While looking through discussion threads discussing Dark Souls III often you can find topics regarding a connection between the events and characters of Dark Souls I/II and Dark Souls III. Sometimes, though, itâs not clear whether a certain subject is a simple Easter egg, put into the game just to create nostalgia or mystery, or if thereâs some actual lore connection behind it.
In this article Iâd like to discuss one of those such things, which seemed pretty obvious to notice however, as it turned out, some players paid little attention to, list some of the common theories regarding it, and invite the readers to join the discussion.
When fighting your way into and through the Grand Archives, you can spot these peculiar statues around the location:
They have heads with long necks which resemble ones of the Primordial Serpents of the Dark Souls I, human, or rather, undead hollow bodies with small wings instead of their hands.
So, the first thing one thinks of when looking at their heads are most likely the primordial serpents of Dark Souls I: Kingseeker Frampt or Darkstalker Kaathe.
There are certain points that may be interpreted to indirectly support this version, though rather vaguely. The first is a lightning urn description that tells us that Lothric knights used to hunt dragons in the past and thus worshiped the sun â most likely, the Great Lord Gwyn, and Kingseeker Frampt, who claimed to be a friend of Lord Gwyn, might have had some weight in that religion. It is also stated in the Soul Stream sorcery description that first of the Scholars of the Grand Archives doubted linking the flame, and Darkstalker Kaathe sought the Age of Dark to come, and thus wanted the flame to fade.
However, there seem to be no hints in Dark Souls I that primordial serpents are in fact giant humanoids, on the contrary, itâs pretty much implied that they have serpent bodies as well, as we can only see their heads (which donât look too snake-ish, though) and their long necks/bodies.
Another theory comes from another weird-looking part of the statues â their wings. According to this theory, the statues are, in fact, the statues of the âangelsâ of the Angelic Faith of Lothric, shared by the Winged Knights. As mentioned in items related to these knights the Angelic Faith of Lotrhic is based on a miracle tale revealed to the âHeavenly Daughter Gertrudeâ by a divine messenger, an angel, who, according to this theory was one of the primordial serpents.
However, this theory somewhat contradicts the fact that, as the armor of the winged knights suggests, the faith in âdivine messengersâ was considered heresy and wasnât recognized by any of the three pillars of Lothric Kingâs rule (which include Scholars of the Grand Archives, Lothric Knights and the High Priestess). So, it is rather weird for the Scholars to place statues of the heretical âangelsâ all over the Grand Archives.
The next theory focuses on the heads, bodies and the clothes of the statues. As already mentioned above, the statues seem to have the bodies of the undead (except their hands) and they wear peculiar robes, with overcoats that only cover their chests, leaving the rest of the torso uncovered. It reminds of a certain NPC and its set from Dark Souls I:
The Xanthous King Jeremiah, who invades player in the Painted World of Ariamis (where forbidden things and creatures that donât fit into the Dark Souls I world are banished) as a red phantom, using unique pyromancies.
He wears bright yellow robes with a weird âcrownâ, which look more like some sort of bandages over some weird head. The Xanthous Set is also present in Dark Souls III, however, it is a different set, shared by a group of researches of lost miracles. It also has a weird-looking headwear, but a different one, and its color is different, it is only slightly yellowish, as opposite to the original Xanthous Set of King Jeremiah, that was always bright yellow, no matter how old and ragged, according to its description.
Jeremiahâs head was always a topic for different speculations, as for what is it like for real, there even was this fanart illustrating one of the theories:
So according to this theory the statues in the Grand Archives are statues of the Xanthous King Jeremiah or similar creatures and Jeremiah, in fact, had a primordial serpent head. However the robes shown on the statues arenât exactly the same as robes in DS-I/II Xanthous sets, and Jeremiah had ordinary hands, not wings, even though he had a weird headwear or head.
