Any word on dark souls 3

Lore of Dark Souls III as interpreted by the community. This page houses facts and interpretations relating to the game, but you may also visit the newly launched Dark Souls III Lore Forums. 

Warning: Massive spoilers ahead, don’t keep reading if you want to deduce things by yourself or haven’t beaten the game yet.
Everything that is speculation will be tagged under theory or written with words that express uncertainty. If you have your own theory regarding a specific matter, please write it down next to the others. Keep in mind that a significant amount Dark Souls lore is up for interpretation so, compiling conclusive facts about it is easier said than done ,and that what is here isn’t exhaustive.

  1. Introduction
  2. Dark Souls I & II Summary
  3. DSIII Main Story 
  4. Notable NPCs and Questlines
  5. Areas and Possible Connections
  6. Endings
  7. DLC

1. Introduction

Dark Souls 3 takes place in a transitory place, revolving around the first flame and the cycle of fire and dark. You play as a protagonist whose goal is to find and return the five Lords of Cinder to their thrones at Firelink Shrine in order to link the flame again. The protagonist is known as an Unkindled, a kind of Undead, although it is never fully enunciated upon what differentiates an Unkindled from other Undead. There are implications that an Unkindled is the remains of an Undead warrior who failed to link the flame and, as a result, burned their bodies into ash.

The five Lords of Cinder are Ludleth the Exiled; Aldrich, Saint of the Deep; Farron’s Undead Legion, the Abyss Watchers; the reclusive lord of the Profaned Capital, Yhorm the Giant; and Holy King Lothric, Last Hope of His Line. Lords of Cinder are past beings who were successful in linking the flame, being burned remnants of their past selves.

Like in its predecessors, the story and lore of Dark Souls 3 can be pieced together through its introductory cinematic, item descriptions, dialogues, and environments. The following is a transcription of the intro:

Yes, indeed. It is called Lothric, Where the transitory lands of the Lords of Cinder converge. In venturing north, the pilgrims discover the truth of the old words. “The fire fades, and the lords go without thrones.” When the link of fire is threatened, the bell tolls, unearthing the old Lords of Cinder from their graves. Aldrich, Saint of the Deep. Farron’s Undead Legion, The Abyss Watchers. And the reclusive lord of the Profaned Capital, Yhorm the Giant.Only, in truth… The Lords will abandon their thrones. and the Unkindled will rise. Nameless, accursed undead, unfit even to be cinder. And so it is. That ash seeketh embers.

2. Dark Souls I & II

The Age of Ancients

«In the Age of Ancients, the world was unformed, shrouded by fog. A land of gray crags, Archtrees and Everlasting Dragons.»

In the beginning there was no such thing as life or death. The land was a constant drab gray, ruled by immortal dragons. It is unknown whether or not the primordial serpents existed in this epoch. 

The Discovery Of The First Flame 

«But then there was fire, and with fire came disparity. Heat and cold, life and death, and of course, light and dark. Then from the dark, they came, and found the Souls of Lords within the flame».

With fire came the division of things and with it, strange living beings that were not dragons emerged from the dark. Giants, relatives of The Archtrees, and smaller races as well. Three such beings found the Souls of Lords within the flame. They gained immense amounts of power, making them capable of defeating the dragons, and so they fought to change the order of the world.

One Soul was taken by the Gravelord Nito, first of the dead. The second Soul was found by the Witch of Izalith and her daughters of Chaos. The last was taken by Gwyn, the Lord of Sunlight, and his faithful knights. However, what remained when the rest was taken was a peculiar soul, known as the Dark Soul, found by the easily forgotten Furtive Pigmy.

The War Against The Dragons

«With the strength of Lords, they challenged the Dragons. Gwyn’s mighty bolts peeled apart their stone scales. The Witches weaved great firestorms. Nito unleashed a miasma of death and disease. And Seath the Scaleless betrayed his own, and the Dragons were no more.»

Nito, the Witch of Izalith, and Gwyn became Lords with the power of the flame, and waged war on the dragons. To aid in their battle, Gwyn used the power of the sun to spawn the first miracles to rid the dragons of their scales, source of their immortality, and the Witch of Izalith created the first pyromancies from sorcery and burned the Archtrees, the ancestral homes of the Archdragons. The Lords, with the help of the dragon Seath the Scaleless, defeated the dragons in great dragon hunts and won the war, driving the dragons to the brink of extinction, such that only their distant relatives remained.

Seath was the first mortal dragon, born without scales, which were the dragons’ source of immortality. He became fearful of death, and sided with Gwyn. Seath was a brilliant academic, and focused on research, which spawned the first Sorceries.

The Age of Fire

With the Dragons defeated, the Lords settled their own kingdoms. Nito ventured deep into the Catacombs where he rewarded his servants and created the Finito and Milfanito and begun offering his Fire to the strange force he had found, Death, and sought to spread it, serving to administer death to all manner of beings. The Witch of Izalith and her daughters returned to Izalith in order to study their Flame Sorceries, eventually birthing Pyromancy, the creation and control of the Flame within The Soul itself. Gwyn settled at the pinnacle of all of their kingdoms in the golden mountain city, Anor Londo, where he and his brethren proclaimed themselves Gods. At this time, Gwyn gives Seath the title of Duke and grants him the Archives for his research, where he begins studying the secrets of immortality.

Little is heard or known about the Pygmy, only that he is the forebearer of all of humanity, the smallest of the races from the dawn of time. After his descendants reproduced, through many generations, a large number of human kingdoms arose, and humans began learning sorceries, miracles and pyromancies. It is speculated that the human’s affinity for magic is attested to the power of the Dark Soul fragments scattered within all mankind. 

The early state of the Age of Fire is shrouded in mystery, much of which is touched upon in the events of Dark Souls III. However, eventually it came to be that, because the race of Gods was far more powerful than humans, humanity considered them true gods and started to worship them, forming religions. Lloyd, uncle of Gwyn, would declare himself All-Father, and found a religion worshipping the gods of Anor Londo. These Gods also saw the humans as their subjects. 

Gywn and the orders of his mighty kingdom reigned supreme and created many forces that were to play a fundamental role in future events. Gwyn had many children, each of whom recieved part of his lordship. His firstborn became god of war, but in unnamed events was stripped of his birthright and removed from The Annals of History, such that not even his name remains. (This is elaborated on in DS3 where The Nameless King is implied to be this son) Gwynevere, the beloved daughter of Gwyn, would become the Goddess of fertility and bounty, and become the foundation of the healing miracles. Although there might have been others, only one other child of Gwyn is known and that is Dark Sun Gwyndolin, last son of Gwyn, born with the power of moonlight and raised as a woman. Other gods form a court around Gwyn, including Flann The Fire God. Other gods remain distant, such as the raven haired witch Velka, who would become the Goddess of Sin. Gwyn ruled with an army composed of many legions of knights. He had many friends and allies, such as The Primordial Serpent Frampt and the imposing knight, Havel The Rock. Supreme among his forces were four knights under his direct command: Dragonslayer Ornstein, Hawkeye Gough, Lord’s Blade Ciaran, and Artorias of The Abyss, who will play an important role in the events of Oolacile. He also bequeathed fragments of his own soul to Seath and The Four Kings of New Londo for their contributions. Seath became highly popular in court, and apparently fathered offspring with the gods, such as Pricilla, creating a half Draconic lineage that had to be hidden away.

Speculation :Gwyndolin, the son of Gwyn, possesses serpents instead of feet, much like the tendrels of Seath, and like Seeth possesses the power of moonlight, a trait unique to creations of Seath in Dark Souls 1. Gwyndolin upon birth was hidden away, and raised as a woman so that he could never become a heir. It is possible that Gwyn’s wife had a secret trist with Seath, resulting in a child that had to be claimed as Gwyn’s own to prevent controversy.

The Fading of the Flame, The Birth of Demons, and The Flame’s Rekindling

Eventually, it came to pass that the flames began to fade, and with it, the power of The Gods and all that drew power from them, such that one day, they would vanish completely. However, it was such that Fire’s opposite, Dark, and the race born of it, The Humans, did not wane, but grew in power as Fire faded, so that it would one day be that only Dark would remain. The Witch of Izalith decided to try and recreate the First Flame in Izalith. This went horribly wrong, and the Chaos Flame and Bed Of Chaos were born, both of which were a twisted mockery of the First Flame, warping the Witches of Izalith into hideous forms and giving birth to the demons. The Witch of Izalith’s failure births pyromancy as it exists in the games, and destroys Izalith, rotting the land above it.. Only ruins, chaos and fire remain where Izalith once stood. The only unaffected survivor of this event is Quelana, who passes the knowledge of pyromancy to her first pupil and it extends to the Great Swamp. Many excursions were led against these demons by Gwyn’s knights.

Gwyn, in order to avoid the end of the Age of Fire, decided to offer his own body and power as sacrifice to the First Flame. Leading half his army and leaving The Silver Knights to guard Anor Londo, Gwyn set out on a great journey to link the fire, ultimately ending at The Kiln of The First Flame, where Gwyn set fire to his own mighty soul and reignited The First Flame, burning himself and his army away, leaving only husks in the form of The Black Knights and himself, Lord of Cinder, and restoring The Age of Fire. This offered a temporary solution, but the fire again slowly began to fade.

A solution eventually presented itself in the form of the Undead, humans with the power of Dark that could not die.

An important dialogue on this matter is given by Kaathe:

«Hmm… You are astonishing. The truth I shall share without sentiment. After the advent of fire, the ancient lords found the three souls. But your progenitor found a fourth, unique soul. The Dark Soul. Your ancestor claimed the Dark Soul and waited for Fire to subside. And soon, the flames did fade, and only Dark remained. Thus began the age of men, the Age of Dark. However… Lord Gwyn trembled at the Dark. Clinging to his Age of Fire, and in dire fear of humans, and the Dark Lord who would one day be born amongst them, Lord Gwyn resisted the course of nature, by sacrificing himself to link the fire, and commanding his children to shepherd the humans, Gwyn has blurred your past, to prevent the birth of the Dark Lord.

I am the primordial serpent. I seek to right the wrongs of the past to discover our true Lord. But the other serpent, Frampt, lost his sense, and befriended Lord Gwyn. Undead warrior, we stand at the crossroad. Only I know the truth about your fate. You must destroy the fading Lord Gwyn, who has coddled Fire and resisted nature, and become the Fourth Lord, so that you may usher in the Age of Dark!»

According to Kaathe, The Furtive Pygmy took the Dark Soul and gave birth to mankind. When the Flame started to fade, the Lord Souls taken by the gods started to lose power, while the humans born from the Dark Soul started becoming stronger. Gwyn feared that some day humans would take over and annihilate the Gods, just as Gods killed the Everlasting Dragons, which would lead to another change in the order of the world’s leading race. Without linking the fire, the world would descend into an age of darkness—an age of men—where the Dark Soul rules. Gwyn, fearing this religation of Gods and the strange horrors of the Dark, chose to link the fire to prevent this age of darkness.

At some unknown point during these events, The Dark Sign began to manifest itself upon men, such that their souls would not pass on into Death, whatever it might be. Those bearing the brand upon death would find themselves at a Bonfire, set by Gwyn on his journey to link the fire, devoid of the Dark Soul, Humanity, that had given them power. Those humans devoid of humanity and purpose would gradually lose their minds and go Hollow, an irrevocable condition of madness.

Speculation*: The Darksign is a curse Gwyn cast upon humanity when or before he linked the fire for the first time. This is believed because the curse did not show up the first time the fire was fading, and started only after the fire was kindled by Gwyn and fading again. It is possible the curse was created by the Lords to ensure that humanity would always offer itself to maintain the age of fire.

Speculation*: Elements of the curse of Undeath mirror many areas of research of the Lords, indicating that it may have been a collaborative curse placed upon Humanity by the gods. Seath is obsessed with immortality, and eventually becomes what Big Hat Logan describes as «A True Undead,» the results of all his research to this purpose. He also displays a true understanding of the bonfires, being able to sever them from each other. Death is an area of domain only of Nito, who possesses the Rite of Kindling, an art critical to the Undead, and who had previously cursed one, Pinwheel, to never die.

Oolacile, The Abyss, and New Londo

Kaathe, along with other primordial serpents, began manipulating Man to accelerate the rise of Dark. The sorcerers of Oolacile, wielder of magic of pure light, were tricked by the Primordial Serpent Kaathe into disturbing the Primeval Human Manus. Upon awakening, Manus’ humanity went wild and began to consume Oolacile, thus creating the Abyss, a place of pure darkness and turning the mankind of the city into monsters, Manus taking their princess, Dusk, captive. The Four Knights of Gwyn were dispatched to Ooacile but could not tread in the Abyss, which housed many deadly creatures, until Gwyn’s Knight Artorias made a pact with the creatures of the Abyss, and armed with magical equipment tried to defeat Manus. Although history would say otherwise, Artorias was overpowered and corrupted by the Abyss. Manus is eventually defeated by an unknown figure and in doing so, his Soul is shattered, splitting the Abyss into many fragments as well as birthing the Daughters of The Abyss.

Speculation* The Abyss did not exist until the events that took place in Oolacile, born only after Manus’ humanity went wild. Humanity is described as something warm as well as dangerous, and when it was disturbed it created the Abyss. Artorias traveled to Oolacile in order to stop the spread of the Abyss. It is stated in Artorias’ ring that he made a pact with the creatures of the abyss not to be corrupted and killed. This is key because we are told that humanity is born from the dark soul, which implies darkness. However, the darkness—whether of the Dark Soul or Humanity—is shown not to be inherintely evil, but rather torture and mistreatment of the darkness created the Abyss. The Abyss corrupts everything and kills everyone, but it seems that some creatures inhabit this peculiar place. It appears as though the disruption of the Lord Souls (or fragments of it) create monstrosities. The Witch of Izalith tried to create a First Flame with her own Lord Soul and it lead to the creation of Chaos. Oolacile’s people disrupted a fragment of the Dark Soul (Manus) and formed the Abyss.

Once the Abyss came into being, Kaathe seduced the Kings of New Londo, a city of Undead, into becoming Dark Wraiths and learning the Art of Lifedrain, so that they may forstall hollowfication and gather humanities to rebuild the Dark Soul. Some Kaathe dialogue:

Ahh… If you wish, I shall grant the art of Lifedrain, the legendary power of the Dark Lord. It can preserve your humanity while Undead, and cast off the shackles placed upon your brethren.

Speculation* This statement of Kaathe’s seems to imply that the curse of Undeath is deliberately placed upon Man by the gods in order to control them.

After realizing the threat that the four Kings carried over to the entire world, the sealers flooded New Londo, resulting in the cursing of the city and leaving many dead or at the hands of The Dark Wraiths. 

The Abandoning of Anor Londo and The Blades of The Dark Moon

As the fire began to fade anew, the light of the sun began to fade, casting darkness upon the land. Devoid of their central figure, the gods fled Anor Londo, leaving only Gwyndolin, The Dark Sun imbuned with the power of the moon, and Seath, who had long since gone mad. Gwyndolin created several illusions to maintain the illusion of the Gods power, including an illusionary Gwynevere and that light was not as faded. To protect these secrets and the Path of Fire itself, he created The Blades of The Darkmoon, a secret society that slew the enemies of the gods. Darksun Gwyndolin and his followers become the sole force in power at Anor Londo.

Intro the events of DS1

The Chosen Undead 

«Only, in the ancient legends it is stated, that one day an undead shall be chosen to leave the undead asylum, in pilgrimage, to the land of ancient lords, Lordran.»

Speculation* This legend of the chosen undead could have been created by the Gods themselves, in order to extend their age of fire.

Years pass since Gwyn has Linked the First Flame and it has once again begun to fade. Legends state that a Chosen Undead will rise up and succeed Gwyn to Relink the Flame. One such Undead succeeds where many have failed. The Chosen Undead rings the two bells of awakening to reawaken Frampt, finds and kills Nito, Mad Seath, The Witch of Izalith, which had become The Bed of Chaos, and The Four Kings, warped within the Abyss into new forms, collects the 3 Lord Souls and their Shards and journey’s to the Kiln of the First Flame, defeating the remnants of Gwyn, The Lord of Cinder. This undead, unlike others before, cinders himself, much as Gwyn had before, becoming the new Lord of Cinder, and ensuring that the Age of Fire may continue for another period.

The Curse and The Cycle

«As flame rises, so does it fade. Such is the way of things.»

Ages pass. Kingdoms rise and fall. The land shifts. Undead continue to sacrifice themselves to sustain the Age of Fire, yet more undead are created. The curse spreads. All Undead that do not cinder themselves will eventually hollow, for although undead live forever, none can remain strong forever, and to slip into hollowfication cannot be undone. For souls to flourish once more the fire must be relinked. Some complete their task becoming Sublime Bonedust. Some refuse to be sacrificed and carve out Kingdoms instead, which rise and fall in turn. Even when the Flame sputters and Dies, it will rise up and burn once more. The Dark spreads, splits, fades, and takes on new forms.

This is the Cycle of Perpetual Fire and Twilight.

Thrones and Crowns

Since the beginning of time, power has been invested in beings known as Lords. But what made a Lord was something uncertain. It is eventually determined by a small few that Lordship and Dominion are tied to The Throne, binding the lord’s will to the land and creating a kingdom, and The Crown, annointing a Lord as Monarch, with the authority to be obeyed and investing in them certain power. One throne, The Throne of Want, symbol of true power as the monarch capable of deciding the fate of Fire and Dark, has remained empty since the dawn of time.

Eleum Loyce

Although each of the three DLC’s of Dark Souls II (which predate the events of the main game) have some information relavent to the events of Dark Souls III, (notably the origins of the Drakeblood Knights in Crown of The Sunken King and the origin of the Fume Ultragreatsword in Crown of The Old Iron King) the most critical information is found in the story of Eleum Loyce in the Crown of The Ivory King DLC.

The Folly of Vendrick and The Experiments of Aldia

«There is no path. Beyond the scope of light, beyond the reach of Dark……what could possibly await us?And yet, we seek it, insatiably…Such is our fate.» -Aldia, final words in Dark Souls II

Within the Kingdom of Dranglaic, a king from a fallen kingdom consumed by poison deep within the earth and his brother seek to find a way to attain true power and eventually, as it spreads, to stop the Curse of Undeath and Hollowing, their efforts eventually drawing many seeking a cure for Undeath. Their names are Vendrick and Aldia.

Vendrick, believing that the secret to overcoming the curse lay in the power of Fire, allied himself with Nashandra, who unknown to him was a shard of Manus, a Child of The Abyss. Together, they sought sovereignty. With the power of his exceptionally mighty soul and her abilities, they repelled an invasion of Giants from overseas, and therefore established the Kingdom of Dranglaic, home of the mighty dragon riders. However, the power of Dark continued to grow, and undead filled the land, causing Vendrick, now undead, to feel its power greatly within him, and to began to suspect the truth of his wife, Nashandra. Filled with doubt and despair, Vendrick left for the Undead Crypt, to study the process of Death as a way to overcome the Undead Curse. Eventually he found no solution, and went hollow. With none to sit upon the throne, the kingdom unraveled, and soon became a land of naught but undead.

Meanwhile, Aldia began a multitude of experiments into Dark and Fire, and into the nature of man, seeking an answer to the nature of the curse. He took control of the minds of hundreds of scholars and commited atrocities on many in mass experiments. He experimented with giants and drakes, ultimately producing The Ancient Dragon, a false true dragon with the soul of a giant, created a multitude of beasts, and experimented with bonfires and summoning, accidentely producing The Forlorn, those that have been cut off from their home time, trapped in that of anothers. Ultimately, he was banished by Vendrick to his keep, where his experiments continued.

Intro the events of DS2

Scholar of The First Sin

Ultimately, although he produced many spells, beings, and devices, Aldia was unable to find a cure for the curse, nor a way to escape the shackles of fate. However, he concluded that Humans, born of Dark, contained its nature, and that the transitory parts of humanity were illusion, stating:

«Once, the Lord of Light banished Dark, and all that stemmed from humanity. And men assumed a fleeting form. These are the roots of our world. Men are props on the stage of life, and no matter how tender, how exquisite…A lie will remain a lie.»

He therefore determined that the Hollow was man’s true basic state (a conclusion supported by the opening of Dark Souls I, depicting hollowed men finding the Flame, and the fact that there was a «first» of the Dead) and that the curse stripped away the illusion of Humanity, revealing man’s Undead Nature. The concealment of this nature, by pretending that mankind was by nature mortal and unhollow and should therefore fear hollowfication, was considered by Aldia to be The First Sin. Although Aldia’s power was great, his experiments had left him in a monsterous state, akin to a tree, hollow yet sentient, and bound to Bonfires, and he therefore sought those with power, to guide them so that they might find a solution, to overcome the shackles of destiny binding them to the cycle of Light and Dark.

Aldia meets the Cursed undead on their journey that seek out a cure for the curse and encourages them to seek out greater power and go to meet Vendrick after he has questioned the Undead’s motives.

«No one has come this far, not for a very long while. Young Hollow do you wish to shed this curse? Then accept the fate of your ilk, and face the trials that await you. Unless, you have already joined the crestfallen.»

«Young Hollow, there are but two paths. Inherit the order of this world, or destroy it. But only a true monarch can make such a choice.Very few, indeed, have come even this far. And yet, your journey is far from over. Half-grown Hollow, have you what it takes, truly?» 

«Young Hollow, seek after Vendrick. He who almost became a true monarch. Vendrick is certain to guide your way. Fledgeling Hollow, may we meet again.»

«Young Hollow, conqueror of fear. What drives you so, to overcome this supposed curse?»

«Vendrick, the near-true monarch, is here, and not far off. But what is a king? You, neither born with greatness, nor granted it by the fates.
What is it that you seek? You cannot even say yourself. We shall meet again, young Hollow.»

Aldia’s brother Vendrick had a different plan to utilize the remnant power from other kings crowns to stave off hollowing. 

«Do you intend to link the fire? Then you must first take the throne. Prove your worth. Find the ancient crowns. Seek adversity, and they will be yours. And your wishes, granted.»

«Seeker of fire, deliverer of crowns. What do you see in the flames? Find the crowns, and your own answers. The crowns hold the strength of lords from time long past. Seek adversity. As befits you, seeker of fire, coveter of the throne.»

The Cursed Undead collects 4 kings crowns and receives Vendricks blessing on these crowns to pause hollowing, yet ruminates that this is merely a brief respite, nothing more.

«One day, fire will fade, and Dark will become a curse. Men will be free from death, left to wander eternally. Dark will again be ours, and in our true shape… We can bury the false legends of yore… Only… Is this our only choice? Seeker of fire, coveter of the throne. Seek strength. The rest will follow…»

 Once the Cursed Undead has encountered a Hollowed Vendrick, Aldia questions the Undead once more before finally introducing himself in the Dragon Shrine.

«Young Hollow. How you grapple, without falter, with this dreadfully twisted world. Peace grants men the illusion of life. Shackled by falsehoods, they yearn for love, unaware of its grand illusion. Until, the curse touches their flesh. We are bound by this yoke. As true as the Dark that churns within men. All men trust fully the illusion of life. But is this so wrong? A construction, a facade, and yet… A world full of warmth and resplendence. Young Hollow, are you intent on shattering the yoke, spoiling this wonderful falsehood?»

«I am Aldia. I sought to shed the yoke of fate, but failed. Now, I only await an answer. Seek the throne. Seek light, Dark and what lies beyond… «

Once the Cursed Undead receives Vendrick’s blessing and defeats Nashandra, Aldia confronts them to see what path they will choose.

Many monarchs have come and gone. One drowned in poison, another succumbed to flame. Still another slumbers in a realm of ice. Not one of them stood here, as you do now. You, conqueror of adversities. Give us your answer.

If the Cursed Undead defeats him and decides to walk away from the Throne, Aldia mentions a third option to be looked into. It is uncertain if this option is found.

*Speculation: It is likely that the undead who seek the third answer would eventually pass the ideology of Aldia on to those that would found the Sable Church, as his tenants, that to be Hollow is the true face of man, that an answer beyond the paths of light and dark exists, and that a Lord must be found to create that answer, are the core beliefs of The Sable Church. Indeed, the minions of Aldia are characterized by a white robe and golden mask, much akin to that of Yuria’s Pale Shades.

The Cure to The Curse

Three different cures to Hollowing are discovered through the efforts of those within Dranglaic. Vendrick, through the Seeker of Fire, creates a blessing, a true end to the loss of humanity through the possession of power and lordship, such that while one has dominion, their humanity will never leave them. Yet to lose power is to again encounter the threat of hollowing, making it only a temporary solution.

The Milfanito, worshipers of Nito, sing to the undead to allow them into the folds of Death, and watch over The Fire of Nito, which grants humanity to those incapable of Death that surrender other paths and worship death.

Lastly, Aldia, Scholar of The First Sin, maintains his sanity while hollow, through methods beyond the cycle of fire.

It is unclear which, if any, of these paths are the one responsible for the inability of the Unkindled to lose their Humanity and for their dead state at the beginning of the game.

The Daughters of Manus

«One of the Father of the Abyss’ spawn, that confounded quintessence of humanity. The Abyss once had form, but then dissipated. And yet, traces of its existence endured. Each fragment, thirsting for power, spread Dark, with no relent.»

«Light and Dark are two sides of the same coin, much like the soul and the curse. The beings who presented themselves to those in search of kinghood were drawn to their awesome strength.»

The Daughters of Manus sought out Kings with Wonderous Souls, Ones who would Link the Fire, their thirst for power drew them to these kings. The Daughters of Manus had a plan to gain power by preying on these Kings, stealing their power before they could relink the flame and perpetuating an age of Dark.

NPCs that are Historically Significant for DS3

Gwyn

«Since Lord Gwyn, the first Lord of Cinder, many exalted lords have linked the First Flame, and it is their very souls that have manifested themselves as defender of the flame.»

Even after countless years Gwyn’s influence still affects the World. Not only is he the Progenitor of Relinking the Flame, his path and even title has been emulated countless times. Gwyn’s Influence is so great that the Soul Of Cinder still uses and remembers Gwyn’s Fighting Style.

 
Seath

«Oceiros went mad trying to harness his royal blood for a greater purpose, leading him to the heretics of the Grand Archives, where he discovered the twisted worship of Seath the paledrake.»

After DS1, Seath gained godlike status. His knowledge drives men mad — but in spite of that, the Grandfather of Sorcery is worshipped in The Grand Archives.

Big Hat Logan

«The court sorcerers used this scroll to claim heirship to Logan’s legacy, though how that claim stands up to closer scrutiny is another story.»

Logan is said to not only emulate Seath but to have met him. Logan is renowned for his contribution to Sorceries and a number of Crystal Sages emulate him.

Artorias and Sif

» The blood was spread amongst the Abyss Watchers, and their souls are one with the soul of the wolf blood master.»

Numerous items reference or hint at Artorias and Sif by different names, Abysswalker Artorias, or the wolf knight was the first Abyss Watcher. The Knights of Farron emulate Artorias’ unbending will to take on the Abyss.

Darkstalker Kaathe

«Kaathe, I have failed thee…»

Is related to the Sable church and bears some significance to Yuria of Londor.

Gwyndolin

«Darkmoon Gwyndolin, who was gradually devoured by Aldrich.»

This once proud god was captured by Pontiff Sulyvahn and is now being devoured by the Lord of Cinder Aldrich.

Dark Souls III & Main Story

The Unkindled

«Only in truth the lords will abandon their thrones and the unkindled will rise. Nameless accursed undead, unfit even to be cinder. And so it is, that ash seeketh embers.»

«They say these are the remains of a saint who cast himself into the bonfire. But we will never know for sure, for soot and ashes tell no story.»

As the intro says, the Unkindled are beings of ash, unworthy to ascend to become Lords of Cinder. They are awakened by the tolling of a bell that rings when the First Flame is in danger of fading. They awaken in the Cemetery of Ash and seek the embers of the First Flame. During the whole game the protagonist is called Unkindled, Champion of Ash or Ashen One all of which harken back to the origins of the unkindled.

There are some speculations about what it means to be Unkindled. First of all, upon killing certain unkindled NPCs they drop ashes, meaning they were burned at some point before reviving. Thus Unkindled are perhaps either related to the bornfire creation process, or they are nameless Accursed undead who linked the First Flame but died in the process. The Lords of Cinder, on the other hand, were beings so powerful they did survive the linking and turned into Cinder instead of mere Ash.

The first hint supporting this theory is a play between the words Cinder and Ash. The latter refers to what remains after a material has been burnt completely while Cinder means that it has not been consumed completely. The Undead throw themselves in the bonfire and fuel the Flame but they are entirely consumed in the process, leaving only ashes that need embers to ignite. These ashes are found numerous times throughout the journey of the game, implying the cyclical nature of Dark and Flame. The intro sentence «Ash seeketh embers» takes shape now. Embers in the game are defined as:

«No Unkindled can ever truly claim the embers that burn within a champion’s bosom, which is precisely what makes their yearning for warmth so keen. Gain the strength of flame and increase max HP until death. With the strength of fire, the summoning signs of Unkindled become visible, and seekers of embers can be summoned to join in co-operation. But beware the embers may also attract invaders.»

From DSII we know that many generations passed and many individuals sacrificed themselves to link the Flame and rekindle the fire. Lords of Cinder, came many generations after, and it is rare for someone to survive the fire. It seems one must be powerful in a unique way to survive and even then their form changes. Gwyn was a Lord of Cinder, but it is clear that his form was changed by the linking and it was a great sacrifice even for one as great as him. A vast amount of generations passed, we would obviously have many of unkindled and, of course, many amount of tombs in the Cemetery of Ash. We also fight against a manifestation of all Undead who linked the fire, that is, the Soul of Cinder, who seems to be good at all fighting styles. 

Another hint supporting that Lords of Cinder did not burn completely and stayed alive after linking the fire is the fact that all unkindled resurrect with their human forms. All Lords of Cinder wake up with their charred corpses, like Ludleth, and they all seem to have gained certain amount of fire power, judging by their boss fights. Aldrich did not die either, he had a vision of an upcoming Age of the Deep Sea, so he started devouring Gods. 

The last detail relating the Unkindled to all of the previous Undead who sacrified themselves for the Flame is found in a song. The name of this song is mentioned in the intro of DSIII. when you beat DSI you see your character burning in the kiln and then The Nameless Song starts to play. This sad tone is played at the end of your quest and it is what defines your character. Our characters did everything and died a thousand of times just to be a sacrifice to extend the age of the gods. It happened many times, and they are nameless, no one is going to remember their names or write poems about them.

Whatever unkindled are, their task is clear. They have to seek out the Lords Of Cinder in order to reenact relinking the First Flame and preserve the age of fire. They are also undead who are not fully bound by the hollowing process we saw in past games, needing to acquire Dark Sigils in order to go Hollow.

The Lords of Cinder

«If the lords will not return to their thrones themselves, let them return as cinders.» 

One becomes a Lord of Cinder by relinking the First Flame in the Kiln and Surviving. There are currently 5 Lords of Cinder, all 5 of their ashes are needed to reenact the Linking of the First Flame. The 5 Lords are Aldrich Saint of the Deep, Ludleth the Exiled, Yhorm the Giant, Farron’s Undead Legion, and Lothric, the last hope of his line.

 Ludleth the Exiled linked the First Flame long ago by willing himself to. Aldrich was once a cleric that devoured men. He became so powerful that he was used to relink the Flame. Upon ascension to a Lord of Cinder, Aldrich sought to devour gods and even gained a cult around him that formed the Sable Church of the Deep.

Farron’s Undead Legion of Abyss Watchers partook of the blood of an ancient wolf, the Wolf’s blood linked the Abyss watchers to their master, the legendary Artorias of the Abyss. Emulating Artorias, the Abyss Wachers guard against creatures from the Abyss. The Abyss Watchers swore on their share Wolf’s Blood to relink the Flame.

Yhorm the Giant sought to end the Profaned flame by relinking the First Flame. Instead of Eliminating the Profaned Flame, the capital burned killing all except Yhorm. Pontif Sulyvahn travelled to the Profaned Capital and saw the Profaned Flame. This hints that Yhorm linked the Flame before Aldrich.

Lothric refused to relink the Flame, choosing instead to allow the Flame to fade as he watched it from a distance with his brother.

The Deep

«The deep was originally a peaceful and sacred place, but became the final rest for many abhorrent things. This tale of the Deep offers protection for those who worship amidst those horrors.»

«These insects which lurk in the Deep have tiny jaws lined with fangs to tear open the skin and burrow into the flesh in the blink of an eye, causing intense bleeding.»

«Souls which swell from the deep pursue their target, drawn towards life.»

«A gem of infused titanite. Found in the dregs of the Cathedral of the deep. Used in infusion to create deep weapons. Deep weapons inflict dark damage, but lose scaling effects. There is a darkness that lies beyond human ken.»

As stated in the Dark Souls summary, the Abyss was not created until the events that took place in Oolacile, and it was born after Manus humanity went wild due to torture. Humanity is described as something warm but at the same time dangerous, so when disturbed it created the Abyss. Artorias traveled here in order to stop it and it is stated, in his ring, that he made a pact with the creatures of the abyss not to be corrupted and killed. This part is key because we are told that humanity is born from the dark soul, which implies darkness. But this darkness is not inneherntly evil, until it got disturbed, and created the Abyss. The Abyss corrupts everything and kills everyone but it seems that some creatures inhabit this peculiar place.

From the descriptions above we can see that the Deep was initially calm but it became a place for abhorrent creatures. There are insects in the Deep that basically kill all life. The Deep is Dark, but a Dark that lies beyond humanity, which is also dark. The Deep could be the Abyss. When Lord Souls are disrupted you create monstruosities. The Witch of Izalith tried to create a First Flame with her own Lord Soul and she just created Chaos. Oolacile people disrupted a fragment of the Dark Soul ( Manus) and they created the Abyss.

A last hint about the nature of the Deep is given by the Farron’s Undead Legion boss soul weapons, the Wolf Knight’s Greatsword and the Farron Greatsword, since both swords deal a bonus damage against Aldrich and the Deacons of the Deep. These weapons are designed to fight against the abyss, and deal more damage to abyssal foes, hence Aldrich and the Deacons are related to the Abyss. 

Aldrich, Saint of the Deep

Aldrich is another Lord of Cinder that neglected his duties, having his own ambitions after the linking of the fire. He was a cleric in the past but at some point he started eating human flesh, and he sure enjoyed it, as can be seen from Aldrich Ruby or Saphire:

«Infamous for his appetite for flesh apparently had the desire to share with others his joy of imbibing the final shudders of life while luxuriating in his victim’s screams.»

He is probably the founder of the Cathedral of the Deep, where he got some followers for his cult, maybe due to fear. His victims were transported from the Undead Settlement to the Cathedral through the Road of Sacrifices. This is inferred from the Evangelist Set:

«These teachers, all women, came to enlighten inhabitants of the Undead Settlement and sent carriers on the path of sacrifice.»

