Dark Chasm of Old


Dark Chasm of Old is a Location in Dark Souls 2

 

Ps4/X1/Dx11
Ps3/360/Dx9

General Information

 

Dark Chasm of Old Map

dark chasm of old dark souls 2 wiki guide 565px

 

NPCs

  • None

 

Items

  • None

 

Notes

Dark Chasm of Old Walkthrough

Exposition

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 the original 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 RuinsBlack Gulch, and Drangleic Castle

The Dark Chasm of Old is part of the Pilgrims of Dark covenant quests, and is only accessible to covenant members. After joining the covenant, the player can speak to Darkdiver Grandahl in any of his three locations and offer him a Human Effigy to open a portal into a Dark Chasm of Old.

The goal of each Chasm is to defeat all enemies and invading players, light the sconce, and exit through the hole at the end without dying. Once the sconce in each Dark Chasm has been lit, attempting to exit the chasm normally will instead lead to 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.

Since Human Effigies are necessary to enter the Dark Chasm of Old and Flame Butterflies are necessary to light the sconces and fight the Darklurker, it is recommended to stock up on these before attempting.

Access 

Entering each Dark Chasm requires you to find Darkdiver Grandahl in the respective areas.

Shaded Ruins

  • From the petrified Lion Warrior guarding a chest, and the basilisk, head to the ruined building across. There is a grassy area and a few trees to the right which has another collapsing floor near the left corner. This will drop you on the same platform as him.

Black Gulch

  • Drop off the right side of the area right around the Cragslippers. Aim for the small platform directly below. Here, enter the cave and find the man himself.

Drangleic Castle

  • In the room with the 6 Golem Doors, the last one on the left will drop you down to him.

Shaded Ruins Dark Chasm of Old

The Dark Chasm of Old in the Shaded Ruins contains four enemies. One of each appear in the first open area, along with the cauldron:

Tenebrous Rogue

  • In general, you can draw this one out first. Like her Red Phantom version (Nameless Usurper), she wields a dagger and is extremely quick. In close combat she will attempt to guard break you and then slash away. Because of her rapid movements, either ranged battle, shield plus rapier or spear, or stunning attacks are very valuable.

Underworld Deadeye

  • A.K.A Dark Pharis, will attack with a bow at distance and when in close range will switch to a sword.

Witchtree Spirit (chime)

  • Finally, the Witchtree Spirit (located near the back of the first chamber) will cast Lightning and Force miracles, or Magic Barrier and Great Heal if given the chance. Due to casting time, if it draws close you can easily defeat it with melee attacks. 

ds2 chasms41

After lighting the cauldron, there is a lift at the back, leading down to another open area with a second Tenebrous Rogue. The same strategy applies here as well. After defeating her, the fog gate will appear. 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 six enemies:

Abyss Ironclad

  • This one wield TWO hammers, and can attack easily with both. It is important to try and aggro him and draw him up towards you.

Dark Xanthous

  • A.K.A Dark King Jeremiah, has a high tendency to follow the attack of the previous enemy, and will begin using pyromancy against you (including the Forbidden Sun pyromancy from Royal Sorcerer Navlaan's questline). 
  • You can reduce the damage of his fire attacks by getting wet (either by rolling in the water at the bottom or standing under a waterfall), but this will also increase the damage of the Witchtree's lightning bolt and emit force spells, so be careful. 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. 

Witchtree Spirit (chime)

  • You can defeat this one using ranged attacks, after dealing with the first Ironclad, and Xanthous.

An alternate strategy is to just cast Profound Still, which will block off both Xanthous and the Witchtree ability to cast spells, making them much easier to deal with. Don't forget to turn left in the hallway just after this room and light the cauldron, but watch out for the giant hole in front of it. Follow the wall on the right to safely bypass it.

ds2 chasms42

The second area contains another Ironclad, a Xanthous, and a Witchtree Spirit (staff), with the same strategy applicable: bait the Ironclad out first, then repeat whatever you did to kill King Jeremiah the last time. Since this Witchtree casts sorceries instead of miracles, you won't have to worry about water increasing the damage of its spells. After dispatching them, jump into the foggy pit at the end to either exit the dungeon or challenge the Darklurker, depending on your progress.