The other theory regarding the nature of the statues comes from the Soul Stream sorcery description mentioned above. It is found at the Grand Archives and its description states:
Sorcery imparted by the first of the Scholars, when Lothric and the Grand Archives were but young.
Fires a torrential volley of souls.
The first of the Scholars doubted the linking of the fire, and was alleged to be a private mentor to the Royal Prince.
And it is also similar to a certain sorcery from the Dark Souls II. It is a matter of speculation, naturally, but it may be interpreted as a hint of involvement of Aldia, Scholar of the First Sin, in role of the first mentor to the Royal Prince. According to this theory, the weird looking statues are statues of one of Aldiaâs infamous experiments.
However, it is also rather weird to place statues of the experiments all over the Grand Archives among the statues of kings, high priestesses and others, is it not?
It pretty much sums up the most common version so far.
If you have your own theory regarding this matter or have noticed something about the listed versions that was missed, please join the discussion on the forum. You can also check the link to read the theories which were mentioned above in more detail.
What do you think? Are the statues in the Grand Archives mere Easter Eggs or they have some lore significance after all, and if they do, what do they exactly mean?
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Even the wisest of Ashen Ones needs a little Dark Souls 3 guidance now and then. So, if youâre struggling with gatling laser angel creatures, or lost amongst the windmills of The Ringed Cityâs Dreg Heap, this guide should be able to help you out.
Part One covers the entrance to The Ringed City DLC to the Dreg Heap boss. Itâll help with directions, enemy types, items (mostly â I doubt I found every single thing), bonfire locations, and offer a few boss tips. The rest will follow in Part Two, once Iâve explored a few more nooks and crannies, and written the thing up. That time is now: here is Part Two.
I played through with a melee-focused Dex (Estoc and shield) character, at around level 90. The pre-release blurb suggested level 125 for this DLC, which to me seems rather excessive. Any end game level character of 80-100 should do fine.
How to Enter The Ringed City DLC
Youâve got two options. If you own Ashes of Ariandel and have defeated Sister Friede (and Ariandel), go and talk to the painting girl in the attic and then return to the boss room. There should be a new bonfire there from which to warp to the Dreg Heap.
Hereâs the one at Kiln, with the original in the background.
If you donât own Ashes of Ariandel, or havenât beaten Friede, or just fancy being different, travel to the Kiln of the First Flame (yep, the very end of the game). Turn around and look down the hill a bit and you should see a new bonfire a few feet away from where you warp in. Thatâll take you to the same place as the one in Ashes.
Down in the Dregs
Welcome to the Dreg Heap. Enjoy your stay. Have a chat to the Pilgrim Lady before you follow the developer message and drop off the ledge. Sheâll tell you a few things, and sell you stuff â including the Splitleaf Greatsword if you fancy such a weapon. You can return here once you reach the Ringed City itself for some new dialogue. At some point (probably once youâve triggered the final boss fight), sheâll die. You can then get her ashes and give them to the Handmaiden at Firelink; who will promptly accuse you of murder.
Anyway, dropping down from the ledge will get you attacked by many crawling horrors known as Murkmen. Plus a couple of caster Murkmen whoâll shoot magic at you. The standard Murkmen arenât too bad â but they do hit fairly hard if they catch you. Casters are fairly standard, but some of them have a weird attack where they turn into a sort of sentient cloud (which looks like a larger version of the mini Humanity creatures from the first Dark Souls Artorias DLC) and launch themselves in your face.
Take a left and up some stairs to face a fatty with no face who youâll later learn is a Harald Knight. Heâs guarding a Titanite Chunk and (up the stairs again), the Aquamarine Dagger.
Someone call Troy Tempest, because I just found Aqua Marina.
Go back the other way and approach the tempting item on the exposed ledge which totally isnât a tra ⦠oh dear, you fell down.
Now youâre in a ruined library area with more Murkmen. At least one of the casters in here will do the evil cloud trick at you. More regular Murkmen will appear periodically too. Go up the library stepladder and over into the enclosed area to get the Murky Hand Scythe.