It is also stated that Horace did evade being devoured alive and survived, along with other children, hinted to be Anri. This hint comes mainly from the fixation of Anri to kill Aldrich ever since our first encounter, being even a summon. Horace Exceutioner’s Armor also tells us something:

«Steel armor of Horace the Hushed, who took a liking to its cold, bulky insides. The original owner was said to be a corrupt executioner, who was killed and stripped of his armor. Horace is one of only two children to escape Aldrich’s clutches.»

At some point the flame started to fade and the Undead curse arose again, so he probably ate undead humans too. What points this out is the high amount of weak undead bodies outside the cathedral, bodies that Aldrich did not finish, as the grave warden set seems to suggest:

«Rotting, tattered skirt, robe, hood and wrap. Attire of grave wardens at the Cathedral of the Deep. Grave wardens were tasked with disposing of the ever rising corpses that plagued the cathedral. Their clothes are utterly putrid, drenched in the blood and mucilage of their undertaking.»

We said before that Aldrich started being a cleric, but then he got corrupted. It is unknown wether the corruption took place before eating so many humans but he grew (pun intended) fond of The Abyss. It could be that, after killing so many humans and enjoying the suffering from his victims while they were being eaten alive, he disrupted a significant amount of the dark soul, turning himself into an abyss like creature.

After some time, whoever ruled the kingdom made him link the flame, not for saint but for might, as Hawkwood tells us. He then had visions of the upcoming age of the Deep Sea so he started devouring Gods instead. This might have two possible explanations. The age of fire means the age of Gods, so he would try to get rid of all the gods for one day ruling in an age of dark. Second, he would need to become something more powerful to survive if The Abyss spreads. Cinders of a Lord and Soul of Aldrich respectively read:

» Aldrich became a lord by devouring men, but was disillusioned with his throne, and so took to devouring gods instead.»

«When Aldrich ruminated on the fading of the fire, it inspired visions of a coming age of the deep sea. He knew the path would be arduous, but he had no fear. He would devour the gods himself.»

In any case, he devoured some Gods and linked the fire, then his body of cinder was took to the tomb. When he awakened he marched from the Cathedral to Anor Londo to have a gift from Sulyvahn, Gwyndolin. It is possible that when we fight him he is still devouring the god of the darkmoon, since we still see part of him. If this is right then it means that Priscilla is alive, since he had a dream about her while devouring Gwyndolin. Darkmoon Longbow and Lifehunt Scythe:

«Longbow of Darkmoon Gwyndolin, who was gradually devoured by Aldrich.This golden bow is imbued with powerful magic and is most impressive with Moonlight Arrows.»

«Aldrich dreamt as he slowly devoured the God of the Darkmoon. In this dream, he perceived the form of a young, pale girl in hiding.»

The Profaned Flame

Profaned Flame wielded by the Irithyllian witches. Lonely Yhorm became a Lord of Cinder to put the Profaned Flame to rest, knowing full well that those who spoke of him as lord were quite insincere. The Profaned Capital was consumed by fire after Yhorm the Giant became a Lord of Cinder. The fire, born of the sky, is said to have incinerated naught but human flesh. The Profaned Flame was triggered by the curse of these women, relatives of a certain oracle, but despite their culpability, they went on living, without any cares.

Coal used for weapon infusion. Remnants of the fire that burned down the Profaned Capital, preserved in an icy skull. Give to the blacksmith in the shrine to allow the use of gems for dark, blood, and Hollow infusion.

The Darksign and the Eclipse

The Darksign is a symbol of the undead. Those cursed with it are reborn after death and eventually lose their minds and turn hollow. This is a reason why undead are driven from their homes as they eventually go mad. Horace is a sample of this, originally being a member of the Blue Sentinals covenant and stated friend of Anri, but later being found attacking anyone he meets.

The eclipse appears in Lothric Castle, and several other areas, after Lothric Castle is unlocked. It may be a sign called by the fading flame, and looks a bit like a Darksign. *Speculation* Maybe it’s calling Undead to link it and prolong its life. Maybe its symbolizing that the Fire is fading and the Age of Fire is ending.

Multiple Firelink Shrines

«Sword missing from the shrine bonfire. Thrust into the shrine bonfire to restore its power and enable travel between bonfires. This sword is only bequeathed to chosen ash, as judged by the Iudex, who awaits the arrival of ash as a scabbard»

When you start the game you find yourself in the Cemetery of Ash and venture to Firelink Shrine. In this Firelink Shrine you must insert the Coiled Sword into the bone and ash pile of the bonfire to be able to use it. When you use the Firelink bonfire to warp to Lothric for the first time you are warped to an altar with a basin and a broken coiled sword.

Fragment of the coiled sword of a bonfire which served its purpose long ago. Returns caster to last bonfire used for resting, or to the bonfire in Firelink Shrine. Can be used repeatedly. Bonfires are linked to one another irreversibly, retaining their affinity long after their purpose is exhausted

Later on in the game you come across an area identical to Firelink called Untended Graves. Here you find a dark shrine with a Fragment of the Coiled Sword in it.

Towards the end of the game on your journey to the Kiln, you are warped to one more copy of Firelink called the Flameless Shrine. The Flameless Shrine is in even worse condition than Untended Graves and it is here you find a bonfire that warps you to the Kiln.

THEORY 1

There are three versions of firelink shrine. The first is where we appear, good old fire link, its filled with friendly npcs, Andre, handmaid, firekeeper…the rest of those lovable guys. Once the consumed king is defeated, we are given access to an illusory wall that leads us to untended graves. Suprisingly, this area is a mimic of firelink. Except its consumed by the abyss, no sky, all blackness. Is this a similar building? No its not. Messages you leave in firelink will match messages found in the «dark» firelink accessed through untended graves. As well as items brought over by npcs, like the scrolls of Orbeck, or the pots and goods of Greirat. It is the same building. But how? Speculation time!

Time travel. This may sound odd, but forces in souls game have enabled time travel, like the memory areas in dark souls 2. This dark version is firelink of the present. This is also why you have to warp to Lothric, or time travel to Lothric by the bonfire as the actually current state of the bonfire is well, its dead, consumed by the abyss. Im going to speculate harder by suggesting that time power is how the bonfire heals and why armor is «repaired» when you rest as well as enemies being resetted. It can reset certain aspects of the world. But its not exactly reversing everything, as certain things remain changed. This theory has holes as well, activated levers stay activated, and certain enemies stay killed if killed…etc.

Anyway, back on topic, still with time travel. So the dark shrine may be our shrine, but in the future. Ive tried skipping Orbeck and Greirat, just murdering Emma and getting there, and the scrolls and pots in my previous play through were not there. When I found them, the items they left stayed there. We even have a corpse of a fire keeper that drops the eyes of a fire keeper, which is hidden in an illusory wall where the nun would stay. So basically the firelink from the past is trying to save itself and prevent its current, dark shrine state. As to why the handmaid is still alive, I have no idea. Maybe she hid with an item, maybe she killed them all. Maybe she was spared as she is just an old lady.

Then we have the next flame. The one that takes us to the final boss. Its a ruined version of firelink, this one is damaged with up with many collapsed pathways. Upon exiting it we find lothric and a strange dark, sort of night atmosphere. We seem to have a crazy eclipse going on, and it looks like part of the earth was torn off or ripped out and sent somewhere else. The Lothric castle has parts of it collapsed and sloped, like some crazy earthquake or event occured. This could be firelink of the future. Please note that while the dark firelink shrine is covered in an abyss, the rest of Lothric is fine. This is because the firelink shrine, birthplace of the powerful fire, is a special ground. Its paranormal. As the fire weakens and dies, its surrounding area goes to hell. It is swallowed in an abyss and seems to be separated from the world(dark shrine). This gets worse in the future as now the firelink and its surrounding area seems to be caught in a crazy cataclysm(final area). Its become some vortex that sucks its surroundings to where ever it came from, though very slowly. More speculation! this vortex converges the surrounding lands into the source of the flame. The thing we actually link. Think of it like this, the fire is hurting and its trying to pull back to safety because of the pain. as everything converges, the source is revealed, and the champion of ash may fullfill his duty, link it, prolong its life in our world of plane, and change the future, extending the age of fire.

THEORY 2

That was wild and filled with speculation, sorry bout that, here is a shorter theory! Another possibility, is a parallel world, an alternate universe of sorts. We know that undead keep reviving. Hawkwood says it himself that they » cant die properly». But why does Hawkwood die properly when we kill him? Why does killing Aldrich with Anri, have no influence on the Aldrich of our world. ( Killing him w Anri will not mean that the one we have to face will be dead, you have to kill the one in your world, regardless if you helped Anri slay him ). I think to each undead, the fire presents a «parallel world». Killing an npc will revive them in their world, but in our world, they will have lost «connection» and appear «dead». Npcs very connected to our world, like the firekeeper, will revive just like monsters, if killed. All the others are like other players, with a weaker, sort of temporary connection.

Anyway, theory two is that the first flame is fading, so fire from other «worlds» all connected to it, help it out. The first one is the fire that called our particular character from the cemetary. Hawkwood and Anri were possibly called by different flames from different parallel worlds. This first flame needs attention as its like the heart of all the other flames, they need it and stuff. The dark version of firelink shrine is a fire that faded, a possible fate awaiting the fires of other worlds if the main one isnt fixed. The third one, the «kiln of the first flame». Is a parallel world that serves as a «doorway» or entrance to the main flame. Its the world where the power of fire is strongest, and whe whole place is falling apart as the main one is weakening. We travel there to fix the thing.

The Bell And Resurrection

When the Flame is about to burn out a bell is wrung awakening the Lords of Cinder and the Unkindled.

4. Notable NPCs & Questlines

Fire Keeper

«Welcome to the bonfire, Unkindled One. I am a Fire Keeper. I tend to the flame, and tend to thee. The Lords have left their thrones, and must be deliver’d to them. To this end, I am at thy side.»

The Fire Keeper tends to the Bonfire of the Firelink Shrine and to the Chosen Undead, called The Champion of Ash in DS3.

«Ashen one, to be unkindled is to be a vessel for souls»

As one of the Unkindled, and with the Fire Keeper’s help, we can effectively consume collected souls and become stronger. I think not all undead can absorb souls. It is the Unkindled that can. Perhaps the Unkindled are specially chosen undead who serve the bonfire so it may live on, by renacting the first fire linking, which involves returning Lords of Cinder to their thrones.

«Touch the darkness within me»

Oh this line…(OvO)/, anyway, lore wise, the firekeeper, though her name has «fire» on it, her powers actually come from dark. Long ago, back to dark souls one, the world was a dark place with giant trees that rose to the heavens, ruled by mighty dragons. Fire was discovered, and this wasnt simple flame. This flame allowed man to rise up, champions and lords sprouted and overthrew the dragons. However this empowering flame was of a dark nature. In the dark souls one intro, both lords of light and dark come into power with the help of the flame. Both light and dark are able to use its power because of their humanity as deep within man is dark, and this is the catalyst that ignites this flame, bring about the age of fire.

Back to the Fire Keeper, because of this nature or connection of the flame to dark, Fire Keepers are trained in the ways of dark. Our Fire Keeper has a mask that covers her eyes because she has no eyes, she is blind as this somehow aids her connection to dark and helps her with her job. To help achieve a certain different ending, you can restore the sight of the Fire Keeper. This changes her view and tempts her to act differently at the end, suggesting that process of training Fire Keepers had grown beyond simply teaching them how to do it, and became a way of sort of controlling them or influencing their behaviour. The Fire Keeper of Dark Souls 2 had eyes and did not have to be blind.

The Fire Keeper is undying in the sense that if the player kills her, she will result in her revival once you reload or sit at a bonfire. Unlike many other NPCs that stay dead, she is probably very connected to the player’s world. Or perhaps the bonfire revives her. The fire of long ago is fading, and it will take a strong humanity, a strong kindling (5 Lords of Cinder) to keep it alive. The firekeeper must assist and empower the champion of ash so the impossible becomes doable.

Later, the Fire Keeper will be able to heal the Darksign once you bring her the soul of a former fire keeper. She absorbs it most likely. Looking at her dialogue, trained Fire Keepers seem to lose their sense of self and become one in a way.

Andre of Astora

Coal used for weapon infusion.

It is said that the giant blacksmith of Anor Londo was once the blacksmith of the gods.

Give to the blacksmith in the shrine to allow the use of gems for lightning, simple, and chaos infusion.

 My, my. the coal of that peaceful giant…
Seems like ages past… I imagine his passing was long ago.
I miss the old bugger, I do.
My thanks. I’ll be sure this coal is put to good use.
I’ll be smithing weapons never afore seen by the likes of y’.
It’s but a small service, to pay my humble respects»

 With Andre’s dialogue upon receiving the Giant’s Coal it can be inferred he is the same Andre from Dark Souls 1.

Andre revives upon death. Like the Fire Keeper, he is bound by the flame to serve. I dont think he can leave Firelink Shrine.

Firelink Handmaid

By following Siris of the Sunless Realms’ questline, one finds out the the handmaid is Sirris’ grandmother and that Hodrick is the Handmaid’s husband.

Cornyx of The Great Swamp and Orbeck of Vinheim

Cronyx is an old Pyromancer who somehow got trapped in a cage. Cronyx seems to emulate legends in his attire, as shown by the raven feathers he wears that referred to The Giant Crow of Firelink Shrine and the black skirt he wears that references the Wiches of Izalith/Daughters of Chaos.

Orbeck is an assassin that decided to try and study sorcery upon undeath. Aside from his studies on sorcery Orbeck is also mention to be in pursuit of becoming the Lord of Hollows.

Irina and Eygon of Carim

Irina is a saint from Carim and a failed Firekeeper. She is protected by the Knight of Carim Eygon, upon releasing Irina, Eygon relinquishes her safety to the player. Once Irina is in Firelink there are 2 paths she can take. She can either be redeemed and become a firekeeper or she cane become more broken and sink into the dark. If Irina sinks into Darkness Eygon takes her away and fights the player.

Karla, The Dark Sorceress

The spurned child of the Abyss never dies, but phases in and out of its fringes. Only, there is no one to search for her any longer.

 Karla was locked up in Irrithyl Dungeon by the Prisoner Chief who enjoyed to hoard all manner of things. This is hinted by being able to get Karla’s Set from the Prisoner Chief’s Ashes.

 The prisoner chief used this clout to hoard all manner of things, but died without putting them to use. On what grounds do they remain imprisoned, considering that by now they are mindless Hollows, or unrealized, gibbering fools?

 This stained coat is torn and odorous, telling of a long journey and even longer imprisonment. It would be madness to wear such a thing.

 It seems Karla’s jailers had their way with her. As illustrated by her Dialogue and Affinity Spell.

 A forbidden dark sorcery. Casts a dark manifestation of humanity.

It appears to be an expression of envy, or perhaps love towards another, that will tenaciously pursue its target. Even if, like so many human desires, it amounts to nothing but misfortune.

 Oh, there you are.»
«I thought you’d all but forgotten me. How sweet.»
«Good to know that a skinny little heretic can still turn heads.»
Hm? Oh…you’re not one of them, are you?»
«Accept my apologies, for mistaking you for one of those leeches.»
«So, what business have you here?»
«This is a land of monstrosities. And I am no exception.»
«You’re here to save me…?»
«But I am guilty. A wretched child of the Abyss.»
«Is that something you can forgive?»

Greirat The Great Thief and Unbreakable Patches

Lets start with Patches. He is a recurring character in the Souls games. He tricks the player, hoping to end our lives and asks for forgiveness if we survive. If we dont kill the bastard, he provides some assistance, often in the form of items, and we become his «friend».

Once upon a time, a bastard once lived. Life was tough for the bastard and in response, the bastard bit back at what life threw at him, resorting to tricks, thievery and murder. His Unbreakable title may come from this persistence. Eventually he died but even as a cursed undead, Patches is still up to mischief. Patches is a cunning rogue, liar and downright *****. He is first seen wearing Siegward’s armor and attempts to trick the player. Siegward is his first victim and progressing through Siegward’s quest will require meeting Patches. Having stolen Siegward’s armor and trapped him down a well, Patches attempts to lure you to a bridge that he lowers, which brings you to a hostile enslaved giant.

Speculation

As to how he seems to know that you met Siegward ( he tries to disguise his voice to match Siegward ) and how he strips Siegward bare and tosses him into the well… Perhaps undead can get drunk, as Siegward seems to trusting and likes to drink and give away his brew, which suggests he has a lot of it. Patches may have noticed this, befriended him and drank with him, or spiked Siegwards brew. He may had passed out, then got stripped and tossed. Probably told Patches about the player while drunk, which is why Patches sets up a trap for us.

Our next encounter with Patches is outside the bed chamber of Rosaria. He tries to fool us with the old «It wasn’t me», but proud Patches removes his helm as he lowers us in his first trap. He wants his victims to know who killed them. If forgiven, we can buy items from him and continue his questline. If you browse his wares but dont find anything, Patches says «Are you sure? You could look a little harder». Lines like this emphasize his greedy and shrewd nature.

We next find him trapping us in the upper areas of Firelink Shrine, accessed by the key from the handmaid. Without the door, we are forced to navigate through a potentially fatal fall. If we are able to avoid the full drop, we can find Patches inside Firelink Shrine. If we can resist the urge to pummel the bastard, he will sell us items and reward us with a gesture. We become «friends» again! Yay!

Speculation

Infuriated that we survived the giant, and intrigued by our skill, power and potential loot. Patches wants a rematch and targets us again. His second trap is at Firelink Shrine. Maybe he realized we are unkindled undead chosen by the bonfire, and are bound to return to Firelink Shrine. Patches could had made a walk to the shrine, or maybe he can use bonfires to travel as well, either way Patches waits for us there. He hides somewhere and when we arrive, he uses his rogue-ish skills and stalks us from a distance, with lots of ninja hiding or maybe he just waits for us at the top, in some disguise or behind some column. He traps us again hoping to kill and loot the champion of ash. Upon foiling his attempt, Patches realizes that our patience is not eternal, and befriending us would be the safer and easier way of milking us for souls.

After this, Patches stays in the shrine as a merchant and sells us various goods. Dialogue with Patches reveals that he is owes a debt to his friend, Greirat the thief, however, Patches sets up shop in the higher areas of the shrine, away from the others, unseen by Greirat. Eventually when Greirat is sent to his second pillage, you can talk to Patches, tell him of Greirats whereabouts, and, if you have not bought Siegwards armor from him yet, he will wear it and leave for a while to save Greirat. He pretty much just sits there in firelink after. He asks about Greirat the third time you send him, but he will not be able to save him.

Speculation

Patches, like Greirat, may have come from the Undead Settlement, as both rogues seem to have a history. Patches probably messed up an attempted robbery, or trickery and got jailed for it. Greirat may have been caught trying to free Patches. Patches may not want to show his face to Greirat because Patches may have used Greirat as a decoy so he could escape. He feels some obligation and regret for his actions, which leads him to trying to help out Greirat. He needs Siegward’s armor because he doesnt want Greirat to know. Patches may have a soft side to him, but he doesnt want others to know. He takes pride in his reputation as a cunning trickster.

Yoel and Yuria of Londor, Anri of Astora and Horace

Yoel is found in the Undead Settlement despairing that he failed his mision. He is among a number of dead pilgrims on a broken bridge facing Lothric. When he is found he can be taken into service. Yoel’s service consists of drawing out one’s true strength by applying Dark Sigils.

I am Yoel of Londor, a pilgrim as you can see, only… Somehow, I’ve failed to die as was ordained.

Once Yoel has applied enough Sigils he dies and Yuria will thank you for taking him into your service.

Umbral ash of a Hollow who faithfully served a woman, only to become separated from her.

With this, the shrine handmaid will prepare new items.It takes but a brief glance at this thing to easily envision Londor, the foreboding land of Hollows.

From Yoel’s ashes it seems that he may have once served Yuria which might be why she comes upon his death.

…Oh, prithee…art thou good Yoel’s master?
I am Yuria of Londor, a close friend of his.
Thanks to thee, Yoel’s soul is redeem’d.
Allow me to express my gratitude, in his stead.

Following the introduction Yuria claims that you will become the Lord of Hollows and tasks you with seeking a spouse.

Our Lord and Liege.
Knowest thou of a youth/maid named Anri?
He/She is hollow, and will join thee in wedlock.
A fellow of mine guides him/her at this moment. When the time is ripe, thou mayst make thy salutations.
For what Lord taketh no spouse?»

From this it might be implied that Anri who is being led by Horace might be a hollow.

Oh, hello. How do you do. I am Anri of Astora. Unkindled, like you. This is Horace. A friend and travelling companion.

We learn in that Yuria had a traitorous sister named Elfriede. 

«Elfriede…A poor wench turned to Ash, who would abandon Londor…»

Siegward of Catarina

Greatsword with a broken blade, also known as the Giantslayer for the residual strength of storm that brings giants to their knees.

Yhorm the Giant once held two of these, but gave one to the humans that doubted him, and left the other to a dear friend before facing his fate as a Lord of Cinder.

Yhorm, old friend. I, Siegward of the Knights of Catarina, have come to uphold my promise!

Let the sun shine upon this Lord of Cinder

Siegward was a friend of Yhorm at one point and had made a promise with him. 

Emma, High Priestess

Emma is the one who tasks the player to seek out the Lords of Cinder and to make Prince Lothric a Lord as well.

Pontif Sulyvahn

«Sulyvahn was born and raised inside the painting yet had little use for his frigid homeland, since he had not yet experienced loss.»

«Long ago, when Sulyvahn was yet a young sorcerer, he discovered the Profaned Capital and an unfading flame below a distant tundra of Irithyll, and a burning ambition took root within him.

The jailers were among the few survivors inhabiting the Profaned Capital, later serving under Pontiff Sulyvahn. Perhaps the screams emanating from the cells help them forget their old home.

«Pontiff Sulyvahn of Irithyll imprisoned a god of the old royalty in the abandoned cathedral, to be fed to the devourer.»

«The Darkmoon Knights were once led by my elder brother, the Dark Sun Gwyndolin. But he was stricken by illness, and leadership of the knights fell to me. Then Sulyvahn wrongfully proclaimed himself Pontiff, and took me prisoner.»

Sulyvahn seems to keep his homeland in his memory given that his Pontif Knights wield a Great Scythe akin to Sister Friede’s.

«Great scythe wielded by the Pontiff’s knights, frigid spirits that linger in Irithyll. «

«In the painting, the scythe is a symbol of a long-lost home, possibly explaining Elfriede’s preference for it.»

Sister Friede and Father Ariandel

«Friede was the first Ash to enter the painting, but together with the good Father, they chose rot over fire.»

Sister Firede and Father Ariandel, reside in the Painted World. Ariandel restored the Painted World from a destroyed state. Sister Friede seeks to let everything in the Painting rot, for unclear reasons. Sister Friede was once a member of the Sable Church of Londor and is seen as a deserter or traitor. Ariandel carries with him what greatly appears to be The Lordvessal, a critical part of rekindling the fire in the first game, and is actively trying to keep it from catching fire by drowning it in blood, for unclear reasons.

5. Areas & Possible Connections

The Land Overall

«Yes indeed. It is called Lothric. Where the transitory lands of the Lords of Cinder converge.«- Opening Narration

«You will not find the Lords of Cinder here. They have left, gone. To their churning homes, converging at the base of this castle.» -High Priestess Emma

 Lothric is a land where the transitory lands of the lords of cinder converge, according to the introduction. Time and space are convoluted in Dark Souls, and this appears to apply to places as well as people. Places such as the High Wall of Lothric are stated in item descriptions to have one day appeared, as if from nowhere, and often places will be encountered that bear markings indicating they were once familar places from earlier parts of the series, yet changed so much as to become unrecognizable. Much as in Dark Souls II, it is implied that huge periods of time have passed, and as they do, kingdoms rise and fall, enviorments change, the land shifts, and places that were once connected become seperate. The land itself seems to reflect this, being a land of tremendous mountain ranges and impossibly large ravines in the earth, as though (and likely in reality) the land itself were shifting, chunks of terrain moving.

Because of the shifting nature of the world, it is unclear if all of the Places of Dark Souls III are in the same time period, or if in traveling between them, a person is moving through time as well as space. Given that these places and people are shown capable of interaction regardless, this is largely irrelevant, as indeed time itself is, only relevent to the state of the Fading Flame. However, because of the timeless nature of these places and the immortality of their inhabitants, as well as the universally ruined nature of all of these civilizations and places, it makes developing a chronology of events from the states of the locations difficult. For example, if a loreseeker were to try to construct a timeline of Sulyvahn’s influence in the land, the possibility that Sulyvahn had first gone to The Archives, rose to prominance, educated Lothric, left to Anor Londo, founded Irithyll, and had Irithyll exist long enough to become a forgotten legendary city would appear identical in terms of the state of these locations to if he had come upon Irithyll already existing, declared himself pontif, then moved to Lothric to became a scholar of the archives, only later returning to his kingdom. It is difficult to determine if the rise of The Abyss Watchers predates the undead settlement, if Carthus is older then the Profaned Capital, or otherwise, as all of these locations are tremendous abandoned ruins filled with immortal madmen. Likewise, many locations change name and function over millenia, just as real places do, and past places could have assumed new names, much as Anor Londo BECAME Irithyll.

Cemetery of Ash and Firelink Shrine

When the linking of the fire is threatened the bell tolls, awakening the Lords of Cinder from their graves, but they will abandon their thrones and their role of relinking the fire and return to their homelands. Then unkindled will rise, nameless undead from past generations, in order to hunt down the Lords of Cinder and bring them to their thrones, so that fire can be linked again. One of these unkindled revives in the Cemetery of Ash, an old cemetery with the purpose of stocking ashen bodies so that one day could be revived if anything goes wrong with the linking of the fire. It is unclear how undead came to be in the state of death, but from the sheer number of coffins it cannot be an uncommon fate.

The Undead Curse rises every time the fire starts to fade, and we are witnesses of this while having to survive the few inhabitants of this cemetery, hollows in black cloaks, which drop chimes indicating they are priests. They bear great resemblance to the undead travelers in Dark Souls II, and are clad in similar robes to the Londor Pilgrims, possibly indicating a connection.

The landscape and surroundings, of massive endless mountains and rows of graves on a gradually ascending slope, as well as the presence of the crow, seems to imply that this area is the same location as the Undead Asylum. It is said in the intro that the Pilgrims venture north, which is the same region where the undead Asylum was stated to be:

«And in this land, the undead are corralled to the north, to await the end of the world.»

The Iudex Gundyr awaits in the entrance of the Firelink Shrine, judging new unkindled heroes of their worthiness of fulfilling the prophecy of rekindling the flame, as seen in the Coiled Sword:

«Sword missing from the shrine bonfire. Cannot be equipped as a weapon. Thrust into the shrine bonfire to restore its power and enable travel between bonfires. This sword is only bequeathed to chosen ash, as judged by the Iudex, who awaits the arrival of ash as a scabbard.»

He was once an unkindled himself but arose too late to fulfill his duty, never meeting his Fire Keeper, who had been buried within the tower behind Firelink Shrine with the Estus Ring:

«This ring was entrusted to a certain Fire Keeper, but in the end she never met her champion, and the ensuing tragic farce became a favorite tale of the masses.»

In the past he was strong and now he seems to be corrupted or infected by the Pus of Man. If we manage to defeat him we can access the Firelink Shrine, a place built specifically for the act of linking the fire. Many epochs ago Lordran also had a Firelink Shrine, a place that played a crucial role because it allowed the Chosen Undead to travel to the Kiln of the First Flame. It is hard to tell if this sanctuary is located in the same place as the old given the amount of time that has passed and how much has changed. If it is the same however, that could potentially mean that The Firekeeper is the same person as the one in Dark Souls I.

Speculation: It could be that the real shrine was lost (see Dark Firelink Shrine).

Even if you can see Lothric from here, the place looks as if it has some sort of disconnection from the real world, or as if it is in a parallel dimension, acting as a mere nexus for the unkindled, the Lords of Cinder and the First Flame. Evidence supporting this is the fact that you can see the black sun from any other part of the world (with the exception of Irithyll), while it remains the same in the shrine. Likewise, none of the other areas besides The High Wall of Lotheric are even visible from Firelink, while all of the areas are to some extent visible to each other from the other areas. 

Inside the shrine you can find the thrones of the Lords of Cinder, Ludleth the Exiled, the Firekeeper, the handmaid and Andre of Astora, aside from other persons that come later. The most important character here is the Fire Keeper, a blind woman able to channel your strength and tell you about your quest:

«Welcome to the bonfire, Unkindled One. I am a Fire Keeper. I tend to the flame, and tend to thee. The Lords have left their thrones, and must be deliver’d to them. To this end, I am at thy side.»

«Let these souls withdraw from their vessels, Manisfestation of disparity, Illucidated by fire, ,Retreating to a darkness beyond the reach of flame. Let them assume a new master, Inhabiting ash, casting themselves upon new forms.»

The thrones are evocative of the Throne of Want of Dark Souls II, the symbol tying a lord’s authority to the land and further indicating his right to oversee the linking of the Fire. It is unclear if these thrones were originally tied to the respective lands and moved here or if they were prepared at this location, or if indeed like the Throne of Want, they have always been here. Regardless, they bear markings clearly indicating who is to sit upon them, as well as aspects such as size and dressings indicating they are indeed intended for the specific lord of cinder.

With Gundyr’s coiled sword we can kindle the Shrine’s bonfire, allowing as to travel to Lothric.

High Wall of Lothric

The High Wall of Lothric, a huge city surrounding Lothric Castle, is the first area outside the Shrine we can explore. According to the description of the Envoy Banner: 

«Small banner held by Lothric messengers. Hold up outside the main castle gate to be greeted by an escort. When the High Wall appeared, the path to the Undead Settlement was blocked, and messengers came bearing this banner. They were sent out with a duty, but had no way of returning.»

Based on this description, the Highwall of Lothric simply appeared one day, likely wisked through time and space through the warping that characterizes much of the setting.

Interestingly, the title of Lothric is a fusion of Lordran and Dranglaic, seeming to imply a mixing of their cultures. Indeed, the architecture of Lotheric seems to be a mixture of cathedrals, like Anor Londo, and medieval castles, like Dranglaic.

Much of The Great Wall is a prison, housing individuals from Thieves to a Dark Wraith. This state also seems to mirror that of Prince Lothric, who has trapped himself in his room; The Scholars, who have sealed themselves in the Archive; and the imprisoned state of Gertrude. The only exit to Lothric is guarded by one of Pontiff Sulyvahn’s outrider knights, while attempting to progress further into the castle entraps the player with his Dancer. Indeed, in many ways, Lothric is a massive prison…

POPULATION

The place is crowded with weak undead, who seem to be praying to something. All around are dead dragons and bizzarely, hollows growing into trees, a theme that continues throughout the game.

*speculation: In dark souls 2, it was speculated that giants, which become archtrees in death, had evolved from Archtrees and from giants were derived the other species, and indeed the giants of that game appear to be a midpoint between trees and men, explaining how those that would emerge from the Dark to claim the Fire and ursurp the dragons came to be. This ancestry to archtrees might explain the rootlike attributes many affiliated with Hollowfication in Dark Souls 3 take on.

It has been speculated that they are desperately praying for their prince to link the flame and end the curse, or otherwise, to continue to ignore it. Even the tree men appear to be praying, turned upwards towards the princes tower as plants grow towards the sun.  Other themes of religious focus towards The Prince’s Tower are seen in the bodies of countless pilgrims found outside of the door to High Priestess Emma. Indeed, it appears that the focal point of pilgrimage of the Pilgrims is to see Prince Lothric, although the reasons for this, either to beg him to link the fire, or worship him for not doing so, or for some belief tied to the angels, or for some fourth, unknown reason, are unclear. Perhaps they, like you, came here seeking the Lords of Cinder, only to reach Emma and find out that they have all gone.

Many of the wandering undead drop armor listing them as deserters from Lotheric’s army, although the reasons for this desertion is unknown. Many of the other enemies are thieves, appearing to have originated from The Undead Settlement, to steal from the city before going hollow. Many of the later areas of the level are litered with the bodies of Lothric Knights, seeming to imply a great battle occured.

*Speculation: Due to the placement of enemies, it appears that the Lotheric Knights and Winged Knights were fighting each other, which based on the lore of the Winged Knight armor, the feathers in Gertrude and Prince Lothric’s rooms, and the lore of Divine Pillars of Light, seems to be caused by the rise of the heretical Angel worshipping religion, and additionally by the refusal of the Prince to become a lord of cinder. The first of the Royal Guard of the Prince (the knights wearing blue) is encountered outside of Emma’s chamber.

Among the enemies there are also two special kind of enemies. First, there are dragons, which seem to be in Lothric for an unknown reason, stated in the item descriptions of The Knight Crossbow and Lightning Pot to be that Lotheric was a land of dragonriders (much like Dranglaic) and had tamed dragons. The second type of enemies is the Pus of Man, growing inside certain hollowed enemies. These enemies seem to be related to the abyss not only because its shape and colour but also because they are weak to the Undead’s legion weapons, which deal more damage to abyssal creatures. It is stated in the lore of The Archive Key:

«With the fire fading, and the spreading pus of man tainting the castle, the Grand Archives closed its doors for good.»

The Pus of Man appears to be originating from The Consumed King’s Garden, and indeed perhaps the Dark contained behind him.

Many weapons can be found here, likely owing to the battle that appeared to take place, as well as the armory beside the main courtyard.

STATUES AND ARCHITECTURE

Statues of priestesses, later revealed to be one of the three pillars of Lothric, abound, holding candles. Most of the candles are extinguished, perhaps serving as an indicator of the fading flame. Given the description of sacred blessing, indicating that Gwynevere was the queen, these priestesses might have been the Sun Priestesses that worship Gwynevere.

Another kind of statue is plentiful later in the later part of the area: Knights, the second of the Three Pillars, in various states of decapitation, some cutting at their neck, others holding their head. Cutting of the neck in reality was a traditional initiation ritual into knighthood, and the fact that this act of self sacrifice is glorified here appears to be indicative of an obsessiveness of their culture with sacrifice, befiting a kingdom founded around linking the fire. This act is later revealed to be key to entering Lothric Castle. It must be stated too that the statue reflects as well the state of the Nation of Lothric itself: As a nation whose leader was to be a Lord of Cinder, it was a nation prepared to sever its own head. Its present state, leaning and cradling its head, is indeed an odd perversion of this, as with Oceiros mad and Lothric despondant, the nation is entirely leaderless.

A statue, bearing an amulet on his arm identical to one later seen on Pontiff Sulyvahn, stands in the central courtyard, surrounded by the bodies of knights.  This seems to imply that he was of importance within Lothric, interesting given the placement of his outriders. His placement, with the Winged Knight patrolling around him, surrounded by the bodies of countless Lothric Knights, seems to imply that he is core to their struggle.

Curiously, on some of the buildings, gargoyle heads can be found. This is highly bizzare, being stated in the lore on Morne’s helm

«The helm is of perfect likeness to the stone heads of the cathedral.»