Drangleic Castle Dark Chasm of Old

The Dark Chasm of Old in Drangleic Castle starting area requires some caution, as it is easy to accidentally walk off a ledge and die; using either a torch or the Cast Light sorcery will make the path much easier to see. It contains four enemies:

Abyss Havel

  • 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 IS parryable, and backstabs are possible. 
  • Try to draw him forward, as the next enemy may become aggro'ed and join in, creating a rapidly deteriorating scenario for the player.

ds2 ds2 chasms43

Dark Prince

  • Once you've defeated Havel, you can head slightly forward and to the right, where you will be able to see this enemy -which is a darkened version of 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. 

Witchtree Spirit (staff)

  • To the left of the Prince, is both the cauldron and this enemy (same strategies apply).

Shadowveil Assassin

  • 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. 
  • After defeating her, the fog wall behind her will lift and you can exit the chasm. 

Strategy Tip:

  • 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 them fall into the water at the back of the start point and go back up the ramp. They won't follow you, so you can just shoot them with arrows until they die.
  • If you have 12 Faith you can breeze through this level using Force to push the melee enemies off the ledge, though you will still have to kill the shade. This makes for a quick and easy route to challenge the Darklurker, and isn't a bad method to farm souls (7800 first playthrough).

Fourth Time's A Chasm

After you've lit the scone in each of the three Dark Chasms, attempting to leave a Dark Chasm through the foggy pit will cause you to enter the Darklurker's boss room instead. See the Darklurker page for more information on this boss, along with strategies for defeating it. After defeating it, you'll be able to exit through another hole and return to the surface.

ds2 chasms4boss

BOSS FIGHT: Darklurker

Dark Chasm of Old Invasion

If you use a Cracked Red Eye Orb while in a Dark Chasm of Old, you will invade another player who is in any of the three Dark Chasms as an abyss spirit. If you use a Red Sign Soapstone, your red sign will appear in other player's worlds exactly where you left it, and they can use your red sign to summon you as an abyss spirit. There is a rumor that the red sign soapstone will allow you to automatically invade players in the dark chasms similar to the Looking Glass Knight; this is false.

Aside from causing you to invade as an abyss spirit instead of a dark spirit, the red sign soapstone does not function any differently than normal. Defeating another player while in a Dark Chasm of Old (either as a host or as an invader) will award you with a Bonfire Ascetic. Since other players drop Bonfire Ascetics 100% of the time, this can be a very fast and effective way to farm for Bonfire Ascetics, provided you have Cracked Red Eye Orbs or a Red Sign Soapstone. Killing players as an abyss spirit does not give you sin

Note: invading and killing invaders has no bearing on covenant rank, but the Dark Chasm must be completely cleared of enemies and invaders before the host can progress through the area. Invaders basically act as additional enemy phantoms for the host to overcome. 

 

Dark Chasms of Old Invasion vs Other Invasions:

  • Only members of the Pilgrims of Dark covenant can enter a Dark Chasm of Old, so only Pilgrims of Dark covenant members can invade there. Players in other covenants cannot invade a Dark Chasm under any circumstances, even if they have global invasion (such as the Blue Sentinels).
  • You cannot use the White Sign Soapstone in a Dark Chasm of Old, so it is impossible to summon another player for assistance while there. In fact, the Dark Chasms of Old do not have summon slots at all, and instead have three invasion slots. This means you can be invaded by up to three players simultaneously! But invaders may not necessarily be hostile towards the host, since they can simply kill another invader to receive a Bonfire Ascetic (at which point they'll be returned to their world). If you are hosting multiple invaders in a Dark Chasm, a simple solution is to just let them kill each other.
  • The enemies in the Dark Chasms of Old are hostile to invaders, and will attack them as if the host had used a Seed of a Tree of Giants. This means that while you can use a Seed of a Tree of Giants while in a Dark Chasm, it will have no effect and the seed will be wasted.
  • If you have ranks in the Brotherhood of Blood or Blue Sentinels covenants while invading in a Dark Chasm of Old, your invasion aura will carry over as an abyss spirit. For example, if you have reached rank 2 as a Blue Sentinel then join the Pilgrims of Dark covenant and use a Cracked Red Eye Orb in a Dark Chasm, you will have the blue aura while invading. (To you your character will simply look blue, but other players will see the full rank 2 aura).
  • If you are wearing Black Dragon Armor and using any of the Black Dragon weapons, you will look like a Dragon Spirit while in a Dark Chasm.
  • Abyss spirits can use Estus and other healing items just like the host can.
  • Abyss spirits (Dark Chasm invaders) DO NOT have a timer, and can stay in a host's world until either they have died, the host has died, or the invader has landed a killing blow on another player (either the host or a different invader).
  • There is no cooldown time on invasions in the Dark Chasm of Old. This means if you kill an invader, you have until their loading screen is gone before they can invade you again. And if there are no other players for them to invade except you, that is exactly what will happen.
  • If there are any abyss spirits in your world, the fog wall blocking the exit will not lift until they are either dead or gone. This means you cannot leave the area or challenge the Darklurker until all invaders have been defeated. If the fog wall is still there even though you've killed all enemies in the area, it is a sure sign you're being invaded.
  • If you are invading in a Dark Chasm of Old, your goal is to defeat a player, be it the host or another invader. Once you have landed a killing blow on a player the "Target Destroyed" message will flash on your screen and you will be returned to your own world with a Bonfire Ascetic and souls, and your equipment durability, Estus Flask uses, and spell charges will all be restored. But this is not an easy goal, since the enemies will attack invaders along with the host. Make sure you can deal with anything the Dark Chasm can throw at you before invading!

