Thank you so much for all your support getting us here. Whether it's sending us lovely messages, pictures, art over the last three years, or backing us on Patreon more recently. All of that made this happen and we couldn't do it without you. Now sit back, relax, and and join us (along with new Finchy) on our biggest adventure yet.
This week, The Pursuer is back for more and we enter a new area.
We struggle with a dragon, meet an old friend, and lose all hope down at the docks.
We venture into an abandoned prison, meet some 'wizards', and face one of the game's trickier bosses.
This week we take on a few gargoyles, do our first bit of invading and meet The Lost Sinner.
If you go down to the woods today, you'll find a load of skeletons.
Time to run through poison, climb ladders, and kill some disgusting bosses.
Things heat as we head into the Iron Keep. Because there's molten iron everywhere, yes, but also we hit a bit of a wall.
Yes, we're still in the Iron Keep but there's a Great Soul in here somewhere. And we finally get around to a questline we've neglected for far too long.
We're heading down that massive hole in Majula and seeing what's happening beneath Drangleic.
This week we become best friends with a scorpion and fall out with another one.
We're on the hunt for that final Great Soul, and nothing is going to stand in our way... not even spiders. Good job because there's loads of them down here.
Last week we reached Drangleic Castle and this week we go deep into it to see what Vendrick and his Queen have been up to.
We're in search of Vendrick, and head into the Shrine of Amana... what a beautiful and annoying place.
In this weeks episode we head to the Undead Crypt, fight a fella called Velstadt and finally meet King Vendrick.
Having met Vendrick, we stumble into Aldia's Keep and start to learn more and more about what's really going on in Drangleic.
If you thought Dark Souls 2 had been pulling its punches on us, welcome to the DLC. Shulva does not want us to have a look around.
Gank Squad. Elana. And Sinh. Three bosses, pretty much back-to-back, this is biggest challenge Dark Souls 2 has thrown at us yet. But Finchy's more than ready.
We're in search of another crown, and all that lies in our way is the worst boss run in the game.
Smelter is down again, but two big bosses still stand in our way.
We're on the search for the final Crown, heading to Frozen Eleum Loyce.
We're braving the Frigid Outskirts and taking on the hardest boss to date.
Finchy tries to charm more knights before our final battle with the Ivory King.
Mama Finchy's adventure is drawing to a close. Several bosses stand in our way and the throne, but we know she's a bit of a legend.
We've got limited ammo, limited saves, and little idea of what we're doing. Welcome to the first episode of our Hardcore playthrough of Resi 2.
We're still stuck in the RCPD and things are about to get tougher, as we meet one of the scariest enemies in the game.
It was bad enough before M X turned up, but at least he teaches us about the value of saving.
We're diving into the sewers and giving Leon a break to play as Ada.
We try to escape these disgusting sewers – all that stands in our way are vicious monsters and even more vicious puzzles.
In this weeks episode we explore Umbrella’s Labs, burn a load of zombie plants and get a bit stuck on some bloody lickers...again.
While we might be approaching the end of Leon's journey, there's a lot still standing in our way.
Leon's story might be done, but we're running Claire's second scenario – which is even harder.
Time to get Claire's boomstick and get the hell out this police station.
I hope you like puzzles because there's LOADS of them in this episode.
Turns out Hardcore Mode is even more punishing when you've had a few beers...WHO KNEW?!
We're still on the Ronies as we try to get Claire out of the sewers. Only G stands in our way.
Our Resident Evil 2 playthrough is drawing to an end. Let's get Claire the hell out of here.
Here it is. The season premiere of Retry: Sekiro. We're having the best time filming this season, and hope you enjoy going on this long, arduous journey with us.
We've got a bell that lets us go back in time. No, seriously, and it turns out the past is a cruel, unforgiving place.
We've reach Ashina Castle and all that stands in our way is a man on a horse with an unforgettable name. There's also quite a bit before that too.
We're heading back in time once more, taking on a drunk man and a master of illusions.
We're one step closer to reaching Ashina Castle and saving Lord Kuro. But of course a bull – that's literally on fire – stands in our way.