There appears to be some evidence that Lothric was once Carim, which will be broached in the Lotheric Castle and Archives sections.

NPCS 

There are just two living we can find: Greirat and Emma. Emma is the High Priestess of Lothric, one of the 3 pillars of the kingdom and wet nurse of the prince, as the High Priestess ring says:

«A ring engraved with a portrait of the High Priestess. Increases faith. In Lothric, the High Priestess has long been considered one of the Three Pillars of the king’s rule. The High Priestess also served as the prince’s wet nurse.»

She finds hope in you, for Lothric to become a true Lord for his kingdoms. She also warns us about the vile dog that watches over the exit, Vordt. This boss was once an outrider knight from Irithyll that turned into a beast like creature due to the effects of one of the rings provided by Sulyvahn. He also seems to be related to the Dancer:

«Soul of Vordt of the Boreal Valley. One of the twisted souls, steeped in strength. Use to acquire many souls, or transpose to extract its true strength. Vordt served as an outrider knight, never far from the fleeting dancer.»

Undead Settlement and Pit of Hollows

 «Ever since its establishment, all manner of curses have managed to seep into the Undead Settlement. The worst of them were sealed away inside a spirit tree, but eventually the curses took their toll.»

«The grave, which no longer receives visitors, was once the site of a statue of Velka, Goddess of Sin, and was believed to pardon wrongdoing, and lift curses.»

«These teachers, all women, came to enlighten inhabitants of the Undead Settlement and sent carriers on the path of sacrifice.»

«Black charcoal-like pine resin. Temporarily applies fire to right-hand weapon. Used in the Undead Settlement to preserve Undead bodies after dissection, and to bury them.»

«Garb worn by inhabitants of the Undead Settlement. Official attire for the dissection and burial of undead. Naturally the ceremonial significance of such work is long forgotten. Indeed, no one could continue to entertain such horrors.»

«Well, what’s happened here? This pit is for hollows, not for the likes of you sane folk. Or perhaps you are a Hollow, posing as otherwise?»

The Undead settlement is as its name implies, a settlement of undead. It is a horrific place filled with implements of torture and execution, and hung bodies of undead in the thousands, dessicated, packed with burning resin, and then buried. The insight into lore this place offers is primarily a look into what many places throughout the time period might look like, as the number of undead grow and death became available, to witness the effects of the teachings of The Deep Faith, and to learn of the present state of some elements from previous games. Interestingly, the garb of the workers, the lay of the land, and the architecture of the Chapel seem to indicate that this area in fact used to be Brightstone Cove Tseldora, a place in Dark Souls II, although the pits that would have contained the aformentioned brightstone are not there, instead being bottomless chasms.

POPULATION

The population of The Undead Settlement are presumably all undead, and of an almost, but not quite, hollowed sort, speaking in the gibbering moans of hollows, but behaving in an organized fashion, carrying out their horrific daily lives. Their entire culture appears to be devoted to the disposal of those of their rank that would go hollow, seeming to carry out a ceaseless inquisitional pogrom against themselves. Undead are trapped in countless cages, bolted to breaking wheels, hung from trees, and shoved into sacks and the outfit of every undead encountered is that of those tasked with burying bodies. The cause of this appears to be the Evangelists that appear to be the central leaders of The Undead Settlement, which according to their item descriptions hail from the Church of The Deep, to spread the word of The Deep Faith from The Cathedral of The Deep, ultimately tracing back through Archdeacon MacDonnel to Irithyll and Anor Londo, from Pontiff Sulyvahn and Aldrich’s reinterpretation of the teachings of The Way of White. Many of the techniques used in burial in the Undead Settlement appear to in fact have originated from torture techniques used in Irithyll Dungeon. The basic villagers all are either slaves or bear the markings of the role of dissection and burial of undead. Around their necks are worn the vertebrae and finger bones of undead, considered the shackles of the gods that comprise sanity and the unhollowed state, likely in the attempt to ward off hollowing. The weapons they use are primarily for the purposes of dessicating undead for burial.

The undead that are buried and kept in cages are themselves among the population, as death in the world of Dark Souls III for the Undead is not well understood, but is clearly still temporary, as it can be undone. Indeed, many of the cages are full of still living hollows, moving as one, a sort of cage-bound rat king. This and the fates of the thousands of undead buried at The Cathedral of the Deep that emerge from their graves bears horrific implications for those within the silent pine resin packed burlap sacks ominously hanging throughout the Settlement. 

When one approaches the settlement, the first scene a person comes upon is the settlement unleashing undead dogs upon a group of hollows lingering before the gate. Weither these are hollows cast out of the Settlement, exiles that later went hollow, or individuals hoping to join the Settlement that went hollow upon being refused are unclear. Along the same path, facing the High Wall, are a multitude of Pilgrim bodies, dead at the edge. It appears the path used to lead to The High Wall of Lothric, a massive bridge leading to a part of it, yet a dragon has crashed into the bridge, rendering all future pilgrimige impossible and potentially spelling a horrible fate for all subsequent pilgrims.

Again, many undead in positions of rest are seen starting to grow into trees, for reasons unknown, likely tied to the hollowing process.

LORE IMPORTANT LANDMARKS

A shrine of Velka rests behind a locked door in the sewer. According to the lore of its key, it has not been visited for some time, seeming to imply that worship of Velka has waned.

A church, containing The Undead Greatwood, rests in a cliff face. This appears to still be a place of worship among the Settlement, with an Evangelist leading what appears to be a small procession towards the church.

The Pit of Hollows

At the lowest point of the Undead Settlement is where all of the hollows, dessicated so as to slow revival (according to the description of the warden twin blades, the draining of liquid is supposedly supposed to slow the rate at which undead revive.) are thrown, creating piles and piles of hollows, likely more then are encountered in the entirety of the rest of the world, as well as the dozens of cages that brought them there. This place, where Hollows are thrown away, represents the true cost of the curse, as serves as a reminder of the ultimate fate of any undead. On the far side of the cavern, a shrine to death appears to have been made, with carvings of men similar to those found in Nito’s catacombs and skulls and candles rest on piles and piles of vertebrae, the so called «Shackles of the Gods,» that piece of man responsible for their sanity, forming the «family» of those that fear going hollow.

Road of Sacrifices and Crucifixion Woods

«At the foot of Lothric Castle, an old path still runs below the tower in the Undead Settlement. It was used to transport sacrifices to the Cathedral of the Deep. You should see where it leads…If you’ve the stones for it.«-Hawkwood

«Farron has always been a land of itinerants.«- Exile Mask

The Road of Sacrifices was apparently used to transport sacrifices, food for Aldrich, to the Cathedral of The Deep, meaning that its existance does not predate the rise of Aldrich and Sulyvahn and the subsequent arrival of the Evangelists to the Undead Settlement, making it a newer location. Long abandoned, it is now home exclusively to wandering bandits and the Forlorn, outcasts from many places that came to belive in the stories of the Painted World, a peaceful home for all outcasts. Apparently nearby Farron was a land that drew those without homes, and this trend appears to have continued after its fall. Overturned cages and carriages line the path, and below the bridge can be found the corpse of a Carim Cleric, likely from the group that brought and imprisoned Irina of Carim in the Undead Settlement.

The Crucifixion woods of Farron form the territory of The Abyss Watchers and the Watchdogs of Farron, who guard the entrance to Farron Keep. It’s an area filled with references to Bloodborne. Brumer from Dark Souls II dwell here, as do Lycanthrope and Lycanthrope Hunters, although what this means is unclear. Some theorize that in consuming the wolf blood, some of the Farron Legion take poorly to it, becoming the monsters known as Lycanthrope, with the Lycanthrope hunters serving to crucify these abominations. Perhaps this was the inevitable fate of Abysswatchers before they chose to cinder themselves. The first hints of pyromancy are found deeper into the Wood, next to giant crabs. Here too are several hints that this area used to be the Shaded Woods, including the light green weed that grows in abundance and the Brumer . A fortress is found containing spellcasters and ultimately The Crystal Sage, seeming to be remnants of the Acolytes of Farron, the spellcasters and fortification built by the Sage to teach members of Farron’s Legion magic and forge their weapons, although what has come of this place now is unclear, filled with hollows and untouched by the Legion, who in their cindered form use no magic. One of the spellcasters encountered here is likely Heysel’s father, who was the head of the Acolytes of Farron according to the lore of Farron Dart. Past the Crystal Sage is first another Evangelist, burning bodies, including that of a herald of the Way of White, perhaps telling where the old way falls in things. Lastly are a group of bandits, including one that bears the tools of the Brigand of Dark Souls I, who might be the last surviving member of the Forest Hunters Covanant of Dark Souls I, or merely another brigand here to prey on travelers.

The Cathedral of the Deep

«The deep was originally a peaceful and sacred place, but became the final rest for many abhorrent things. This tale of the Deep offers protection for those who worship amidst those horrors.«

«A braille divine tome of the Deep, belonging to the deacons of the cathedral. Intended to teach divine protection to the deacons of the deep, but later, dark tales were added to its pages, such that it is now considered a thing profane.»

«Attire of grave wardens at the Cathedral of the Deep. Grave wardens were tasked with disposing of the ever rising corpses that plagued the cathedral. Their clothes are utterly putrid, drenched in the blood and mucilage of their undertaking.«

«Robe worn by the Deacons of The Cathedral of The Deep. The deep red pigment denotes the blessing of fire. In time, those dedicated to sealing away the horrors of the deep succumbed to their own power. It seems that neither tending the flame, or their faith, could save them

«Presented solely to delegates of the gods. Of the three Archdeacons of the Deep, one (McDonnell) cast off his white crown and left the cathedral to stand by Aldrich. (Hat) A sign of the Way of White’s highest rank. Of the three Archdeacons of the Deep, one (Royce) stood over Aldrich’s casket, with hope that he would return one day. (Chest) Of the Archdeacons of the Deep, one (Klimt) attended to Rosaria, Mother of Rebirth, whom he deemed a goddess.«

«He ate so many that he bloated like a drowned pig, then softened into sludge, so they stuck him in the Cathedral of the Deep«

«In the Cathedral slumber things most terrible, and as such, the deacons require a grand narrative, to ensure they do not falter in their duty. A philosophy, to ward away the madness beckoned by the grotesqueries at hand.«

The Cathedral of The Deep appears to have once been a cathedral devoted to those gods worshipped by The Way of White, and being a center to its Archdeacons. However, those times have long since faded, and The Way of White appears to have moved on to the worship of other, darker, things, namely The Deep. The former resting place of Aldrich’s corpse, presumably after being cindered and then slain by the next who would be become lord of cinder, the Cathedral now offers primarily the «deepest» look into how the Way of White came to give way to the worship of Aldrich under Pontiff Sulyvahn and what this worship entails. Even without its Lord, the Cathedral of the Deep is still quite the place of horrors. Outside is a graveyard, massive in scope, filled with dessicated undead, the countless undead buried so as to prevent them from ever returning as per the tenants of the Deep faith. Inside are various chapels and artifices of worship, all built around a massive central area covered in sludge, likely the soul dregs cast off of Aldrich after devouring his victims, left behind like a slug leaves slime, creating a gruesome ichor. Bodies coat the edges of the grime, making no mystery its original contents. Lastly at the end, sits a massive tilted alter to something unclear, being covered up, behind which is Aldrich’s coffin, and above which, curiously, is Rosaria’s bedchamber.  The whole building is sealed off from the inside and under careful guard.

THE NATURE OF THE DEEP

A discussion of The Cathedral could not be complete without a discussion of The Deep. The Cathedral sits upon tremendous darkness, appearing to be a fragment of the Abyss. It appears likely that the Cathedral was built upon this fragment by the gods in order to contain it. This fragment, or perhaps the vast majority of The Abyss itself, appears to have had many things besides humans come to reside within it, and be changed by it in the same way as the Darkwraiths or 4 Kings, becoming horrific abominations, insects and maggots filled with the endless hunger of the Abyss. Items reference that eventually changes occured within the belief system of these deacons and Archdeacons of the Way of White, as a method to ensure that they could deal with the horrors of this region. So was created what appears to be the Narrative of The Deep, a belief in protecting man in journeying through this populated Abyss, known as The Deep. It appears however, that eventually, possibly due to the influence of Archdeacon Macdowell, hailing from Irythyll, likely at the behest of Sulyvahn, a change in their beliefs took place, and they began to worship Aldrich, and seek to use the Dark alongside Flame, although for what reasons are unclear. How such a fall, and indeed such an abominable place, could come to be so close to the home of The Abysswatchers, said to bury a kingdom at the first sign of contamination, is unclear, but it is possible that either this occured long after they had cindered themselves, or perhaps the watchers would not suspect corruption within the very faith built to oppose it.

POPULATION

The Cathedral is home to countless monstrosities, and appears constructed largely to contain them. The first enemies encountered are clearly worshipers, worshipping at some sort of Obelisk of uncertain value. In the outside graveyard, those undead the graveyard contained walk around endlessly, utterly hollow. They have been infected with something akin to The Pus of Man, vast collections of leeches shaped by their containers into human form. Gravewardens patrol the rooftops, apparently to put them back in their graves. Within, two giants are enslaved, apparently an aspect of the faith of The Deep, as more enslaved giants are found in Anor Londo. The common hollows appear to not be permited entry into The Cathedral, as only two can be found, guards of The Evangelist. Within the church itself dwell firstly two Evangelists and many deacons, within the living chambers, while knights and Thralls patrol the lower floors. Throughout, sentient pieces of the sludge, ofshoots of Aldrich apparently, wander endlessly. Lastly, high above Aldrich’s resting place, opposite the entrance, is Rosaria’s Bedchamber, headquarters of The Fingers of Rosaria, and guarded by their final fate: mangrubs, the horrible abominations created by Rosaria herself, perhaps intentionally or perhaps as a consequence of the Finger’s changing themselves too much. The mangrubs seem to despise each other, for in front of her chamber lie dozens of impaled mangrubs, apparently at the hands of their own. Fonts of afterbirth-like blood pour persistently from this alcove down the walls to the floor below.

ITEM PLACEMENT

Items found in the area are primarily the offcast pieces of way of white members, some the final remnants of sacrifices possibly, others like the spear, offcast by worshipers. Outside are items layed at the feet of particular graves, such as the Astora greatsword before an isolated grave in the cemetary, and more interestingly, The Curseward Greatshield, shield of The Persuer, is found at the most important of the graves on the roofs, in its own building. In the chapel is found a whip used for producing the blood to wipe clean in purging ceremonies, and its location there implies that it is in this first chapel that it is used. A drang set lays around a giant, and the lore of the set and the location of twin drang soldiers guarding Aldrich imply that two Drang sacrificed their comrades in order to serve Aldrich. Deep within one chapel is a particularly massive spiderlike abomination, yielding Aldrich’s ruby, seeming to imply that those particularly devout devour others and become horrible monsters themselves.

Throughout the area, crows or ravens abound, curious given the proximity both to the shrine of Velka in The Undead Settlement (which also has ravens in abundance, and to the small shrine Gael is found praying to the mother of The Forlorn, who take on raven like traits in imitation of Velka. It is possible that Velka posesses some relation to the cathedral and may be the weeping women found in the statues on the roof and covered up on the central dias at the center of the Cathedral.

ARCHITECTURE AND STATUES

The masonry of The Cathedral offers great insight into the nature of The Deep, and perhaps answers to many elements throughout the game. Firstly, at the entrance is a shrine, showing the members of the Deaconry. Upon the table to the side is a single candelabra, of unknown significance. However it is to this candelabra that Slave Knight Gael is found praying, to the «Merciful Goddess, mother of the Forlorn.» Likewise, if he is killed in the Ringed City DLC before any door to this Chapel is opened, the shard of The Painting of Ariandel is found placed under this Candelabra, as if in offering. However, its meaning to the broader game is unclear.

Of more clarity are the three types of statues found atop the roof: Men growing wings and staring at their hands, and weeping maidens, dressed similarly to those that worshipped Gwynevere. They could also be Gwynevere herself, or also resemble somewhat Rosaria weeping. Lastly, given the fact that they ARE crying, they could be statues of Caitha, goddess of tears and mourning.

*Speculation: The men growing wings greatly resemble the Forlorn, with the peaks above their heads appearing to be raven heads. Given Gael worshipped here, it could be that this area has some significance to Velka, especially given the proximity of her shrine to the chapel.

*Speculation The men growing wings somewhat resemble the Pilgrim Butterflies, and the nature of Pontiff Sulyvahn’s wing growth and the roots growing from the eyes of some of the deacons implies that this is the final state of those who embrace some aspect of either the deep or hollowing.

The third type of statue is traditional gargoyal heads, jutting out from the sides of the building, identical to those found on some buildings in Lothric. These and their relation to the Cathedral might fulfill the lore of Morne’s Helmet:

«Modeled on Morne, the Archbishop’s apostle, the helm is of perfect likeness to the stone heads of the cathedral.»

 Within the red cloth and candle adorned Cathedral, representing the blessing of fire, (and likely tying these deacons to the sealers of Dark Souls 1) another kind of statue proliferates, in such number that every wall and alcove has at least one of these statues, showing a weeping person in cloth, hunched over, something bursting from their back. In the lore of the Cleric Robe it is said:

«They bore large covers on their backs to ensure they would not become seedbeds for spreading darkness

This shell, worn by Pilgrims of Londor, Hollow Clerics, and the Cleric outfit alike, appears to be to stop the event depicted here, quite similar to that which befalls both Pontiff Sulyvahn and the Iudux Gundyr, the darkness within man giving root to something within the Abyss, perhaps the things that give The Deep its name. Based on the Angels encountered within The Dreg Heap, this sort of protection is helpless against the passage of time. This is very likely the method through which the Pilgrim Butterflies are produced, given their similarity to The Angels and this methodology. What change in the beliefs of the Way of White came about that this act of being overcome by darkness would come to be idolized is unclear. Perhaps instead it is a persistent warning of the dangers of The Deep.

Strangely enough, a single embossing of a lemur or squirel persists throughout many areas of the Inner Cathedral. Why this would be the case is difficult to fathom. In Japan, the squirel is a symbol of fertility, which may be connected to Rosaria, mother of rebirth, (who also might be Gwynevere), However, other cases of animal symbolism are less common in the game (although not entirely absent).

The red candles found burning throughout the cathedral are unique to this area, but likely only continue the red motif indicating the blessing of fire, and additionally serve as a poetic parallel to the Deacons of The Deep, who when standing in a line as they are depicted in the shrines and attop Aldrich’s coffin do indeed resemble the candles with their pale heads and formless red robes, especially when they raise their weapons to launch fireballs.

The outside of Rosaria’s chamber itself offers much insight. The path right before the main bloodsoaked floor outside her bedchamber is among the only upper areas coated in sludge, the gates outside her door are forced inward by a great mass, and the outside of the walls of her bed are coated in the black sludge of the floor. It is therefore very clear that Aldrich used to visit here, and based upon the strange creature she cradles, to be something she loved quite dearly. According to the lore of the Obscuring Ring, 

«It is said that Rosaria, the mother of rebirth, was robbed of her tongue by her firstborn, and has been waiting for their return ever since.«

Given the apparently close connection between Rosaria and Aldrich, it is possible that she is his mother.

Likewise, rootlike overgrowth covers almost exclusively Rosaria’s side of the cathedral. Roots seem core to the Deep and Hollow paths. This also creates a connection between her and the central dias alter before Aldrich’s grave, which is the other major place covered by roots.

Lastly, there is the strange Red Cloth covered statues and drapery of this alter. The central figure of the alter is covered up, as are the many statues surrounding it. These are likely the dieties the chapel originally worshipped, given their central placement. Their sillhouette resembles the weeping woman statues on the roof and that lie just outside Aldrich’s tomb, implying perhaps that she was the one originally worshipped. It is possible that Rosaria was this woman and was originally worshipped by the cathedral, before being overtaken by her son.

The Farron Keep

«After the Legion’s Watchers became Lords of Cinder, the wolf blood dried up, and Farron was consumed by a festering wood.«-Exile Set

«In the rotted forest rest the spirits of warriors past, their acceptance and gratitude toward their guardians is expressed eloquently by the humble leaf.» —Wolf’s Blood Sword Grass

A land of vagrants and home to the Abyss Watchers who guarded against Abyss Corruption. After becoming Lords of Cinder, the blood fueling their powers weakened, resulting in the rise of the weakened corruption of fire, poison, as seen in Blighttown before. Now guarded by the Watchdogs of Farron and the Ghru, warped, almost demonic servents of Farron, who continue their duty to guard the slumber of the (now awakened) Abyss Watchers and the graves of great warriors. The swamp is highly poisonous, yet, many clues abound indicating that this was once the ancient land of Ooacile, and perhaps too The Darkroot Garden and Blighttown Swamp of Dark Souls 1, possessing many accoutremants of Ooacile, and being positioned above a catacomb and the remains of Izalith and Ash Lake, much like Blighttown was.

*Speculation: In Dark Souls 1, it is hinted that The Darkroot Garden were once where Oolacile was situated, as both are similarly forested and have similar views of Anor Londo, and because the scarecrow guardians of the forest of Oolacile are very similar to the strange animated tree creatures found centuries later in The Shaded Woods, while the sentient mushroom found in Oolacile, Elizabeth, bears great resembalence to the Mushroom men first encountered in The Darkroot Garden. Additionally, Dusk, the princess of Oolacile, is found in this location. Also found nearby are The Forest Hunters, a covenant of warriors devoted to protecting the sanctity of Artorias’s gravesite. It is possible that the region is the same, and therefore that the Abyss Watchers are an evolution of The Forest Hunter’s Covenant.

*Speculation: Alternatively, it could be that the wolf’s blood was a sort of pyromancy, and therefore in failing functioned like the witch of Izalith’s flame, producing a land of disease, brought into this configuration due to its similarity to Blighttown. 

In attempting to access the gate to the barracks of Farron’s Legion, seemingly to be the very same gate that once protected Artorias’s gravesite, one must initiate a rite, extinguishing 3 flames, one each before a mural of Nito, The Bed of Chaos, and the Four Kings (a fourth, of Seath the Scaleless, is hidden in the game files, but was not implemented in game due to game design). It is clearly a recreation of the journey of the first game, snuffing out the flames of lords to open the way to Gwyn, tracing the path of the protagonist of Dark Souls 1. Whereas before this journey would have allowed one to join the Farron Legion, those that sacrifice themselves to protect against The Abyss, now it fittingly, much like in the events of the first game that the ceremony emulates, allows one access to the Lord of Cinder so that they may be slain, and their journey repeated anew.

POPULATION

Little truly needs to be said regarding what the population of Farron Keep indicates regarding the lore of Dark Souls III. The weapons of the Ghru found here state that they are the distant descendants of the Acolytes, the servants of Farron’s Legion, likely warped into more demonic forms by the faltering Wolf’s Blood or the poison swamp, which in previous games was shown to have a mutagenic effect on those living within, a distilled effect of that the chaos flame had to create the demons. The forms of the Ghru are definitively demonic, possibly indicating that the power fueling Farron was of the flame in nature, as indicated by the many demons found nearby. The ghru continue to carry out the task of defending the swamp given to their ancestors.

Slugs are found prolific throughout the swamp, as they are in all pyromancy induced swamps in Dark Souls. Wheither this is a connection to Blighttown or simply a commonality of the swamps is unknown.

The Basilisks are found within the Keep, unsuprising given its proximity to the Smouldering Lake, the former Ash Lake, which served as their original habitat, and they likely moved upward when their home became uninhabitable. However, it does cement the notion that the swamp of Farron may have some connection to Blighttown, as the Basilisks home, The Great Hollow, was reached through Blighttown’s own swamp.

The corpses of Mushroom Men, the decendants of Elizabeth The Mushroom of Oolacile, are found nearby the white tree in the swamp, where Dusks crown is found, further cementing the locations connection both to Oolacile and to the Darkroot Garden and Ash Lake, where the Mushroom Men could be found. The exclusive location of the Mushroom Men in a pile of corpses seems to indicate that the Ghru hunted them to extinction, a trend that would later be seen with the Demons.

Facinatingly, Dark Wraiths are found in the Swamp, those that would uphold the dark, effectively being the opposite of Farron’s Legion. Based on the two approaching the Farron Barracks, they desire to have access to the Legion, likely to fight them. It is unclear if there is some purpose to this that might weaken the ability to revive the flame, or if the Dark Wraiths, being drawn to combat, are simply seeking strong opponents that oppose their goals. The Pale Shade of Londor both invades and is summonable nearby, who possesses The Dark Hand, indicating perhaps that the Dark Wraiths, which served Kaathe much as Yuria does, seek to help Londor in its mission by weakening the Legion. Alternatively, they could be seeking access to the catacombs The Barracks guards, possibly to obtain the Black Flame or even simply being drawn to the Abyss holding Wolnir at the catacombs heart.

The Wolf of Farron is found in a tower connecting the swamp to the bridge above, likely originally how the Legion reached the bridge to travel to different locations. He is found sleeping or dead upon a pile of Exile and Farron armor and weapons, as is his duty, supplying those that would keep out intruders to the Keep. Up the elevator on the bridge, the dragon which caused the bridge to break, cutting off the Undead Settlement, can be found. This may be what the lore meant when it said the appearance of Lothric made the Undead Settlement unaccessible. Lothric soldiers and thieves are found here, trapped by the bridge. A lone pilgrim has somehow found their way to the gate, even as the many others died on the other side when they could go no further. He himself promptly died, apparently on finding the way gated off, and seeing a demon on the other side, making his journey truly hopeless. Why the Stray Demon is found here, tied to Havel’s equipment (dropping a soul to craft Havel’s ring, and with his armor being found nearby after killing him in dragons peak) is unclear.

Lastly, a wandering tribe of Forlorn are found amongst many swords, likely the graves of the many many warriors of Farrons Legion that perished before the Legion cindered itself, or otherwise the swords left by those that were to pay homage to Farron’s Legion, or those cast aside by those that would join and take up their distinctive sword style. The miracle Attonement is found nearby, indicating that these Forlorn are likely outcasts of the Sable Church of Londor.

Catacombs of Carthus

The buried corpse of the great nation of Carthus. 

Drawn from the lore of the many items referencing it, Carthus was a sandy kingdom renowned for its great swordsmen and desire for conquest, which it was able to achieve under its pyromancer king Wolnir, who ground the crowns of lords to dust, making him Highlord over all.  Under Wolnir, who desired to outlive all others, and with an ethos that enschewed honor for victory, Carthus conquered every kingdom it could find, and the loyalty of its swordsmen to Wolnir, who had conquered all they knew, was fanatical.  However, Wolnir one day fell to the abyss. It is theorized that afterward the kingdom was likely buried by the Abyss Watchers to prevent the Spread of The Abyss.  Later, Wolnir, lost in the Abyss, somehow became a gravewarden, and perhaps gravelord in the style of Nito, First of The Dead, and apparently his entire kingdom were made into gravewardens alongside their Abyss-trapped Lord, to watch after the dead foreverafter. Eventually, as a result of Wolnir’s fall, the gravewardens discovered The Black Flame within his darkness and began crafting dark pyromancies.

This, the Catacombs of Carthus, are almost certainly what remains of this empire and its lord, a sign that not even the greatest of all possible kingdoms can escape the touch of the Abyss and of Death.

The Carthus Catacombs appear to occupy much of the same regional space that The Catacombs and Tomb of Giants of Nito occupied in Dark Souls I, being located above and in proximity to Ash Lake and Izalith.  It is unclear if this means that the Catacombs of Carthus are one section of the Catacombs, devoted wholly to Wolnir and his kingdom, or if indeed it means that the spanse of Wolnir’s kingdom, power, or greed was so vast that in becoming Gravewarden he converted the entirety of the Catacombs into a vast tomb for himself. 

Many accoutrements of the pyromancy and subsequent dark pyromancy of Carthus can be found throughout the Catacombs, from the pyromancy manuals to the multitude of canopic jars, appearing to hold the Humanity itself of the dead of Carthus.  The dead appear to serve the catacomb much as they did Wolnir, serving not only as guardians, but as torch sconces and masonry and the great rolling traps that roam its halls.  

If the Catacombs of Carthus are indicative of its position, it is highly possible that the pyromancy of Carthus originated in nearby Izalith, perhaps from the pyromancy using Necromancers that filled the original catacombs.

Smouldering Lake

The remains of Ash Lake upon meeting the nearby ruins of Izalith and the old Catacombs (indeed in their appearance in Dark Souls I, all three locations were visible from each other, indicating they were nearby), the Smouldering Lake has become a dangerous locus of great conflict.   A giant Avelyne-style bastila of Carthus fights a massive sandworm for supremacy of the lake.  Deep underneath are the final ruins of the faded flame of Izalith.  The demons that were once common in DS1 are going extinct as the flame fades and without a mother to produce more, apparently hunted to extinction by the Ghru and Black Knights which, long after their souls have been burned to shadow, have somehow over millenia found their way back to this place to carry out their ancient duty of demonslaying, a task nearly at its end.  Ghru and a new kind of demon never before seen roam over the scattered corpses of countless demons, while Tsorig, the Knightslayer, lives up to his namesake, slaying Champions of Ash and Black Knights alike. 

Irithyll Of The Boreal Valley

«Wherever you go, the moon still sets in Irithyll. Wherever you may be, Irithyll is your home.«

«The features of the old gods, as if from legend. They say children born like this are fated to be taken to the Boreal Valley.»-Description of the Irythyllian Face Preset.

«If the tales are true, it is home to old moon-worshipping nobles, and should be packed with treasure.«-Greirat the Thief

 Irithyll is a legendary lake-borne cathedral city within the frozen Boreal Valley, bathed in the eternal moonlit twilight of Anor Londo, the ruined core of which still resides at the center of the city.  Although the city may have been different in the past, in its present state it is built in the image of a singular individual’s ambitions, that of Pontiff Sulyvahn and his religion worshipping Aldrich of The Deep, Lord of Cinder and Devourer of Gods.  Indeed, although Anor Londo itself is filled with priests directly worshipping Aldrich, the city of Irithyll is synonomous only with Sulyvahn.  Formations of knights bearing Sulyvahn’s mark and wielding weapons resultant from his ambitions march eternally through the empty frigid streets, while shivering wretched slaves, bodies overflowing with humanity and clutching close black weapons, hide invisible in the corners and small spaces of the legendary city in the shadow of its grand cathedral.  All is overgrown, leafless trees and roots, along with tufts of grass poking through the cobblestones, seeming to reflect the state of the city’s leader.  Periodically, strange phantoms clad like Sulyvahn’s outriders can be seen slowly progressing through the city, much akin to those of other players, seeming to suggest that Irithyll is a city that trancends dimensions.  

Irithyll is a moonlit area that seems to be heavily devoted to Dark Sun Gwyndolin. In Dark Souls I it was stated that Gwyndolin was the last remaining god of Anor Londo, and those nobles and knights that remained therefore might have held him in great reverence, to the exclusion of the other gods.  Gwyndolin’s illusionary magic served to maintain the illusion that Fire was not in the midst of fading and that the source of light remained within the capital city of Anor Londo, for Gwynevere, heir to Gwyn remained there, even as in reality the other gods, including Gwynevere, fled elsewhere.  However, as Yorshka of the Dark Moon Knights states:

«Then Sulyvahn wrongfully proclaimed himself Pontiff,. and took me prisoner.«

and furthermore according to the lore of the soul of Pontiff Sulyvahn:

«Pontiff Sulyvahn of Irithyll imprisoned a god of the old royalty in the abandoned cathedral, to be fed to the devourer.«

Pontiff Sulyvahn declared himself Pontiff and head of The Way of White, and appears to have co-opted its belief system into the new Deep faith, and thereby fed Gwyndolin to Aldrich.  It is unclear if the illusion of Gwynevere and likewise that of sunlit Anor Londo already had been broken, or if in feeding Gwyndolin to Aldrich, Pontiff Sulyvahn broke the illusion.

SPECULATION: THE SOURCE OF THE BOREAL VALLEY

Why The Boreal Valley is a frozen waste trapped in eternal night is something that is relatively unknown, yet is highly critical given the area’s overall importance to the setting and the unique presence of frost here.  No ingame item descriptions, dialogue, or lore exists to properly explain this geographic phenomena, however, snowy areas in the souls series are extremely rare, and there exists sufficent evidence in the series to make somewhat educated guesses as to the origins. 

  • The most likely theory is that there is a connection between the cold of the Boreal Valley and that of The Painted World.  The Painted World, originally within Anor Londo, was created as a cold and gentle place beyond the reach of flame, and therefore was cold enough to permit snow.  Given that the head of Irithyll, Pontiff Sulyvahn, originated in the Painted World and had powers over cold, it is quite possible that the cold of the entire Boreal Valley was produced by Sulyvahn for some unknown purpose.  
    • According to the description of the spell Snap Freeze, found in the painting of Ariamis, reconstructed by Ariandel (itself supported by the description of the Flail of Ariandel) states: «One of the spells left behind by the young sorcerer Sulyvahn before leaving the Painted World. Creates a cloud of near-freezing mist. Sulyvahn was born and raised inside the painting, yet had little use for his frigid homeland, since he had not yet experienced loss.»   From this it can clearly be seen that Pontiff Sulyvahn, the leader of Irithyll, originated in the painted world and had powers pertaining to the creation of cold.
    • Additionally, accessing the land of Irithyll requires a doll, much as accessing the original painting of Ariamis required one, which strongly supports that the two are linked.  Unlike the painting, this protection seems to be directly placed, being a barrier keeping individuals out of the city, and was likely erected by Sulyvahn, whose archbishops possess a doll for acessing the city.
    • It is also possible either that the cold of the painting somehow spread beyond it after Lordran fell to dark and therefore began to exist in absence of heat or that this cold is a natural result of an area far from the reach of fire.
  • The second possible theory is that Irithyll is the result of the movement of Anor Londo from its traditional location to the frozen land of Eleum Loyce encountered in Dark Souls II.  This theory is derived largely from the large number of extreme similarities between Eleum Loyce and Irithyll.
    • Most notably, the architecture of Eleum Loyce and Irithyll is highly similar, with both being built around a grand cathedral at the center of the city, with the one Pontiff Sulyvahn residing in GREATLY resembling that which housed the Ivory King’s throne.  Additionally the bridges of Irithyll are almost identical in architecture to those of Eleum Loyce.
    • Eleum Loyce was a land guarded by massive beasts on the bridge of the city, identically to the role served by Sulyvahn’s beasts.
    • Likewise, these beasts and many throughout the city of Eleum Loyce possessed the power of true invisibility, much like the similar power displayed almost uniquely by those within Irithyll, being only otherwise displayed by those serving Rosaria and displayed by those of the Painted World.
    • The Irithyll Slaves encountered in Dark Souls III appear to wear the ragged remains of the Retainer Robe worn by the enemy of the same name encountered in Dark Souls II, the purposeless servents of The Ivory King left to wander the city.  These servents primarily used knives and catalysts and would hide unseen in corners of the city, striking at the player from behind, identically to the Irithyll slaves.
    • Knight Slayer Tsorig’s ring is identical to that of the Ivory Warrior Ring found in Eleum Loyce, in form and function, and he wields a weapon from the other DLC of Dark Souls II, making it extremely likely that the frozen city referenced in the lore of his ring is that of Eleum Loyce.  The fact that he is found nearby to the frozen city of Irithyll is likely not coincidence, but indeed proof that he obtained the ring from there, indicating that the two cities were the same.
    • Eleum Loyce was built upon a massive bed of chaos known as the Old Chaos, implied to be the remnants of Izalith.  Geographically, this puts Eleum Loyce in the close vicinity of Anor Londo, and additionally in very close proximity to where Irithyll is found, nearby and above the Smouldering Lake where Izalith is found.