General Information

 

Dark Chasm of Old Map

dark chasm of old dark souls 2 wiki guide 565px

 

NPCs

  • None

 

Items

  • None

 

Notes

Dark Chasm of Old Walkthrough

Exposition

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 the original 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 RuinsBlack Gulch, and Drangleic Castle

The Dark Chasm of Old is part of the Pilgrims of Dark covenant quests, and is only accessible to covenant members. After joining the covenant, the player can speak to Darkdiver Grandahl in any of his three locations and offer him a Human Effigy to open a portal into a Dark Chasm of Old.

The goal of each Chasm is to defeat all enemies and invading players, light the sconce, and exit through the hole at the end without dying. Once the sconce in each Dark Chasm has been lit, attempting to exit the chasm normally will instead lead to 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.

Since Human Effigies are necessary to enter the Dark Chasm of Old and Flame Butterflies are necessary to light the sconces and fight the Darklurker, it is recommended to stock up on these before attempting.

Access 

Entering each Dark Chasm requires you to find Darkdiver Grandahl in the respective areas.

Shaded Ruins

  • From the petrified Lion Warrior guarding a chest, and the basilisk, head to the ruined building across. There is a grassy area and a few trees to the right which has another collapsing floor near the left corner. This will drop you on the same platform as him.

Black Gulch

  • Drop off the right side of the area right around the Cragslippers. Aim for the small platform directly below. Here, enter the cave and find the man himself.

Drangleic Castle

  • In the room with the 6 Golem Doors, the last one on the left will drop you down to him.

Shaded Ruins Dark Chasm of Old

The Dark Chasm of Old in the Shaded Ruins contains four enemies. One of each appear in the first open area, along with the cauldron:

Tenebrous Rogue

  • In general, you can draw this one out first. Like her Red Phantom version (Nameless Usurper), she wields a dagger and is extremely quick. In close combat she will attempt to guard break you and then slash away. Because of her rapid movements, either ranged battle, shield plus rapier or spear, or stunning attacks are very valuable.

Underworld Deadeye

  • A.K.A Dark Pharis, will attack with a bow at distance and when in close range will switch to a sword.

Witchtree Spirit (chime)

  • Finally, the Witchtree Spirit (located near the back of the first chamber) will cast Lightning and Force miracles, or Magic Barrier and Great Heal if given the chance. Due to casting time, if it draws close you can easily defeat it with melee attacks. 

ds2 chasms41

After lighting the cauldron, there is a lift at the back, leading down to another open area with a second Tenebrous Rogue. The same strategy applies here as well. After defeating her, the fog gate will appear. 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 six enemies:

Abyss Ironclad

  • This one wield TWO hammers, and can attack easily with both. It is important to try and aggro him and draw him up towards you.

Dark Xanthous

  • A.K.A Dark King Jeremiah, has a high tendency to follow the attack of the previous enemy, and will begin using pyromancy against you (including the Forbidden Sun pyromancy from Royal Sorcerer Navlaan's questline). 
  • You can reduce the damage of his fire attacks by getting wet (either by rolling in the water at the bottom or standing under a waterfall), but this will also increase the damage of the Witchtree's lightning bolt and emit force spells, so be careful. 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. 

