GUILLOTINE
RUN
The crown stays on.
The head? That’s up to you.
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THE FIRST SUMMONERPaused.
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Power-ups, events & the road ahead
R · Demon RushSmash hazards for 5 seconds. Gaps still need a jump. Each smashed hazard earns 75 points.
M · Soul MagnetPull nearby souls toward you for 8 seconds.
S · Bone ShieldBlocks one hit or catches one fall. Collecting another shield keeps one charge.
Perfect trails · up to ×3Collect all 5 souls: +250, then +500, then +750 for consecutive perfect trails. Missing a trail or taking damage resets the combo.
Slide under hanging bladesTap Slide or press ↓ / S while on the ground. A slide lasts briefly; the button’s bar shows when it is ready again. Jump cancels a slide.
Crossbow · 3 boltsTap Shoot or press F / X. Skeletons and bats give +100; chests give +150 and drop a bolt. Glowing ammo bundles refill up to 3. Large blades and gates block shots.
Cursed crowns · +750Watch for crowns on high jump routes. Double jump to reach them. The magnet attracts souls; crowns need a direct grab.
Blood MoonAfter a warning, souls are worth double for 10 seconds.
Executioner’s MarchFour guillotines. Survive the full sequence for 500 bonus points.
Four locations · three MarksReach the graveyard at 35 seconds, the ruined bridge at 70, and the Black Spire at 105. At each arrival, choose 1 of 3 random Marks. Your choices combine until this run ends.
Choose your MarkTap a card, press 1 / 2 / 3, or use Tab and Enter. The run freezes while you choose, then resumes after 3 seconds. Tap an active Mark near your hearts to pause and read its effect.
Learn the hazardsJump over graveyard stones, watch the bridge’s moving saws, and time the Spire’s dropping gates.
Free to play. No wallet needed. © DMN · THE DEMONVERSE