POPULATION

In no other area in the game is there such a clear deliniation of caste and rank, nor such a infection of the Abyss.  The streets themselves are empty of everything but patrols, implying a clear military caste system.  Knights of the Pontiff appear to be the primary soldiers, having free reign of the streets, wandering in pairs or alone.  Despite their appearances, they are not hollow, taking no extra damage from the Hollowslayer.  This becomes apparent with their attacks, including tearing out a part of their own humanity from within themselves and hurling it at you, implying the amount of humanity growing within them is immense.  Below them are the slaves of Irithyll, bound in chains, shivering and almost naked, clutching swords, pure humanity seeming to burst from their skulls themselves.  They are guided along by Firewitches, said in their lore to have once been holy knights, yet corrupted by the profane flame (indeed, their armor resembles both that of Paladin Leeroy from Dark Souls 1 and Fume Knight Raime of Dark Souls II).  The Fire Witches are most solitary, but appear to be of the highest rank, guiding along the Pontiff Knights, and sheperding the Slaves. 

In the back alleys of Irithyll lurk the lowest of the caste, true slaves, hidden in the cranies of the city.  Perhaps these are the normal citizens of Irithyll.  Among them are hounds, yet hounds with human skulls, indicating perhaps the same processes used to warp the bodies of the Beasts of Sulyvahn, or perhaps dogs bloated on humanity, taking on human form.  Even lower then them are slaves missing their legs, likely hobbled in the same manner as The Ash Maiden of Dark Souls I and Ludleth.  These slaves truely appear to drown in dark, found only in the dark ensrouded shed before reaching the lake, at the very outermost reaches of the city, vomitting up dark sludge.  Lurking at the fringes of the lake are Centipede Women, perhaps escaped from The Profaned Capital, or indeed brought about by the rise of The Profaned Flame from its depths into Irithyll.  Lastly, dwelling in the most noble manor of the city are silver knights as of Anor Londo of Old, implying this area as perhaps the dwelling of a noble from the capital. 

ARCHITECTURE AND STATUES

Irithyll is clearly a city expecting opposition of some form.  The entire city is built so that it can only be approached from one side, under heavy guard by a beast of Sulyvahn.  An aurora like forcefield surrounds the city, baring entrance to all except those that originated there or that were brought there, who bear a key constantly whispering of their loyalty and origin to the fabled city.  The first area encountered is a city square, with a bonfire labelled Irithyll Center, implying it to be the town square.

The city strongly resembles Yharnam of Bloodborne, being covered in a mixture of elizabethian architecture and renaisaince cathedrals.  Much like Bloodborne, a great deal of lore can be gleaned from the statues of the city, of which a few predominate. 

THE CENTRAL FOUNTAIN

The very first landmark the player encounters in Irithyll is a large central fountain in the town square, where 8 statues predominate, built around what appears to be reminicent of the rotating elevator pillar of anor londo.  The statues are:

2 statues of a Hunched Bishop-like Figure: each bearing a crown reminicent of that of the Pontiff Knights, or perhaps that of the arch-deacons.  Variations of these statues occur later as well.  This statue appears to be central to the lore of Irithyll, being the main symbol for the area itself.  They appear to have some sort of tassel or perhaps chime tied around their neck.  It is possible that these are some previous Pontiff or Pontiff’s, or one of the Arch-Deacons serving Sulyvahn, or even Sulyvahn himself.

2 statues of a kneeling Crowned Woman: These statues are unique to this location and are not repeated later.  Their crown bears reminiscence to that of Gwyn, perhaps implying some courtly status, but they are highly mysterious.  They may perhaps be female Pontiffs, Gwynevere, or any number of other possibilities.  They do not appear to be the same woman as the statues within the Cathedral of the Deep.   

*Speculation: They bear some resembleance to the Woman Holding A Child With A Sword Statues that were prevelant in both the Undead Parish and Darkmoon Tomb of Dark Souls I.  They also however bear great resemblence with their crowns and flowing hair to the Pygmy Lords, an odd resemblence to be sure, with odd implication, possibly of some form of Human Worship, or otherwise of Collaboration between Irithyll and Londor/The Ringed City, previously unknwon.  

4 statues of a Praying Wretch: these hooded figures hold the same posture of prayer as those of the Cathedral of The Deep, implying some considerable connection, likely with those of the cathedral being some form of evolution of these and their basic concept of worship and extreme servitude. 

*Speculation: These statues greatly resemble either the basic mage robe or the Retainers of Eleum Loyce, either of which has considerable connotations.

At the peak of the fountain, a small flame can be seen, serving as the orientation point of the Fountain and the figures.

Given the central placement of this fountain, it appears to represent the ideology of Irithyll: Priests and Priestesses or rulers of some sort, and wretched worshippers, all arranged around a flame held high above.  The proliferation of the priestly statues and wretched worshipper statues and the exclusion of the Crowned Woman statues seems to imply some change occured and the woman fell from favor, or became unimportant.  It is possible this figure is therefore of some relevance to the change that occured in Irithyll.

Little of true noteworthiness appears beyond this up until the dias outside of Yorshka’s Church, consisting primarily of deeper looks into the mazelike architecture of the city and its unceasing patrols of soldiers.  

OUTSIDE THE CATHEDRAL

The central plaza outside the Cathedral is where we next encounter geometry of true significance.  The same statues of praying wretches line the sides leading up to the grand Cathedral, seeming to indicate it as a place of great worship.  Within the confines of the outer courtyard of the Cathedral Plaza, many statues are arranged around the Ring of The Sun’s Firstborne.  The orientation of the Ring, the Courtyard Tree with the crazed Evangelist, and The Church tell a facinating tale of connotation.

*Speculation: The placement of the Ring of The Sun’s Firstborne outside of the Cathedral away from its location outside the tomb of Gwyn subtly indicates a change in focus of the Way of White.  The Sun’s Firstborne is placed in a central role, worshipped by the public, but is in fact outside of the Cathedral, and indeed Anor Londo itself, almost as if it and what it represents, as well as the authority of the Blades of The Darkmoon, have indeed been evicted from their rightful place within Anor Londo.  Indeed its location upon a corpse exposed to the public eye seems to evoke a sense of declaration of death, that it is intended to be the Corpse of the Firstborne (in the eyes of the public, but not neccessarily reality), fitting with the themes of The Death of the Old Gods that characterizes Sulyvahn’s worship of the Devourer of Gods.

Before this palaquine are two statues of the same Priestly figure of the Courtyard.  Although the twin statues themselves are identical, each is slightly different in its apparal, holding another tool of office.  One bears a cup of fire, the other a staff of office.  This cup of fire is extremely notable in that it is the same fire that was at the peak of the fountain, but now held in the hands of the priest.  Where once the flame was out of reach, it is now a symbol of office, held by a man. These seem to represent the twin attributes of the office of The Way of White: The staff of religion (or indeed possibly magic) and the Flame (or indeed possibly the Profaned Flame).  As such the two statues appear to either represent the old values of the Way of White (protecting the flame, wielding true authority), or the new way of things under Pontiff Sulyvahn (Magic in one hand, the Profaned Flame in the other, united together in the form of the Pontiff).  The progression from the fountain to this arrangement appears to indeed reflect the change in values of the city under the Pontiff.

Here too we first encounter the fourth statue type: The child holding a sword, arranged by the dozens before the area.  This statue strongly resembles the Squire on the doll used to access Irithyll, and is likely the very same.  What role the squire fulfills as a symbol in Irithyllian Society is unknown.  Facinatingly, these statues bear tremendous resembelence to two statues of Dark Souls I.  The swords they weild are nearly identical to those held by the child held by the goddess in the Undead Parish, and they appear very similar to the child with the woman in the painted world.

*Speculation: 

*Speculation: The soldier style slaves wielding claymores in some regard resemble this statue, each clutching tight a single long blade.  They may reflect some principle of servitude integral to Irithylls apparantly highly caste-like structure.  Perhaps those that were brought to the city as children of the gods were indentured as slaves under the Pontiff, under some system through which they could rise in rank to become his knights.

These statues proliferate in this central courtyard, arranged around the Ring of The Sun’s Firstborne, and again in Yorshka’s Church.  The presence of Yorshka far above and Anri below, with the disguised assassin, seems to indicate a poor fate indeed for those children, as the only connotation of Aldrich to children is that of sacrifice and being devoured.  Perhaps each statue represents a sacrifice fed to Aldrich.

YORSHKA’S CHURCH

Within Yorshka’s Church, as expected, are many tools of the Blades of The Dark Moon, whose commander and remnants reside far above.  It is very strange however that this too is the area where the servent of Londor chooses to dwell, especially given the final place of Londor’s plan takes place within the true headquarters of The Blades of The Dark Moon.  Perhaps there is some connection between the two.

Around the back, overlooking the lakewater of the lake of Irithyll is a field of graves.  Here we find one massive grave, seperate from the rest, at which prays a single Forlorn, the first and last for a long time.  He bears a scythe and appears to be in mourning.  Given the location outside of Yorshka’s Church, the size of the grave, and the placement of the Forlorn, it is implied that this might be Pricilla’s Grave, although if her body rests there or indeed if she is dead is unknown.

THE LAKE

Little is to be said of this place, beyond the proliferation of Profaned Capital Centipede Women, perhaps counjured by the rise of the profaned flame in the city, and the corpse of a Mangrub, bearing a miracle of Gwynevere, further tying Rosaria to the lineage of Gwyn and perhaps indeed to this city.

Anor Londo

Irithyll Dungeons

Irithyll Dungeon was founded by Pontif Sulyvahn with the survivors of the Profaned Capital.  Here heretics of the various beliefs contrary to that of The Deep are kept and endlessly tortured by the Profaned survivors.  The layout of the dungeon, overlooking The Profaned Capital, is stated to in part be a method of inducing despair.

The Profaned Capital

Lothric Castle 

The Grand Archives 

The Grand Archives is an area where the knowledge of Lotheric, and through it, perhaps all the knowledge of the world, is hoarded and studied by The Candle Scholars, one of the Three Pillars of Lotheric. devoted to the worship of Seath the Scaleless.  

Consumed King Gardens and The Untended Graves

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Archdragon Peak

Archdragon Peak is an area devoted to the worshipful emulation of the Everlasting Dragons.  Arrived at by falling asleep while meditating, it is unclear if the area is real or a dream, or indeed if this distinction even matters.  Many wonders of the ancient world exist here, making it a veritable paradise to those that honor and worship the Dragons of the past, a stark contrast to Irithyll Dungeon, where such dreams are crushed inexorably. It now inhabited primarily by the creations of the dragon Seath The Scaleless: the Man-Serpents, both in variants of monk-like protectors and mage-serpents, curiously bearing the robes of Candle Scholars and masks reminiscent of the Channelers that served Seath.

EVIDENCE FOR AND AGAINST ARCHDRAGON PEAK BEING IN ANOTHER TIME, A DREAM, MEMORY, OR OTHERWISE

Dragon worship has had strong connotations with dreams and memories in Dark Souls I and II, as well as non-existant places.  The primary thing attained from the dragon worshippers in Dark Souls II is The Ashen Mist Heart, which allowed the player to enter memories and fight in long gone places.

Much like Firelink Shrine, the appearance of the hole in the sky is not visible in Archdragon Peak, indicating it is in a different time or place.  Uniquely, both the Sun and Moon are visible here simoltaneously, yet this does not affect the time of day.  Many attributes of the place, from the bounty of resources to the presence of old heros and legends, to its nature as a paradise for dragonworshipers seems too good to be true in the pessimistic Souls setting, while the fact that the weather can be changed by ringing a bell, yet the storm of The King of Storms is not visible from other places is surreal even by Souls standards.  

However, Archdragon Peak is directly visible from many places on the map, and Irithyll is visible from Archdragon Peak, indicating the location has some relation to reality, or at least more then Firelink has, and although the light does not change when the Dark Sun appears, this is also true of nearby Irithyll.  Additionally, items can be brought to and from the area and Hawkwood can be summoned there (the same however is true of memories in Dark Souls II, which possessed both items and summons such as Benhart of Jugo, who recognized you despite being encountered in a thousand year old memory)

Dark Firelink Shrine

A dark version of Firelink Shrine connected to The Abyss. The place is shrouded in darkness despite nearby areas still being in day time. Lothric castle for example. You access the place by revealing an illusion after defeating the consumed king. You enter the untended graves and its a dark mirror of cemetary of ash. Filled with stronger hollows. You even fight Champion Gundyr, a stronger Gundyr that lacks the writhing growth of darkness on his back, instead his eyes glow a creepy red, as if that evil has fully merged with him. He is stronger and faster.

We also enter a mirror of firelink shrine guarded by black knights.Black knights are soldiers of Gwyn who followed him when he linked the flame. Their armour blackened by the flame, and they became ash, but they still wander. Their presence must mean that they may have tried to protect the fire here, but failed as when you enter, there is no fire, just a broken coiled sword fragment. This strange firelink shrine swallowed up in darkness is connected to the one we know because any messages we leave here will appear there. Andre’s work station can be found as well. Only the handmaid is alive her, which is strange, considering that she looks weak. This maybe firelink in a different period in time, as items left behind by npcs like Greirat will appear in the dark as well, and traveling to dark fire link shrine early, skipping Greirat and Orbeck…etc killing Emma and rushing to Oceiros, will match the current firelink ( Greirats stuff won’t be there, but will spawn once he actually moves in). It may also be a parallel world thing, like the Hunter’s Dream from Bloodborne. Eitherway, the dark shrine and the real one are connected, they could be the same shrine.

 The Kiln of The First Flame

The Kiln of The First Flame is the endgame area of DS3, and it was also the endgame area of DS1.

6. ENDINGS

The Linking of The Fire

The Unkindled defeats the Soul of Cinder and relinks the Flame.  Only to sit and wait for the next unkindled to perpetuate the Cycle. If we survive, we become a Lord of Cinder.

The Age of Dark

First the Unkindled finds the Fire Keeper Eyes and agrees to betray his duty.  The Unkindled defeats the Soul of Cinder and summons the Fire Keeper.  The Fire Keeper let’s the Flame fade, reminding the Unkindled that this will all play out again.

Betrayal

First the Unkindled finds the Fire Keeper Eyes and agrees to betray his duty.  The Unkindled defeats the Soul of Cinder and summons the Fire Keeper.  The Fire Keeper let’s the Flame fade. The Unkindled then strikes the Firekeeper and takes the flame for him/herself.  The Unkindled is called accursed for seeking fire selfishly.

The Usurper Of Fire

First the Unkindled must acquire the maximum number of Dark Sigils.  Then must undergo a ritual marrying Anri, The Unkindled defeats the Soul of Cinder and relinks the Flame.  Instead of relinknig the Flame the Unkindled steals the power of the First Flame for himself and becomes the Lord of Hollows.

7. DLC

Painted World of Ariandel

«Ariandel, being the restorer of the Painted World, knew that it was painted with blood, and only blood could protect the secret.»

The Painted World of Ariandel, is a restored version of The Painted World.  The previous Painting was hinted to be destroyed by flame.  Ariandel and Elfriede chose the Painted World as a refuge to escape the cycle of relinking The Flame.

The Dreg Heap

«At the close of the Age of Fire, all lands meet at the end of the earth.  Great kingdoms and anaemic townships will be one and the same.  The great tide of human enterprise, all for naught.  That’s why I’m so taken by this grand sight.»

The Dreg Heap is the remnants of all the kingdoms of the world all settled at the bottom of the Abyss.

The Ringed City

«Who I was , or what I lived for. Not even my own blessed name.  That’s why I’ve come here, searching — for the purging monument, said to be in the ringed city. Where the pygmies who found the dark souls at the dawn of fire reside.»

The Ringed City is home of the Pygmies.  As well as where Gwyn’s Daughter Filianore slumbers.

Dark Souls III (яп. ダークソウル III, рус. Тёмные души III) — видеоигра, разработанная компанией FromSoftware.

Игровой процесс

Так же как и её предшественница – Dark Souls II, игра выполнена в жанре action RPG в сеттинге средневековья и тёмного фэнтези. Мир разбит на несколько десятков подземелий, замков и прочих лабиринтов, наполненных разнообразными опасными монстрами и боссами. Здесь Вам предстоит прокачать своего персонажа, найти новое оружие, броню и магию.

Одной из ключевых механик является смерть персонажа. Поскольку здесь нет опций создания сохранений, при смерти Вы будете перемещены к последнему чекпоинту, часть убитых врагов воскреснет и возникнет риск потери неиcпользованного опыта.

Другие характерные особенности у игры – это сетевые опции, где игроки могут непосредственно помогать, либо мешать друг другу в прохождении.

Разработка

Слухи о выходе игры появились за несколько недель до выставки «E3 2015», которые сопровождались утечками скриншотов и прочей информации. Официально анонс состоялся 15 июня на конференции Microsoft, в рамках которой был показан CGI-ролик.

Разработка началась в середине 2013 года, перед релизом Dark Souls II, созданием которой занимались Томохиро Сибуя и Юи Танимура, вместо создателя серии Хидетака Миядзаки. Игра разрабатывалась параллельно с Bloodborne, но занимались ими две совершенно разные команды. Позже Миядзаки вернулся к разработке Dark Souls III, в то время как Исаму Окано и Юи Танимура заняли посты со-руководителей проекта. Вопреки первоначальным ожиданиям Миядзаки в том, что у серии не будет множества продолжений, Dark Souls III являет собой четвёртую часть серии Souls. Миядзаки позже добавил, что игра не будет последней в серии, а наоборот послужит «переломным моментом» в развитии обоих франчайзов и самой компании FromSoftware, так как это была последняя её разработка перед тем, как Миядзаки стал президентом.

По словам Миядзаки, ограничения в ходе разработки Bloodborne вынудили его вернуться к серии Souls. Также он отметил, что «игровые враги и дизайн уровней были спроектированы для умерщвления игроков, однако, они могут быть использованы и для получения преимущества». Дизайн игры был сосредоточен вокруг пепла и угля, рассеянного по миру, создавая картину увядающей красоты.

Дата выхода — 24 марта 2016 года в Японии и 12 апреля 2016 года в остальном мире на PS4, Xbox One и PC.

Локализация

Перевод игры с японского на английский совершила компания Frognation, которая совместно с лондонской студией Liquid Violet также подготовила английскую озвучку всех реплик в игре. Перевод текстов на русский язык выполнен компанией Новый диск. 

Также у игры существует русская озвучка, созданная силами студии GamesVoice на неофициальной основе, но с участием профессиональных актёров дубляжа. В ней исправлены многие огрехи официального перевода. Релиз озвучки состоялся 17.11.2016, скачать его можно здесь.

Музыка

Музыка написана композитором Юка Китамура, ранее создавший саундтреки к Dark Souls II и Bloodborne, и исполнена Токийским филармоническим оркестром. Дополнительная музыка написана композитором Мотои Сакураба, который ранее работал над музыкальными композициями к первой части.

Дополнения

Первое дополнение Ashes of Ariandel (рус. Прах Арианделя) было анонсировано 25-го августа 2016 года и вышло 25-го октября этого же года на PC, Xbox One и PS4. Оно включает новые локации, противников, оружие и боссов.

Второе и заключительное дополнение The Ringed City (рус. Город за стеной) было анонсировано 23 января 2017-го года. Дата выхода — 28 марта 2017-го года на PC, Xbox One и PS4.

Также, издатель BANDAI NAMCO Entertainment Europe анонсировал издание DARK SOULS™ III THE FIRE FADES™ EDITION (Game of the Year Edition), которое вышло 21-го апреля 2017 года на PS4, Xbox One и PC. Оно включает в себя оригинальную игру Dark Souls III, а также оба дополнения — Ashes of Ariandel и The Ringed City.

Dark Souls III FFE

Коллекционное издание

Fire Faded's East

Обложка издания для западного рынка

Fire Faded's JP

Обложка издания для японского рынка

Сюжет

И в самом деле. Замок, что зовётся Лотриком, стоит там, где сходятся земли Повелителей пепла. Покоряя север, пилигримы убеждаются, что старые сказания не лгут. «Огонь затухает, и повелители пепла покидают свои троны»

Когда огонь под угрозой, когда звонит колокол, Повелители пепла поднимаются из своих могил. Олдрик, святой покровитель глубин. Легион нежити Фаррона, Хранители Бездны. И мрачный правитель из осквернённой столицы — гигант Йорм.

Но в действительности… Повелители оставят свои троны, и негорящие восстанут. Безымянная, проклятая нежить, недостойная стать пеплом. И стало так. Негорящие всегда ищут угли.

— Пролог

Действие игры происходит в Лотрике, на стыке владений Повелителей Пепла. С тех времен, как Гвин Повелитель Пепла впервые разжег Первое пламя, минуло много веков и много циклов возжигания и угасания Первого пламени. После того, как он разжег огонь, этот путь повторили многие великие герои, известные как Повелители Пепла. Но Первое пламя угасает вновь, и кто-то должен вновь возжечь его, чтобы не дать миру погрузиться во Тьму. Принц Лотрик, один из наследников королевской семьи, должен был возжечь Первое пламя в этом цикле, но не ответил на призыв, решив дождаться, пока Первое пламя потухнет само собой.

Колокол Пробуждения в Храме Огня прозвенел, призывая Повелителей Пепла древних времен восстать из могил, воссоединиться в Храме Огня и в итоге заново возжечь пламя. Из пробужденных Повелителей только один — Лудлет Курляндский — воссел на трон в Храме Огня добровольно.

Другие Повелители Пепла из прошлых циклов обосновались в своих старых владениях, давно заброшенных и населенных различными монстрами. Олдрик некогда был простым клириком, но возвысился до уровня Повелителя, пожирая людей, теперь же его цель — это боги. Хранители Бездны из Цитадели Фаррона были орденом рыцарей, последователей Арториаса Путника Бездны: в своей борьбе с Бездной они уничтожали целые королевства. Гиганта Йорма сделали своим вождем люди, с которыми когда-то враждовал его род, чтобы он погасил оскверненное пламя.

Когда четыре из пяти тронов так и остались пустыми, колокол прозвонил ещё один раз, но уже не для Повелителей Пепла, а для Негорящих — нежити, которая в свое время пыталась, но не смогла возжечь пламя. Теперь Негорящие служат надсмотрщиками для Повелителей Пепла, отказавшихся выполнять свой долг. Одним из них является и главный герой. Его миссия — вернуть на свои троны Повелителей Пепла, либо то, что от них останется.

Системные требования

Минимальные Рекомендуемые
ОС: Windows 7 SP1 64bit, Windows 8.1 64bit, Windows 10 64bit Windows 7 SP1 64bit, Windows 8.1 64bit, Windows 10 64bit
Процессор: Intel Core i3-2100, AMD FX-6300 Intel Core i7-3770, AMD FX-8350
Оперативная память: 4 GB ОЗУ 8 GB ОЗУ
Видеокарта: GeForce GTX 750Ti, ATI Radeon HD 7950 GeForce GTX 970, ATI Radeon R9 series
Место на диске: 25 GB 25 GB
DirectX: Версия 11 Версия 11

Галерея

Издания для предзаказа

Dark souls 3 apocalypse edition

Apocalypse Edition: Игра, Металлический кейс, Официальный саундтрек (CD)

Dark souls 3 collectors edition

Collector Edition включает Apocalypse Edition, а также: Фигурка Red Knight, Книга «DARK SOULS Trilogy hardcover artbook», 3 нашивки, Матерчатая игровая карта, Эксклюзивная коробка

Dark souls 3 prestige edition

Prestige Edition включает Collector Edition, а также: Фигурка Lord of Cinder, Другой вариант эксклюзивной коробки

Награды

Japan Game Awards 2016, награда за превосходство D.I.C.E. 2017, лучшая RPG Golden Joysticks 2016, игра года IGN 2016, игра года GamesCom 2015, лучшая RPG 35 наград и номинаций E3 2015

Видео

Dark Souls III - Начальная заставка

Dark Souls III — Начальная заставка

Dark Souls III - Вступление (русский дубляж)

Dark Souls III — Вступление (русский дубляж)

Dark Souls 3 Трейлер

Dark Souls 3 Трейлер

Dark Souls™ III – геймплейный трейлер

Dark Souls™ III – геймплейный трейлер

Dark Souls III - Darkness Has Spread

Dark Souls III — Darkness Has Spread

Dark Souls 3 - PS4 XB1 PC - Shadows Ahead (Russian) (Trailer)

Dark Souls 3 — PS4 XB1 PC — Shadows Ahead (Russian) (Trailer)

Dark Souls 3 - PS4 XB1 PC - Accursed (Launch Trailer) (English)

Dark Souls 3 — PS4 XB1 PC — Accursed (Launch Trailer) (English)

Dark Souls 3 - PS4 XB1 PC - The Witches

Dark Souls 3 — PS4 XB1 PC — The Witches

Dark Souls III – The Movie (Russian)

Dark Souls III – The Movie (Russian)

Dark Souls III - Ash Seeketh Embers Launch Trailer

Dark Souls III — Ash Seeketh Embers Launch Trailer

Dark Souls III - PC PS4 XB1 - Kingdom Fall (Accolade Trailer) (English)

Dark Souls III — PC PS4 XB1 — Kingdom Fall (Accolade Trailer) (English)

Dark Souls III The Fire Fades Edition – “Our Curse” Launch Trailer PS4, XB1

Dark Souls III The Fire Fades Edition – “Our Curse” Launch Trailer PS4, XB1

Игры
Dark Souls • Dark Souls II • Dark Souls III
Дополнения
Artorias of the Abyss • Dark Souls: Remastered • Crown of the Sunken King • Crown of the Old Iron King • Crown of the Ivory King • Scholar of the First Sin • Ashes of Ariandel • The Ringed City
Музыка
Dark Souls • Dark Souls II (Network test) • Dark Souls III (Расширенный) • Artorias of the Abyss • Crown of the Sunken King • Crown of the Old Iron King • Crown of the Ivory King • Scholar of the First Sin

Моё первое подобие обзора на игру, которая мне действительно понравилась. Изначально хотел опубликовать только в стиме, но подумал, почему бы и сюда не кинуть. Раньше никогда рецензии не писал, а поэтому буду благодарен любым замечаниям и правкам :)

Раньше я довольно подозрительно относился к серии игр Souls. Мне казалось, будто кроме зубодробительной сложности здесь больше ничего и нет, а каждая часть — это просто паразитирование From Software на одной и той же концепции, подкреплённой безумной популярностью за счёт бомбящих на камеру ютуберов. Однако совсем недавно, пересилив свой скептицизм, я всё-таки решил окунуться в этот мир тёмного фэнтези, где практически за каждую ошибку придётся платить. И сделал я это не зря.

Исходя из всего вышесказанного несложно догадаться, что я абсолютный новичок в Dark Souls, а поэтому сравнивать с предыдущими частями серии я не могу. Мой обзор будет крайне субъективным и опирающимся лишь на собственные эмоции и впечатления, возникшие у меня по ходу игры.

Dark Souls 3 представляет собой хардкорную экшен-RPG, основой которой является исследование мира путём перемещения по разнообразным локациям, населённым не менее разнообразными мобами и боссами.

По ходу прохождения вам встретятся тёмные подземелья, токсичные болота, пугающие кладбища, красивые замки и т. д. Например, моя самая любимая локация — это Иритилл Холодной долины, в начале которой открывается великолепный вид на город, покрытый льдом и снегом. А нелюбимая (то есть локация, сильнее всех оказавшая на меня гнетущее влияние) — это Цитадель Фаррона, представляющая из себя жалкие развалины, утопающие в ядовитом болоте и заполненные множеством странных тварей.

Иритилл Холодной долины

Цитадель Фаррона

И кстати о тварях — выполнены они здесь по всем заветам Лавкрафта. Это в большинстве своём пугающие, но поэтому столь притягивающие создания, что можно сказать и о боссах. Однако большего я сказать не осмелюсь. Пусть каждый враг в игре станет для вас сюрпризом. А сюрпризы Dark Souls делать умеет, об этом волноваться точно не стоит.

Чудовище Греха

Но неожиданности на фауне не заканчиваются, так как в игре полно спрятанных по всей карте секретов — будь то иллюзорная стена, за которой игрока ждёт ценный лут, или целая спрятанная локация, где вы можете найти новых более сложных боссов, а также важный сюжетный предмет, открывающий другую концовку. Эта механика, на мой взгляд, дополнительно побуждает игрока более тщательно исследовать локации и, таким образом, получать больше удовольствия.

Секретная локация Пик Древних Драконов

Некоторые из вас, прочитав абзац выше, могут подумать — «А не лучше ли мне посмотреть все секреты в интернете, чтобы зря не тратить время?». И я вам отвечу — нет, не лучше. Советую в первом прохождении ограничить себя в данной возможности и без чьей-либо помощи пройти Dark Souls 3. Ведь в этом и смысл игр от From Software — самому решать, куда пойти, как убить того или иного босса, какой сет и оружие выбрать, в какой ковенант (как я понял, аналог гильдий со своими характерными чертами) вступить и тому подобное. Думаю, не стоит описывать тот восторг, когда без гайдов нашёл секретную локацию или завалил очень сложного босса (а учитывая хардкорность игры, каждая победа становится твоим личным достижением).

А знаете, где ещё разработчики предоставили нам выбор? В решении судьбы квестовых (и не только) персонажей. Проходя Dark Souls 3, вы повстречаете множество различных героев. Это может быть доблестный и вечно над чем-то раздумывающий луковый рыцарь из Катарины, который пришёл исполнить свой давний долг, а может быть подлый вор и обманщик под именем Неразрывный Лоскутик, старающийся всячески напакостить игроку. И как я уже сказал, вы вправе сами решать их судьбу — помочь, проигнорировать, убить или пощадить.

Сигвард из Катарины

Следующим шагом хотелось бы затронуть наиболее неочевидный и противоречивый аспект Dark Souls 3 — сюжет. Почему неочевидный? Потому что сюжет и лор здесь подаётся не через привычные катсцены и тонны диалогов, а через мир игры, описания предметов (что я заметил только к середине прохождения) и крайне немногочисленные беседы с персонажами. Почему противоречивый? Потому что кто-то считает сюжет игры очень захватывающим и стоящим того, чтобы потратить время на его изучение, а кто-то и без него вполне обходится. Я же придерживаюсь мнения, что это дело лично каждого. Хотите больше узнать о мире игры? Не сдерживайте себя и не стесняйтесь чего-либо не понимать (но перед этим советую пройти первую Dark Souls, так как, Dark Souls 3 — прямое продолжение первой части). Благо на ютубе давно лежат многочасовые ролики про разбору лора серии тёмных душ. А те, кто хочет пройти игру, особо не вникая в сюжет, тоже получат массу положительных впечатлений (не считая десяток смертей на боссах и горящую пятую точку, конечно), так как геймплей и без всего этого прекрасно работает.

К слову о геймплее. Если вы хотите отправиться в дальнее плавание с повязкой на глазу и криком «Йо-хо-хо и бутылка рома!», то спешу вас огорчить, ведь взаимодействие между игроками в онлайне — это неотъемлемая часть игрового процесса Dark Souls 3. Сетевые функции здесь представлены в нескольких вариантах:

1) Возможность оставлять любые подсказки другим игрокам, что бывает крайне полезно в поисках секретов (но иногда вас могут просто троллить).

2) Возможность видеть призраки других игроков. Это позволяет не только заранее заметить затаившуюся опасность, но и не чувствовать себя одиноким на протяжение всего прохождения.

3) Возможность конфронтации между игроками в пвп или коопе.

Тёмный фантом

Стоит сказать, что не всегда онлайн приносит лишь удовольствие. Помимо честных игроков в пвп встречаются те, которые не готовы доблестно сражаться. Отдельная часть людей так и норовит заманить тебя к опасным мобам, чтобы потом с легкостью добить (речь о вторжениях, а не поединках). Читеры здесь, кстати, тоже не редкость. А бояться их определенно стоит, поскольку, кроме банально бессмертных и телепортирующихся, существуют способные выдать твоему персонажу дюпнутые вещи, следствием чего у твоего аккаунта заберут возможность мультиплеера (к счастью, таких читеров я не встречал). Именно по этой причине многие советуют чаще делать резервные сохранения игры и в случае обнаружения читера выходить через Alt+F4. В остальном сетевое взаимодействие между игроками лично у меня оставило положительные впечатления.

Помимо читеров в Dark Souls 3 присутствует и определённое количество других проблем (к примеру, не лишённое изъянов управление на клавиатуре), но они меркнут на фоне всех тех достоинств Dark Souls 3, о которых я рассказал выше. Поэтому, если вы не боитесь сложностей и готовы перебороть себя, окунувшись в эту замечательную игру, однозначно рекомендую к прохождению.

Ждём Elden Ring :)

Прохождение Dark Souls 3 — высокая стена Лотрика, тайники, секреты



Почистив всю территорию и разведав все секреты Храма огня перемещаемся в новую для нас локацию — Высокая стена Лотрика. Выходим из комнаты, спускаемся вниз и зажигаем костер, лечимся, восполняем все что нужно восполнить). От костра у нас есть два пути — направо — разлом в стене и налево.

Путь направо — разлом в стене

Прохождение Dark Souls 3 - высокая стена Лотрика, тайники, секреты

Выбираем это направление, так как тут мы по быстрому все зачистим, соберем полезный лут и пойдем уже дальше по сюжету (от костра налево).

Вначале нас встретит тварь с арбалетом, снимаем ее. Спускаемся ниже, тут  две собаки и два скелета. Сначала разбираемся с собаками, после со скелетами. Скелетов можно фармить. Биться с ними лучше уклонениями. Можно вообще выманить сначала собак а после скелетов, по одиночке, так еще проще. После битвы спускаемся по лестнице к Башне. Она будет заперта (позже ее откроем), а пока чуть правее можно подобрать Душу покинутых останков

Прохождение Dark Souls 3 - высокая стена Лотрика, тайники, секреты

Поднимаемся туда, где мы бились с собаками и идем ко второй лестнице. Сверху снимаем арбалетчика и быстро бежим ко второй нежити. Эту нежить нужно убить максимально быстро, пока она не превратилась в черную тварь, как “Сундия Гундир”. После бойни получаем — Длинный лук и Обычная стрела Х12. Возвращаемся к костру, откуда начали локацию Лотрика.

