The time counts up, my bad! However, it seems the number of days might count down? I swear it started at one, then went down to zero.
There is something weird with the clock. I was up to 13 hours again about halfway through level 2. I glanced over at it during the boss fight and its down to 1 hour and some change and still day 00.
Regarding the stage 2 exit, remember the bag of food with the hint that there's a secret path by a graveless skeleton? Well, that secret path is right here:
Stand in that spot and press down to find a secret passage. It's an entirely linear path that will take you to the exit gate after a bit of platforming.
In fact, see that skeleton in the room above, in the side of the graveyard accessible only from the beginning of the stage? There's a similar secret passage just to the left of that one, which takes you to a hidden area containing a clue about Round 2's OTHER big secret, which is directly related to your other question:
You guys aren't hallucinating, there's a way to reset time in Stage 2 as well! Behold this image:
See that grave directly to the left of the hero? Stand just to the side of the grave, face it, and use the rosary to contact a friendly spirit. You can tell which grave is the correct one because it looks different from the rest: the good grave has only one red tile to the right, whereas all the bad graves have two red tiles to the right and a red tile to the left (you should be able to see the difference clearly in the screenshot).
There are actually THREE good graves in the level, and each one corresponds to one of the hero types! You can activate all three graves, and each one will give you a bonus based on what character you are plating as. When you activate the grave that corresponds to the class you are playing as, your secondary weapon gets a major power upgrade. When you activate the graves of the other classes, you get a generic bonus depending on which grave it is:
Explorer - Restores health to full Cleric - Restores holy to full ESPer - Rewinds timer up to 24 hours
So you guys probably activated the ESPer tomb and didn't notice.
Last Edit: Sept 5, 2014 18:55:52 GMT -5 by Feynman
Tip: If you're using the Clergyman/Priest, use the AURA (white hand) item against the Stage 1 boss' second form to instantly defeat its hands, making the battle much easier by letting you focus only in the head.
A nice, quick clear of Spelunker 2 as the ESPer, best ending. This video really shows off how useful the ESP skill is.
This video also demonstrates the most annoying thing in the game: those stupid moving blue platforms. they're incredibly glitchy, and sometimes you just fall right through them for no good reason other than fuck you. It happens twice in a row this run, but since I kept my Holy meter topped off it only set me back like one minute and never resulted in a game over.
What's interesting is that the ESPer's upgraded lightning attack is so powerful you can just skip half of the last stage, ignoring the Holy Sword and just using mind blasts to felt the final boss' face right off. I assume the Explorer can do this with the gun, but pistol ammo is relatively scarce, and you would have to waste a lot of time hunting for ammo boxes (as well as crippling yourself for the rest of the game by using the knife as much as possible) if you wanted to pull it off. The ESPer, on the other hand, has a limitless supply of brain bullets, and although they are supposed to be balanced by draining life instead of using ammo, they consume such an insignificant amount of health that the ESPer's supply of lightning bolts is effectively limitless. On top of that, the ESPer's upgraded electrokinesis can even destroy undead, so I think it would be easy to even skip getting the rosary. You'd have to deliberately eat a hit in a few places, to get past the undead before you have your upgraded attack, but nothing that would be a serious issue.
Basically, what I'm saying is that the ESPer is way overpowered.