Leave by the only exit to meet what will probably be your most awkward nemesis in this first area: the Laser Angel creature. I have no idea what these are officially called (maybe theyâre super evolved Pilgrim Butterflies?), so Laser Angel will have to do. Theyâre always mad as hell and, when they see you, will gatling cannon laser fire at you. You can permanently kill them, but for now thereâs some useful cover to cower behind just after the drop (and a Divine Blessing item).
Run and hide behind the house, but watch out for the lone Murkman whoâll try to drag you down. If you follow the wooden platforms around the side of the building, youâll find the Ring of Steel Protection +3 ⦠and probably die while retrieving it. So you may want to hold off on that one for a bit.
If you go through the other entrance, youâll find a pair of Lothric Knights, guarding the Soul of a Crestfallen Knight. Dispatch them and continue on through another entrance to wind up by a fountain. If you head to the right, beyond the fountain, youâll find some rooms full of (apparently) endless Murkmen. In the final room thereâs a Murky Longstaff to claim.
Opt to go the other way at the fountain and youâll head towards the gaze of the Laser Angel again. Youâll notice that a tower has collapsed too.
Instead of heading onward, turn back to the room the Knights were in. It now has a missing wall and a route for you to take across the newly fallen tower.
From this vantage point youâll be able to see a weird creature in the courtyard below. This is the Laser Angelâs dirty little secret, and weakness. Pump it full of arrows, or spells (or go down there yourself if you have to) to make the flying terror disappear from this area. Hurrah! Then go across the tower and chat with a chap named Lapp.
After that you can continue onward to a point where you can do a devastating drop attack on a hapless Harald Knight, or make your way back to the point where the tower fell.
There used to be a wall here.
Either way youâll end up in another gauntlet of Murkmen and ultimately find another cliff edge to drop off. A developer message assures you that you wonât die, and, despite the very long fall, this proves to be the case.
Dead ahead youâll see the Ruined Earthen Peak bonfire. Wait a second ⦠Earthen Peak? Yep, weâre in Dark Souls 2 territory. Sort of.
Earthy Peaks and Windmills
If you talked to Lapp earlier, heâll be here now. Heâs squatting (hmm, suspicious) on a little outcrop of rock to the right of the bonfire (as you look at it from where you dropped down). Heâll talk to you about some exciting treasure in an upcoming swamp.
Up and to the left youâll find some Back Firebombs guarded by those familiar Dark Souls mushroom insect creatures.
Everywhere else in the immediate area is guarded by another Laser Angel. Duck in and out of the scenery to avoid his gaze as much as possible. You can stealth around to some extent when his back is turned, but itâs not an exact science.
To make things easier for yourself, itâs probably best to go after the thing projecting this Laser Angel. Assuming youâve approached the area with several shacks on the main pathway, youâre probably hiding behind a wall right now. Dash to the hut in the center, then wait for the Laser Angel to get distracted shooting at the poor Thralls. Follow the one which survives into the hut/cave place, and kill him.
This is the one you want to be heading towards (drop off to the left side).
From here, you need to make it to the shack thatâs out on the edge of the cliff (on the right). When you reach it, hug the left hand wall as closely as possible and walk off the ledge. You should just land on a tree branch below. If you miss it, you should at least get a decent idea of what youâre aiming for now.
And this is the prick you want to be brutally assaulting.
Walk along the branch and youâll find the bizarre creature that projects the Laser Angel. Murder the hell out of it to get that other Laser Angel out of your life. From here, progressing further up the tree branch will ultimately lead you above the hut/cave you were in with the Thrall, and to a developer message encouraging you to drop off a ledge again. Thatâs actually a direct route to the Within Earthen Peak bonfire and the area boss, if you want to head there right away.
If not, head back to the now much safer area with all the shacks. In this part of the level you can find the Desert Pyromancy Garb by one of the left-hand huts. Thereâs also the Giant Door Shield down a cliffside pathway near the hut you dropped off to reach the Laser Angelâs creature. Watch out for a sword Thrall in a little alcove there.