Witchtree Spirit (chime)

  • You can defeat this one using ranged attacks, after dealing with the first Ironclad, and Xanthous.

An alternate strategy is to just cast Profound Still, which will block off both Xanthous and the Witchtree ability to cast spells, making them much easier to deal with. Don't forget to turn left in the hallway just after this room and light the cauldron, but watch out for the giant hole in front of it. Follow the wall on the right to safely bypass it.

ds2 chasms42

The second area contains another Ironclad, a Xanthous, and a Witchtree Spirit (staff), with the same strategy applicable: bait the Ironclad out first, then repeat whatever you did to kill King Jeremiah the last time. Since this Witchtree casts sorceries instead of miracles, you won't have to worry about water increasing the damage of its spells. After dispatching them, jump into the foggy pit at the end to either exit the dungeon or challenge the Darklurker, depending on your progress.

Drangleic Castle Dark Chasm of Old

The Dark Chasm of Old in Drangleic Castle starting area requires some caution, as it is easy to accidentally walk off a ledge and die; using either a torch or the Cast Light sorcery will make the path much easier to see. It contains four enemies:

Abyss Havel

  • 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 IS parryable, and backstabs are possible. 
  • Try to draw him forward, as the next enemy may become aggro'ed and join in, creating a rapidly deteriorating scenario for the player.

ds2 ds2 chasms43

Dark Prince

  • Once you've defeated Havel, you can head slightly forward and to the right, where you will be able to see this enemy -which is a darkened version of 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. 

Witchtree Spirit (staff)

  • To the left of the Prince, is both the cauldron and this enemy (same strategies apply).

Shadowveil Assassin

  • 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. 
  • After defeating her, the fog wall behind her will lift and you can exit the chasm. 

Strategy Tip:

  • 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 them fall into the water at the back of the start point and go back up the ramp. They won't follow you, so you can just shoot them with arrows until they die.
  • If you have 12 Faith you can breeze through this level using Force to push the melee enemies off the ledge, though you will still have to kill the shade. This makes for a quick and easy route to challenge the Darklurker, and isn't a bad method to farm souls (7800 first playthrough).

Fourth Time's A Chasm

After you've lit the scone in each of the three Dark Chasms, attempting to leave a Dark Chasm through the foggy pit will cause you to enter the Darklurker's boss room instead. See the Darklurker page for more information on this boss, along with strategies for defeating it. After defeating it, you'll be able to exit through another hole and return to the surface.

ds2 chasms4boss

BOSS FIGHT: Darklurker

Dark Chasm of Old Invasion

If you use a Cracked Red Eye Orb while in a Dark Chasm of Old, you will invade another player who is in any of the three Dark Chasms as an abyss spirit. If you use a Red Sign Soapstone, your red sign will appear in other player's worlds exactly where you left it, and they can use your red sign to summon you as an abyss spirit. There is a rumor that the red sign soapstone will allow you to automatically invade players in the dark chasms similar to the Looking Glass Knight; this is false.

Aside from causing you to invade as an abyss spirit instead of a dark spirit, the red sign soapstone does not function any differently than normal. Defeating another player while in a Dark Chasm of Old (either as a host or as an invader) will award you with a Bonfire Ascetic. Since other players drop Bonfire Ascetics 100% of the time, this can be a very fast and effective way to farm for Bonfire Ascetics, provided you have Cracked Red Eye Orbs or a Red Sign Soapstone. Killing players as an abyss spirit does not give you sin

Note: invading and killing invaders has no bearing on covenant rank, but the Dark Chasm must be completely cleared of enemies and invaders before the host can progress through the area. Invaders basically act as additional enemy phantoms for the host to overcome. 

