This is an overview of this area.
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- Dark Havel
- Dark King Jeremiah
- Dark Pharis
- Dark Ironclad (Turtle) Knight
- Dark Nameless Usurper
- Dark Ricard
- Dark [Female Enemy?]
- Dark Male Amana Mage
- Boss: Darklurker
The Dark Chasm of Old is part of the Pilgrims of Dark covenant quests. Accessed through the dark portals in the three areas overseen by Darkdiver Grandahl, each chasm has a different map and set of enemies. For each area, the player must defeat the presiding dark phantoms and light the cauldrons in each of the areas. Completing each area will then allow you to access the Darklurker boss. Once you have completed all three areas, any of the three will allow you access to the Darklurker boss; however, you must recomplete the area in order to do so.
From a lore perspective, the Dark Chasm of Old appears to be the same area associated with Oolacile and Manus from the "Artorias of the Abyss" expansion in Dark Souls. Following the hints provided in the story, the Dark created from the destruction of Manus became fragmented and separated, slowly crystallizing into new creatures of the Dark. The Dark Chasm of Old reunites the player with powerful warriors from Dark Souls who (presumably) succumbed to the Dark and have been reborn in the Dark Chasm from their dark soul fragments. The player traverses Dark Chasm and defeats these Dark creatures (and brings fire back to the Dark) to awaken and strengthen the dark soul inside of him or her.
While the Dark Chasm of Old sites can be accessed in any order, there appears to be a progression in terms of the difficulty of the enemy phantoms, with easiest to hardest in the following order: Shaded Ruins, Black Gulch, and Drangleic Castle.
The following general strategy can be employed in all of the areas:
- Proceed cautiously, as there are multiple drop-off points, and falling into a hole is extremely likely. However, the holes can also be used to kill Dark Phantoms by knocking them into the them (for easy kills).
- The enemies tend to cluster, so using ranged weapons to aggro one and draw it away from the others will be more effective than rushing in.
- Ensure that you have brought enough flame butterfly urns to light a torch so that you can light the cauldrons in each of the areas. If you die before completing the area, the cauldron will extinguish, so three may be insufficient.
- All of the phantoms in this area seem to have a minimum of 2,000 HP, so if you are using magic, you may wish to bring additional items for restoring your casts; melee players may wish to bring repair powder.
- The mage shade uses miracles (including emit force and lightning spear), but is incredibly weak (less than 600 HP). It is susceptible to fire and lightning damage.
Shaded Ruins Dark Chasm of Old
The Dark Chasm of Old in the Shaded Ruins contains four enemies: Dark Pharis, Dark Nameless Usurper (x2), and a phantom. Pharis, the Nameless Usurper, and the Phantom appear in the first open area, along with the cauldron. In general, you can aggro the Nameless Usurper and draw him out. Like his Red Phantom version, he wields a dagger and is extremely quick. In close combat he will attempt to guard break you and then slash away. Because of his rapid movements, either ranged battle, shield plus rapier or spear, or stunning attacks are very valuable. Dark Pharis will attack with a bow at distance and when in close range will switch to a sword. Finally, the shade (located near the back of the first chamber) will cast lightning and force miracles. Due to casting time, if the shade draws close you can easily defeat it with melee attacks.
After lighting the cauldron, there is a lift at the back, leading down to another open area with a second Dark Nameless Usurper. The same strategy applies here as well. After defeating him (or her), the fog gate will release. You can jump into the foggy pit at the end, which will either transport you back to the Dark portal or will take you to Darklurker (depending on your progress).
Black Gulch Dark Chasm of Old
The Dark Chasm of Old in the Black Gulch contains four enemies: Dark Ironclad Knight, Dark King Jeremiah (x2), and a shade. The Dark Ironclad Knight wields TWO hammers, and can attack easily with both. Presumably the Dark Ironclad will also use the fall back and crush maneuver, so backstabbing is likely not an option. It is important to try and aggro him and draw him up towards you, as Dark King Jeremiah has a high tendency to follow, and will begin using pyromancy against you (including the Forbidden Sun pyromancy from Royal Sorcerer Navlaan's questline). Once defeated, you can then focus on the shade (if you have ranged attacks), or aggro out Jeremiah (who is located at the bottom of the ramp). In melee you can use attacks to stop his pyromancy, so it is possible to back him against a wall and just hack at him each time he tries to fire off a spell. In spite of his own pyromancy, pyromancy does damage him to the same extent (it seems) it does other enemies. Be sure to light the cauldron before leaving the area.
The second area contains another Dark King Jeremiah, with the same strategy applicable. You can jump into the foggy pit at the end, which will either transport you back to the Dark portal or will take you to Darklurker (depending on your progress).
(XBOX 03/04/14 Entered 2nd section to find Dark King Jeremiah, Dark Ironclad Knight and a shade. Already completed Shaded Ruins Dark Chasm. Perhaps this affects it?)
(PS3 04/14/14 Also confirmed- entered 2nd section to find duplicates of all 3 enemies: Dark Ironclad Knight, Dark King Jeremiah and a shade. I had completed Shaded Ruins and Drangleic Castle Chasms)
Drangleic Dark Chasm of Old
The Dark Chasm of Old in Drangleic Castle contains four enemies: Dark Havel, Dark Ricard, a Dark female enemy, and a shade. The starting area requires some caution, as it is easy to accidentally walk off a ledge and die; however, all the areas are interconnected, so you can easily walk to your right, and navigate through the initial area. However, be mindful of attempting to back up into this area, as you can easily fall to your death.
Your first enemy is Dark Havel to your left. The battle is very much like that in Dark Souls, with his main attack being a heavy attack with the Dragon Tooth. This attack MAY be parryable (additional testing needed!), and backstabs are possible. NOTE: The easiest way to kill all of the melee enemies is to simply aggro them one at a time and draw them all the way back to the beginning. Make the fall into the water at the back of the start point and get your happy butt back up the ramp. They won't follow you, so you can just shoot them with arrows until they die. Try to draw him forward, as Dark Ricard may become aggro'ed and join in (creating a rapidly deteriorating scenario for the player). Once defeated, you can head slightly forward and to the right, where you will be able to see Dark Ricard in the tunnel. Like his character in Dark Souls, he uses a rapid rapier attack technique. Using ranged attack or waiting for your opening to attack him is ideal as a strategy; you can also strafe behind him during some of his moves for a backstab). To the left is both the cauldron and a shade (same strategies apply). The last enemy in the first area is an female Dark phantom. She is located in front of a pit, so rushing in to attack her will lead to an embarrassing death. As with the Flexile Sentry you can use this map element to your advantage either using it to keep her away from you or knocking her into it.
From here, the last area has another Dark Havel (twice the fun!) - same strategy applies. You can jump into the foggy pit at the end, which will either transport you back to the Dark portal or will take you to Darklurker (depending on your progress).
(Work in progress!)
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