We finally reach Ashina Castle, and we're so close to Kuro, but one of Ashina's finest stands in our way.
One man stands in between us and Kuro. It just happens to be the man that cut-off our arm, Genichiro Ashina.
Kuro tells us his plan, and we head-off to make it happen, like a good Shinobi should.
We're baffled by a boss, get a new sword, and we're off in search of more ingredients for Kuro.
If you go down into the sunken valley today, you're sure of a big surprise...
All that stands between us and what Kuro needs is one monkey.
It wouldn't really be a series without a swamp for us. This week we're heading down into the depths of Ashina, but don't worry we're not alone. We're bringing Buttons.
Time for Rory to experience a little déjà vu in the Ashina Depths.
We're on the hunt for another incense ingredient in a forest enshrouded in mist.
This week we're 1) remembering how to play Sekiro 2) scaling Ashina Castle to see Kuro.
Time to keep or break the Iron Code.
Time to go back to the Hirata Estate again and say hello to some old drunken friends...
We try to figure out a way to save Kuro and finally make good use of all those incense ingredients.
Today we're exploring the beautiful and dangerous Fountainhead Palace, and we're so close to the Divine Realm and a way to save Kuro.
We're making friends with giant fish and fighting – sorry, Gav – dragons.
We love big hairy bosses that are angry and on fire.
We reach the end of our journey. Time to save our young Lord in a moonlit meadow.
The journey might be over. But we're returning to see how events could've unfolded, and fight the alternate end bosses.
We wake up in a city overrun by zombies, meet the Nemesis, and get lost in a maze full of bugs.
The Nemesis is on our tail, so we escape down the sewers but it's full of massive angry fish. Nowhere is safe.
We get chased by a giant head (makes a change from the Nemesis), return to a familiar location, and find the Nemesis' latest form particularly challenge. Settle in for a big boss fight.
Today we're playing as Carlos, exploring the Racoon City hospital. What better place to celebrate 'Health Day'?
Jill finally wakes up, and we're in search of a cure. All that stands in our way are some naked monsters.
We have one last big fight with the Nemesis, just before another last fight with... the Nemesis.
Posh Finchy is back, and we're off to explore the Tomb of the Gods deep below Yharnam, following in the footsteps of Byrgenwerth's finest scholars. We've got a very long journey ahead of us. First up, we explore Pthumeru and have a little taste of a procedurally-generated version, too.
After an easy start to our journey, we're off to Central Pthumeru and the Hintertomb. Easy this tomb prospecting business.
Posh Finchy heads deeper into Lower Pthumeru, and is reunited with a dear old idiot friend.
We investigate what Lower Pthumeru holds beyond Rom, and head into the Lower Hintertomb.
Our expedition into the tombs takes us to a new area: Ailing Loran, and yeah, things are starting to get a little harder, and our store of blood vials no longer looks so healthy.
To replenish our blood vials we take Posh Finchy to a shameful place we will never speak of again. Then it's back to Ailing Loran and Abhorrent Beast.
Posh Finchy breaks the seal on the Defiled Pthumeru dungeon, and is cursed in the process. Things are getting even harder, and that's before we're reacquainted with an ex.
If you thought fighting the Amygdala in Defiled Pthumeru was going to be an entire episode, well – you'd be right.
Amygdala slain, Posh Finchy is free to explore Lower Ailing Loran and meet our chum the Abhorrent Beast again. Fantastic.
Yes, another boss episode. This time it's the Darkbeast.
After Amygdala and Darkbeast, it's nice to finally explore a new dungeon. Posh Finchy breaks the seal of the Great Isz chalice and takes in all of its cosmic wonders.
We really should've killed the brain of Mensis four years ago when we had the chance. Well, time to do most of Bloodborne in one episode. We're RKG and welcome to The Great Hoon Run.
Living String acquired, it's time for Posh Finchy to face his final challenge and use the Great Pthumeru Ihyll chalice. It's time to find out what lies at the bottom of the dungeons.