Прохождение Dark Souls 3 - высокая стена Лотрика, тайники, секреты

Путь налево

Прохождение Dark Souls 3 - высокая стена Лотрика, тайники, секреты

Двигаем налево от костра и спускаемся вниз. Тут будет куча всяких нежитей и тварей. Режем в первую очередь тех, кто пытается встать и всех с фонарями, иначе они позовут подмогу. Идем выше (в башню не заходим), режем пару тварей и находим Бинокль. Возвращаемся, бежим за спину мертвого дракона, спрыгиваем с уступа и через окно в Башню. У окна подбираем Золотую смолу. В башне прыгаем вниз, справа среди ящиков один мертвяк и левее еще один. Режем их и подходим к столу, подбираем Огненные бомбы Х2 и Душу покинутых останков.

Прохождение Dark Souls 3 - высокая стена Лотрика, тайники, секреты

Идем наверх. Встречаем урода со щитом и копьем. Урод немного туговат, уклониться от его выпадов легко, после уклона сразу атаковать. После битвы бежим НЕМНОГО вперед по лестнице, нас запалит дракон. Сразу бежим назад. Дракон своим пламенем сожжет всех противников.(Можно еще быстро пробежать к двери и встать за башенкой, там пламя дракона не достанет, и переждать пламя там) Как только все пламя погаснет И дракон при этом будет молчать бежим к двери. После пожара от противников останется много лута (душа покинутых останков, дубина, уголь, клеймор), его можно собирать пока бежишь, есть риск что дракон опять начнет шалить, либо можно прогнать дракона. Имея в наличии много стрел можно атаковать дракона, убить его не получится, но сильно покалечить можно, после чего он улетит, а мы получим Большой осколок Титанита.

Прохождение Dark Souls 3 - высокая стена Лотрика, тайники, секреты

После дракона идем в башню, спускаемся вниз и натыкаемся на светлый сундук. Это мимик (зубастая тварь, с длинными ногами и длинным языком). От него лучше держаться на расстоянии, уворачиваться от захватов. После убийства Мимика мы получим топор — Глубинная секира.

Прохождение Dark Souls 3 - высокая стена Лотрика, тайники, секреты

Прохождение Dark Souls 3 - высокая стена Лотрика, тайники, секреты

Поднимаемся наверх, тут нас ждет еще один противник, режем его. Открываем дверь, выходим, режем тварей по сторонам, встречаемся с рыцарем Лотрика. Парень серьезный, может как следует приложить, но после серии своих атак он начинает тупить, в этот момент можем атаковать мы. НЕ СТОИТ — блокировать его выпады щитом и обходить рыцаря со спины. 

Данное место хорошо подходит для фарма арбалета, меча, брони и щита рыцарей Лотрика.

Прохождение Dark Souls 3 - высокая стена Лотрика, тайники, секреты

После битвы собираем лут (душа покинутых останков),  идем в башню,  режем тварей, собираем огненные бомбы, идем вверх по лестнице. Находим костер. За углом спрятанный осколок титанита. Заходим обратно в башню, спускаемся вниз, режем две нечести. Одна из них кидается ножами из-за ящиков. Спускаемся ниже по лестнице еще одна тварь с алебардой. Уклоняемся от выпадов. Лучше наносить это твари удары со спины.

Двигаем в следующее помещение. Быстро подбегаем к противнику и режем его, иначе он кинет огненную бомбу в бочки. На воздух влетят все! Находим в помещении труп, с него получаем Металлический нож Х8. У железных ворот можно подобрать Панцербрехер.  Находим тут запертую клетку, которую откроем чуть позже. Можно идти отдохнуть к костру.

Идем в проем, держимся правее, полезет первый противник, режем его, на лестнице режем второго. Выходим на крышу. Там толпа мертвяков. Нас интересует тот что в центре, он первый начнет шевелиться. Его нужно убить в первую очередь, иначе он превратится в черную тварь. После расправы с мертвяками подбираем огненные бомбы Х3 и идем по крыше правее. Тут встретим кристальную ящерку, режем ее и подбираем Осколок титанита. Так же на этой крыше можно найти Большую душу покинутых останков.

Прохождение Dark Souls 3 - высокая стена Лотрика, тайники, секреты

Спускаемся вниз по деревянной лестнице, сразу режем арбалетчика, потом еще пару-тройку нечистей. Собираем лут. По лестнице не спускаемся а движемся левее (лут на фото). Заходим в помещение, нас встречает рыцарь Лотарика с копьем и большим щитом. Любитель делать выпады и молотить щитом. Ставить блок бесполезно, по крайне мере так было у меня. Уклон после атаки, проводим свою атаку, и снова уклон, не жадничаем. Лучше по чаще уклоняться. После боя с рыцарем в этой же комнате находим труп и подбираем Душу покинутых останков.В принципе с рыцарем биться не обязательно, можно забрать душу и свалить, если чувствуете что силы не равны.  Заходим в арку, мочим мертвяков, один прячется за сосудами. Подбираем талисман охотника на Нежить. Проходим чуть дальше по лестнице и подбираем Осколок титанита. Ниже на картинке показаны остальные ништяки, что можно найти по близости.

Прохождение Dark Souls 3 - высокая стена Лотрика, тайники, секреты

Палаш

Рассматриваем поиски из залы где мы только, что сражались с очередным рыцарем Лотрика (если конечно вы его убили).

Если пройти прямо, через центральный вход, то на нас выбежит одна тварь, режем ее, и идем туда, откуда она выбежала, среди останков находим ПАЛАШ.

Прохождение Dark Souls 3 - высокая стена Лотрика, тайники, секреты

Щит с серебряным орлом

Прохождение Dark Souls 3 - высокая стена Лотрика, тайники, секреты

Если вернуться в коридор, спуститься по лестнице на небольшой “пятачек”, то мы наткнемся на двух собак и двух мертвяков с топорами.  Режем их, либо двигаем правее, режем еще одного мертвяка и находим сундук со Щитом.

Возвращаемся к еще одной лестнице ведущей ниже. По одиночке выманиваем собак и мертвяков, и режем их, если конечно не сделали этого ранее. За лестницей, по которой спустились находится Осколок титанита, нужно сломать ящики. Далее идем левее, на лестнице забираем ключ от камеры (можно вернуться и договориться с заключенным), как раз от той, что мы нашли в начале локации (см. описание прохождение выше).

Асторский прямой меч

Двигаем в залу где сражались с рыцарем Лотрика. В указанном проходе находим бочки, разбиваем их заходим в комнату, забираем зеленоцвет у покойника, после прыгаем вниз и находим сундук прямым Асторским мечём. (ниже на фото пояснения)

Прохождение Dark Souls 3 - высокая стена Лотрика, тайники, секреты

Прохождение Dark Souls 3 - высокая стена Лотрика, тайники, секреты

Прохождение Dark Souls 3 - высокая стена Лотрика, тайники, секреты

Где же Босс?

На данном этапе игры мы довольно не плохо обшарили локацию “Высокая стена Лотрика”, пора бы и двигать к боссу.

У фонтана режем жирную нечисть в тяжелой броне, очень тормозная, так что — хороший уклон вам в помощь). С трупа берем уголь и Рапиру. Далее через арку с решеткой, а после сразу на право, и прямо, до конца. Вот мы открыли дополнительный путь к костру локации “Высокая стена Лотрика”. Тут можно вернуться в Храм огня к хранительнице и кузнецу, поправить здоровье и набить скилов. 

Прохождение Dark Souls 3 - высокая стена Лотрика, тайники, секреты

После прокачки возвращаемся назад, нужно забрать еще немного лута. Поднимаемся по указанной на фото лестнице и забираем Большую душу покинутых останков и Кольцо жертвенности.

Прохождение Dark Souls 3 - высокая стена Лотрика, тайники, секреты

Прохождение Dark Souls 3 - высокая стена Лотрика, тайники, секреты

После можно двигать дальше, по направлению к боссу (или боссам, кто знает…). На пути нам встречаются два рыцаря. Есть вариант их обойти (через лестницу у входа в локацию) или сразиться только с одним из них, но этот вариант не для нас. Выжидаем момент когда рыцари будут далеко друг от друга, выманиваем одного так, что бы второй не прибежал на помощь и рубим его. Далее расправляемся со вторым. Обобрав трупы получаем Грубый камень.  После рубли рыцарей забираем Люцернский молот

Прохождение Dark Souls 3 - высокая стена Лотрика, тайники, секреты

Идем в храм. Говорим с жрицей храма Лотрика (Эмма), получаем от нее ковенант “Лазурный путь” и знамя “флаг Лотрика”.

Внимание! ПЕРВЫЙ БОСС
Если при первой встрече убить жрицу то из нее выпадут те же предметы, что она нам дала + чаша. Если ее установить у статуи, то явится первый босс этой локации — Танцовщица холодной долины, к слову говоря не из слабых. Достаточно одного раза от него огрести, что бы потом пойти докачиваться)

 Как убить Танцовщицу холодной долины

Как убить Танцовщицу холодной долины

Босяра по сути очень зверский, тот кто решит с ним в начале сразиться, поймет, поэтому идти к нему лучше хорошо прокаченым.

У боса очень сложно выявить какие либо закономерности в движениях, не зря его назвали танцовщиком. Лучше всего держаться по дальше от босса, немного с боку, что бы при удобном случае можно было сделать кувырок в сторону спины и провести атаку.  Основные удары босса — мечем по дуге, но с его замахом дуга делает практически круг. Так же, босс может схватить персонажа свободной рукой и ударить об пол, при этом добив саблей. Еще может рубить саблей верху вниз — тут просто увернуться. Делать несколько вращений, как юла — тут лучше отойти по дальше. Может ударить об пол кулаком, образовав вокруг себя взрывную огненную волну — тут тоже отбегаем по дальше. 
После того, как у босса останется 50% здоровья — он достанет вторую саблю/меч. Начнет делать нечто похожее на самурайские вращения, в этот момент к нему не подойти, просто отбегаем от него, а когда он остановится — наносим удар, лучше со спины. Появятся и новые удары — прямой выпад с саблей — просто уклонение в любой бок; прыжок в сторону персонажа, если он находится далеко; удары обоими мечами о землю сверху. 
Самая оптимальная тактика, на мой взгляд, стараться держаться поодаль, при этом всегда видеть бок босса, не важно, левый или правый. Босс ходит кругами, и вы за ним кругами, только что бы видеть бок. Как только босс начинает тормозить, или вытаскивать свои мечи из земли — кувырок за спину и наша атака. 
Лучше при себе иметь полные фляги.

После битвы с боссом мы получаем — Душа танцовщицы + 60 000 душ.

Выходим из храма Лотрика. Справа будет одна не слабая нечисть в синем плаще и броне. Подкрадываемся сзади и рубим. С труба берем изысканный самоцвет.  После идем к лестнице напротив выхода из собора, спускаемся к воротам и тут начнется битва уже со вторым боссом (для кого то с первым) — Вордом из Холодной долины.

Как убить Ворда из холодной долины

Как убить Ворда из холодной долины

В борьбе с боссом хорошо подойдет броня с сопротивлением к холоду, это небольшой бонус, но и без него справиться можно. Передвижение Ворда похоже на жабу-таракана. Основные удары боса — булавой по дуге и булавой или кулаком о землю. Как только идет замах булавы или кулака делаем кувырок под босса (да, да, именно под боса, он здоровы, и мы легко пройдем под ним), оказавшись сзади проводим свою атаку. Стараемся всегда держаться позади, или поодаль. Близко в лоб лучше не подходить. Если босс попадет кулаком/булавой по персонажу, считай крышка.  (Если вы используете мага, то лучше призвать фантома, так будет проще оказываться за спиной босса).

Когда у Ворда останется 50% здоровья он будет обмораживать территорию вокруг себя. Бегая по этой области наш рыцарь тоже будет обмораживаться, скорость движения снизится а выносливость медленнее восстанавливаться. Лично мне показалось, что босс сам начинает заторможеннее двигаться. Тактика остается прежней, атака со спины.

После боя мы получаем Душу Ворда из Холодной долины + 3000 душ. 

Внимание — Не стоит использовать эту душу для добычи душ, из нее можно получить уникальной оружие.

Идем к обрыву и устанавливаем знамя “Флаг Лотрика”. После нас переносят в следующую локацию.



https://static.tvtropes.org/pmwiki/pub/images/5e433529905c0d517c87dfef1f590ef3.jpg

Now only embers remain.

«The fire fades, and the lords go without thrones…»

Dark Souls III is the third and final game in the Dark Fantasy Action RPG Dark Souls series, developed by FromSoftware and published by Bandai Namco Entertainment. This entry also marks the return of Hidetaka Miyazakinote  as game director, after an absence from Dark Souls II. The game was released in Japan on March 26, 2016 for PlayStation 4, Xbox One and PC, with an international release on April 12th. The first bit of Downloadable Content, titled Ashes of Ariandel, was released on October 25, 2016. The second and final, The Ringed City, was released on March 28, 2017.

Once there was fire, and with it came disparity: heat and cold, life and death, light and dark. For eons untold, gods, heroes, and kings have offered themselves and the power of their souls to the supernatural «First Flame» that brought this change, in hopes of keeping the world alight. But now, only embers remain. In a world of ashes where everything of note has already been burned, where space and time itself are collapsing in on themselves from the weight of the endless eons this fading Age of Fire has been prolonged, the only hope of keeping the fire going is reviving the lords of ages past to burn what remains of their cinders. However, not even a single «Lord of Cinder» who would willingly give themselves to the First Flame is left now.

You take the role of an Unkindled, a nameless accursed undead made up of the bits of heroes past that wouldn’t burn. In this purgatory abandoned by the last of the Lords of Cinder, it falls to you to take the souls of the remaining once great heirs of fire instead… to either keep the flames going yourself, or bring the world to its final end. And so it is that ash seeketh embers.

Gameplay is a «best of» the mechanics from the previous Souls games and Bloodborne. Combat borrows heavily from the first Dark Souls, including many of the player animations, though some features from Dark Souls II return, such as Skill Point Reset items and optional voice chat. Co-op and invasions work similarly to how they did in Demon’s Souls and Dark Souls, using soul level range rather than the soul memory system from Dark Souls II but with an added adjustment based on how far the player’s weapons have been upgraded. Mechanics from Bloodborne include chargeable heavy attacks, faster, more aggressive combat, and a weapon dependent Stance System. Dark Souls III also replaces the Vancian Magic system from the previous games with a «Focus Meter», a la the Magic Meter from Demon’s Souls. Lastly, every weapon in the game has a «Weapon Art» that gives the wielder a unique attack, from shieldbreaking uppercuts with the swords to rushing stabs with spears. More unique weapons also have their own Weapon Arts, and all arts also draw from the Focus Meter. The Focus Meter itself can be replenished from a unique Ashen Estus Jar, forcing the player to divide up their healing if they wish to have access to a wider variety of useful methods of engagement.

Previews: Only Embers Remain, The Fire Fades, Darkness Has Spread, Opening Cinematic, DLC #1 Announcement Trailer, DLC #2 Announcement Trailer.


Embrace the Tropes

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     A-D 

  • Aborted Arc:
    • References to and statues of the Primordial Serpents appear all over the game with increasing frequency towards the end of Lothric Castle, with the implication being that those creatures had a hand in the creation of Lothric and possibly even Londor. This seems as though it’s building to a big reveal but ultimately leads nowhere aside from more statues in The Ringed City DLC, no one even mentions them except a death quote by Yuria, saying she’s failed Kaathe.
    • A lot of enemy design seem obsessed with wings, in the same way that Bloodborne characters and creatures were obsessed with eyes. It’s not uncommon to see monsters with malformed protrusions from their back and Pontiff Sulyvahn even sprouts wings in his second phase. The reason for this is unexplained.
  • Abdicate the Throne: The Lords of Cinder, with the exception of Ludleth. To be specific, the Abyss Watchers and Yhorm do so by accident, Aldrich and Lothric willingly.
  • Aerith and Bob: The names in the game vary from exotic, like Greirat, Leonhard, or Sirris to familiar ones like Andre or Emma.
  • After the End:
    • All of the kings of yore are long dead, the world has been burned to ashes, and only embers remain of once (comparatively) great eras. The Untended Graves are an even worse version, as they take place in a time where the Fire has almost completely gone out, leaving the world shrouded in darkness.
    • The Ringed City DLC takes place even further into the future. The final battle with Gael takes place in an endless bleak desert dotted with the ruins of cities.
  • Ambiguous Ending: All of the endings are rather vague in their outcome but choosing to Usurp the Flame is either a Golden Ending or the worst possible outcome. You bring about Vendrick�s wish to combine the First Flame with the Dark Soul and become the world�s new ruler. This can either result in a happier world where humanity is finally free from the God�s meddling and the Darksign� or it could result in the world becoming an even greater hellscape, especially if monsters like Manus are really what happens to mankind if their Dark Soul isn�t kept in check.
  • Antepiece: At the start of Irithyll Dungeon, the game tries to trick the player into picking up a worthless item right at the edge of a cliff, causing a nearby enemy to sneak attack them and push them off the cliff into the lower section of the dungeon. This is largely a harmless prank — the lower section isn’t excessively dangerous and the attack itself does no damage — but it’s meant to make the player more cautious when traversing the area and to check their surroundings whenever they try to make a move. The associated setpiece comes later, as the player is confronted with a valuable Crystal Lizard in a seemingly empty hallway, but in truth it is guarded by a dangerous enemy that will sneak attack the moment the player chases the lizard. A savvy player who learns from the earlier mishap can avoid any damage and get the loot.
  • Anti-Climax: The Link the Fire ending is deliberately one of these. At the end of all your struggles, if you choose to link the First Flame once more, the flame is so weakened that it barely even covers your character, and you simply sit down quietly as the screen fades to black. The implication is that you’re only pointlessly delaying the inevitable, and your Heroic Sacrifice is a completely futile effort.
  • Anti-Frustration Features:
    • In really out-of-the-way places, there is usually a Homeward Bone or two lying on a body. This is so you don’t have to teleport out using the Darksign and lose your souls if you’re in no shape to continue on. Near the start of the endgame, you can also pick up an item called the Coiled Sword Fragment, which works just like the Aged Feather from Dark Souls II.
    • Using a Homeward Bone or the Coiled Sword Fragment gives you the choice of either warping back to the Firelink Shrine bonfire or the last bonfire you rested at.
    • Returning from II, resting at a bonfire repairs your weapons to full, making constant trips to a blacksmith no longer necessary unless you break them. However, the rate of weapon degradation is much slower, closer to what it was in the first game, which means you’ll virtually never be forced to swap. The only time you might actually risk weapon breakage is if you overuse a weapon that loses durability with a special attack. Additionally, repair powder to restore durability is much more accessible, being available in basically unlimited quantities more or less from the beginning of the game and costing 600 souls as opposed to Dark Souls II‘s 2500.
    • Homeward Bones now activate much faster than they used to.
    • Some enemies will occasionally give extra doses of Estus upon death, alleviating the need to constantly backtrack to a bonfire to refill the Estus Flask.
    • You don’t need to play online in order to get the covenant rewards, as some enemies in the world will have the covenant items as a rare drop. Granted, that presents its own headaches, but it’s better than being locked out of the covenants due to poor internet connection.
    • Combat items such as Firebombs and Throwing Knives have stat scaling, just like in Bloodborne.
    • You can toggle whether or not certain consumable items (throwing knives, homeward bones, bolt/arrows, etc.) will refill when you rest at a bonfire.
    • Picking up special ashes in endgame areas allows the player to buy the high-end crafting materialsnote  in unlimited quantities, as long as you pony up the souls required. There are also 8 Titanite Slabs per playthrough, with three more in the first DLC area, as opposed to 1. There are also 4 Titanite Slabs in the second DLC, resulting a total of 15 Titanite Slabs per playthrough. This is better than the old systems, where you’d be lucky to upgrade more than one or two weapons to 10+ per playthrough.
    • For players without online access, NPC summon signs are available for many more boss fights than the first game (though not quite as many as the second). This is especially useful for mage builds, allowing the phantom to keep the boss busy while you pelt it with magic.
    • Titanite from Crystal Lizards now appears in the inventory automatically, as it did in the original game but not the second. This means no more lost Twinkling Titanite because it ran off a cliff or you died before picking it up.
    • Unlike II, where merchants willing to buy your spare crap were as rare as hen’s teeth, you have reliable access to a merchant who will pay for Broken Straight Swords, pairs of Deserter’s Trousers and suchlike from the moment you gain access to Firelink Shrine.
    • Upon slaying your third Lord of Cinder, you’ll be shown a cutscene that teleports you back to Emma at the High Wall of Lothric for the boss fight against the Dancer of the Boreal Valley. The boss you just defeated (usually Yhorm, but possibly Aldrich) will have their bonfire lit for you, even if you didn’t get the chance to light it manually.
      • This is especially useful in Yhorm’s case, because your reward for finishing Siegward of Catarina’s quest will be waiting for you in Yhorm’s arena once you defeat him and reload the area.
  • Arc Symbol:
    • In Demon’s Souls we had fog and demons, Dark Souls had fire and darkness, Dark Souls II had memory and cycles, and Bloodborne had blood, eyes, and dreams/madness. This game’s symbols are embers/cinder, ash and ice.
    • The DLC also contains their own symbols, with frost and rot for Ashes of Ariandel, and rings and blood for The Ringed City.
    • Many powerful bosses will wield flaming swords. All of the Lords of Cinder, for instance, will wield some sort of flaming weapon midway into their boss fight.
  • Artificial Brilliance:
    • Certain enemies have unique moves that prevent you from fishing for backstabs. For example, shield-wielding enemies will try to anticipate your movement and will use a backwards shield bash to knock you away. Some bosses (the first boss in The Ringed City DLC, for example) gain entirely different movesets depending on whether you’re taking it on solo or with summoned help.
    • The NPC phantoms and attackers are willing and able to use riposte attacks on you should they break your guard, making shields somewhat dangerous to use against them. They also try to back up and heal themselves when in danger.
  • Artificial Stupidity:
    • It is still possible to make said invaders and attackers throw themselves off cliffs, or for them to continue shooting at you while behind a wall.
    • Running to the end of a tough enemy’s aggro range and attacking from the other side can still break some encounters completely.
    • Justified in the case of Holy Knight Hodrick’s summon, which will 1) follow you across the map and 2) pick fights with everything along the way there, since Hodrick is also homicidally unhinged and genuinely does not care what he kills.
  • Ascended Fridge Horror: The lore of the previous two games indicates that no matter how many times you may try linking the fire of the First Flame, in the end you’re simply delaying the inevitable Age of Dark for just a little while longer. This game is centered around how the Age of Fire is finally meeting its end, after constantly being prolonged by heroes of previous ages. Unlike the previous games, there is no way to rekindle the First Flame, the Age of Dark will come regardless of everyone’s efforts to keep it at bay, and the Multiple Endings simply allow different avenues for how the end comes.
  • Attack Its Weak Point: Like in Bloodborne, you can set up extremely damaging ripostes against enemies you actually can’t parry by striking specific spots on their body. In most cases where this holds true, the weak spot is the head. Reusing the second game’s percentage-based defensive system also allows for enemies to take bonus damage from certain attacks, marked by a sound that’s different to the normal «weapon striking flesh» noise you’ll hear through the game.
  • Awesome, but Impractical: The new Mana Meter system put several late game sorceries firmly in this territory. For example, Soul Spear and Crystal Soul Spear both do heavy damage, cast fast, and can pierce multiple targets. It also has an exorbitant FP cost and only does a little more damage than Great Heavy Soul Arrow, which casts slower and can�t pierce but has a much lower FP cost.
  • Back for the Finale: A ton of elements and characters return for the end of Dark Souls, including Blacksmith Andre of Astora, Firelink, the trading crow, Anor Londo, Patches, Gwyndolin, Havel the Rock, and many more.
  • Badass Army: The Undead Legion of Farron. Before the events of the game, their primary task was to fight any outbreak of the Abyss, much like their predecessor Artorias the Abysswalker. The «Undead Legion of Farron» is composed of 3 units:
    • The Abyss Watchers. The legion’s primary unit, in charge of containing outbreaks of the Abyss, up to and including just burning everything to the ground. They eventually sacrificed themselves collectively to link the First Flame and became Lords of Cinder.
    • The Farron Followers. The legion’s secondary unit, serving as Internal Affairs of the Legion and tasked with killing any legionnaire who became corrupted by the Abyss. By the events of the game, they have lost their purpose, gone hollow, and wandered off into the Painted World.
    • The Watchdogs of Farron. The auxiliary unit and a player covenant, acting as a Home Guard to defend Farron Woods from would-be invaders. By the events of the game, they now serve as grave wardens watching over the graves of the Legion.
  • Bash Brothers: Siegward does this repeatedly, helping you take down massive creatures in his own flesh rather than being summoned as a phantom. More literally, there are also the princes Lorian and Lothric.
  • The Berserker: The Outrider Knights, such as Vordt of the Boreal Valley, crawl on all fours and dash about while swinging wildly. Justified, given their lore even states they’ve lost their minds and are little more than beasts at this point.
    • Mound-Makers are considered «mad phantoms» and are rewarded simply for killing, without regard for whether they kill other invaders, world masters, summoned allies and so on. The Mound-Maker representative in the game, Holy Knight Hodrick, can be summoned into the Road of Sacrifices, where he will pick fights with random hollows and dogs, giant crabs, invaders like Yellowfinger Heysel, the Exile Watchdogs and so on.
  • BFS: The Greatsword and Ultra Greatsword classes of weapons, which are full of massive blades as large as their wielder.
  • Big Bad Ensemble: The Lords of Cinder who abandoned their duty of linking the Flame.
  • Big Bad Wannabe: The Cult of The Deep, made up of Aldrich, Pontiff Sulyvahn and the various Deacons of The Deep are one of the rare outright villainous groups in the series, with their obsession with Human Sacrifice and plans to spread The Deep throughout the world and have quite a few impressive achievements to their name, such as corrupting the Way of White, overthrowing the Darkmoon Knights and even conquering Anor Londo itself. Despite all of this though, they wind up being fairly inconsequential, serving as little more than roadblocks for the Ashen One to break through. And even then, they’re not even a main target of the Ashen One, they just happen to be standing between them and Aldrich’s cinders.
  • Bittersweet Ending: The End of Fire has the Age of Fire finally coming to an end, with the Ashen One alone in the dark with Firekeeper by your side. It�s implied that ending the cycle will eventually lead to the world�s rebirth.
  • Black-and-Grey Morality: The main conflict for the most part preserves the Grey-and-Grey Morality of the first game, but introduces some black into the spectrum with the Cathedral of the Deep, led by Aldrich, the Saint of the Deep and his disciple Pontiff Sulyvahn. It is by far the most openly villainous organization seen in the whole series, being based around Human Sacrifice and with the ultimate goal of plunging the entire world into the Deep.
  • «Blind Idiot» Translation:
    • The Irithyll Dungeon jailers attack the player by branding them with a red-hot iron. The branding iron is an obtainable weapon and labelled as a «Soldering iron» in English, which is a different kind of tool entirely (for metalworking rather than marking flesh).
    • The Carthus Hooked Sword is labelled as «Carthus Shotel» in English, which despite being a hooked sword, is definitely not a Shotel, it is in fact based on the Egyptian Khopesh.
    • The Spanish translation of the game refers to the Bow class of weapon as «Hacer reverencia» — As in, to bow to someone. Not the weapon.
    • The French translation has the same mistake, except the other way around: the «Bow» emote is called «Arc», like the weapon.
    • The Italian translation has random bits of Spanish in certain item descriptions.
  • Blob Monster: Aldrich, Saint of the Deep — one of the resurrected Lords of Cinder — is an amorphous mass of black ooze with parts of the people he has consumed sticking out of him. There are also smaller ooze monsters in the Cathedral of the Deep, Catacombs of Carthus and Smouldering Lake.
  • Bloodier and Gorier: While Dark Souls II toned down the amount of spilled blood enough to be rated T for Teen, Dark Souls III now goes all-out, mirroring the exaggerated blood splatters found in Bloodborne, right down to drenching the surroundings in stains of blood. However, you can turn the blood off in the options menu.
  • Blood-Stained Glass Windows: You’ll end up slaughtering your way through the Cathedral of the Deep while tracking down Aldrich. Pontiff Sulyvahn and later Aldrich himself are also confronted in massive cathedrals, in the latter’s case the very same cathedral you fought Ornstein and Smough in in the first game.
  • Body Horror:
    • If you obtain an optional item called the Dark Sigil, you will begin to Hollow like in Dark Souls II, slowly decaying into a walking piece of jerky each time you die. There’s a way to cure this, however — either through using a Purging Stone, which can be bought, rather ironically, from Yuria of Londor, or from praying (and coughing up souls) to the statue of Velka found in the Undead Settlement.note 
    • Throughout the High Wall of Lothric, you find the corpses of Hollows turning into what appear to be trees. By the time you’ve set the Abyss Watchers, Yhorm, and Aldrich on their thrones in the Shrine, the «trees» seem to have transformed into «Pilgrim Butterflies», an unholy fusion of the Moonlight Butterfly and the Bed of Chaos.
    • According to his backstory, Aldrich, Saint of the Deep, devoured so many men that he «bloated like a drowned pig, then softened into sludge».
    • The various outrider knights of the Boreal Valley have been twisted into feral, near-mindless monsters. The Dancer’s armour was merged with her skin, for example.
  • Book Ends: The final elevator before the fight with Lorian and Lothric functions exactly the same as the one where the Ashen One meets Siegward for the first time in the Undead Settlement.
    • A smaller example with the main Lords of Cinder boss fights: Both the first (Abyss Watchers) and last (Lorian and Lothric) fights open with a cutscene, and both bosses have two full health bars, with a cutscene between the two showing the boss falling over with another source reviving them into Cinder form (The wolf’s blood for the Abyss Watchers, and Lothric for Lorian).
    • Across the series as a whole, the Final Boss for Dark Souls 1 is the burnt out husk of Gwyn, Lord of Cinder, and the final boss for this game is in essence a re-match against him, as well as everyone who ever Linked the Fire, in the form of the Soul of Cinder.
    • Similarly, in reference to Dark Souls II and Bloodborne, the Final Boss of Ashes of Ariandel is a scythe-wielding former woman in white using the powers of darkness, swiftly moving around and often vanishing from sight.
    • The final boss of The Ringed City is Slave Knight Gael, enhanced into a Super Soldier by the Blood of the Dark Soul. It feels like this last major story boss is a much stronger repeat of the first major story boss: The Abyss Watchers, in both his combat style and the two sections of the battle: A faster, wild style followed by a slower style with new tricks. It also features a similar cutscene between the two phases of the fight : both bosses will get back up empowered for the second phase, complete with a Sword Plant. The difference being? You can’t backstab this one.
    • The Ringed City also presents a series long one. In Dark Souls you always start out with a Broken Straight Sword before getting your class specific weapons off of a corpse in the Asylum. Fast forward a few eons, and Slave Knight Gael’s weapon during his boss fight is basically a scaled-up version of a Broken Straight Sword, even being broken into the same shape. Should you choose to transpose Gael’s soul into it, you can wind up beginning and ending the series wielding nothing more than a simple broken sword.
  • Boring, but Practical:
    • Once again, mundane weapons outshine fancy boss drops for sheer ease of use and often damage too if you upgrade them. The Longsword especially is a potent choice for basically any build. It has a low weight, a varied moveset and unless your Strength stat is insanely jacked you’ll be doing better damage using this simple stiff blade instead of some huge great-hammer or halberd. Even casters can get some good use out of it thanks to the low stat requirements. The Knight starts the game with one in hand, but the Hollow soldiers in Lothric’s first area also drop them semi-frequently. Another good choice is the simple Spear, you can get from starting as a Herald. Not the greatest damage, but pairing the reach with a good, stout shield is the safest you’re ever going to be away from a bonfire.
    • The Wood Arrows don’t deal much damage compared to other arrows, but they are cheap enough that you’ll eventually cap the maximum storage capacity for them. Pair these with the Short Bow (if you start as a Thief) or the Longbow (which is an early find and doesn’t need many stats) and you can cheese a good amount of enemies if you are patient enough.
    • The game switching to a Mana Meter instead of Vancian Magic had the side effect of making simpler magic spells outshine more flashy magic. The Great Heavy Soul Arrow, for instance, does only slightly less damage than the Crystal Soul Spear (though casts slower and can�t pierce), has very low FP costs, is obtainable fairly early on, and has low stat requirements. Properly built, this simple sorcery can shred enemies from a distance and has much greater FP efficiency than late game spells.
    • Many infusion crystals pump up the damage of a weapon but remove all of its scaling. In the early game, this will give better results than any character’s low stats and terrible unreinforced damage scaling. For casters, this will be the case into the midgame, when crystals that add Faith/Intelligence scaling become available. This is especially true for Pyromancers, who need to level Intelligence and Faith, spending as few levels on Strength and Dexterity as possible.
  • Boss Corridor: The last stairway before the boss fight with the Twin Princes of Lothric, Lothric and Lorian, is straight and short, and past a small armada of enemies.
  • Boss in Mook Clothing:
    • Mimics return and are as difficult as ever. They also come in both Dark Souls I combat style and Dark Souls II combat style.
    • Giant crystal lizards can be encountered that are significantly more deadly than the tiny ones players are used to hunting.
    • The large hellhound-like enemies that appear in Irithyll. One particular encounter with two of them is nearly more challenging then the boss fight for the area.
  • Boss-Only Level: The final area of the main game, the Dark Souls III version of the Kiln of the First Flame, has zero standard enemies in it and is very short. The only opponent inside this version of the Kiln is the Final Boss of the game, The Soul of Cinder.
  • Bullfight Boss: Vordt and Consumed King Oceiros in their respective second phases, where they will wildly charge at the player if they get too far away from them.
  • The Bus Came Back: Various characters from ages long past return. Even the implausible ones are somewhat justified by the nature of Lothric: a «transitory land» built from various lands where the Fire was linked, meaning that something fading into obscurity doesn’t prevent it from appearing in Lothric.
    • Though the player never met them in the previous games, a number of «Lords of Cinder» are resurrected, even though each was believed to have been killed at the end of their age.
    • You encounter a previously unseen Stone Dragon, even though all but one was killed in the backstory of the first Dark Souls.
    • Andre of Astora from the first Dark Souls is now in Firelink Shrine, still working as a blacksmith.
    • Patches (now known as Unbreakable Patches) is still around and doing his usual thing of tricking unsuspecting people into traps so he can loot their bodies.
    • Creighton the Wanderer from Dark Souls II is still around, having canonically survived his duel with Mild-Mannered Pate, and is now a member of Rosaria’s Fingers — as is Kirk from Dark Souls I.
    • A Petrified Giant from Dark Souls II can be found around Firelink Shrine. You can even get Seeds of a Giant Tree from it.
    • The Giant race from Dark Souls I makes a return in the shape of the Giant Archer, and a few who function as enemies.
    • The Pyromancer class makes its return after being absent from Dark Souls II.
    • Entire countries, including Astora, Catarina, and Carim, still exist in this game, despite Dark Souls II implying most had faded into history after the first game. A chunk of Anor Londo is also still around, and you even get to revisit it in person.
    • The Black and Silver Knights make a triumphant return, and are just as devastating as before.
  • Bus Crash: Various NPC’s from the previous games make cameo appearances as corpses you can find throughout the game, including Elizabeth, Princess Dusk, Quelana, Quelaag’s Sister, Laddersmith Gilligan, the Darkmoon Knightess, the Giant Blacksmith, and Gwyndolin. The last example in particular is utilized in a horrifying manner, with his corpse being used as a puppet by Aldrich during his boss fight.
  • Call-Back:
    • Basically everything Solaire of Astora ever owned is available in the game: his armour and shield can be acquired by trading with the crow on the roof of Firelink Shrinenote , his Sunlight Talisman is in the swamp near Farron Keep, and his sword can be found in Lothric Castle.
    • The Dancer of the Boreal Valley uses a similar moveset as Lord’s Blade Ciaran from the first Dark Souls. When her health is low enough, the boss will even bring out a second blade, mirroring Ciaran’s Gold and Silver Tracers, and Pontiff Sulyvahn’s swords, as well.
    • The Lords of Cinder are awakened by the tolling of a bell, much like Kingseeker Frampt in Dark Souls.
    • Farron and his undead legion, the Abyss Watchers, are using equipment modeled on Artorias the Abysswalker from Dark Souls. The description of the Wolf Knight’s Greatsword reveals that Artorias was indeed their founder. Or at least, they considered him their founder.
    • The Fire Keeper set is a black version of the outfit you find on the three old Fire Keepers at the start of Dark Souls II. Both she and High Priestess Emma are also nearly identical to the old Fire Keepers.
    • The Handmaid shopkeeper in Firelink shrine adopts many of the mannerism of the old Fire Keepers from Dark Souls II.
    • The Hub Level is called Firelink Shrine, as in the first Dark Souls, although it functions more like the Nexus from Demon’s Souls.
    • Like in Dark Souls, you can find a bell tower next to Firelink Shrine.
    • Eygon of Carim in the Undead Settlement paraphrases Lautrec of Carim’s line from Dark Souls:

      Lautrec: I thought you were wiser, but I thought wrong! Tis a terrible pity. Like a moth flittering towards a flame.
      Eygon: Hopeless, the whole lot of you. Like little moths, flittering towards a flame.