Next, go through that hut/cave area and towards yet another lovely Dark Souls 3 swamp. Mm, poisonalicious! Around this place youâll find the other parts of the Desert Pyromancy set (skirt, gloves, etc). In the lower part of the swamp you can also find the Ring of Favor +3 and (in a cave guarded by mushroom insects and a pair of Harald Knights) a Titanite Slab.
If you miss the latter item, Lapp will retrieve it for you at some point (Iâm not sure what the trigger for that is, but if heâs moved from his first spot at the bonfire to be closer to you then have a chat with him).
Problem is, thereâs another Laser Angel in this area, making item retrieval a pain in the arse. This oneâs avatar creature thing is on top of the windmill in the far corner (as you look out from the way you probably entered) of the swamp. Your route up is going to be a tree branch that starts near the base of the windmill.
Getting there is not easy when the Laser Angel is interested in you. Your best bet is to try to hug cover and either work around the left-hand fringe of the swamp, or get to the cave with the pair of Harald Knights and then work your way closer from that side instead. Thereâs honestly a bit of luck to the whole thing, so prepare to just die at least once or twice.
HIT ME WITH THOSE LASER BEAMS. Actually, on second thoughts, please donât.
Once you manage to reach the branch at the base of the windmill follow it up until you reach (and kill) the Thrall with the deep infused sword. Turn around, kill another Thrall, and make your way across the rooftops to the next upward curving branch. You should find the avatar creature there. Once thatâs dead, exploring this whole area is a lot more straightforward.
Around the back of the windmill, at the ground level, youâll find a Harald Knight guarding the Harald Curved Greatsword.
If you go back up the branch walkway to where the Thrall with the deep infused sword is/was, youâll find Desert Pyromancer Zoey and her two Thrall buddies. Separate the Thralls off from her before attempting an assault. She has fireballs, a fire fan attack, and a nasty whip. Sheâll also use Estus flasks twice before sheâs out. Kill her, and youâll get the Flame Fan pyromancy.
In reality I ran away and shot her with arrows. Sorry Zoey.
To make it to the next bonfire from here, just follow the branches until you can drop down to the point youâve probably already reached when killing off the first Laser Angel. Take the long drop, and youâll be at the Within Earthen Peak bonfire.
Demon Pals
From here you can drop inside a large hollowed out tree to meet the Demon in Pain and Demon from Below. They are delightful fellows. Beside the bonfire you can summon Amnesiac Lapp and Slave Knight Gael if you want some AI help. Other co-op players are, of course, also an option.
Somewhat fun fact: the Demon in Pain used to be called âCrimson Batâ in early translations. Anyway, these guys will both attack at once and take it in turns to be powered up by flame (they can briefly both be powered up sometimes, but it doesnât tend to last long before one flares out).
Whichever happens to be the flamed up guy of the moment will always be more aggressive, while the other one will hang back and spit toxic stuff at you.
Not pictured: the other one, about to slap me around.
This first phase (yep) is much, much simpler with a helpful buddy. Either a co-op summon, or one of the NPCs (Slave Knight Gael, Amnesiac Lapp). Of the two, Gael seems better at holding his own. With a friend, you only have to concentrate one one demon, which is pretty easy.
They only really attack from the front, so if you stay around the back legs or rear youâll be pretty fine. Just watch out for when they hop back and try to put some distance between you (close the distance and dodge any incoming slashes).
If you do want to take them on solo, then the same advice applies but youâll have to contend with juggling the pair of them. Thatâs mostly a case of dodging the extra toxic stuff thatâs coming your way from whichever one is currently in that mode. Not exactly simple. Try to keep them somewhat separate as much as you can because the toxic spitting one will slash at you if it gets in close.
