads directly to the grand bellway.
Either way, once you've been to the grand bellway, climb up the other side of the citadel. you definitely want to get on the same level as the boss (you'll know you're there because the same elites will be back) and then head east. Something VERY nice awaits you there.
The game definitely suffers from artificial difficulty: you wouldn't expect elderly, literally dead tired workers to take 4 hits to kill, and have a 2 HP attack because of course they have. Plus they fly and are smart enough to get away from you. There are much worse enemies out there, but having these at the start of act 2 is annoying.
Probably my strongest complaint of the game at this exact moment.
The moment you get double jump, anything requiring the glide immediately feels worse because now you have to do an extra jump before gliding with exceptions like peeling off a wall you're hanging on to. It has made movement actively feel worse because you don't have precise control of your glide any more. Also, it's an indirect nerf to the tool that attacks when you flare your cloak, because now it requires an extra button press and is made imprecise.
Probably my strongest complaint of the game at this exact moment.
The moment you get double jump, the anything requiring the glide immediately feels worse because now you have to do an extra jump before gliding with exceptions like peeling off a wall you're hanging on to. It has made movement actively feel worse because you don't have precise control of your glide any more. Also, it's an indirect nerf to the tool that attacks when you flare your cloak, because now it requires an extra button press and is made imprecise.
There was an override input (down+jump) before the patch that let you avoid double jumping, but it was worse because it conflicted with complex pogo sections in a way that would have confused a lot of players.
And honestly wasn't useful very often, like a 1:50 ratio of times it'd help versus situations it could fuck you over.
But it was intended to exist so I assume they're thinking about another way to implement it or at least a menu toggle or something.
Probably my strongest complaint of the game at this exact moment.
The moment you get double jump, anything requiring the glide immediately feels worse because now you have to do an extra jump before gliding with exceptions like peeling off a wall you're hanging on to. It has made movement actively feel worse because you don't have precise control of your glide any more. Also, it's an indirect nerf to the tool that attacks when you flare your cloak, because now it requires an extra button press and is made imprecise.
You can actually, or at least could actually, avoid double-jumping by holding down when you hit jump. They removed that because it made a certain boss a fucking nightmare (IYKYK).
I struggled so damn much on that bastard until I learnt about that.