Even the Pthumerian Descendant can't keep Posh Finchy from his destiny. Enjoy the final episode of Retry: Chalice Dungeons.
We're reunited with Ethan, Mia, and their new baby and hear all about their wonderful new life in Europe. Lovely.
We finally meet the big vampire lady that everyone on the Internet wanted to have step on them. She is pretty big, to be fair.
In order to escape this castle, we're going to have to fight the big vampire lady.
We're heading back to the village to learn more about Mother Miranda's sinister plans for our baby.
We're visiting House Beneviento where things get scary and not just because there's a puzzle.
We're investigating the reservoir of slimy fish man, Mr. Moreau. We're sure he's lovely really.
We finally get the weapon we deserve and go visit to the butcher's.
Today we're fighting werewolves. Big ones, little ones, ones in suits, ones with hammers. It's all going on.
In today's episode we're exploring (i.e. getting very lost) in Heisenberg's factory.
3... 2...1... ACTIVATE. We attempt to murder a big robot Heisenberg, and get reacquainted with an old friend.
In an unexpectedly epic finale, we fight Mother Miranda as a human piece of mould, and it takes ages.
A new adventure begins. We’re off to investigate the mysterious fog enshrouding Boletaria, but first we need to meet our new intrepid hero.
Papa Finchy continues towards the Boletarian Palace but an imposing foe stands in his way.
Papa Finchy warps to a new world and heads down the mines to put in a shift. He was born to graft.
We head to the terrifying world of Latria for the first time – a hopeless place full of screaming, mindflayers, and death. Wonderful.
We finally return to Northern Ireland, hang out with some skeletons, and get to grips with archery.
Papa Finchy wades through unspeakable slime and sludge, not for the first time in his life.
Papa Finchy heads deeper into the tunnels and awkwardly bumps into an old flame.
We finally reach rock bottom and have to fight Flamelurker. Settle in.
Papa Finchy ascends to Upper Latria where he's faced by tormented gargoyles and a giant testicle.
We must concoct a strange new potion to help Papa Finchy murder the Maneaters.
Papa must slay the reaper in his quest to become a legendary hero of the storm, but there's time to meet some slimy friends along the way.
Papa Finch gets pretty mucky down in the Swamp of Sorrow. (Also, we hate this area.)
Finally... it's time to chin some Archdemons.
We're inching closer to the Palace but first, Papa needs to upgrade his wardrobe.
It's time to reap the rewards of being good, as we take a 'quick' tour of each world to see what changes with Pure White World Tendency.
It's time to face the consequences of being bad, as we take a 'quick' tour of each world to see what changes with Pure Black World Tendency.
Papa Finchy's adventure is almost at an end, but there's still time to chin the king
We sail to a new island and are greeted by a giant.
Today the Bug Mafia make us an offer we can’t refuse.
We're summoned before a snowy cult.
We take to the skies for a full-on dogfight.
Today we have to make hotdogs out of a cowgirl.
In today's finale, we underestimate the effects a few beers can have on our Cuphead skills.
It's the night before Summer camp starts and two counsellors arrive at Hackett's Quarry early. You really should call ahead.
The counsellors are alone for the first time this Summer and decide to celebrate with a campfire and a bit of Truth or Dare.
The gang deal with the aftermath of the Truth or Dare disaster by splitting up and heading into the woods. What could possibly go wrong?
It's time to head to a secluded island to do some... vlogging?
Things get gory this week, as the counsellors return to the cabins.
It's time to finally find out what happened to Laura and Max the night before camp started. And hopefully get another glimpse of Ian.
What's been going on in the mines beneath Hackett quarry? Well, we're about to find out.
It's showdown after showdown as we delve deeper into the mysteries of Hackett's Quarry and its links with a certain travelling circus.
We check in on the Hackett counsellors one last time but who will survive, and what will be left of them?
No longer wanting mushroom powers, Rose goes in search of answers and the path leads her home.
We journey deeper into Castle Dimitrescu in search of the purifying crystal.
Once again we face two of our greatest fears: mannequins and puzzle rooms.
Seriously? She’s not really dead? Go get the frozen margaritas.