There isnât really any âtrickâ to this phase (unless you count co-op as a trick). Just good old fashioned move-set learning. Again, as long as youâre around the back or side of one they canât do much. If you hit either one enough that they slump to the floor, you can stab them in the face (riposte) for a lot of damage.
When you kill the last of Demon in Pain or Demon from Below (whichever one is alive the longest), theyâll turn into the Demon Prince. Heâs a bigger, badder version of the other demon lads and has an expanded move-set.
If he takes to the air, heâs either going to lob a fireball at you, or do a low straight swoop with a trail of fire, or retreat to the back of the arena. If he does the latter, heâs either going to summon a portal of fireballs (fun!) or do a laser fire beam of death at you.
You can avoid the second one by just being out of range (at least for the general sweep, dodge the second part as thatâs aimed right at you). The portal of suns is ⦠a problem. I never really figured out how to dodge that one consistently. I think keeping your cool and trying to dodge late might work?
Good windows for attack on this guy are after he does the classic Dark Souls âbellyflopâ move, or (like with the prior demons), if you can get around the back legs, tail or rear when heâs slashing at you on the ground. He only seems to have one rear protection move which sometimes comes out at the end of his moving ground pound combo (heâll spin and slam his left fist down). If you can reach him when heâs standing still summoning portals or fire-beams, then thatâs good for a couple of stabs too (just get out of the way of any fireballs that might be appearing soon).
I tried this boss both solo and with NPCs, and had most consistent success taking just Gael (this was pre-release, so no online co-op was available). He made phase one a breeze, and tended to survive at least halfway-to-two-thirds into the Demon Prince fight. That distraction is very useful.
Iâm not sure if elemental damage will help much here. Fire, for obvious reasons, definitely does not. I was using Bleed, which may have helped a bit, but I didnât notice dramatic effects. Frost magic or weapons would probably be worth a go, given the nature of these bosses.
Like the other demons, you can go for a riposte face-stab on the Demon Prince if you ever deal enough damage in a row to make him slump over (this can be a godsend if you manage to do it while heâs summoning his sun portal or fire orbs, because it sometimes knock him out of that attack).
Kotor 2 hk47 parts list. 'Proud Statement: We were responsible for the termination of hostilities across twenty-three planets.
The gargoyle taxi service to The Ringed City have very specific ID requirements.
Your reward for triumph will be the Soul of the Demon Prince, which you can convert into either the Seething Chaos pyromancy, or a curved sword (which has Faith/Magic requirements) called Demonâs Scar. Fancy.
From the Demon Prince bonfire that appears after the fight, youâll be able to pick up the Small Envoy Banner. Use it on the cliff edge to be carried away to a wonderful world of adventure in The Ringed City itself. Weâll get to all of that in Part Two.
Many people seem to be having trouble finding all the Angel hosts in the Ringed City DLC. There are a total of four angels: One at the very beginning that is spawned after you beat the DLC (still unknown as to where the host is located), one shortly after the large chapel in the Dreg Heap, one right after the Earthen Peak Ruins bonfire and one in the middle of the poisonous Earthen Ruins.
This page will serve as a guide for those who cannot find the hosts normally. If anyone can find the Angel host for the one located at the very beginning of the DLC, please leave a comment below!
For the first known angel, you can find the host shortly after you encounter them. Go into the chapel with the two Ringed Knights, head into the doorway to the right, and follow the path down to the left. You'll find his host in the area right afterwards.
For the second angel located right after the Earthen Peak Ruins bonfire, it's very unlikely that you can take care of this one until after you defeat the third angel. The host can be found near where you drop down to get to the bonfire that leads to the hole leading to the Demon Prince bonfire, it can be found below that area.
Pictures will showcase how you can do this, although it is much easier to do since you can drop down to this area easily without taking damage from the angel after killing the third one.
The third and final angel that can be found in the middle of the poisonous swamp has its host in the upper part of the giant tree.