 

Dark Chasms of Old Invasion vs Other Invasions:

  • Only members of the Pilgrims of Dark covenant can enter a Dark Chasm of Old, so only Pilgrims of Dark covenant members can invade there. Players in other covenants cannot invade a Dark Chasm under any circumstances, even if they have global invasion (such as the Blue Sentinels).
  • You cannot use the White Sign Soapstone in a Dark Chasm of Old, so it is impossible to summon another player for assistance while there. In fact, the Dark Chasms of Old do not have summon slots at all, and instead have three invasion slots. This means you can be invaded by up to three players simultaneously! But invaders may not necessarily be hostile towards the host, since they can simply kill another invader to receive a Bonfire Ascetic (at which point they'll be returned to their world). If you are hosting multiple invaders in a Dark Chasm, a simple solution is to just let them kill each other.
  • The enemies in the Dark Chasms of Old are hostile to invaders, and will attack them as if the host had used a Seed of a Tree of Giants. This means that while you can use a Seed of a Tree of Giants while in a Dark Chasm, it will have no effect and the seed will be wasted.
  • If you have ranks in the Brotherhood of Blood or Blue Sentinels covenants while invading in a Dark Chasm of Old, your invasion aura will carry over as an abyss spirit. For example, if you have reached rank 2 as a Blue Sentinel then join the Pilgrims of Dark covenant and use a Cracked Red Eye Orb in a Dark Chasm, you will have the blue aura while invading. (To you your character will simply look blue, but other players will see the full rank 2 aura).
  • If you are wearing Black Dragon Armor and using any of the Black Dragon weapons, you will look like a Dragon Spirit while in a Dark Chasm.
  • Abyss spirits can use Estus and other healing items just like the host can.
  • Abyss spirits (Dark Chasm invaders) DO NOT have a timer, and can stay in a host's world until either they have died, the host has died, or the invader has landed a killing blow on another player (either the host or a different invader).
  • There is no cooldown time on invasions in the Dark Chasm of Old. This means if you kill an invader, you have until their loading screen is gone before they can invade you again. And if there are no other players for them to invade except you, that is exactly what will happen.
  • If there are any abyss spirits in your world, the fog wall blocking the exit will not lift until they are either dead or gone. This means you cannot leave the area or challenge the Darklurker until all invaders have been defeated. If the fog wall is still there even though you've killed all enemies in the area, it is a sure sign you're being invaded.
  • If you are invading in a Dark Chasm of Old, your goal is to defeat a player, be it the host or another invader. Once you have landed a killing blow on a player the "Target Destroyed" message will flash on your screen and you will be returned to your own world with a Bonfire Ascetic and souls, and your equipment durability, Estus Flask uses, and spell charges will all be restored. But this is not an easy goal, since the enemies will attack invaders along with the host. Make sure you can deal with anything the Dark Chasm can throw at you before invading!

 

Locations
Belfry Luna  ♦  Belfry Sol  ♦  Black Gulch  ♦  Brightstone Cove Tseldora  ♦  Brume Tower  ♦  Cathedral of Blue  ♦  Cave of the Dead  ♦  Doors of Pharros  ♦  Dragon's Rest  ♦  Dragon's Sanctum  ♦  Dragon Aerie  ♦  Dragon Memories  ♦  Dragon Shrine  ♦  Drangleic Castle  ♦  Earthen Peak  ♦  Forest of Fallen Giants  ♦  Frigid Outskirts  ♦  Frozen Eleum Loyce  ♦  Grand Cathedral  ♦  Grave of Saints  ♦  Harvest Valley  ♦  Heide's Tower of Flame  ♦  Huntsman's Copse  ♦  Iron Keep  ♦  Iron passage  ♦  Lord's Private Chamber  ♦  Lost Bastille  ♦  Majula  ♦  Memory of Jeigh  ♦  Memory of Orro  ♦  Memory of the King  ♦  Memory of the Old Iron King  ♦  Memory of Vammar  ♦  No-man's Wharf  ♦  Old Chaos  ♦  Shaded Woods  ♦  Shrine of Amana  ♦  Shrine of Winter  ♦  Shulva - Sanctum City  ♦  Sinners' Rise  ♦  The Gutter  ♦  The Lost Bastille  ♦  The Pit  ♦  Things Betwixt  ♦  Throne of Want  ♦  Undead Crypt  ♦  Undead Purgatory



Tired of anon posting? Register!
    • Anonymous

      The Frigid Outskirts and the Iron Passage have nothing on these poorly designed shitholes. Not only is everything super tanky, making it quite annoying to properly refight Darklurker but you physically have to fight them all with every single refight. You physically have to pay up an entire effigy each fight at minimum, and that's implying you're ok with going in with less than max health because Dark Souls 2 is a fair and well designed game. Also love how Darklurker, maybe the most important boss and covenant for a dark build, resists the living hell out of dark so you'd have to either change your whole build up or attempt to brute force it and suffer the price. The rewards aren't even worth it unless you somehow need "unlimited" bonfire aesthetics. Don't attempt this **** unless you have the king's blessing.

