I've seen too many people complain how unfairly ganky this room is, even though there are some obvious ways to make it easy. Intro 0:00 Method A 0:30 Method B 2:57
When I found out that fire infused bow can catch stuff on fire like the tar puddles in black gultch I knew that I could use it on the barrel guys. This game taught me the rules earlier and I remember to use its tools in a later level! 😃
If anything that can be taken away in this video for DS2 that no other games do. You can Infuse nearly every single weapon in the game, including Bows.
To be brutally honest, I figured out this solution given the odd placement of trapdoors, barrels, and vantage points but it's so finnicky that i never could get it to work properly. Still, being able to remove at least 2 enemies from that room is a lot better than none. I still think the room's bad, but I can see the intent of it being a (poorly designed) puzzle rather than something to make you mad. if theres one thing I've learned from souls games over the years; it's that not having a ranged option in your loadout just opens you up for undue suffering. Even if it's just a light crossbow or consumables, you should use it.
There's also no excuse not to use the Light Crossbow in this game as you find one in the Forest of Fallen Giants and every class can use it at base level. It's like they really made sure that everyone, even SL1 players, have access to it.
It's sad how so many players refuse to use ranged options when there are SO MANY types of it in every entry, it's like players are purposely making things hard for themselves, which is fine for a challenge but then they complain about the game being unfair and "forcing" them to use certain stuff ("oh no the game is forcing me to use R1 attacks it's so bad)".
When I went through this area I just shot arrows at the big fire guy to death and that alone made it a lot more manageable to pick everyone else off. I remember thinking "oh yeah, this is an area longform video essayists hate". The door thing I find really unintuitive but I wasn't thinking about where the other side of it would lead. If it used the "door is too heavy to open" message from Tseldora it'd be a better hint for what the player could do with the door. Using arrows to lure enemies is another thing I found really unintuitive, but I've only seen enemies either try to pathfind their way towards you even if they can't reach you, or in Shrine of Amana, the knights there stand their ground and hold their shields up. Alluring Skulls would accomplish the same thing either way.
I always forget alluring skulls exist, the one place I use them is to stop the torch hollow in the crypt from following me so I don't have to kill the poor guy before agdayne
I always remember to use them since Dark Souls 1, they give you skulls right above the boar in undead parish. Throw the skulls down into the fire for the boar to die to it or for a plunging attack.
Honestly this room was the biggest hurdle in my quest for all bosses deathless. I’d been investing extra points into int for Yearn, which is basically just a reusable alluring skull, but learning the door trick and the enemy grouping trick makes this waaaay easier. Thank you!!
For how often Brume Tower utilizes environmental hazards to give an advantage to the player, along with the area's state of progression in general, this is comfortably my favorite Dark Souls DLC in the trilogy hands down. It feels like I'm playing through a Zelda dungeon and it's so much fun. That and it's home to the best boss fights in the entire game
Ynow it makes more sense now why they gave you alluring skulls... i get it its smart puzzle solving but most of us bonk our way through so we wouldnt have known 💀💀💀
This video is just more DS2 positivism. Many reviews show this encounter as evidence of how unfair the enemy placement in DS2 is, but that actually just shows that these critics aren't even trying to think about ways how to handle encounters. Many encounters in this game are puzzles you are meant to solve, and not just meaningless groups of enemies were you run through and mash R1. There are non-hostile enemies that carry explosive barrels and a huge enemy that spews fire. The solution to the problem should be obvious by just combining those two.
Honestly this is just one room, you can just YOLO in and after several tries you'll manage to squeeze through minotaur, enemies and other shit to just open that door.
Great video! During all of my playthrough, all i did was rush through the lever and trust the s animations lol And now, i just realized that you can indeed lure the enemies with arrows, and i always forgot for thr fact that fire arrows can blow the barrels lol
my god i always just brute forced it, i never realised thats why those barrel guys were there. they showed how they worked then had strong enemies that triggers it. and allow you to put two and two together to kill them all at once. ds2, perhaps i was too hard on you.