Simply go up the large roots on the far side of the area, climb all the way up, go on top of the house rooftops (beware the small guy hiding behind the first one, he'll attack you), and continue climbing upwards until you find the host.
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Everything you need to know about killing Slave Knight Gael in Dark Souls 3: The Ringed City.
This guide will show you the easiest way to kill Slave Knight Gael in Dark Souls 3: The Ringed City. Slave Knight Gael is an extremely agile and hard-hitting boss, but with enough patience and the right moves, youâll be able to beat him in no time.
How to Kill Slave Knight Gael
Killing Slave Knight Gael in Dark Souls 3: The Ringed City is extremely challenging for all styles of play, with melee being difficult due to how close you'll need to be, and spellcaster offering its own challenges due to Slave Knight Gaelâs natural resistance to sorcery.
In order to kill Slave Knight Gael, you must deal damage to him through three different phases. The first phase he moves on all fours and swings his sword, the second phase he imbues his weapon with blood, and the final phase he increases his blood and soul abilities.
Unfortunately, there are no NPC summoning signs near the Slave Knight Gael boss fight, so if you need to, get online and find another player to help you. Slave Knight Gael appears to be weak to fire, so come prepared with fire-based buffs like the Carthus Flame Arc or Charcoal consumables.
Slave Knight Gael: Phase 1
As you enter through the fog wall, Slave Knight Gael will come charging toward you from the left. While heâs crossing the distance, take a moment to buff your weapon and eat some Green Blossoms. Donât buff before entering the fight, as youâll waste a lot of time simply reaching him.
His move set is fairly easy to predict and dodge, so if youâre struggling with the first phase, the next few phases are going to be outright murderous. Take your time watching his moves, rolling through his slashes. Try to rotate around his non-sword hand (his left, your right), as most of his attacks sweep that direction and will miss.
When he jumps backward into the air and his sword glows red, heâs about to charge forward and spear you with his sword. Roll to the side or through the attack and counterattack where possible.
Dark Souls 3 Knight Guide
Keep an eye out for his 2 and 3-hit combos, as these offer good opportunities for a counterattack. Especially the 3-hit combo, as it finishes with a linger sword slam.
When he roars, be prepared to dodge or block, as he is about to unleash a 5-hit combo. Do not get caught in this else you will likely suffer a loss.
Slave Knight Gael: Phase 2
Phase 2 of the Slave Knight Gael fight will begin when roughly one-third of his health is gone. He will become empowered off of the dark souls heâs consumed and his abilities will become stronger.
Slave Knight Gael will also gain new abilities. This section of the Dark Souls 3: The Ringed City Slave Knight Gael fight is much faster than the first phase.
After the cutscene, you will start further away from Slave Knight Gael, take this opportunity to buff your weapon and wait for him to pounce.
He will be standing upright during this section, with his cloak infused with power. Whenever he attacks, his cloak will deal additional damage as it swooshes around him.
Slave Knight Gael will use a crossbow that shoots out 14 bolts. To dodge this move, run in a zigzag, roll back and forth, or sprint as fast as you can. A good idea is to try and get close to him while heâs firing to deal damage while heâs locked in the animation.
Another ranged attack Slave Knight Gael has is the Way of White Corona ability that sends out spinning discs of light that return to the caster. So watch out for when it casts it, as they can hit you on the way out and the way back to Slave Knight Gael.
Reposition behind him, so as to avoid the secondary hit. Itâs possible to stagger Slave Knight Gael if you deal enough damage, though he has a fast recovery time, so donât bank on it happening often.
Finally, Slave Knight Gael has a charged sword attack, where he crouches and lifts his sword up and releasing the energy into a double-spin attack where his sword swings around followed by his cloak. In Phase 2, keep your cool and learn the new abilities, because theyâll stick around for Phase 3.
Slave Knight Gael: Phase 3
Phase 3 of the Slave Knight Gael fight in Dark Souls 3: The Ringed City begins when Slave Knight Gael has only one-third of his health left.