      Tl;dr: forcing 1-2 effigies per boss attempt is unfair and overly punishing. The boss be dark resistant is stupid and shoving tons a tanky npcs that must be fought each time sucks and makes the whole ordeal arbitrarly slow.

      • Anonymous

        Why is this in the main game progress route? It doesn't look necessary for anything. It doesn't look like you get anything worthwhile from doing it either.

        • Anonymous

          this just worked for me for havel and the pyro in ng+
          - once havel gets to the top of the ramp start tossing poison darts or shooting arrows at him to make him start rolling around
          - hit him (and probably the pyro right behind him) with Dark Fog while he's rolling
          - keep throwing darts or shooting arrows to keep him rolling around in the poison like an ***hole

          by the time I had to start dodging the pyros attacks havel was just a couple hits away from dead

          • Anonymous

            "The battle is very much like that in Dark Souls..." What if I never played Dark Souls (1) and don't know how to beat him?

            • Anonymous

              Don't walk straight ahead. No, it isn't a jump you need to make, and you'll probably fall into the "dark chasm" anyway. Instead, turn right. You can walk around the damned thing.

              • Anonymous

                How do you light the stupid sconce?? I brought a torch with me and, when I got there it, it was no longer lit.

                • Anonymous

                  That Havel is stupid. Who the f designed that thing? No, you can't just continuously bashing your club like that, that is illegal. The speed he bashed his dragon tooth is even higher than me attacking with a knife.

                  • Anonymous

                    This has got to be the shittiest rule/law for fighting a boss in the dark souls series. Can you imagine if in DS1, you had to pay humanities to fight O&S?

                    • Anonymous

                      The black gulch chasm aka im gonna hang myself if I got to go though there again. Oh waitim in NG+7 don't wan't to make a new charakter but need the darklurker soul for all archievements.
                      So what is it that I hate about this place?
                      TWO enemie groups consisting of
                      a Tank with insane dmg and gigh hp
                      a jester Thomas but even more nastier
                      a nasty witch ghost wich is on her period and electrocutes you to a pulp if you can't get a stagger attack on her
                      Oh have I mentioned that you aggro all three if you aggro one?
                      Kill such a group two times and don't forget to light the torch of bullshit.
                      After you have done the other chasm you have to do this place again because quality of life updates can go **** themselfs.
                      So your only choice is to run away into the corridor of go away and shoot a billion arrows at them while half of them will miss because **** you player we are from software and we don't care about fixing out game but rather polish it for the slightly less ****ed remaster.

                      • It won't let me edit the page for some reason, so here's a tip for the Drangleic Dark Chasm.

                        At the very beginning of the level, if the player turns around, there's a little flat rock above the water. It's part of the cave wall. Turns out the player can actually jump onto that rock and the enemies can't reach up there. Enemies can follow you all the way back to it, and they won't leave even though they can't reach you. Every enemy on the map will follow you back to it.

                        From there, you can pelt them with whatever spells/arrows you want or spam the 'Welcome' emote... you become king of the hill and nobody can dislodge you. Enemies also take bonus damage from lightning because that whole area is filled with water.

                        That cheese spot basically trivializes the entire area, so use at your own discretion.

                        • Anonymous

                          For Havel - use poison arrows then a he closes in use poison daggers to poison him. Fall back (avoiding the holes) and then as he closes in do a jumping r2 attack with any levelled up great sword. Fall back, get stamina and then repeat and he should be done.

                          • Dunno why we can't comment on Darklurkerer page, but for those melee that have difficulties with him.
                            After the boss splits it helps to stay close to one of the copies, otherwise they both cast range spells that are much harder to avoid than his melee attacks.

