8: move away from the bombs
Plan your escape space before touching the spikes. The Troll Bomb icon is a hazard, not seven usable Bomb pickups.
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Repentance · Room mechanics
Each successful payment moves the spikes to the next reward step. Choose a stopping point before spending health, then account for bombs, angel fights and travel.
Ordinary cost: one full heart per successful payment. Reduction effects and characters can change what you lose. A shielded contact that causes no damage does not advance the counter.
Choose the next payment
Select a successful spike payment and the conditions that apply. Count actual damage events, including payments that gave nothing.
Payment 1
Decide how far you can afford to go before making the first payment.
A local rules reference. It does not track your run, save a counter, predict the next roll or calculate your remaining health. The 12+ entry covers every later payment.
Repentance sequence
Base outcomes below. One-third and two-thirds chances are rounded to 33% and 67%. Select the exceptions above for the early Bomb, same-floor Devil destination or restricted run goal.
| Payment | Reward or event | Possible outcomes |
|---|---|---|
| 1 | First payment | 50%: 1 Penny 50%: no payout |
| 2 | Second payment | 50%: 1 Penny 50%: no payout |
| 3 | First blessing chance | About 67%: Angel-selection blessing About 33%: no payout |
| 4 | Chest chance | 50%: 1 random Chest 50%: no payout |
| 5 | Stronger blessing chance | About 67%: stronger Angel-selection blessing About 33%: 3 Pennies |
| 6 | Deal-room access | About 33%: Angel Room teleport About 67%: 1 random Chest |
| 7 | Angel item or Soul Heart | About 33%: Angel Room item About 67%: 1 Soul Heart |
| 8 | Troll Bomb hazard | 100%: 7 Troll Bombs |
| 9 | Uriel arrives | 100%: Uriel fight appears |
| 10 | Large resource payout | 50%: 7 Soul Hearts 50%: 30 Pennies |
| 11 | Gabriel arrives | 100%: Gabriel fight appears |
| 12+ | Twelfth payment and later | 50%: teleport to Dark Room 50%: no payout |
Plan your escape space before touching the spikes. The Troll Bomb icon is a hazard, not seven usable Bomb pickups.
You might get coins instead of hearts. Finish your current health check before paying, rather than treating this step as guaranteed recovery.
These icons show the Key Pieces you are working toward. The angels must be defeated to collect their drops.
Actual damage advances the sequence even when the outcome is nothing. Flight does not protect you from these spikes. Holy Mantle blocking the contact supplies no payment.
Leaving and returning to the same spikes keeps their count. A new floor starts a new sequence. Separate Sacrifice Rooms or separately created spike sets have their own counters.
The Wafer reduces ordinary sacrifice damage to half a heart. Keeper and Tainted Keeper still lose whole Coin Hearts. Reducing damage is different from blocking it entirely.
Collect usable healing and check the exposed health first. Reserve enough for movement mistakes, bombs and the next fight. Do not assume the reward will heal your character.
The blessing favors Angel over Devil for this floor, with the fifth payment giving the stronger modifier. It can allow Angel selection despite earlier Devil purchases. When no deal has yet been encountered, an offer on this floor, if one appears, is Angel.
Sacrifice damage itself avoids the ordinary deal-chance penalty. A blessing still does not guarantee that the boss clear opens any doorway.
Its teleport can reach an Angel Room without waiting for a boss doorway. If you already entered this floor's Devil Room, that teleport returns there instead. An earlier-floor Devil purchase is a different condition.
Decide whether the possible destination fits your plan before paying. The other outcome is a chest.
Defeating the summoned angels can complete the two-piece key. You can leave either fight. Collecting both pieces does not bypass Mega Satan's separate golden-door unlock: an earlier run must defeat ??? or The Lamb.
If the key is your goal, avoid an accidental twelfth payment after the second fight. Recheck the pieces before moving on.
Key Pieces and other door openers →The teleport can reach Dark Room without The Negative. It moves you away from the current floor, so collect what you want to keep first and prepare for late-game enemies.
Challenges and dailies whose goal excludes Dark Room give no teleport or payout from 12 onward. A Sacrifice Room created inside Dark Room returns you to that floor's starting room rather than creating a fresh floor.
Plan Mega Satan's full route →After a Devil Deal has been taken, unlocked Redemption can replace a Soul Heart outcome. Unlock it by defeating The Beast as Judas. The base table shows the ordinary Angel-item and Soul-heart branches; it does not add Redemption as a third independent percentage.
Read the item's rules before treating a seventh payment as a reliable way to obtain it. A prior purchase matters here, while the sixth-payment destination uses this floor's entered room.
Hold Missing Poster and die inside a Sacrifice Room. The location and trinket are the unlock condition; the death does not have to come from the spikes. This is a deliberate unlock attempt rather than a safe health-payment plan.
Follow the full Lost unlock guide →