    • A cell near Eygon holds Irina of Carim, a failed Fire Keeper that is blind, similar to Anastacia of Astora from Dark Souls, an imprisoned Fire Keeper that is mute. She’s also wearing a copy of Rhea of Thorolund’s cleric maiden set from that game.
    • Hawkwood is a reference to the Crestfallen Warrior from Dark Souls and Dark Souls II note , as another undead who’s crossed the Despair Event Horizon.
    • Siegward of Catarina references Siegmeyer from Dark Souls, as another friendly knight equipped with onion-shaped armor and a Zweihander who always seems to be «in a bit of a pickle.»
    • If Yuria dies, her Last Words will be «Kaathe, I have failed thee…»
    • Both the Drakeblood Knight and Faraam armor sets return from Dark Souls II. The Faraam set’s description says it is «mentioned in numerous legends, alongside the names of those who are said to have gone beyond death». «Go Beyond Death» was Dark Souls 2‘s Tag Line, and said armor was the game’s main advertised design like the Elite Knight set was for 1.
    • Ornstein, Smough, and Artorias’ armor sets are in the game. However, the plume in Ornstein’s armor was only included in the patch preceding the Ringed City DLC.
    • The Hollowslayer Greatsword’s description mentions that long ago it was the weapon of a masked knight of Mirrah, in reference to Lucatiel from Dark Souls II. You can also get her armor and her hat/mask.
    • In a house in Irithyll of the Boreal Valley, you can find portraits of Gwynevere and Queen Nashandra.
    • The Final Boss, the Soul of Cinder, references a number of previous bosses in FromSoft games. The first phase has you fight various Fire linkers from the first two games, while the second phase is a souped up version of Lord Gwyn from Dark Souls. The arena also has flowers everywhere, a la the Final Boss fight with Gehrman in Bloodborne.
    • Aldrich, Devourer of Gods, has Gwyndolin’s torso from Dark Souls I sticking out of him.
    • You can find a special talisman made from white hair that can cast both miracles and pyromancy, the description of which reveals that it’s made from the hair of the Fair Lady from Dark Souls I. On that note, you can also find a whip called Witch’s Locks, created from the hair of one of the Witch of Izalith’s six other daughters.
    • Once again, a dragon parks itself on a high place and regularly roasts the only way forward, forcing you to time it. Instead of it being a bridge, though, it’s on the corner of a high castle wall and it alternates which lane it burns.
      • This happens again in The Ringed City, where Midir flies back and forth across the bridge from the swamp to the caves, roasting everything in sight. The later encounter with him on the bridge, where he’s a stationary enemy that attacks by breathing fire and slamming his front claws down, is very similar to the two undead dragon fights in the first game.
    • The last stretch before the battle against Prince Lothric has you crossing a bridge filled with wooden barricades and enemies lying in ambush, reminiscent of the first section of the Boletarian Palace from Demon’s Souls.
    • The hand-faced enemies in the Profaned Capital have a similar physical build (minus the head) to the Cyclops enemies from Dark Souls II, and they roll around on top of the Unkindled One in much the same way.
    • The Corvians and Corvian Storytellers are descendants of crow/raven people that have escaped from the Painted World of Ariamis. Some even wield great scythes modeled after Priscilla’s Lifehunt Scythe. The Ashes of Ariandel DLC shows even more Corvians, albeit with a more avian look to them.
    • You can find the Fume Ultra Greatsword from Dark Souls II, and its description says that it was used by a traitor long ago, referencing Raime’s turn on King Vendrick.
    • The description for the Shield of Want references an «old king of want». The shield is in fact King Vendrick’s Shield from Dark Souls II, a character associated with the idea of want.
    • The Curse Ward Greatshield is the Pursuer’s Greatshield, except inexplicably flipped on its side compared to its appearance in Dark Souls II. Amusingly enough, its description is pretty much the complete opposite of what it had in II (in III it’s said to be given to those who resisted the Undead curse, in II it was owned by a man who relentlessly hunted and killed the cursed).
    • The description for the sorcery Soul Stream references the «First Scholar» of the Grand Archives, said to have doubted the linking of the Fire. The description of this unseen character matches Aldia from Dark Souls II, also known as the Scholar of the First Sin. In the Japanese version of the game, the sorcery shares a name with Soul Geyser, a Dark Souls II sorcery associated with Aldia.
    • The ruins of Earthen Peak from Dark Souls II make up part of the Dreg Heap at the end of the world in the Ringed City DLC, complete with a Desert Sorceress, pools of poison, the wreckage of the windmill, and the weapons and soul of Mytha, the Baneful Queen.
    • The Reveal of the eponymous Ringed City serves as a call back to the reveal of Anor Londo, where a group of gargoyles grabs you and flies you to your destination, with the city itself being revealed in a huge, sweeping landscape shot as the music swells triumphantly.
    • The Spear of the Church fight in the DLC is set up almost the same as the Old Monk fight in Demon’s Souls, where another player is summoned to fight you and given some extra tricks with which to torment you.
    • The Old Moonlight sorcery transposed from Darkeater Midir’s Soul, rooted in an older memory that preceded the Paledrake, is a callback to the original Moonlight Sword from King’s Field.
    • Gundyr’s Armor set «modeled after a former king» is a callback to Old King Doran from Demon’s Souls.
    • The fight against Gael at the end of The Ringed City starts the same way as the fight against Artorias; the boss impales an enemy on their sword before hurling it at you.
  • Carry a Big Stick: Maces and clubs return as a common weapon type. In addition, the boss Vordt of the Boreal Valley wields a very Sauron-esque mace.
  • Central Theme: Legacies. The majority of bosses, enemies, and NPCs you meet are part of a legacy, and trying to deal with it in different ways.
    • The Abyss Watchers were bound together by a pledge to take up the legacy of Artorias to hold back the Abyss.
    • Aldrich, a descendant of the old gods, embraced his legacy with such fervor he literally devoured his forebearers to become them.
    • Yhorm the Giant became a Lord of Cinder to wipe his legacy, the kingdom of the Profaned Flame, from history, and even entrusted his friend to kill him should he ever come back to life to end the legacy of the Profaned Flame.
    • Lorian and Lothric, princes born to be the greatest legacy of Lothric Kingdom, abandon their duty, and would rather remain in their tower as the world around them rots.
    • Oceiros, during his search for power, became obsessed with Seath the Scaleless’ legacy, going as far as becoming a drake himself, and he also desperately looks for his child Ocelotte, his own legacy.
    • Cornyx is part of the legacy of Pyromancies going all the way back to the first Age of Fire, and his only real desire is to be a master who can pass his teachings onto a pupil.
    • Hawkwood is a man in search of a legacy to be a part of, first trying to become part of the Abyss Watchers, and after abandoning them, turning to the Way of the Dragon.
    • Orbeck reveals that he wished so badly to be part of the legacy of sorcery that he sacrificed his morals and soul, becoming an assassin just to be able to be part of the Dragon School of Vinheim.
    • Anri uses the armor and name of the long dead land of Astora to evoke their legacy, despite not being from there.
    • Karla, after agreeing to teach you, impresses upon you to be mindful of your actions, as they reflect on her legacy as well.
    • Ringfinger Leonhard is revealed to be the last of the Princess’s Guard, and steals the soul of Rosaria, Mother of Rebirth, so no one else may sully her legacy.
    • Yorshka has taken up the legacy of the Blades of the Darkmoon, despite all its members and even the god they served being long dead.
    • The Corvians are descendants of the monsters who escaped the Painted World of Ariamis, and to this day still tell tales of the mistress of that world, Crossbreed Priscilla.
    • The Kiln of the First Flame is a literal representation of legacies, with all the civilizations and ashes of every age piled upon each other to the point of breaking.
    • The Soul of Cinder is also a literal legacy, an accumulation of all those who linked the flame.
    • Even the Multiple Endings have you choose between different legacies: to take up an existing legacy as the next Lord of Cinder, to start your own new legacy as the Lord of Hollows, or to end the First Flame, and give future generations a new world free of the legacies of the past.
    • The area where Ashes of Ariandel takes place is a rather peculiar case: while it was thought to be a brand new Painted World, the fact that Priscilla’s boss arena is in the bottom of a deep ice valley means that it is the original Painted World. It’s just been remade so many times on the same canvas to the point it’s nearly rotted away completely.
    • Another central theme of Ashes of Ariandel is also one of the Souls’ world in microcosm: is it better to let a world slowly, peacefully rot away to nothing, or should you destroy it all in one blast of flame in the hope of something better taking its place?
  • Character Class System: Heavily downplayed, just like the rest of the series. The game offers ten classes for player characters to choose from, but these only determine the characters’ starting equipment and stats. Any starting class can eventually be built up to be capable of any playstyle.
  • Charged Attack: Heavy attacks can be charged just like in Bloodborne. This time around, magic can be charged up to increase the effect, with some of them granting you hyper armor so that you can’t be knocked out of the animation.
  • Chest Monster: The Mimics return from the previous games, and once again, you can tell if a chest is a Mimic if it has a chain pointing towards you rather than away from you.
  • The Chosen One: The «Red Knight» who appears on the cover was a Lord of Cinder who linked the fire to preserve the world. Or rather, it’s the Soul of Cinder, the deific manifestation of the First Flame and the composite of Gwyn and all the chosen undead who Linked the Fire.
  • Chronic Backstabbing Disorder:
    • It’s a game with Patches, what did you expect out of him? Though he may just be trying to trick stupid people.
    • This is actually the danger of summoning mad phantoms belonging to the Mound-Makers covenant. Mad phantoms are required to kill a set number of phantoms or the host…meaning they could attempt to help you against invaders, or they could attempt to kill you yourself, so it’s not out of the question that one could turn on you if your side appears to be losing so long as they get in the necessary kill.
  • Clown-Car Grave: The cemetery behind the Cathedral of the Deep has corpses that continue to crawl out of the same spots no matter how many times you kill them — which is why the Cathedral appointed Grave Wardens, bloodthirsty Hollows to stand watch and put them down whenever they reanimated.
  • The Computer Is a Cheating Bastard: It wouldn’t be Dark Souls if the computer had to follow the same rules as the player.
    • One of the earliest instances of this is Holy Knight Hodrick, whether he invades the player in Undead Settlement or is summoned as a mad spirit in Crucifixion Woods. Amongst players it’s not unknown to call him «Parry God Hodrick» since he will use his Sunset Shield to great effect parrying both players and Sirris, followed by landing highly damaging ripostes. When summoning him in Crucifixion Woods, his cheating can be especially Egregious as he has a massive health pool and deals at least two to three times as much damage as a regular phantom should at that level. It’s very common for players (as well as phantoms and invaders) to get parried by Hodrick while trying to whittle him down, and then get riposted from full health to zero in a single attack.
    • Knight Slayer Tsorig is another case of this. Even if he’s wielding the Fume Ultra Greatsword, he still hits tremendously hard with it, far more so than a player could with the same weapon; it isn’t unheard of for Tsorig to kill a fully healthy player in two hits. And like Hodrick, if he manages to land a riposte on the player (likely from breaking their guard with an attack), it will most often bring them from full health straight down to zero instantly.
    • Wearing the Obscuring Ring makes you invisible from a distance, but only to other players — AI enemies can still spot you, including AI phantoms. This can make the invasion against Leonhard especially ridiculous, as he wears the same ring himself. Conversely though, Slave Knight Gael can still spot Blackflame Friede whenever she goes invisible.
    • Desert Pyromancer Zoey from The Ringed City has a lot of tricks up her sleeve, owing to being a hostile NPC in the final DLC of the series. All she has is a Pyromancy Flame and a Whip, the latter of which is normally a Joke Weapon when wielded by any player character. Except that if she connects with any of her attacks, including with that whip, they’ll deal an absurd amount of damage, far more than what would normally be possible. Fortunately, unlike Hodrick she doesn’t have a huge health pool or a weapon capable of riposting, so defeating her is quite manageable.
  • Continuity Porn: There are a few nods here and there to Dark Souls II, but the vast majority of Call Backs are to the first Dark Souls — and there are a lot of them.
  • Cool, but Inefficient: Dark builds in the vanilla game. Dark spells have awesome visual effects but most are carbon copies of basic spells from other trees of magic. In addition, Dark sorceries and pyromancies are only available late into the game, while trying to get the miracles early locks you into a difficult fight against Eygon. The only weapon with innate Dark damage is the Dark Hand, which is good despite its element rather than because of it — for everything else you need to use Dark Blade (which is outclassed by Lightning Blade), or infusions (which are hard to use effectively). Finally, Dark damage follows the same damage formula for the much more flexible Fire damage. The only reason to use it over Fire is if the enemy in question resists Fire but not Dark. Averted by the DLC areas, however — Ashes of Ariendel adds the powerful Onyx Blade and a boss weak to Dark, while The Ringed City adds several powerful Dark weapons, some of which can be buffed or infused, the Blindfold Mask which increases all Dark damage, and the first boss of the area is weak to the element.
  • Cool Sword: All over the place, as is usual for Dark Souls.
  • Corridor Cubbyhole Run: There are a couple of skeleton ball boulders in the Catacombs of Carthus that you’ll have to do this with.
  • Crapsack World: Though the world of Dark Souls has never been very cheerful in the times of the games, this game takes it up to eleven. The world has been burned to ashes, the kings of yore are long dead, and now only embers remain.
  • Creepy Cathedral: The utterly enormous Cathedral of the Deep.
  • Cutting Off the Branches: Mostly averted with both main plots and side encounters. Enough time has passed that countless Ages of Fire and Dark have passed and it doesn’t matter whether the Bearer of the Curse, say, took the Throne of Want or not, or if the Chosen Undead picked light or dark; both outcomes have happened at some point. As for the NPC’s who show up, Lothric is described as a «transitory land» where the lands of the various Lords of Cinder converge, and time is pretty weird, meaning that, for example, killing Gwyndolin in the first game isn’t incompatible with his appearance here.
  • Damn You, Muscle Memory!:
    • A big problem for many new players of the PS4 version coming off of Bloodborne. The controls for both games are basically identical, with one extremely frustrating difference: in Bloodborne, triangle is a dedicated healing button. In Souls, the Estus Flask has to be selected and used with square like any other item, while triangle toggles one- and two-handed weapon use. Many Bloodborne players die trying to figure out why they aren’t healing.
    • Conversely, the influence of Bloodborne causes the game to have this effect on veterans of I and II who never played Bloodborne. The combat is significantly faster and more frenetic than the more measured combat of the first two games, with much more emphasis on repeated rolling to evade barrages of attacks, which can take a lot of getting used to even for experienced Dark Souls players. Just compare the fight against Iudex Gundyr with the Asylum Demon and it’s apparent that DSIII is playing on a whole different level.
  • Dance Battler: The Dancer of the Boreal Valley boss uses creepy, contorted dance motions to fight you. Some people compared her to Voldo from the Soul Calibur series.
  • Dark Is Not Evil: The Pygmies of the Ringed City are revealed in the namesake DLC to be non-malicious, decent folk whose Ringed Knights once fought alongside the Gods against the dragons. Although they harnessed the Abyss and had greater Dark Souls than their human descendants, they were not malicious or had vile intent and greatly respected Gwyn. Gwyn and the gods on the other hand feared them so much they placed a seal of fire upon them and their descendants, gave them the Ringed City as a way of keeping them all in one place under their control, and his daughter Filianore was turned into an eternal seal to keep them locked in an illusion. The only case of an actually malevolent Pygmy is the Mad King, who was crucified by Shira of the Spear of the Church. He remains impaled on her weapon, undying, to this day. The Sable Church of Londor and the endings that lead the world to dark qualify as well. See Religion of Evil below.
  • Dark Is Evil: A common motif, along with Light Is Not Good. Dark Souls III seems to push the message across, time and time again, that both flame, and dark, are horrible in excess, the Abyss, the Deep, and the Angels being some of the most horrifying examples.
  • Dark Reprise:
    • The battle theme for Aldrich, Devourer of Gods manages to do this with an already somber song from the first game: Dark Sun Gwyndolin. However, Aldrich’s theme is darker in that it is a frightening variant of the theme, as opposed to more somber.
    • And the Soul of Cinder does it again with Gwyn, Lord of Cinder. Unlike the above, this reprise is a more somber and dramatic variant than the original, if that was even possible.
  • Dark World: The Untended Graves secret area, which is a mirror of the Cemetery of Ash during an Age of Dark.
  • Death from Above: The giant in the Undead Settlement stands atop a tall tower and rains massive arrows down on anyone who threatens the white birch tree below. Luckily, you can befriend him, which makes getting to the Curse-rotted Greatwood much easier.
  • Death Seeker: Without the fire of disparity, the majority of remaining humans are trapped in undeath, slowly decaying. As such, the pilgrims that journey north to Lothric are hoping to get close enough to the fading embers that death will be able to come for them once more.

    Yoel of Londor: Please, grant me death. Undo my shackles.

  • Developer’s Foresight:
    • Like the Doll, the Fire Keeper reacts to your emotes with her own set of gestures.
    • In the Cathedral of the Deep, there is a point where Patches tricks you into a point where you would be forced into an encounter with a giant. However, if the giant is already dead by the time the cutscene happens, Patches will realize the giant isn’t there and chastise you for killing it.
    • If you have the Ashes of Ariandel DLC, you will find Slave Knight Gael by the Cleansing Chapel bonfire near the Cathedral of the Deep. If you complete the Ringed City DLC (where Gael plays an important role in the Ringed City, serving as its final boss) before entering the Painted World of Ariandel, Gael will disappear, leaving the scrap of the painting on the altar, which plays a unique cutscene that also lets you enter the Painted World.
    • Infusing a weapon will usually cause it to gain a prefix to its default name (i.e. Deep Battle Axe, Fire Long Sword, Dark Long Sword, etc.). On some weapons, however, the name is slightly different, to accommodate for character limits and/or awkward naming. For instance, infusing the Dark Sword with a Dark Gem will cause it to be called the «Reinforced Dark Sword» instead of the Dark Dark Sword.
    • Want to go for the good ending of Irina of Carim’s sidestory, and help her become a Firekeeper, but gave her the Dark Miracle books anyways?, they appear in front of her, able to be picked up, and given to another Miracle vendor.
  • Disc-One Nuke:
    • A downplayed version of this, the very first Mimic you encounter (on the High Wall) will yield a Deep Battle Axe. This weapon will reliably enable players in the early game to easily do 200+ damage long before they can make similar weapons or even be able to reinforce non-elemental weapons to that level of damage. Of course, this requires you to, you know, kill the actual Mimic. Or toss an Undead Hunter Charm at it, or even better, lure it to the dragon outside and burn it to death.
    • Similarly downplayed but much easier to get is a Fire Gem, which you can choose as your starting gift. Infusing it into a weapon will make it deal fire damage, which is powerful against both the Starved Hounds and the terrifying Pus of Man enemies. It doesn’t scale with stats, but it’s passable against all enemies until fairly late in the game, and by then you can switch it out for something that does.
      • Not scaling with stats is part of what makes both of these weapons almost specifically Disk One Nukes. Infusions that don’t scale, but instead have high base power, which make them ideal for characters that only have the stats to equip the weapon and not much more…like just about any starting character would.
    • Also in the High Wall, the Astora Straight Sword. Normally a relatively below-average weapon, it takes to the Raw Infusion oddly well, trading its mediocre scaling for a very impressive damage boost (around 25% instead of the usual 15%), to the point it is on par with or even better than most early game greatswords in terms of damage, while being much lighter and faster. And conveniently, Raw Gems can be found in the High Wall as well, though you need to either get lucky with a random drop or find the Crystal Lizard on the rooftops. While it requires 12 faith to be used, a Herald immediately starts with all the stat requirements to wield the sword. Sadly, it appears FromSoft noticed this and have since nerfed it into the ground, making it even worse than the basic Long Sword with a Raw infusion.
    • You can get a powerful Uchigatana almost as soon as you leave the starting area, from the hostile NPC Sword Master hanging out by one of the shrine’s towers. Of course, this requires actually defeating Sword Master, be it a legitimate fight, sorcery casting…or making him fall off the cliff, reloading the game, and then picking up his sword.
    • While it takes a bit of doing and some Sequence Breaking, it’s possible to get the necessary materials to upgrade a weapon to +9 (or +10 if you traded the Coiled Sword Fragment for a Titanite Slab) before even fighting Vordt of the Boreal Valley, allowing you to trounce an otherwise worthy boss in a handful of strikes, and waltz through the first half of the game with relative ease.
    • And speaking of Sequence Breaking, one can obtain Red Tearstone Ring and Morian Blade (it involves finding Yuria and killing Orbeck, and an optional Save Scumming) fairly early, if one stacked both of them, the attack boosts at low health can actually stack together, resuliting in a very deadly One-Hit-Point Wonder.
    • As of the 1.05 patch, the lowly Dark Hand is now frighteningly potent in the early and mid-game, thanks to having no stat requirements, modest scaling, and remarkably high base Dark damage. And you can get it pretty much immediately after defeating the second Boss!
    • The Ashes of Ariandel DLC is available once you reach the Church of the Deep, and if you know where to look you can obtain some great weapons and upgrade materials, including the easiest Titanite Slab in the game. More importantly, you don’t have to fight the two optional bosses to get most of the goods — you only have to deal with Vilhelm, who can be easily dealt with if you’re patient. Also, a sufficiently skilled low-level player who can defeat Sister Friede will unlock access to the content of The Ringed City, allowing you to reap further rewards.
    • The Sellsword Twinblades are considered one of the strongest weapons in the game. Their powerstanced attacks deal decent damage on their own, but they come out so quickly their damage output skyrockets with upgrades and a Sharp infusion, on top of said attacks consuming relatively little stamina and the weapon itself being very light. You actually ‘start’ with this weapon if you pick the Mercenary class, but even if you don’t they are obtainable pretty early on in the Road of Sacrifices.
  • Dissonant Laughter: Half the NPCs in the game like to finish off their spiel with a hearty(/creepy) chuckle, whether they’ve said something funny or not.
  • Distant Finale: It’s set thousands of years after the first and second games, and the Final Boss and The Ringed City DLC are both set thousands of years after the events of this game.
  • Distinction Without a Difference: The main difference between the Undead/Cursed and the Unkindled is that the Unkindled do not hollow when they die, making them lose health and unable to see summoning signs and requiring them to consume Humanity to return to full power. Instead they are able to consume an Ember to become embered, gaining bonus health…and becoming able to see summon signs. Functionally, there’s absolutely no difference in gameplay terms, they just reclassified the weaker state as the «default» form and labeled the removal of the HP penalty you get when you unhollow yourself as a «bonus» instead. Becoming embered is exactly the same as returning to human form in the previous games, only with better marketing.
  • The Dog Bites Back: Remember those small, rather cute-looking Crystal Lizards who you would kill to gain their highly valuable drops? Well, they still do that…but some have eaten souls and grown into bigger, aggressive and dangerous versions who make you earn it. note 
  • Door Fu: The Giant Door Shield is a pair of doors used as shields. The wielder dual wields a pair of doors to block incoming attacks, slam their enemies, crush them by shutting both doors, or charging toward them while negating most attacks.
  • Door to Before: Within an area, there are many different doors, ladders, or whatnot that can be opened once you reach a certain point to provide a shortcut back to the bonfire.
  • Downer Ending:
    • Choosing to Link the Fire ends on quiet a bleak note. The Ashen One touches the flame, gets covered by fire and…nothing happens, no big burst of flame like in the first game, nor are they incinerated like the other Lords of Cinders. They just…sit down in front of the First Flame like it’s any other bonfire, and the game fades to black. The implications are obvious: the First Flame has degraded to the point that it’s impossible to stoke its fire again, with even the power of five Lords of Cinder and an Ashen One with the Souls of Lords being unable to save it.
    • You can choose to betray the Firekeeper at the last second in the End of Fire ending. You stab your last remaining and most loyal ally in the back, all so the power of the last remnants of the First Flame are yours.
  • Dual Wielding: The ability to wield two weapons at once returns, although it works just like it did in Dark Souls I. However, there are a number of dedicated paired weapons that you can dual wield when you tap the Y/Triangle button and attack with the LB/L1 button, functioning just like the Power Stance from Dark Souls II.
  • Dump Stat: Vitality only affects equip load and a small amount of defenses (that its in-game tooltip points out other stats also influence). The amount most characters start with will cover low end plate armor and broadsword sized weapons, meaning this stat requires minimal investment for most builds. Other stats will apply, depending on the build:
    • Attunement is vitally important for spellcasters, influencing both their maximum mana pool and how many spell slots they have available, which are all things non-casting character don’t care about. Weapon arts also consume FP, but characters who don’t bother with magic (or stick to support Miracles like Caressing Tears) are unlikely to need more than a few points beyond what they start the game with.
    • Strength and Dexterity determine what weapons a character can wield and how much damage those weapons will deal; almost all melee weapons have minimum requirements and scaling for both. Characters based around spellcasting will get enough for an emergency weapon (less than 20 points in each) and never look back. Dexterity technically influences spell casting speed, but it requires a deep investment to notice a difference (the Sage Ring adds a virtual 30 points of Dexterity and only reduces casting times by about 25%).
    • Intelligence and Faith are primarily used to scale Sorceries and Miracles, respectively. Since spell slots are shared between all schools of magic, there’s little incentive to raise the one you’re not focused on, and low-casting characters barely need to raise either. The exception is Pyromancy, which requires both.
    • Luck influences item drop rates, but most important items (including many armor sets and weapons) are found in fixed locations, not as random drops. Luck also influences the effectiveness of status affect buildup inflicted on enemies. Any character not specializing in status effects will get along fine having never spent a single point on Luck.
  • The Dung Ages: The Undead Settlement evokes this image, full of irregular wooden buildings in disrepair, bent and gnarled trees, filthy mud-farming peasants, and large butchers who grind up…something red and gristly in huge, earthenware mortars.
  • Dungeon Bypass: The Spook sorcery (and the Silvercat Ring, though you get that much later in the game), the starting magic for the Assassin class which can be acquired very early by others, completely negates any non-lethal fall damage you would sustain. This leads to many situations where large sections of an area can be skipped with a bit of clever use of the spell. This is most notable with the Profaned Capital, which can be skipped almost in its entirety with one use of Spook and a few drops down to the boss. In addition, it makes you completely silent, allowing you to dash by any enemy that isn’t looking straight at you without alerting them. This makes it a favored tool for speedrunners.

     E-I 

  • Early Game Hell: While it’s a series tradition, this game takes it up to eleven in recognition of the hosts of players who had already mastered the first two games, were thirsty for more challenge and didn’t want to wait for it. The tutorial can be only described as Sink or Swim Mentor, having the player battle a rather agile and hard-hitting boss within ten minutes of starting the game. And if that wasn’t enough, straying too much from the path to Firelink Shrine will result in an encounter with a rather dangerous NPC that can quickly dispatch new players with ease. It only gets harder at the High Wall of Lothric (despite gaining the ability to level up once you meet the Firekeeper), with the terrifying Pus of Man packing quite a punch (enough to easily 2-shot you with hard-to-read attack animations) and the Lothric Knights who possess Artificial Brilliance that will punish the smallest mistake and will effortlessly stunlock anyone who tries anything funny on them.
    • It’s not just the first boss and a couple of standout enemies, the game is just straight-up more brutal across the board when starting out. Your Estus Flask is the weakest it’s ever been- while you may start with more charges than in Dark Souls II and it’s back to healing you instantly, you have to divide charges between your normal Flask and your Ashen Flask if you’re a caster and have any intention of using your casting much, its heals are initially so weak they barely fill half your bar if that, and Lifegems have been removed again. Enemies are far more aggressive and damaging across the board, with even common hollow soldiers easily capable of killing you in 2-3 blows at most, and while your stamina and doging ability have been jacked up to let you counter this, this will require a significant shift in combat style for series veterans as they adapt to the more Bloodborne-esque combat style. Plus as already mentioned, Iudex Gundyr is easily the toughest starter boss in the entire series (more of a Wake-Up Call Boss than a Warmup Boss)note  and the High Wall of Lothric makes both the Undead Berg and the Forest of Fallen Giants look like a frolic through a field of daisies by comparison.
    • Averted by Raw Gems. Applying them to a weapon grants a sizable bonus to damage and removes scaling. This is extremely helpful for low level characters whose stats are all terrible, especially since the unreinforced weapons you’ll be using the early game have very poor scaling to begin with. This goes double for casting classes, who don’t have enough Estus early on to use spells as a primary attack but also don’t want to sink valuable stat points into Strength and Dexterity they won’t use past the High Walls of Lothric.
  • Eldritch Location:
    • As it turns out, the entire game world is one. The opening narration explaining that Lothric is «where the transitory lands of the Lords of Cinder converge», implies that the revival of the Abyss Watchers, Yhorm the Giant, and Aldrich has actually summoned their homelands (Farron Keep for the Abyss Watchers, the Profaned Capital for Yhorm, and the Cathedral of the Deep and the Boreal Valley for Aldrich) to the area. Even Lothric Castle seems to have been altered. The Small Lothric Banner indicates that the High Wall just sort of appeared one day where a path to the Undead Settlement used to be.
    • Item descriptions state that the Deep revered by Aldrich and his followers was once a holy place that became the «final rest for many abhorrent things». Though it’s exact entrance is presumably near the Cathedral, it stretches at least as far as the Dreg Heap. It’s also said to be teeming with flesh eating insects, repulsive abominations, human dregs, and stagnant souls. It may have ties to, or even be, the Abyss.
    • The Untended Graves, an identical replica of the starting graveyard that is completely coated in darkness.
    • The Kiln of the First Flame, a barren, ashen landscape flanked by an entire kingdom seemingly crushed together and jutting at odd angles out of a mountainside.
    • Archdragon Peak. You gain access to it by carrying out the right gesture in the right place, it has no other connection to anywhere else in the world save for the bonfires, and when you get there, it has a bright blue sky despite the rest of the world being illuminated by the darksign eclipse. You also fight people who appear to be dead in the main world: Havel the Rock’s armour can be found at the Stray Demon’s lair once you fight the guy in the Havel set, while the location of the Drakeblood set implies that the corpse you get the Path of the Dragon gesture from is the same guy who gets summoned in to fight you. It’s also the home of an outcast god, namely Gwyn’s firstborn, and if he’s summoned by ringing the great bell, it covers the entire area in thick clouds and creates a layer of them solid enough on which to walk and fight him.
    • The entirety of The Ringed City takes place in one. The Dreg Heap is formed largely out of the previously mentioned jumbled piles of ancient kingdoms from the Kiln of the First Flame (including bits of Earthen Peak from Dark Souls II), while the Ringed City is revealed to be temporally displaced due to Princess Filianore’s slumber. When you wake her up, time catches up with the rest of the City and leaves you in the ashen wasteland shown in the opening cutscene, with only the ruins of Lothric and Anor Londo visible off in the distance.
  • Elemental Embodiment: The Soul of Cinder for the First Flame and Slave Knight Gael’s DLC fight for the Dark Soul.
  • Elite Mook: Any enemy with glowing red eyes is going to be much tougher than the standard variant. Especially Lothric Knights.
  • The End of the World as We Know It: the predicted end of the Age of Fire and the inevitable coming of the Age of Dark.
  • Enemy Civil War:
    • Certain types of enemies (Skeletons, Black Knights, and even mimics if aggro’ed) will attack demons on sight. Justified in the case of the Black Knights, who were demon slayers before becoming hollow.
    • Before the Undead Settlement, there is a scripted scene where dogs attack hollows. Again justified in that the hollows within the village were undead hunters in life and still despise them in death.
    • This is the key to winning one boss fight, the Abyss Watchers, where half of the enemies that spawn will attack the boss rather than the player.
    • Before the above fight, the Darkwraiths patrolling the area will actively attack the Ghrus present. This will not only give the player free souls with some patience, but it will also weaken the Darkwraiths and even leave one of them open to sneak attacks from behind. Interfering may result in them deciding to Gang Up on the Human, though.
    • While it’s never directly shown, it’s heavily implied that one of these is going on in Lothric Castle, between those loyal to Prince Lothric, and those still loyal to the «angels» (about whom virtually no information is available), given that there’s clearly been a LOT of fighting going on even before the Ashen One arrives and the fact that the Lothric Knights (noted for their loyalty to the royalty) and the Winged Knights (noted for their loyalty to the «angels») are never seen fighting together.
    • The Seed of a Giant Tree lets you sic the environmental enemies on invading spirits. This gets particularly funny in Farron Keep, where both Yellowfinger Heysel and, if you pissed off Yuria, the Londor Pale Shade, will invade in areas full of Basilisks.
  • Expansion Pack: Ashes of Ariandel and The Ringed City directly connect to each other, add tons of new content such as dozens of weapons/spells and six bosses, require over twelve hours collectively to complete, and can be played post-game, making them more like one good-sized expansion pack released in parts than the usual pieces of Downloadable Content.
  • Everyone Calls Him «Barkeep»: The Fire Keeper who watches over Firelink Shrine is simply known as…the Fire Keeper. The Shrine Handmaiden, too, never gets a proper name.
  • Everything Trying to Kill You: It’s a Souls game. Relentless hostility from nearly everything is key to the experience. There are two different kinds of vase that will attempt to kill you if you break them.
  • The Fair Folk: The people of Irithyll seem to have been viewed as such by the rest of the world, being known for kidnapping pale-skinned children to be raised in their city, and their noblemen evidently delighted in gruesomely torturing the inhabitants of their dungeons. They get even worse when Pontiff Sulyvahn takes control of the city.
  • False Crucible: Along with Secret Test of Character, may be Yuria’s motive in telling the Unkindled that Orbeck of Vinheim sees himself as the Lord of Hollows and requesting the Unkindled to kill him despite Orbeck posing no threat whatsoever. The worst Orbeck will do is leave Firelink Shrine if you don’t provide him with new scrolls often enough, as per his agreement with the Unkindled. Yuria rewards you if you kill Orbeck, but nothing bad happens if you don’t, which seems to imply that he wasn’t truly after you and Yuria was just testing your potential as a Lord of Hollows. What do you do when told that someone is after your title, but you have no evidence of the transgression? Do you wait until it may be too late to do anything about it, or do you nip the potential threat in the bud immediately? Yuria seems to think the latter is the proper response for a fitting ruler, and thus provides you with a special weapon and commends you for choosing that course of action.
  • Field of Blades:
    • Ghostly, translucent blades litter one of the boss arenas, namely, the final boss arena.
    • Many blades are stuck into the ground around the Farron Keep area, presumably left as memorials to the Abyss Watchers after they linked the Fire.
  • Final Boss:
    • The Soul of Cinder, who is in fact the knight on the front cover of the game, is the last enemy fought before the Ashen One reaches the First Flame bonfire at the very end of the game.
    • Ashes of Ariandel has Sister Friede, who is directly responsible for halting the destruction and rebirth of the Painted World of Ariandel.
    • The Ringed City has Slave Knight Gael, who serves as not just the final boss of the DLC but of the series as a whole.
  • Finale Title Drop: The phrase «dark soul» comes up multiple times in The Ringed City. Lapp, a.k.a Patches even says «A fine dark soul to you» during your last encounter with him, as though he’s telling the player themselves goodbye, and the item you get for beating the final boss is called «The Dark Soul of Man».
  • Flaming Sword: Several bosses utilize flaming weapons, including all of the Lords of Cinder. The player can wreathe their own weapons in flame by using Charcoal Pine Resin or the Carthus Flame Arc Pyromancy. The Ringed Knight Straight Sword is an interesting case since it was not originally a Flaming Sword, instead being a weapon forged in the Abyss. A seal of fire was placed upon them and their wielders by the gods, which cut them off from the powers of the Dark. The waning seal itself is the source of the sword’s flame.
  • Flowery Elizabethan English: A few characters; the Fire Keeper, particularly.