                            • Anonymous

                              You need to kill ALL ENEMIES in the chasm, not only light the scones. This important information is buried in the block of text starting with Lore, which i skipped automatically (me smash, not read lore).
                              If you don't kill all enemies, then light the scone and use the bone/feather to port out, you'll have to come back again and restart it all, includig the scone :(

                              • Anonymous

                                Dark Chasm is Mound Maker before it was cool. There are no summoning slots but there are 3 invader slots. And everything is hostile against everyone, Which funnily enough makes this zone like a proto version of the Mad Phantoms of DS3. But instead of a purple sigh you can force help upon unsuspecting victims; they have no choice to ignore you like they do with the purple sign in DS3. I have myself invaded people to kill other invaders, help clear the path and to place Warmth to heal the host. Their unease and the awkward mood just before they start to trust you is far richer than being purple phantom as moundmaker are a bit more predictable, or should i say predictably unpredictable. them helping a bit just to backstab you just before the boss is a given. Getting help at all in the Chasm is never expected. One guy even tried to kill me even after i killed another invader and placed a warmth. killing anyone counts as a kill so there are elements of blue sentinels aswell. help the host kill another invader counts as a victory just as killing the host would. Very interesting place, especially considering Lifedrain Patch from Darklurkers Soul is the only spell that can harm friendlies. Dunno if it is possible to invade friends with a name ring tho. The dark treating everyone the same seems fitting lore wise and is very fun to play around with.

                                • Anonymous

                                  So I didn't find any information about this anywhere else on the internet, but as I went through the Shaded woods dark chasm of old, alva the wayfarer invaded, helped me kill the enemies, and gave me 20 effigies. Anyone else have this happen to them?

                                  • Two hand power attack with the large club or great club to cheese through melee fights. Just smush them, and when they try to get back up do it again till they are dead.

                                    • Anonymous

                                      I neeed help with getting past these chasms to get some of my acheivements. So if anyone can friend me so we can make use of the enemies reacting to invader mechanic. My tag is Darkest_Wraith and im a little above 20 mil sm

                                      • Anonymous

                                        I think that strategy here since vanilla. Havel and the other dude will follow you in SoTFS. You can't drop him considering his poise and he will ***** you up with 2 hits. Good luck to melee builds unless you can reliably parry him because pulling him out means fighting on the cliff edge. he pushed me down twice before I kill him

                                        • Anonymous

                                          For the Drangleic Dark Chasm of Old, this strategy tip is provided: "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 them fall into the water at the back of the start point and go back up the ramp. They won't follow you, so you can just shoot them with arrows until they die." I have made a video guide for this where it's demonstrated, enjoy:

                                          • Anonymous

                                            I didn't know Dark chasm invasions don't count as sins! That doesn't make any sense at all,lore-wise they should be a double sin :assassinating a player and becoming a dark spirit.

                                            • Anonymous

                                              the dark phantoms in Drangleic will absoLUTELY follow you back to the entrance once aggroed. pulling them back into the starting room is an awesome way to get killed by gravity. just watch out, guide is dead wrong on that.

                                              • It should be noted that completing the Chasms from easiest to hardest is NOT A GOOD IDEA. The third one will have to re-cleared every time you need to get back to the Darklurker fight - if you don't kill it on your first try, and losing all your souls due to a Havel phantom really sucks. I'd recommend leaving the Shaded Ruins Chasm for last, as it's the quickest and easiest.

                                                • Anonymous

                                                  The Drangleic Castle Chasm can be cheesed really easily. If you aggro a melee enemy, run back to the starting area, and jump to the ledge just across the pool of water behind where you spawn, the enemy will simply walk into the ledge trying to get to you and never attack. You can then just shoot them with arrows until they die.
                                                  Thank you to whoever it was that left a message on that ledge, or I wouldn't have even thought to try jumping there.

                                                  • When entering the Drangleic Castle chasm, make sure you have a Greatbow (Alonne Greatbow for example) and 2 Greatarrows (any type is fine), as well as at least 1 other projectile (crossbow, bow, greatarrow).
                                                    Creep forward until you can see Havel. He should aggro right away. Hit him with a greatarrow in the face to get the backstab frame animation, then again in the chest to knock him straight back and off the ledge. Then creep forward and use a 3rd projectile to pull Ricard and fight him solo. The witchtree can be easily defeated now. 2 hand or power stance your weapon and get in close, its poise is poor and should be staggered by even a longsword. Then simply light the caludron and defeat the female. Guard her and push her into the hole.

                                                    This can make a very quick and easy method, very useful for getting to Darklurker quickly. The greatarrows eliminate the toughest enemy with no risk and using the Bonfire in the Ruin Sentinel room in Drangleic makes this the quickest route to Darklurker.

                                                  Load more
                                                  ⇈ ⇈