Making no death runs really helps you appreciate the actual thought the devs put into every zone, sekiro and ds2 made me realize the brilliant level design they have... Ds3 and elden ring on the other hand... Are one of the games ever made
Alluring Skulls are also my bread and butter for Skeleton Lords and Executioner's Chariot. The only bad thing is that in early game you can not yet buy an unlimited amount of them and I usually don't have the intelligence to buy/use Yearn.
It takes more brain juice to play ds2, those games were "adventure" games remember? Not "bossrush" games like now where almost no tought is involved in the map design
Holy shit I’m doing brume tower at sl1 and after like 10 attempts at just trying to reach the lever and dying I remembered seeing this video in my recommended so I watched it, used your tips, and now it’s an empty room. Thanks for the short explanation! You genuinely saved me from a hassle of bashing my head against a wall until something worked lmao
Damn, I kinda wish I did this, though it was kinda fun to deal with such a hectic room. I guess it helped that my character was a pyromancer so I could use fire tempest for crowd control. Maybe on the next playthrough I'll do this
Nowadays I do yearn on my sorcerer, or alluring skulls for melee characters, dodge the big guy, pull the lever, kill the possessed Armour then the big guy and take it from there. Congrats on 1k 👏
Seriously, people call ds2 easiest souls game, but this franchise no more than test of reflexes - just roll through everything. Most gamers want nothing, but run to the boss, and then press dodge button in the right time. Thats why ds3 is more appraisal game. And then game ast for the player to think unconventional or strategist your fights, then it's "artificial difficulty".
"it's artificial difficulty because they just throw a whole bunch of enemies in a room and call it a day" always translates to "I never even tried to understand how to approach these encounters in a smart way" It's like someone that doesn't understand math complaining that math is stupid because mathematicians just draw a whole bunch of random symbols and numbers on a paper. The fact that they don't understand it does not mean that there isn't anything to understand.
@janehrahan5116, not sure why to include Sekiro here, that game does encourage you to use your prosthetics to get through tough situations and rewards experimentation, like using the spear for the ape fight for example or using the finger whistle to make beasts attack each other or the shinobi dogs attack lone shadows. Of course you don't have to but the game is definitely easier and funner for it
You can also literally just fight these guys straight up, it's a completely do-able encounter. The disproportionate level of difficulty of this room in particular though along with the barrel boys and bomb thrower does seem to imply they wanted you to approach it like a sort of puzzle. I love this DLC
Nooo, you used a bow and arrow while wearing armour. That is not the way dark souls is meant to be played according to my completely made up rule book.😅
I swear that at a certain point, it's like DS fans start to sound like Shimura from Ghost Of Tushimia. "Always fight with honour and courage, face your foe head on, NEVER use cowardly tactics" Yet they wonder why they have such a difficult time with the games 😂
My personal strategy is to get at the trapdoor closer to the ashen idol, use chameleon or silver talisman, go down and rush toward the idol to take it out without much resistance. Only the iron warrior can see through the disguise while it takes a longer time for the rest to notice you. Of course you could pretty much do the same strategy just by trowing an alluring skull down beforehand, but it shows the many ways and strategies you can tackle this room.
Honestly, I just always fought the skeletons out of range from the big guy. 1 on 1 they're not super hard as long as you don't just stay on one side of them and get hit by the lava that pours from their shoulders.
I always did method C, which is the same as the others, but without luring enemies with arrows nor skulls. I used myself as bait on the stairs, hoping the iron knight comes to me to explode itself. Of course my method took longer, but I wasn't aware of the other methods 😅
I haven't had any problem with this room. Just poison arrows FTW. But the ledge on the way from 2nd to 3rd bonfire where there are 2 fume sorcerers and the ashen knights won't rise from the ground until you have aggrod the one next to the first fume sorcerer.
Honestly I delt with this room by just staying by the latter, the fire golem didn't agro (might have been lucky) so i just killed everything else then dealt with him. (note: i was using a basterd sword so it's sweeping attacks let me easily deal with the knights.) I just avoided the fire arrow form the archer's.