    Fire Keeper: Farewell, ashen one. Mayst thou thy peace discov’r.

  • Foreshadowing: For experienced Dark Souls players, it may seem a rather odd departure from franchise norms that the hub location is not geographically linked to the rest of the map, and is only accessible via teleportation. Then you find the real version of the starting area, the Untended Graves, and realise how strange and horrific Lothric’s situation truly is.
    • Yuria of Londor’s connection to Kaathe is hinted at, at least to series veterans, by her inventory. She sells the Dark Hand, the signature item of the Darkwraiths, which made a pact with Kaathe back before Dark Souls.
  • Fusion Dance: The Soul of Cinder is a Composite type, combining the remains and combat styles of all the souls who burned themselves in the First Flame, including Gwyn and the various Chosen Undead who linked the fire.
    • Slave Knight Gael is also a Composite type after absorbing the Dark Soul from the dried blood of the Pygmy Lords he cannibalized. His fighting style mimics the other two notable beings who were overtaken by the Dark Soul, fighting with the blinding speed and acrobatics of Knight Artorias combined with the savage ferocity and relentlessness of Manus.
  • Gameplay and Story Segregation: A minor example. The Farron Ring, according to its item text, improved the sword technique of the Abyss Watchers by reducing the focus cost of Weapon Skills. The Farron Greatsword’s skill is parrying; it doesn’t use focus.
  • Gendered Outfit: As usual, mostly avoided, but the DLC brings a couple.
    • The Desert Pyromancer Skirt has shorts under it in the male version.
    • As in Dark Souls II, the Black Witch Trousers are fancy dress pants and shoes for the male version, and a skirt and heels for the female version.
  • Giant Enemy Crab: The swamps in the Road of Sacrifices are home to enormous crabs. Their relatives can be found in the Smouldering Lake and Painted World of Ariandel.
  • Gilded Cage: The Ringed City from the eponymous DLC is this for the Pygmy Lords and their followers. Gwyn was grateful to them for their aid in the war against the Everlasting Dragons, but he feared the power of the Dark that they wielded. So he gave them a beautiful city, crowned them as Lords, sent his own youngest daughter to live with them and put her under an enchanted sleep that froze the Ringed City in time so that the Pygmies would never want to leave.
  • Glowing Eyes of Doom: Combined with Red Eyes, Take Warning, any enemy that possesses red glowing eyes is a tougher and more aggressive version of the regular enemy.
    • This is particularly meaningful in the case of Champion Gundyr. Once his first stage is over, his eyes turn red and he becomes much, much more aggressive, faster and harder-hitting.
  • God Guise: The description for Lloyd’s rings reveals that the Way of the White no longer worships Allfather Lloyd — the uncle of Lord Gwyn from Dark Souls — and that the people of Carim always dismissed him as a derivative fraud.
  • Grand Finale: Director Hidetaka Miyazaki originally called this entry a «turning point» for the Dark Souls series. He later changed his mind and stated that III will be the final game in the series, or at least the last game that From Software develops, since Namco Bandai own the brand name.
    • The Ringed City serves as this to the game, and the franchise as a whole, which has been confirmed as the last Dark Souls related content.
  • Great Bow: This being Dark Souls, there are multiple enemies who wield huge bows, like the giant in the Undead Settlement and the Millwood Knights in Ariandel. In the Smoldering Lake, you are accosted by a triple-firing ballista the size of a goddamn skyscraper.
  • Greater-Scope Villain: The First Scholar of the Grand Archives who convinced Lothric to forsake his duty and abandon the Fire, thus setting in motion nearly all of the events of the game, from the Lords of Cinders to the rise of the Deep. Depending on your interpretation of the various hints, this Scholar could be Pontiff Sulyvahn, Aldia, or a simply unseen other character.
  • Guerrilla Boulders: The giant ballista in the Smouldering Lake begins firing at you as soon as you take a few steps into the area towards the boss gate, and will continuously shoot at you with frightening precision even if you take cover, making your progress through the lake a hazardous one. By the time you climb up to the top of the area where it can no longer shoot you, you find out that no one is operating it (the enemy skeletons do nothing but patrol the vicinity), and you can deactivate it.
  • Guide Dang It!: The entire Archdragon Peak area requires using a certain gesture in a fairly obscure place to reach. The gesture is one that is most likely attained after playing through Irithyll Dungeon, which is where the gesture must be used.
    • The purpose of dunking your head in wax in The Grand Archives may be hard to notice, as it isn’t stated anywhere that doing so prevents the ghost hands that spring out of the books from cursing you.
    • Accessing the Purging Monument in The Ringed City is virtually impossible without an especially helpful hint left by another player or looking up the solution online. In basic terms, you have to locate a particular wall engraved with the inscription, «Show your Humanity», then realize that this means you must use either the Chameleon sorcery or a Young White Branch in order to transform into a giant Humanity sprite (similar to those from Dark Souls 1). Appearing as a sprite in front of this wall will cause a ladder to descend. However, this has caused a lot of confusion for some players, as a) it utilizes something that some players may not have even used at all throughout the whole game, and b) you can’t just transform anywhere — you have to specifically be standing in the swamp just outside the building in order to transform into a Humanity (transforming in front of the wall will just turn you into a statue or something similar), before making your way back to the wall still in that form. Absolutely none of this is made clear.
    • Fighting the Curse-Rotted Greatwood before joining the Mound-makers covenant makes it much more difficult to do so (even if you lose), because A) the covenant leader Holy Knight Hodrick resides in a chamber underneath the boss arena, which collapses on top of him halfway through the fight, killing him, and B) even if you don’t make it to the second phase, aggroing the boss turns a key NPC hostile, making it impossible to get to Hodrick. Depending on the order in which you clear the Undead Settlement, you might never learn this without a guide. Additionally, said boss fight is optional and begins with little warning, so unless you’ve played the game before, you probably won’t even know you’re entering a boss arena. It becomes possible to join the covenant much later if you complete another NPC’s questline, so it’s not a case of Permanently Missable Content, but this is a minor Guide Dang It! in itself.
  • Healing Boss: The Dual Boss between Princes Lorian and Lothric won’t end if you bring Lorian’s health to zero, since Lothric will use his Miracle spellcasting to restore half his health each time he gets knocked down. You have to Shoot the Medic First and kill Lothric first, which is tough because he’s piggy-backing on the ferocious Lorian.
  • Hellfire: The Black Flame pyromancy, returning from the Dark Souls: Artorias of the Abyss DLC, is described as «the impenetrable fires of humanity» found in the Abyss.
  • Hellhole Prison: Irithyll Dungeon. Most of the inmates are dead or hollowed, which doesn’t stop the jailers from continuing their duties.
  • Here We Go Again!: The least charitable interpretation of the Usurp the Fire ending. It’s an age of hollows instead of fire, and you’re in charge this time instead of Gwyn, but ultimately you’ll make the same mistakes.
  • He Was Right There All Along: Two bosses toy with this:
    • the Rotting Greatwood is sitting in the background of its area and doesn’t start attacking until you approach it or kill its flunkies.
    • The Soul Of Cinder is a meta example: it’s the Red Knight on the cover. You also get a brief shot of it during the introduction cinematic.
  • Holy Hand Grenade: The knights around Lothric and its castle use miracles learned from Gertrude, the Heavenly Daughter. She was taught them by an unnamed angel, with one of the strongest being pillars of light coming down from the heavens.
  • Hope Springs Eternal: The ending where you and the Fire Keeper end the Age of Fire. The Age of Dark begins, but the Fire Keeper says one day a new Age of Fire will come.
  • Horny Vikings: The Warrior class starts off with very Viking-esque armor (sans horned helmet in favor of the more accurately-depicted helmet) and a battle ax. In addition, one of the default faces is called «Northern Warrior.»
    • Ashes of Ariandel has some very Norse looking enemies, most notably the Millwood Knights—giant, ax-wielding warriors who do have horned helmets. The Farron Followers also look very Viking-esque without horns.
  • Hub Level: Firelink Shrine makes a return as the hub area of the game, though in this iteration it’s closer in appearance and function to the Nexus from Demon’s Souls. The original Firelink Shrine makes an appearance in The Ringed City, as the section of the Dreg Heap where you fight the Demon Prince. You even exit the area by going down Frampt’s hole.
  • Human Sacrifice: One of the more loathsome aspects of the Cathedral of the Deep. They funnel a constant stream of human sacrifices to be devoured by their master Aldrich, apparently kidnapping most of their victims from the Undead Settlement.
    • And of course, there is the act of Linking the Fire, turning one’s self into kindling for the next Age of Fire, particularly so given the heavy implications that at least some of the Lords of Cinder, such as Aldrich and the Twin Princes, did not become so willingly.
    • The Unkindled One’s «marriage» to Anri of Astora consists of him or her being murdered by an assassin, followed by the Unkindled One ritually desecrating the corpse.
  • An Ice Person: Many of the enemies hailing from Irithyll of the Boreal Valley are capable of inflicting the Frostbitten status effect. The player can, too, should they get their hands on an Irithyllian weapon, Sister Friede’s scythe, or one of two sorceries found in the Painted World.
  • Inadequate Inheritor: A Central Theme. None of these beings chosen as Lords of Cinder live up to the legacy they’ve inherited or are trying to inherit. Only Ludleth lives up to his legacy, but that’s because he wasn’t chosen; he chose it. Even the main character is an Unkindled, not an Undead, and the most involved side-quest in the game can only bring them within spitting distance of that meager status.
  • Instant Expert: Your character can use any weapon and even adopt the martial arts that goes with it, meaning your Western hack and slash knight can grab a katana and become an Iaijutsu Practitioner without much transition.
  • Interface Screw: Normally, if you use a Homeward Bone or other similar warp item/spell, the name of the location will appear briefly on-screen upon your arrival at your destination. However, if you do so within Dark Firelink Shrine and return to Firelink Shrine, this doesn’t happen, as if the game is trying to tell you that you have not changed locations at all.
  • Island of Misfit Everything: The Painted World of Ariandel

     J-P 

  • Jump Scare: There are items on corpses in the Irithyll Dungeons that will let out an ungodly scream when you take it off of them. They don’t even attack, but you could probably jump off a ledge out of instinct, messing up your exploration. The worst part is that their shriek will make the jailers come running.
    • At another point in Irithyll dungeon, a terrifying creature with four legs and a baby-like face will be seen clinging to the wall in a dark room, perfectly still. It’s quite easy to miss the first time through, and it’s non-hostile and doesn’t drop anything, so it seems like its only purpose is to scare the crap out of the player. Subsequent enemies of this type are hostile, though.
    • There are a few in that same level that can hurt you, for example on the first second floor area, there’s an item in front of an open door that a hollow will burst out of and push you off the ledge if you don’t react.
  • Just Before the End: Though the world lies in ruins, there are still a few pockets where people survive in the last gasp of the Age of Fire. In all the endings, the Age of Fire ends or is implied to end soon, though the player’s role in the coming Age of Dark is dependent on the ending. Even Linking the Fire is said to be a temporary measure at best.
    • The final area of the Ringed City DLC appears to take place in the last few minutes of the Age of Fire. The sun has become quite dim, and halfway through the Boss Fight with Gael, the light goes out completely.
  • Kaizo Trap: Once you defeat your third Lord, you’re teleported to Lothric Castle to talk to Emma…but if you talk to her and approach the statue behind her, you are immediately thrust into a battle with the notoriously difficult Dancer of the Boreal Valley. Better hope you can equip a Ring of Sacrifice in time, or the souls you got from defeating your Lord will go right down the drain.
  • King in the Mountain: Exaggerated; all the lords of Cinder that have ever ruled await the end of the Age of Fire to rise from their graves and prevent it. In theory.
  • Kukris Are Kool: And they are throwing knives which can inflict bleed.
  • Lethal Joke Weapon: The Four-pronged Plow. While it looks like a tool more used for farming, it also has an AR of ‘538 given the right stats and infusion, and has decent range. The only downside is the heavy attack Charge weapon art, in which your character face-plants as a result.
  • Light Is Not Good: In one area, a fiery sun is shown bleeding a black ichor that is slowly corrupting the world around it.
  • Lonely Piano Piece: The already somber Firelink Shrine theme turns into this if you give the Fire Keeper eyes.
  • Look on My Works, Ye Mighty, and Despair:
    • The final arena, containing the Kiln of the First Flame and the Dreg Heap, is comprised of the mangled ruins of past civilizations — including those from Dark Souls and Dark Souls II.
    • In the Ringed City DLC, should the Ashen One awaken Filianore from her slumber, the illusion of life her sleep was preserving is broken and the following cutscene reveals all that is left is an ashen wasteland with the ruins of Lothric and Anor Londo in the distance.
  • Lost in Translation: As is typical when translating a game between languages, some nuance is lost on occasion. One of the big ones here though is Yuria’s dying words should the player choose to kill her: «Kaathe, I have failed thee…«, which is a Wham Line on its own, but even more of a Wham in Japanese, where her word choice was closer to «Kaathe…your dying wish…I cannot…«, which carries some huge lore implications.
    • Aldrich was never forced to become a Lord of Cinder by the clergy within the Cathedral of the Deep. He was certainly imprisoned there, but became a Lord of Cinder all on his own. Hawkwood never even calls him «right and proper», never says he «developed» a taste for human flesh, and certainly never says that the Cathedral «made him» a Lord of Cinder.
    • The Cathedral of the Deep is called the «Cathedral of the Abyss» in the French and German translations.
    • Hawkwood was never ridiculed by the other Abyss Watchers for using a shield. That was added in the English text.
    • The Firekeeper’s Soul found on top of the Firelink Shrine bell tower is called the Tainted Firekeeper’s Soul in the Japanese text. «Tainted» as in «kegare», just like in Bloodborne.
    • Gwyndolin was described in the Japanese text as being elevated to the position of All-Father after Lloyd was revealed to be a fraud. This makes it clearer why Aldrich targeted him rather than, say, Yorshka and Rosaria (who surely would have put up less of a fight): to seek the power of the new king of the gods.
    • The sage that persuaded Prince Lothric to abandon the linking the Fire wasn’t called his alleged private teacher in the original text — he was called a secret mentor that influenced the Prince without anyone knowing it.
  • Lovecraftian Superpower: Certain enemies (Pus of Man) and bosses (Iudex Gundyr) you come across will abruptly sprout a grotesque black mass of tentacles and gnarled tree-like roots, with a massive serpentine head tipped with a gaping mouth.
  • Lord British Postulate: You’re supposed to kill Yhorm the Giant, High Lord Wolnir, and the Ancient Wyvern using certain tricks in their area, but there is nothing stopping you from just beating them to death besides their absurd defense and HP totals.
  • Magikarp Power: Pyromancers now work this way. They’ll be almost halfway through the game before the really good pyromancies become available, and even longer before their Chaos/Dark weapons can be forged, not to mention that unlike mages and clerics they have to work on building both Intelligence and Faith. Once this point is reached however, they can absolutely devastate enemies.
  • Mana Meter: Returning for the first time since Demon’s Souls, labeled a «Focus Meter,» which is used to both cast magic and use Weapon Arts, abandoning the Vancian Magic system of Dark Souls 1 and 2. You recover Focus by either resting at a bonfire, using the new Ashen Estus Flask, or having a weapon/shield with a Simple Gem infused into it.
  • Marathon Boss: As mentioned above, there are no less than three bosses in the base game with high HP and defenses (Ancient Wyvern, Yhorm, and High Lord Wolnir) but there are tricks to all three to make these fights significantly faster; this being a plunging attack, the Storm Ruler, and destroying the golden bracelets respectively. Yhorm is still relatively painless as long as you have ranged attacks like sorcery or archery, however, as attacking his head repeatedly will cause him to take a knee, leaving him open for highly damaging critical strikes.
    • Both DLCs bring their own Marathon Bosses as well, but unlike in the base game, there are no tricks or gimmicks to speed up their fights aside from taking strategic advantage of backstab opportunities on Friede, and critical strike opportunities on Ariandel and the Demon Prince.
  • Mascot Villain: No, you are actually not playing as the Red Knight shown in all the covers and promotional materials. In fact, he is the Final Boss of the game, and as he is an incarnation of all the lords who linked the First Flame, this also means that you were looking at Gwyn in those promo artworks the whole time.
  • Master of None: The Pyromancer starting class struggles with this. The default Dump Stat in the game is either Intelligence or Faith, since each offers minimal passive bonuses and is primarily used for scaling either Sorcery or Miracles, respectively. Characters who barely use magic can afford to dump both. The Pyromancer needs both for their spells. This is especially bad in the early game, where the player won’t have enough Estus to cast spells as their primary offense and will have to wade into melee, where Strength, Dexterity, and especially Vigor all matter. This eases as the game goes on; once the Pyromancer gets enough Strength and Dexterity to wield a suitable weapon, they can ignore those stats for the rest of the game.
  • Maximum HP Reduction: The Irithyll Jailers can rapidly shrink your maximum HP bar just by looking at you. Thankfully, the drain is temporary and wears off after about 20 seconds if they stop, but the health remains gone even after the max bar returns to full size.
  • Medieval Stasis: Untold millennia after the first game, technology, fashion, and magic have gone unchanged, though memory of the previous ages has faded into myth by this point.
  • Mercy Kill: Two of the endings are this for the Age of Fire.
    • End of Fire is you snuffing out the First Flame in the hopes that something new will come from its absence even if it’s just a new flame returning from the embers naturally on its own.
    • Usurpation is you absorbing the First Flame’s power and claiming it for yourself, becoming the ruling lord of all the Hollows of Londor.
    • You can also view several boss fights as this such as Vordt, the Dancer, and the Abyss Watchers, all of whom have long since lost themselves to madness.
  • Moon Logic Puzzle: There’s a wall in the Ringed City with the inscription, «Show your Humanity.» How do you show your humanity? Being embered? Being unkindled? Unequipping your armor to show your vulnerability? Maxing out your hollowing, since hollowing is the ultimate fate of an undead human? Using a purging stone to erase any hollowing you’ve accumulated and become a fully healthy human again, or using an illusory ring to hide your hollowness and appear human? Equipping a particular weapon, shield, or set of armor? Using a particular item or gesture? Bringing some specific NPC with you? No…you have to walk out of the building, step into the swamp water outside, use a Young White Branch (or cast the Chameleon spell)—sometimes repeatedly—until you transform into a Humanity sprite from Dark Souls 1, and then walk back up to the wall while transformed, which reveals a ladder leading up a hidden path. See Guide Dang It! above.
  • Multiple Endings: Dark Souls III has four endings, two of which involve completing side-quests.
    • To Link the First Flame: You link the First Flame after defeating the Soul of Cinder, becoming the next Lord in the chain of the fading world.
    • The End of Fire: After giving the Eyes of a Fire Keeper from the Untended Graves to your Fire Keeper, the two of you choose to end this world so a new one can be born in the future.
      • Betrayal: In a Non-Standard Game Over for The End of Fire ending, you kill the Fire Keeper at the last second and take the cinders of the First Flame for yourself. Unlike the other three endings, this one doesn’t have an associated trophy/achievement.
    • The Usurpation of Fire: After getting five dark sigils from Yoel and another three from Anri if he/she and a pilgrim assassin tailing him/her survive through Irithyll, you use the power of the Dark Sigil to consume the First Flame, becoming the Lord of Hollows who will rule the fallen world.
  • Mystical White Hair: The Fire Keeper has this, along with very pale skin. It somewhat makes her resemble the Doll. The painter in the Painted World has this as well.
  • Mythology Gag: The game has multiple references to other FromSoft games that don’t take place in the Dark Souls continuity.
    • The Fire Keeper paraphrases lines of characters from other Hidetaka Miyazaki games, including:
      • The Maiden in Black from Demon’s Souls:

        Maiden: Go forth; touch the Demon inside me. Let these ownerless souls become thine own.
        Keeper: Very well. Then touch the darkness within me. Take nourishment from these sovereignless souls.

      • The Doll from Bloodborne:

        Doll: Hello, good hunter. I am a doll, here in this dream to look after you.
        Keeper: Welcome to the bonfire, Unkindled One. I am a Fire Keeper. I tend to the flame, and tend to thee.

      • And another line from the Doll:

        Doll: Welcome home, good hunter. What is it you desire?
        Keeper: Welcome home, Ashen One. Speak thine heart’s desire.

    • Yuria of Londor shares a name with Yuria the Witch from Demon’s Souls, and will give you a tablet that allows you to learn emotion-based Hexes, similar to Yuria the Witch’s emotion-based Soul Arts. Conversely, Karla, a prisoner in the Irithyll Prison, is Yuria the Witch in all but name.
    • Ringfinger Leonhard’s armor shares a loose resemblance to a hunter’s attire from Bloodborne.
    • The Pontiff’s Left Eye ring references the beast plague of Bloodborne, and gives you a version of the Life Drain rally system from that game.
    • Irithyll and the Cathedral of the Deep both have thematic and aesthetic similarities to the city of Yharnam and the Healing Church from Bloodborne respectively. Irithyll is a massive gothic city much like Yharnam, and the Cathedral of the Deep is the resident Religion of Evil with visual cues taken from the Catholic Church, much like the Healing Church.
    • There are also large crocodile/wolf hybrid creatures that can be found in Irithyll which greatly resemble the Watchdog of the Old Lords Chalice Dungeon boss from Bloodborne. Though this time, the monsters are affiliated with ice and lightning, not fire and lava.
    • The Hunter Ring reveals that Lothric had an order of hunters called the Black Hand that very closely resembled the Hunters from Bloodborne in style of dress and their fighting style.
    • Several items, NPCs, and locations are very reminiscent of their equivalents from Demon’s Souls.
      • Irithyll Dungeon looks deceptively similar to Tower of Latria, down to intimidating jailers with lanterns and almost the exact same walk cycle.
      • Also found in the aforementioned dungeon, Karla’s garb is nearly identical to the outfit of Yuria the Witch.
      • Storm Ruler is identical to its Demon’s Souls namesake in function.
      • The Hornet Ring allows the player to use the backstab and riposte animations from Demon’s Souls.
      • The Ancient Dragon Greatshield found in the Archdragon Peak is the exact same item as the Adjudicator’s Shield in shape and the HP regenerating effect.
      • The Twin Princes’ Greatsword and its components, Lothric’s Holy Sword and Lorian’s Greatsword, mirror the Northern Regalia and its components, Demonbrandt and Soulbrandt.
      • In the Betrayal Ending, the image of the Ashen One stomping on the Fire Keeper’s head is very similar to the Demon’s Souls Betrayal ending, in which the Demon Slayer likewise murders the Maiden in Black and stomps on her head.
      • The Evangelists from the Cathedral of the Deep are basically Rule 63 versions of the Fat Officials from Demon’s Souls.
      • The Blessed and Simple gem infusions mirror the Blessed and Crescent weapon upgrade paths from Demon’s Souls, right down to Blessed regenerating Health and Simple regenerating Focus.
    • The Ashes of Ariandel DLC adds the Painted World of Ariandel. Although it’s more a return to the original Painted World, as Priscilla’s boss arena can be found in the area.
    • The way of obtaining the Fire Keeper set is very similar to how you obtain its equivalent, the Doll set, in Bloodborne. Both of them are found by climbing up a tower located just outside the safe zone of the game (Oedon Chapel in Bloodborne, Firelink Shrine in this game) and then completing a jumping puzzle that requires you to make a precise drop down onto a narrow platform or go plummeting to your death.
    • In Farron Keep, if you look closely at the stone reliefs behind the three flames you have to extinguish, you’ll see that they actually depict Nito, the Four Kings, and the Bed of Chaos. A fourth one depicting Seath was Dummied Out and still exists in the game’s files, so presumably the player was originally meant to find and extingush four flames. Since extinguishing a flame lights a corresponding flame next to the large stone door leading further into the area, this is a reference to how the Chosen Undead once obtained the souls of these four bosses and put them all in one place in order to open the door to the Kiln of the First Flame.
  • Nintendo Hard: As to be expected from Dark Souls. Most enemies and bosses have faster and sometimes unpredictable move-sets.
  • Nostalgia Level: You get to visit the last remaining chunk of Anor Londo cathedral, complete with running up a palace buttress with greatbow knights trying to shoot you off, and manipulating the rotating platform to reach the front steps. You also face the area’s boss in the exact same room as Ornstein and Smough, and the boss, Aldrich, has absorbed Dark Sun Gwyndolin and protrudes his torso out of him. After the fight, you can once again collect the Ring of the Sun Princess from Gwynevere’s room, though her façade has long disappeared.
    • Though Anor Londo is the most obvious example, Lothric is situated partially on the ruins of Lordran, and other areas reference areas in previous games as well, though more subtle. Smoldering Lake seems to be the remnants of Ash Lake, Demon Ruins and Lost Izalith and is positioned correctly in relation to Anor Londo for this to be the case. Farron Keep has elements of both Darkroot Garden and Blighttown. The Profaned Capital seems to have some of New Londo’s architecture as well as that of the original Firelink Shrine, and once again, positioning those locations in relation to Anor Londo reveals a giant hole, implying New Londo, Firelink, and Undead Burg/Parish collapsed. This is also done retroactively as well, as Irithyll is the city seen beneath Anor Londo, which was subject to a lot of speculation and confusion.
    • Archdragon Peak, an optional dungeon unlocked near the end of the game, is similar to both Sen’s Fortress including the returning Snakemen and Dragon Shrine in that the Path of the Dragon can be followed here, though in a series first, it is not a separate covenant. Both areas also include an extremely difficult Bonus Boss.
    • In the Ashes of Ariandel DLC, Ariandel is clearly meant to evoke imagery of the Painted World of Ariamis, what with a snowy mountain and a long rope bridge leading to said mountain. It is implied that the Lady of the Painting is Ariamis, and the arena where the Chosen Undead fought Priscilla can be found below the Corvian Settlement.
    • The Ringed City turns all of this up a notch:
      • The very second area that players will visit is what’s left of Earthen Peak from Dark Souls II. Mytha’s castle lies in ruins right next to the bonfire, where the player can immediately climb up to the area where they first met Laddersmith Gilligan. The Desert Pyromancer set can be found all around the level as well.
      • The arena that the Twin Demons are fought in is the original Firelink Shrine from Dark Souls. After defeating them, the player proceeds down Kingseeker Frampt’s snake hole in order to reach the cliff overlooking the Ringed City.
      • The Ringed City itself is littered with all forms of memorabilia, from a set of the Ruin Sentinels’ armor, to Zullie the Witch’s clothing, to invasions by old NPCs from the base game, and a rematch with the Dragonslayer Armour.
      • Once the player reaches the Shared Grave after completing Lapp’s quest, Patches will kick the Ashen One down a ledge after goading them to look over it for treasure, just as he did the Chosen Undead in Nito’s Catacombs.
  • Nothing Left to Do but Die: Several of the good endings for NPC sidequests are this. Once you’ve helped said NPC complete their quest, said characters are usually found dead or hollowed later on. It’s implied many of them who aren’t hollow killed themselves, since they would eventually go hollow once they no longer had any purpose (which they fulfill by completing their quest).
  • Not the Intended Use: Daggers and similar weapons have the «quickstep» ability as their weapon art, allowing you to make a small leap forward in order to close in on your enemies. As moving through swamps is slow even while rolling, the dagger is more commonly used to move through swamps than to actually attack, as the quickstep is easily spammable and is not hampered by the swamp at all.
  • One-Handed Zweih�nder: As ever, you can one-hand greatswords and the like if you have enough strength. The Farron Greatsword is particularly notable: it can’t be two-handed because the button to two-hand it instead draws the parrying dagger, allowing you to use the jumpy, flippy, spinny combat style of the Undead Legion…while wielding in one hand a sword as long as you are tall.
  • One-Winged Angel:
    • The Pus of Man-infected enemies erupt into serpentine monsters of the Abyss.
    • The increasingly difficult three-phase boss fight against Sister Friede in the Ashes of Ariandel DLC is the perhaps the greatest qualifier of all bosses in the Souls series to date.
  • Orphaned Etymology: The Braille Divine Tomes are a particularly egregious case. While the development of a tactile writing system in a medieval fantasy setting is explainable In-Universe (the Way of White religion venerates Blind Seers, so naturally they’d develop a writing system they could understand), the name of the writing system, which is derived from the surname of a 19th century French educator from our world, most certainly is not. The Japanese version simply calls them «dot-writing» tomes. That said, similar to Bloodborne using Hippocratic Oath, the translators probably went with a term that Western audiences were familiar with, in-universe logic be damned.
  • Permanently Missable Content: There’s a pretty significant amount of content that you’ll lose forever if you happen to advance too far in the game without finding it:
    • Once Yoel of Londor has given you five Dark Sigils, he dies, and Yuria arrives to stand vigil over his corpse. This happens anyway when you reach the Catacombs of Carthus, except Yuria never shows up, so you’ll lose access to her wares, her questline, the Londor Pale Shade’s assistance at certain bosses, and one of the game’s endings, implied to be the best ending at that.
    • Similar to the above, it is possible to fail Yuria’s quest by doing certain things to either anger her or foil her plans, but one of the more inadvertent ways involves Anri of Astora. When you encounter Anri in the Catacombs of Carthus, you learn that he or she is searching for Horace, who got separated from Anri. It’s possible to find Horace farther down in Smouldering Lake, only he’s turned hollow and will attack the player on sight. If the player doesn’t kill Horace and later sends Anri to his location, the latter will get killed by the former, denying the player a spouse as well as the final three Dark Sigils necessary for the Usurpation of Fire ending.
    • Orbeck of Vinheim, in exchange for teaching you sorceries, demands that you find him knowledge (meaning, give him scrolls to let him teach you more spells). Normally this is relatively easy to accomplish since it’s possible to pick up at least two scrolls in the area immediately after encountering him if one explores thoroughly enough. However, failing to give him even a single scroll before defeating four bosses will cause him to leave Lothric for the remainder of the playthrough. This not only denies the player the ability to become a fully effective sorcerer, but also causes the player to miss out on any gifts he may give him/her, prevents him from coming to the player’s aid for the second-last boss of the game, and locking out an extra weapon that can be obtained after Orbeck’s death.
    • The Mound-Makers covenant has two methods of joining, both of which are obscure and easy to lock yourself out of permanently. The first involves interacting with two NPCs that are identical to enemies, and becomes impossible as soon as you try to fight the Curse-Rotted Greatwood. The second is to reach the end of Sirris’s questline, and that becomes unavailable if you’ve offered a Pale Tongue to Rosaria to deepen your allegiance to her covenant.
    • Speaking of Sirris and Hodrick, completing Sirris’s questline involves breaking a part of Rosaria’s. In order to get the «Proper Bow» gesture, one must defeat Yellowfinger Heysel when she invades the player, offer at least one Pale Tongue to level up at the Rosaria’s Fingers covenant, and then summon Heysel as a white phantom in Farron Keep. However, offering that Pale Tongue will anger Sirris, causing her to disappear for the rest of that playthrough. Completing Sirris’s questline requires staying in her good graces until at least the defeat of Aldrich, who is encountered well after Abyss Watchers. Thus, it is impossible to obtain both «Proper Bow,» and the Silvercat Ring and Hodrick’s armor set and shield in the same playthrough.
    • Greirat of the Undead Settlement’s questline can be tricky to finish. After taking the time to find him and release him from his cell in High Wall of Lothric, and then finding Loretta’s corpse in the Undead Settlement, he can be sent out to pillage goods to expand his merchant stock. Only, on his second pillaging journey, it’s quite possible for him to fail to make it back alive, and the only way to save him involves either a specific order of events involving Unbreakable Patches, or advancing Siegward of Catarina’s questline up to a certain point but no further. Fumbling either of these (which in and of themselves can be Guide Dang It! moments) will deny players the chance to send Greirat on his final pillaging journey in Lothric Castle, and thus obtain access to additional wares.
    • The Symbol of Avarice can be lost if the player kills every mimic without finding the helm. This isn’t likely given the drop rate of the item compared to the number of mimics, but is still possible. The player will need to go through New Game+ for another shot.
    • NPC invasions stop happening if you defeat the boss of the area, taking their items with them. For example, if you haven’t killed Longfinger Kirk on the ground floor of the Cathedral of the Deep by the time you take out the Deacons, that will lock you out of the Barbed Straight Sword and Armour of Thorns set.
  • Portal Network: Like in Dark Souls and Dark Souls II, bonfires can be used to teleport. Unlike in Dark Souls and Dark Souls II, bonfire teleporting is required to travel between Firelink and the rest of the world, as Firelink is disconnected from the main world, a’la the Nexus in Demon’s Souls.
  • Post-Final Level: The Kiln of the First Flame again serves as the last area of the game, and only contains the final boss fight. The last full-fledged area is Lothric Castle, home of the final Lords of Cinder.
  • Power at a Price:
    • The «Stomp» Weapon Art on some weapons involves the player poising through their opponent’s attack without getting stunned for the chance of trading with much more damage.
    • A more straightforward example is the Power Within pyromancy. For 30 seconds, you do more damage and recover your stamina more quickly, but lose 1% of your health every second.
    • The Prisoner’s Chain ring increases the damage you take, but boosts three stats by 5 each, equivalent to 15 free levels.
    • The Clutch rings increase the damage you do with a particular element, but also decreases your physical defenses.
    • The Crown of Dusk increases your damage with sorcery, but also massively lowers your magic resistance, just like it did in Dark Souls 1.
  • Power Glows: Replacing the Humanity/Hollow mechanic from the first two games, there is now the Enkindled mode. Instead of Humanity, it’s replaced by Embers, an item that increases your max health by 40% and allows online co-op. Parts of your body will glow bright orange and embers will float off of you, like the Lord of Cinder seen in the trailer.
  • Power of the Void:
    • Dark-element spells and weapon infusion — derived from the Abyss and the Dark Soul — make a return, scaling with Faith and Intelligence. However, while they were their own class of magic in Dark Souls II, Hexes are now once again split up between Sorceries, Miracles, and Pyromancy as in the original Dark Souls.
    • A new element called Deep, which inflicts Dark damage without scaling, and is stated to be derived from «a darkness that lies beyond human ken.»

