Endings

In Ring of Pain, there are two endings to choose from when you reach the 16th floor: The Light Ending or the Dark Ending.

When you first enter the 16th Floor (labeled as ?), you will need to lower the central pedestal; to do this, you need to go around the Ring and strike the four stone structures three times each. Once all four have been purged of purple gunk and the pedestal has been lowered, you will be given the choice of which ending to take.

## Light Ending

*"Ignite the tower. Light empower."*

The Light Ending is the harder of the two endings, consisting of five back-to-back floors; each one featuring a unique boss and powered up Luminous creatures.

The bosses the player will face in order are:

* Confidence; who constantly fires long-range and high damage projectiles like Bilebags
* Connection; who gets stronger with each creature slain, but will also greatly empower other creatures when attacked and cause them to chase after the player
* Discipline; the physically strongest of the five, but which gets weaker with each strike against it
* Calm; whose arena is *filled* with powerful creatures - all frozen, but every turn one of them randomly unthaws until Calm is slain
* Vision; whose arena is filled with dangerous creatures that the unobservant player may strike by mistake, as striking Vision will hide the identity of one random card

For more information about each specific boss, check their individual pages.

### Strategy

Due to the sheer variety of the bosses you'll face here, you'll need to come in prepared for the marathon, with each boss carrying different requirements and expectations to be successful:

* Confidence: Keep it in range to avoid its projectile attacks; a high Dodge Chance or items that help against Projectile attacks can make this easier.
* Connection: You'll need to be able to clear the Ring of creatures to disable its ability to power them up; alternatively, effects that let you Ensnare or Freeze creatures can be a godsend here.
* Discipline: Its first couple of attacks will *hurt* and you'll have to push through them, but after that you can easily bring it to its knees - use the extra Potions on this floor to heal up between attacks, or bring a heavy Defense/Dodge set-up to handle the initial hits.
* Calm: *Kill Calm as quickly as possible;* the longer it remains on the floor, the more creatures are freed and the more dangerous it gets.
* Vision: Your memory will be tested here; keep track of the Spinebacks, Constrictors and other threats here as Vision moves around and hides them or clear the floor before finishing off the boss.

### Notes

* The order the bosses are fought is *always* the same.
* All five floors will contain Potions, Scroungers and a Scroll.
* Due to the *massive* amount of Souls the Luminous creatures here grant, you can make great use out of either the Soul Cannon spellbook or the Upgrade scroll to *incredible* effect.
	+ The latter also makes getting achievements for high stat counts (Berzerker, Juggernaut, Willing the World, Predator, Gigantic) quite easy.

## Dark Ending

*"Douse the flame. Let shadow reign."*

The Dark Ending is the easier of the two fights, consisting of a two-phase boss fight against the now monstrous Owl.

The fight consists of two phases:

* In the first phase, Owl will summon creatures to impede the player, and he will chase after the player; to be able to safely damage Owl, the player must blow up either a Huge Roaming Firebead or a Huge Firehive to stun him.
* Once Owl reaches half-health, he will take to the middle of the Ring where the player can't hurt him. In addition to summoning more creatures, he'll also summon unique Hatchlings that eventually turn into Luminous Crooked Loombirds and strike the player with Defense-ignoring attacks. To draw him out, the player will have to destroy Boundless Souls that have now spawned into the arena, bringing him back into the Ring and stunning him. Until he returns to the center, he can be stunned again by destroying more Boundless Souls or with Firebead/Firehive explosions.

### Notes

* Owl's health cannot go below half until you've started the second phase of the fight.
	+ The only way this limit can be bypassed is with the effect of Seeing Double, which instantly kills Owl.
* You can be forced into the Dark Ending by defeating Owl in the Reprieve path before reaching the final floor.
	+ This will also cause him to start the fight with 25% of his Health missing.

## Notes

* Endings you have completed are marked individually for each Light; in addition, they also track what difficulties you've completed them on (one each for Normal, Medium and Hard).