You will know Phase 3 has begun when, after dealing damage to Slave Knight Gael, he moans and hunches over before blasting out an area-of-effect dark soul attack. This blast will release a writhing mass of homing dark soul entities that you will need to dodge.
Slave Knight Gael will typically follow this attack with a flying attack where he curves through the air and finishes with a sword swipe.
During Phase 3 of the Slave Knight Gael fight, lightning will begin striking the ground. You can predict where the lightning will land as the ground will become highlighted before it hits.
The lightning will deal damage to you as well as Slave Knight Gael, though the lightning will only deal 1-damage per bolt to the boss.
Slave Knight Gael will have a new jumping crossbow attack â your best bet is to roll toward and beneath him to avoid the main brunt of this assault.
Another attack to be wary of is Slave Knight Gaelâs invisibility move. He will disappear from the field and appear next to you pre-charging an attack.
The best strategy for this phase of the fight, as with all the previous ones, is to dodge to your right (his left and weapon-free hand), as he has difficulty connecting a hit on that side. All of his standard sword attacks moves are fairly easy to dodge, so long as you are in front of him and have the timing to dodge to the right.
The Slave Knight Gael fight, more than the others, is about slowly whittling away his health one-to-two hits at a time. Try to attack his sword-free side, as most of his attacks will miss from here and are easy to dodge. Get in extra blows whenever he is doing a charged attack, but just be ready to dive away to avoid damage.
Itâs a difficult fight if you get hit, but dodging trivializes a lot of his attacks. Try to use Estus sparingly, and remember that when youâre not Embered, whenever you run out of Estus and are low on health, pop an Ember to regain all your health. This acts as a safety net in case you run out of Estus.
Keep your cool and summon help if Slave Knight Gael continues to get the best of you. Hopefully youâve found some useful information here to ease the pain of fighting this monster. If you read this guide, you should now know how to kill Slave Knight Gael in Dark Souls 3: The Ringed City.
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Dark Souls 3: The Ringed City continues with a stack of treasure, another angel, and some tricky platforming.
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This Dark Souls 3 walkthrough begins at the second bonfire of The Ringed City DLC, Earthen Peak Ruins, and continues through to the Within Earthen Peak bonfire, just before the first boss.
If youâre just tuning in, our previous episode took us from The Dreg Heap to Earthen Peak Ruins â and if youâre back for episode two, maybe revisit that updated page for an important NPC encounter we missed the first time through.
Judging by messages we found in this area and the next one, the path we take through this part of Dark Souls 3 may be the âwrongâ one, but it takes in some great treasure and is significantly less horrible than what we found exploring in the other direction, so whatever: weâll come back to the nasty path later one when weâve winkled out its secrets.
So whoâs ready to go? A nice relaxing stroll in t- what the hell is that.
Surviving the angel at Earthen Peak RuinsUseful links
From the bonfire, climb over the fallen windmill and look around to find a stack of mushroom beetles. Like many returning enemies in The Ringed City, theyâre the same as you remember from vanilla Dark Souls 3, but with more health and harder-hitting attacks. Since youâve levelled up since you last saw them, they should be no problem. Murder them and grab the black firebombs.
Return to the bonfire. If youâve died or reloaded since speaking to Lapp in the previous area, heâs sitting on a ledge nearby. Chat to him twice for a hot tip â maybe? Donât worry about it; if you die a few times before hitting the next bonfire, youâll notice he moves to standing by the bonfire, and if you talk to him then, heâll give you the treasure he means â a Titanite Slab.
Now look for some huge twisted tree roots leading off downhill; thereâs an item glow on them which weâre not going for right now. Thereâs a lot of treasure in this area and it is all way easier to pick up in just a few minutes.
Follow alongside the roots and after you top a little rise look further down the slope to spot a sheltered spot you can run to, to avoid the angel which pops up.
Update: as of the latest Dark Souls 3 patch, the Hidden Body sorcery will allow you to sneak past angels â and they deal out less damage than before. Phew!