     Q-Z 

  • The Quiet One: Horace, Anri’s escort. His title «The Hushed» seems to hint that it’s not voluntary, and it may be connected to his past encounter with Aldrich, where he and Anri were the only survivors.
  • Rainbow Pimp Gear: As is typical for the series, an armor set’s total defensive values are distributed seemingly randomly among its component pieces, so players attempting to maximize their defense to certain types of attack, like Fire or Poison, will end up wearing some silly clown getups.
  • «Ray of Hope» Ending: The End of Fire ending. The First Flame is dead and gone, and darkness holds sway over the world, but the Firekeeper tells you another flame will emerge from the darkness eventually, implying that the cycle will renew.
  • The Reveal: In the base game: the Age of Fire cannot be extended forever. This time it’s really going out, and even if you choose to Link the Fire, it’s all going to die anyway. In the DLC: there were multiple Pygmy Lords who fought in the great war against the Dragons, and the Ringed City isn’t so much a place to live for them as it is a massive version of the Undead Asylum from the first game, meant to contain all the most powerful undead in a single place. They were then Unpersoned by Gwyn, who feared their power over the Dark and locked them away.
  • Recurring Riff: The title theme of the original Dark Souls shows up as the background music for boss fights in Castle Lothric and the Untended Graves.
  • Red Eyes, Take Warning: Enemies with glowing eyes are sturdier and hit harder than normal ones.
  • Red Mage: Characters focusing on Pyromancy will have to raise both their Intelligence and Faith. This means they can dip their toe into Sorcery and Miracles at will, though they’ll be less potent with either than a character putting all their points into just one.
  • Religion of Evil:
    • The Cathedral of the Deep, as it is in the present. The Cathedral was originally a vanguard against the Deep that eventually imprisoned Aldrich, a rogue cleric turned sadistic cannibal who «luxuriated in his victim’s screams.» The clergy ended up being corrupted by the very thing they were fighting against (as tends to be the case with anything involving darkness in this series: Artorias, the Abyss Watchers, Midir, Gael, etc.) and canonized the cleric-turned-Lord-of-Cinder as their patron Saint, who eventually decided to devour the gods to prepare for the coming age of the deep sea, which is implied to be The Abyss. Its deacons sacrifice hollows from the Undead Settlement at their cathedral in order to feed him. A sub-sect also worships Rosaria, the Mother of Rebirth, who essentially runs the new version of the Darkwraith covenant. Their apparent leader, Pontiff Sulyvahn, is a no-name sorcerer turned self-stylized cult leader who is fond of forcibly conscripting those he doesn’t like into the Outrider Knights, exiling them from Irithyll while fitting them with madness-inducing rings. All things considered, the Cathedral of the Deep makes the Healing Church look as harmless as Jainism.
    • The Sable Church of Londor, dedicated to the Primordial Serpents and still trying after all this time to create a Lord of Hollows and drown the world in Dark…is actually a subversion. They seem evil on the surface because of our real-world cultural association between dark and evil, but in the Dark Souls universe, Londor is implied to be the last bastion for humanity, darkness itself is a product of humanity and tied to our very nature, and the age of fire/gods is constantly implied to be one of tyrannical rule that needs to die out and trying to prevent it from doing so is a fruitless endeavor. The gods have kept humanity under lock and key for eons and caused them endless suffering, so while Londor’s goals are bad for the gods, they’re humanity’s only hope for liberation. Fire stands for the gods while darkness stands for humanity, and thus, fire is good for the gods while darkness is good for humanity. Doubles with Dark Is Not Evil.
  • Remixed Level: The early sections of the Dreg Heap take place in what’s left of the High Wall of Lothric, as noted by this post.
  • Restraining Bolt: The Ringed Knight armor states that a seal of fire was placed on it and those who wore it by the gods. Considering that said seal (appears) to be the Darksign, this could be easily be speculated as the Gods placing the Darksign all of the Pygmies, and by extension, humanity, though this remains unconfirmed.
  • Resurrective Immortality: As in the previous games, just about everything in the game world is undead, including the player. Anything that dies returns to unlife after an indeterminate amount of time.
  • Riddle for the Ages: Is Orbeck really trying to claim the title of Lord of Hollows? There’s no indication that he is, and all we hear about it is from Yuria’s mouth. The entire questline appears to be somewhat out of character for both parties, because Orbeck only cares for knowledge and Yuria doesn’t particuarly lie at any other point in her questline. He’s notably the only character who Yuria accuses of attempting to usurp you. This may very well be a False Crucible / Secret Test of Character to test the Unkindled’s loyalty to Londor’s goals and to see what he/she would do when faced with the threat of a potential challenger to the title of Lord. Yuria rewards you if you kill him but nothing bad happens if you don’t, which seems to imply that he wasn’t truly after you and Yuria was just testing your worthiness as a potential lord.
  • Roaring Rampage of Revenge: Anri and Horace want to kill Aldrich because Aldrich devoured their entire village when they were children.
  • Romance Sidequest: Played with regarding Anri of Astora’s questline. It’s necessary to marry him/her in order to achieve the Usurpation of Fire ending, but the actual «marriage» ceremony itself consists of the player kneeling in front of Anri’s corpse and stabbing him/her in the face with a matrimonial sword. While the act does resurrect Anri in the closing cutscene so he/she can be the Ashen One’s king/queen, it definitely isn’t how you’d expect a regular romantic sidequest to end. Then again, this is Dark Souls
  • Running on All Fours:
    • Vordt of the Boreal Valley, referred to as a vile watchdog, is a massive mace-wielding knight clad in full plate armor who runs on all fours. In the second stage of his boss fight, his eyes glow blue and he develops an aura of frost.
    • Lesser Outrider Knights faced as minibosses essentially function as miniature versions of Vordt, armed with swords instead of a mace. A sword gained from one of these Knights explains that this is a natural consequence of growing older for members of their order — they become more bestial.
    • The first phase of the final boss of The Ringed City, Slave Knight Gael, runs like this while attacking similarly to Artorias the Abysswalker.
  • Sad Battle Music: The second half of the final boss fight, a Call-Back to when this trope was used in the first game.
  • Scenery Gorn: But of course. Most areas in the game are abandoned, ruined, and littered with corpses.
  • Scenery Porn: The environments are even more beautifully rendered than ever, sharing Bloodborne‘s high level of detail.
  • Scunthorpe Problem: Character names are subject to a swear filter (turning the offending letters into asterisks), which can be very strict, very creative or completely bypassed via use of capital letters. Worse, this affects words that are used within the game itself, which creates the illusion of a Double Standard. So while something named «Chosen Undead Knight» might appear in the game, if a player tries to create a character using any of those words it becomes «C**sen Und*** K***ht.»
  • Secret Test of Character: Yuria telling the Ashen One that Orbeck of Vinheim considers himself the Lord of Hollows and that you need to kill him to protect your title. Orbeck never threatens you in any way and in fact becomes your friend if you develop his quest far enough. Conversely, Yuria rewards you if you do what she says. Yuria is testing the Ashen One’s mettle to see if he/she has what it takes to become the new Lord of Londor/Lord of Hollows by refusing to tolerate pretenders and usurpers. Doubles as a False Crucible.
  • Seppuku: Weaponized by the Bloodlust katana. Using its weapon skill (also called Bloodlust), the Ashen One drives the serrated blade into their stomach, granting the weapon increased damage and bleed potential for a limited time at the cost of a portion of their own health.

    Bloodlust skill description: Stain blade with one�s own blood to temporarily grant uncanny sharpness. For one driven by bloodlust, nothing deserves to remain standing.

  • Sequence Breaking: Killing Emma to summon and defeat The Dancer of the Boreal Valley will allow early game access to Lothric Castle, an endgame area. However, you’ll be denied access to the Grand Archives unless you kill the three Lords of Cinder you were meant to face before the Dancer.
  • Set a Mook to Kill a Mook: Unlike in previous games, some enemies are hostile to other enemies as well as to the player. In fact, if another enemy aggros them, they’ll ignore the player to take out the offender! This can make certain areas a breeze to go through, as well as a good source of free souls. Harald Knights in the Dreg Heap damage most other types of enemies.
  • Shout-Out: The game has multiple references to other creators’ works.
    • It wouldn’t be a Souls game if it didn’t have references to Berserk:
      • The «Stomp» Skill is based on poses from Berserk, and Miyazaki himself even calls it «Guts Mode». And as always, the weapon called the Greatsword also has a conspicuous resemblance to Guts’s original, pre-Eclipse sword, while retaining the size of the Dragonslayer.
      • The Sellsword armor set has an aesthetic look to Guts’ Golden Age armor, while the Undead Legion set has an aesthetic look to his Black Swordsman armor, and the Outrider Knight armor resembles the Berserk Armor.
      • The Cathedral Evangelists you fight in the Undead Settlement heavily resemble a gender-bent Mozgus. They even bash you in the head with the books they carry, mirroring one of his more infamous moments.
      • The Earth Seeker resembles the Axe of the Gnomes, an axe imbued with magical power bestowed by Schierke to Guts but isn’t accepted.
      • The Red Eye Orb still bears a resemblance to the Behelit.
      • The Sulyvahn’s Beast resembles the Beast of Darkness.
      • Several hairstyles resemble Guts’ short pointy hair, Farnese’s twintails, and Casca’s medium hair in Conviction arc.
      • Speaking of Farnese, there’s the Rose of Ariandel, a flail which you whip yourself with to seek miraculous power, exactly what Farnese did to herself.
      • One ending depicts the player character kneeling on the ground with one hand turned palm up, backdropped by an eclipse. The shot bears more than a passing resemblance to the beginnings of a certain other Eclipse.
      • Slave Knight Gael is a walking Shout-Out to Guts, a BFS-wielding warrior trying to help a female he holds dear to his heart by any means possible. During his boss fight, he pretty much behaves like Guts clad in the Berserker Armor, generally behaving like a beast and using a repertoire of wild acrobatic swings with an occasional automatic crossbow bolt volley.
    • The Londor pilgrims (hunched-over hollows wearing turtle shells and carrying staves) are a reference to the gathering of the Mystics from the opening of The Dark Crystal.
    • The combat style for short bows, where you can move and roll while shooting, was based on Legolas’s combat style from The Lord of the Rings movies according to Miyazaki.
    • The Follower Sabre in Ashes of Ariandel DLC looks suspiciously similar to Miki Sayaka’s sword. Even more fittingly, it’s meant to fight human opponents who have been taken by the Abyss.
    • The Valorheart’s Weapon Skill «Lion Stance» behaves like the «Lion Roar» (Also known as «Beast») skill from the Tales Series.
    • The entire plot of the second DLC may have been inspired by the Magic: The Gathering card Painter’s Servant. Miyazaki is a known fan of Magic: The Gathering.

      «It gathers hues from the twilight mist so that its master can paint a better world.»

  • Slave Mooks: Most of the giants seen in the game appear to be slaves of the Cathedral, being wrapped in chains and having bolts driven through their ankles to restrict their movement. The Irithyllian slaves are also definitely this, even being equipped with invisibility spells so that the nobles of the city wouldn’t have to look at them.
  • Snow Means Death:
    • Irithyll, base of Pontiff Sulyvanhn, is completely covered in ice and most of the enemies there use ice based attacks of some sort.
    • Ashes of Ariandel appears to be set in a snowy wasteland very similar to the Painted World of Ariamis in the first game. Then you find out that not only is it a Painted World, but it’s the Painted World, albeit a version no telling how many recreations later.
  • Spooky Silent Library: The Grand Archive is an entire level made honoring this trope, a labyrinthine tower filled with endless stacks of bookcases, eerie, wax-covered scholars and occasional knights and thralls standing watch over their work. Oh, and many of the books are cursed and try to reach for you with eerie, ghostly hands if you don’t follow the scholars’ example and protect yourself with molten wax.
  • Spy Catsuit: The Black Leather set is functionally one of these.
  • Stance System:
    • Dual weapons make a return, taking up just a single weapon slot instead of two individual slots. Pressing Y/Triangle will let you switch between using a single weapon and both weapons.
    • Certain weapons have stance-based Weapon Skills, which have both a light and heavy attack which requires you to hold down L2/LT in order to use them.
  • Stripperiffic: The Desert Sorceress set from Dark Souls II makes a return in The Ringed City, and looks exactly the same as it did before.
  • Sinister Scythe: There are a few of them in the game, and they are surprisingly practical, with medium damage, long, wide range, and relatively quick swing speed.
  • Suicide Attack: Some of the Hollows in the Cathedral of the Deep will set themselves on fire and then attempt to tackle you before blowing themselves up, which can easily one-shot you at this point in the game.
    • Some of the Murkmen priests in The Ringed City can transform themselves into large masses of humanity and then launch themselves at you, destroying themselves in the process.
  • Suspiciously Similar Substitute: The Ember items are basically Humanity/Human Effigies in all but name, and even have a similar shape to them. The only thing that differentiates them is in their method of use and how they work within the lore, whereas Humanity/Human Effigies restore you to a full state of being by filling your Hollowed form in with the Dark Soul, Embers take your base stats and buff them up with the power of the First Flame (represented by giving you 40% more health).
  • Sword Pointing: The «Legion etiquette» gesture has you doing this. Doing it with a greatsword while wearing either the Abyss Watcher set, the Sellsword set, or the Outrider Knight set makes you look like Guts.
  • Tall Poppy Syndrome: If you buy all of his sorceries, Orbeck tells you that somebody as knowledgeable in sorcery as you would be reviled at the dragon school of Vinheim.
  • Take That, Audience!:
    • The Abyss Watchers mocking and belittling Hawkwood for using a sword and shield rather than their signature sword and dagger style feels like a dig at competitive players who insist that there is only one correct way to play the game, especially since Hawkwood is using the actual fighting style of their founder, Artorias. That said, the belittling was added in by the English translators.
    • Fatty-rolling is a common occurrence in the Dark Souls series, where characters equip heavy armor and up their Vitality to the point that they can still roll while wearing all that weight. Several of the heaviest armors in the gamenote  now make the character look like they are very fat, including the Exile Armor set and especially the Winged Knight set. So, if you want to fatty-roll, you’re going to look like a serious fatty.
    • The Simple Gem is perhaps one of the most spectacular: The developers knew that this was going to be a popular infusion in the late game, especially in PvP, since weapon arts require at least one Focus Point to be able to be used, and a Simple infusion ensures that there will almost always be at least one FP in the pool. Thus, the description of the item is one that mocks the user for lacking the courage to fight with a limited FP pool. Also a Call-Back Take That! to how popular magic builds were in Demon’s Souls, due to how the magic in that game was so overpowered.
    • The dreamchaser’s ashes appear to be holding the Pendant item from the first game, an item that had no purpose and was clearly stated to be useless, but since Miyazaki stated that he’d take it as his starting item, fans became obsessed with finding the «secret». The Shrine Handmaid notes that they must be the ashes of someone «most foolish».
    • Similarly, the description of the Calamity Ring states that it «has no useful powers, and is merely a symbol of dragon worship, a thing quietly passed down amongst its most fervent adherents, some of whom become convinced the task has been bestowed upon them as a sacred duty», seemingly poking fun at players who use it just to make the game harder.
    • Sir Vilhelm’s speech given before his fight, decrying the PC as an obsessive, «self-proclaimed seeker of truth» whose ambitions will only hurt them, doesn’t quite track with the PC’s near-explicit mission as it’s described by Gael, The Painter, and The Village Dweller’s instructions. It may also be interpreted as a backhanded comment at completionists and lore obsessives, members of the audience who may place too high a value on chasing total knowledge or merit of a game regardless of their own enjoyment or experience.
  • Theme Song Reveal: Some of the bosses have themes which reveal big lore and character implications.
    • The Abyss Watchers theme has a bell ringing in the background. People who remember the Artorias fight from Dark Souls might recall his theme having the same, a hint at the connection between him and them.
    • The Final Boss has three piano notes when he enters his second phase. These piano notes are lifted from Gwyn’s theme, hinting that he is part of the Soul of Cinder and cluing the player into his next moveset.
    • Aldrich’s theme is very similar to Gwyndolin’s theme from Dark Souls, further showing us that he devoured Gwyndolin.
  • Timey-Wimey Ball: In the grand tradition of Souls
    • It’s hard to tell what the hell is going on with the illusion door beyond Ocieros’ chamber and the «Untended Graves»…AKA the Cemetery of Ash, swathed in dark. Is it just that one little area that’s a weird trip into the past? Are you somehow being sent into the past from the Firelink you know? Is this just a huge extension of the general time weirdness of Lordran? Making the effect even more pronounced and confusing, the Untended Graves and the Cemetery of Ash, and their related Firelinks, share the exact same player messages and bloodstains. If you die to Champion Gundyr, you can actually go back to the Iudex arena to retrieve your souls! It’s best summed up that the Untended Graves is reality, where Gundyr failed the linking of fire and the first flame went out. Ludleth then created a time loop that the main game takes place in and became a Lord of Cinder to give everyone a little more time (evidenced by the Handmaid recognizing you and the souls trick, which shows the main game occurs after the Untended Graves). The Dreg Heap, the Ringed City and final boss occur at the very end of the time loop, right before Ludleth’s linking wears off.
    • Archdragon Peak adds another dimension to the confusion. There, the sun is always bright and hale unless the storm is raging, whereas in the main area of the game it may be bleeding darkness or even wholly consumed by the dark. So where or when is Archdragon Peak?
    • The entire game is arguably this, as the main game and both DLC areas exist outside of time in order to put off the final destruction of the world. It’s not until you complete the game that you realize that this isn’t the end of the world, but After the End, with numerous tricks and all the magic the world can muster being used to keep the semblance of life going.
  • Title Drop: The final DLC of the series, «The Ringed City», has it dropped by a handful of characters, but most fittingly has it dropped by the final boss: the very last boss of the very last DLC of the very last game of the series.

    Slave Knight Gael: Ah…is this the blood? The blood of the Dark Soul?

  • Title Theme Drop: Gael‘s battle theme incorporates riffs from the game’s title theme—fitting, considering the fight’s implications for the future of the Dark Souls world.
  • Total Eclipse of the Plot: While it may or may not be considered a standard eclipse, the later parts of the game feature the sun growing to resemble the Darksign, making it very much resemble one of these. This is a hint that the time remaining to link the fire is quickly running out. It comes to a head when the player reaches the Kiln of the First Flame, where the eclipse comes to resemble an enormous Darksign hanging in the sky and seems, in fact, to be ‘bleeding’ darkness into the world.
  • Tragic Monster: Most of the bosses.
    • The Lords of Cinder are only being hunted because they refused to burn themselves a second time to postpone extinguishing the First Flame. Any notion that this is anything but delaying the inevitable—and barely, at that—has long since passed.
    • Yhorm and the Abyss Watchers failed to answer the call as Lords of Cinder because they’re sanity is too far gone for them to recognize it.
    • Oceiros has gone so mad with grief that he insists his empty hand still clutches his infant son. It’s unclear whether the boy is dead or ever existed.
    • Slave Knight Gael is the oldest undead in the setting, able to hold onto his purpose for untold millennia to stave off going hollow. He is so good at it that he nearly outlives the world itself.
  • Trailers Always Lie:
    • When the first pieces of art and cinematics debuted, showing a knight in scorched armor covered in red cloth, everyone assumed this was the character you play as in their «canonical» appearance, like the Chosen Undead in Elite Knight armor or the Bearer of the Curse in Faraam armor. It’s not. That’s the Soul of Cinder, the final boss.
  • Triumphant Reprise: The second phase of the final boss, the Soul of Cinder has Gwyn’s lonely piano playing alongside a chaotic orchestra.
  • The Unchosen One: All Unkindled, including the player character: forgotten undead incapable of ever harnessing the same strength of fire as the Lords of Cinder. But as all the Lords are dead, powerless, or completely insane, no one but them are left to save the world. This is made a bit more complicated once you get back from the Untended Graves and speak to Ludleth, who reveals that anyone can be a Lord of Cinder — they simply must be willing to do so. This idea drives the alternate endings.
  • Undying Loyalty: According to item descriptions, one thing can be said for the violent, sadist cannibal Smough: he remained loyal. Even as the gods despaired, as the Lords shied from their thrones, and even his comrade Ornstein abandoned his duty, Smough remained at his post, protecting Gwyndolin until the bitter end.
  • Unexpected Gameplay Change: This gets leveled at The Ringed City quite a bit. In the Dreg Heap section, the player has to fight a total of three Angels, which spit an unrelenting barrage of lasers at you any time you’re within their cone of vision, and any time you actually manage to kill one by shooting it with enough arrows, a new one instantly spawns in, forcing the player into a sort of Stealth-Based Mission. The first Judicator Giant in the Ringed City proper is also shades of this, as the player is forced to run a gauntlet of Ruin Sentinel archers and take cover behind gravestones instead of being able to engage the giant directly.
  • Unholy Matrimony: Arguably you together with your newly resurrected spouse Anri of Astora in the «Usurpation of Fire» ending, where the pair of you become the Lord and Lady of the Hollows together.
  • Unperson:
    • The Ringed City DLC reveals this about the Pygmies. They fought alongside the Gods against the dragons, sending their Ringed Knights who wielded weapons forged from the Abyss. The gods in return for their valiant efforts removed them from history out of fear of the dark.
    • The Nameless King is the ultimate example of this in the entire series. For his treasonous alliance with the dragons, he was wiped from the annals of history entirely, so much that no one even knows what his name was anymore.
  • Vancian Magic: As in previous games, spells must be equipped or «attuned» while resting at a bonfire. However, Fromsoft ditched the limited casts of the previous two games and instead just gave the player a Magic Meter similar to Demon’s Souls.
  • The Very Definitely Final Dungeon: Lothric Castle and the Grand Archives. Technically, the Kiln of the First Flame is visited afterwards, but its only purpose is to serve as the battlefield for the final battle.
  • Video Game Cruelty Punishment: A somewhat meta example. There are four endings that you can get. Three of them have achievements. The fourth is the one where you backstab the Firekeeper, push her face into the ground with your boot, then steal the flame for yourself. If you are achievement hunting and not using a guide, it is presumably your punishment for such unnecessary cruelty.
    • Also, you can murder the High Priestess who gives you the Lothric Banner and the Way of Blue Covenant, and this will allow you to enter a late-game area much earlier than you’re supposed to…but it will also trigger a boss fight that will kick your arse so hard it will turn inside-out, because you’re not supposed to fight the Dancer of the Boreal Valley for another 50+ levels and many, many hours of play.
  • Violation of Common Sense: Dunk your head in wax? Wouldn’t that obscure your vision and cause you to suffocate? Apparently not only does it not do that, it also protects you from cursed tomes on bookshelves. It also makes any headwear you might have on your person disappear as long as the wax is in place.
    • Climb into a cage carried by some giant, mindless hollow? Sure, why not? Justified, however, in that this act of madness leads to a covenant of madmen, meaning only the truly mad can discover this mad covenant.
  • Virtual Paper Doll: Your character, the Ashen One, can be equipped with a wide variety of clothing and armor. Additional weapons will also now appear on your player character when in hand.
  • Volcanic Veins:
    • The Lords of Cinder have these, along with a flaming weapon to emphasis their status as true Lords of Cinder.
    • Using an Ember item will give you Embered status and cause these to appear on your character model, at least while you’re wearing armor.
  • Wake-Up Call Boss:
    • This time as early as the first boss! Iudex Gundyr is a Lightning Bruiser that can easily punish fresh players for timing their rolls incorrectly, using up their stamina and getting greedy when there is a sudden break in the fight. It also serves as this in terms of showing that there are two phases to nearly every boss fight, which brings a new pattern to learn and is often faster and more damaging than the first.
    • The Abyss Watchers can be this as well, seeing how they are the first Lord of Cinder encountered. They are more of a Lightning Bruiser than Gundyr, and have the addition of having a multitude of damaging combos that have fire buff later on, no start up time that allows a player a good few hits in before the fight starts, and having another health bar after the first one is depleted, meaning an unprepared player can easily risk running out of estus before the fight even is halfway over.
  • Wave-Motion Gun: The sorcery Soul Stream, which is one of the most damaging spells in the game, but also has the longest wind up of any spell.
  • Weak Sauce Weakness: Some enemies react very poorly to fire, and spend a good deal of time writhing in pain instead of trying to hit the player. The prime example are the maggot creatures near the Cathedral of the Deep, where having a torch out is enough to get rid of maggots burrowing into your skin, and hitting the gross beasts will stop them from attacking. The Hollows with the giant black monsters coming out of their backs are another one.
  • Weapon of X-Slaying: A few weapons do more damage to certain types of enemies than others.
    • The Hollowslayer Greatsword transposed from the Curse-rotted Greatwood’s soul specifically the part of it embodying Lucatiel’s own fear and hatred of going Hollow which became one of the curses sealed in the tree does extra damage to Hollow enemies. This encompasses the rank and file Hollows all the way to the bosses of both DLC expansions.
    • The Black Knight weapons were wielded by knights tasked with slaying the chaos demons of Lost Izalith and thus do more damage to demons. There aren’t many demons left by the time this game takes place, but the ones who are still around are formidable enough that having these weapons handy is a good idea. Particularly when fighting against the Demon Prince.
    • The Abyss Watchers dedicated themselves to hunting the Abyss. As a result, both of the weapons that can be transposed from their Soul of the Blood of the Wolf, namely their signature Farron Greatsword and the greatsword of their inspiration Artorias do more damage to the creatures of the Abyss. This includes one of the most powerful bosses in the game, Darkeater Midir.
    • Some weapons fit this lore-wise, but in gameplay just inflict a damage type said enemy is weak against. The Lothric Knight Greatsword for example has item lore stating it was forged for dragon hunting, but rather than doing extra damage to dragons specifically, it is simply imbued with lightning since dragons are vulnerable to lightning.
  • Weird Sun: It gets progressively weirder as the game progresses. At first it appears normal, albeit hidden behind clouds. After killing the first three Lords of Cinder, it becomes black with a ring of fire around it, as if undergoing a total eclipse, and the sky turns red. Finally, in the Final Boss arena, the eclipse effect is even more pronounced, and the sun appears to be bleeding fire down to the ground. In this last form, it looks eerily like the Darksign itself…and in the Usurp the Fire ending, when you’ve claimed both the Dark Soul and the First Flame, it turns into a giant Humanity sprite.
  • Wham Episode: Irithyll of the Boreal Valley. Not only do you meet the pontiff of the religion you’ve been fighting for the first half of the game and enter the city that’s been whispered about and built up since the first boss of the game, but you also eventually discover the ruins of Anor Londo, and it’s revealed that Aldrich’s title of «Devourer of the Gods» isn’t hyperbole, as he’s found wielding poor Gwyndolin’s upper half as a weapon.
    • Everything from Lothric Castle onward if you did it in the correct order (i.e. not Sequence Breaking by killing Emma to summon the Dancer of the Boreal Valley). This is the point in the game where it becomes crystal clear that this is the End of the World as We Know It. The sky has gone blood red, all the Hollow trees have metamorphosed into Pilgrim Butterflies, and the sun is bleeding and looks like a giant Darksign hanging in the sky! It gets even worse when you get through the Grand Archives and slay Lorian and Lothric. You are then commanded by the Firekeeper to use the power of the old Lords of Cinder to deal a final death to the old gods of Lordran (the land from Dark Souls) who were the deliverers of the First Flame, followed by being teleported to the Kiln of the First Flame to fight the Soul of Cinder (who’s a whole other bag of spoilers).
    • The entirety of The Ringed City that takes place in the titular city qualifies as one regarding the nature of Dark and the Curse. Turns out that the Pygmies actually did fight alongside Gwyn in his war with the dragons, sending their Ringed Knights wielding weapons and armaments forged from the Abyss, and were in much greater control of their Dark Soul than the rest of the series would imply. Gwyn even rewarded them for their effort with the Ringed City itself and his youngest daughter Filianore to preside over them, although presiding in this case meant casting an illusion over the city to keep the Pygmies from ever leaving because Gwyn feared their power.
  • Wham Shot: Quite a few, given the amount of buses that come back for this game:
    • Coming upon Anor Londo again, a crumbling, frozen over ruin, crawling with Deacons of the Deep in addition to the Silver Knights that called it home.
    • Seeing the Soul of Cinder do the backflip-dodge that was exclusive to a wearer of the Dark Wood Grain Ring.
    • When the Soul of Cinder changes his stance to Gwyn’s and the first bar of Gwyn’s theme plays in the Final Boss fight, cluing you in to exactly who you’re fighting.
    • The body of Gwyndolin emerging from Aldrich, Devourer of Gods.
    • Coming upon Andre of Astora hammering away in Firelink Shrine. Nice to see he’s doing so well for himself at the end of the world.
    • The arena of the Old Demon King littered with the dead bodies of the Taurus, Capra, and Asylum family demons. This is what’s left of the Lost Izalith and the Demon Ruins.
    • A couple in Ashes of Ariandel: seeing the area name is Painted World of Ariandel, for one. Second, finding Priscilla’s boss arena at the bottom of an ice-covered valley near the Corvian Settlement.
    • Entering the wasteland at the end of «The Ringed City» to find the final boss of the entire series waiting for you. Who is it? Slave Knight Gael! It also happens to be the same place in the opening sequence, where the Pilgrims are fleeing from the wasteland.
    • If you follow Yuria’s questline, she starts telling you early on that Anri of Astora is to become your spouse. So you start forming a bond with Anri, helping him/her (the character’s gender depends upon the player’s gender) through his/her quest as he/she helps you through yours. You grow to care about Anri, and you start looking forward to becoming a couple. Then Yuria tells you that he/she is ready for you, waiting in the Darkmoon Chamber in Anor Londo! You’re going to be married! So off you go to greet your betrothed, finding a pilgrim waiting for you at the entrance who offers you a ceremonial sword for some unknown use in the marriage. Then you walk the long, imposing hall into the main chamber only to find Anri’s motionless body waiting for you on the altar. Wham number one. But maybe it’s not what it looks like. Who knows, maybe this is just part of the ceremony, maybe he/she is just lying in wait and you’re supposed to lie down together, or maybe you kneel over him/her, say some vows, and then you get up together. Trepidaciously you approach your fiance and interact…only for your character to pull out that ceremonial sword and plunge it right into and through your beloved’s face. You get up…ceremony complete…and look down helplessly at what you’ve just done, left only with your emotions and three more dark sigils added to your inventory. Wham number two. You would be hard-pressed to find a sadder, more personally horrific moment in the entire series. It turns out that the pilgrim who gifted you the ceremonial sword was actually an assassin tailing Anri, waiting for the opportunity to strike him/her down, then transporting the body to the Darkmoon Chamber after the deed was done. The only way to save Anri’s life is to find and kill the assassin before she can kill Anri, and there’s no way to actually marry which also keeps Anri alive. The only solace to the marriage path is that Anri shows up again in the Usurper ending and is implied to rule alongside you, the Lord of Hollows, as your king/queen.
  • When Trees Attack: One boss, the Curse-rotted Greatwood, is an enormous, bloated, walking tree. Though it’s more accurate to say that it’s something inside a tree. Many outdoor locations in Ariandel are also infested with human/tree hybrids that murder you with ice breath and create flying embers that will follow you for miles.
  • Who Wants to Live Forever?: The reason the cycle of flame continues. The Age of Fire disallows people to truly die, forced into torturous undead existence, eventually going completely insane and turning into a Hollow.

    Yoel of Londor: (Sobbing) Please, grant me death. Undo my shackles.

  • Wild Card: The Mound-Makers covenant works like this. They can invade you or you can summon them voluntarily. Their goal is to kill someone and doesn’t really matter who. They might help you progress through the level in co-op, getting their reward by killing another invader, or they might just try to take you down like any other invader. It really comes down to the individual player.
  • Wolfpack Boss: The Deacons of the Deep consist of a lot of respawning clerics chasing you around spamming fire spells at you. The actual boss is a Body Surfing soul inhabiting one of the clerics, taking any damage they take until they’re killed, whereupon it jumps to another cleric.
    • The Abyss Watchers are another form of Wolfpack Boss, with a twist: Some of the watchers have become corrupted by the Abyss and will gladly attack the other watchers as well as you.
  • You Bastard!: In case the desolate landscape and scattered ruins weren’t enough of a hint that you shouldn’t have touched that egg and destroyed the Ringed City (in truth, destroyed the illusion of the Ringed City and exposed the reality), one of the few people there to not instantly attempt to murder you will show up to call you an asshole and try to avenge what you just did.
    • Although given the lore and implications of the purpose of the city itself, its destruction may not NECESSARILY be a bad thing.
  • Zombie Puke Attack: The undead in the graveyard outside the Cathedral of the Deep throw up carnivorous maggots at you that continually gnaw on your flesh, causing bleeding, until you equip your torch.

«Let the sun shine upon this Lord of Cinder.»

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