In this sheltered spot, use the camera to spot a wooden structure ahead. Between barrages, dash to this cover. Wait a little while as the angel fires on two thralls off to one side, usually killing one, then move to the rock before the angel finishes moving into a new position where it can fire on you.
From here, look back towards the bonfire, and then pan the camera to the left until itâs right under the sun. You should see a little gap in some stone ruins. Wait for a break in the angelâs attacks and run for it. Be careful; the surviving thrall (or thralls) is waiting inside, and itâs armed with a blowpipe.
Grab the ember here, but be wary that the angel behind you can hit you through the little window.
Killing the angel to reach the next bonfire
Now, we can just push on from here into the horrible swamp area at the bottom of this tunnel, but if you can handle a very tiny bit of platforming we can avoid the more obvious, horrible main route and go do something way more fun. I managed this first try so probably you can do it do.
What you want to do is stand in the gap where the ember was and find a position where the angel canât quite see you and remains passively turning. You want to start this next bit when the angel is just finished turning to face back over the wooden structures, for the longest possible period of no detection.
If you peer out the hole in the wall, youâll see another wooden structure and maybe the item glow by it, which weâre gonna ignore for now. Weâre going to run straight for that and pass along its left side. Right at the corner of the structure thereâs a drop and if you angle right and roll from the edge you can land on a tree root, taking a little fall damage.
Follow the root around to the right (from your perspective as you land, with the angel at your back) and youâll see the praying mutant connected to the angel youâve just been avoiding. Knock it down.
Alternate strategy: if youâre confident and have a really good bow, you might want to try moving to the opposite corner of the structure, and sniping down at the praying mutant below. Thereâs a popular message here suggesting this tactic, but I didnât try it myself. I donât think my build could survive long enough to snipe the angelâs body before its spirit form murdered me dead. In any case, youâll still want to roll down to the root as described above, but now you can do it in a nice calm atmosphere, I guess.
Grab the ember from the body and proceed up the other tree root here (thereâs nothing but bad message jokes at the far end of the root you landed on; donât risk the fall). When this new root gets as high as the nearby rooftop, donât be tempted to wander off to the area you can see on your left; itâs a one way trip and weâre very close to a bonfire.
If you want to, though, you can grab the item on the wooden rooftop nearby, and drop back down on the root side to get back on the path â but doing this will spawn an angel in the next area over, with a clear line of sight on you as you top the rise, so decide whether a Divine Blessing is worth it. This angel has an extra attack the others weâve met so far havenât had, which weâll have to deal with later; for now, just get away from it and follow the root over the fallen tower as soon as possible.
Look for the âtake the plungeâ message and drop down to activate the Within Earthen Peaks bonfire. Well done! The first boss is very close but letâs go back to the Earthen Peaks bonfire and do some treasure hunting.
Treasure hunting at Earthen Peaks
Start by proceeding along as normal, as if you were still hiding from the angel, but donât drop down to the first wooden structure â turn left and you can grab an item from a body. I forget what it was; clearly not very exciting.
Next, head to the rock where you sheltered from the angel. Look back towards the bonfire for a path leading between the roots and a fallen tower. Once youâre in this gap you can walk up some roots to end up on the ledge with that item that was visible from the bonfire. The item is Twinkling Titanite.
Go back towards the rock and look past it to spot another wooden shelter. Behind this structure youâll be ambushed by another two thralls, guarding the Desert Pyromancer Garb.
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Go to the wooden structure where you dropped down to the root, and grab the Titanite Chunk from the body.
Look around carefully and youâll spot a rocky path heading down to below where the angel was hanging. Shoot the thrall to lure him out for a safer fight on solid ground. Be wary of the bleed effect on his weapon. At the very end of this path you can grab the Giant Door Shield.
Thatâs all there is to do here, I think; head back to the Within Earthen Peaks bonfire and weâll have a go at that first boss.
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