I'm not sure I ever figured out those barrels blocking the door. They're really hard to see as they blend in with all the surrounding textures and "Does not open from this side" isn't really illustrative of the issue. A different message would do wonders here "Door appears jammed", maybe even a "Contraption does not move" or something. The message as is has always been taught to players as "this is where a shortcut will loop back so you need go around and find the entrance to wherever this is the exit to" I never liked Brume Tower, maybe the worst area in the game for me? (major areas, not counting stuff like Iron Passage and Frigid Outskirts) This room is no exception, never had a good time in it T_T
theres a staggering amount of people that dont use the bow in ds2 it completely invalidates any criticism about the sunken king dlc and shrine of amana enemy placement
I used the bow so much more in DS2 than any other Souls game, one of my favorite things about this game is how it rewards ranged combat. The only other recent ARPG that's captured that ranged incentive, in my opinion, is Nioh 2.
Honestly, DS2 DLCs are a lot more unique compared to the DLC of DS1, 3, and Bloodborne because they are more puzzle and exploration focused. Like a blizzard that makes objects invisible, so you must find an item to dispel it, needing to explore to find the knights to help in the ivory king fight. Having to hit switches to open up paths or block enemies, or to disable traps or lure enemies into traps. Having to destroy tombs to make enemies no longer invincible. As well as the Bruce tower with the barrel guys and use of fire to clear out mobs, as well as how certain enemies can be light on fire to make them explode and damage other enemies. The DLCs are great examples of smart and gimmicky level design
It's seriously no issue at all. Stay below 40% equip load and just run the left path. People often make the mistake of pulling the lever, but that's not the shortcut. That's the coop path to let team split up by having one wait at the gate and another pulling the lever so that the team can progress both paths at the same time. Here I'm just walking (not even running) through with CoC enabled: th-cam.com/video/SCoxqh3zqaI/w-d-xo.htmlsi=jathtsTsh4t2s2zb You see that I start that video with only a little bit of health left, but that's because I did it five times in a row and always teleported back and just started again. I've got a longer video for that as well.
Literally exactly what Domo said. I just finished a playthrough a few days ago, and as long as I knew when to roll an attack because the tracking wouldn't let me run past, I got through it on my second try without engaging any of the enemies. Didn't even have trouble at the fog gate, which surprised me a little.
@@unrefinedmorosis5546 enemies rarely follow you to the fog gate in this game. For a lot of runbacks they drop their aggro once you get close to the fog gate, like Ruin Sentinels or Sir Alonne. Only Red Smelter and Executioner's Chariot have enemies that will hit you out of the fog gate animation
I like DS2, I have few hundreds hours on it, but I think this is not a great encounter for an action game. The idea for this room could be good but it's underdeveloped
While I'm grateful to learn about these strategies, they don't change my opinion that this room is terrible. Both of these methods are reliant on consumables that you're not gaurenteed to have, much less think to use. It's not like the Fang Boar in Undead Parish, who has 4 alluring skulls placed on a runaway directly above it. DS2 does not give any indication that you're supposed to use these consumable based strategies on it. And while you could justifiably say that's up to the players to figure put, putting a bow and some fire arrows on a corpse nearby would've gone a long way to cue players in that special strategies are needed for this room, instead of it being a slapdash enemy buffet you're better off trying to run past like the co-op areas. Also, method A specifically is very unintuitive. The game never tells you that you can use sound to lure enemos to certain locations, and before watching this video, I never knew that it apparently still worked while enemies were already agored on to you.
The consumables just make it easier. You still always have the Barrel Carriers that you can push down and that you can chase towards the Iron Warrior who spews fire that will explode them. Also, the very room before that taught you that those Barrel Carriers run away from you and will explode on contact with fire. The game gave you everything you need and an introduction that you are supposed to apply here.
@@Domo3000 Luring the Barrel Carriers to the Iron Warrior is very inconsistent. Their movement pattern when running away from the player is very sporadic, involving a lot of stoping to turn in a different direction. I've tried it myself in the past and it's very unreliable, especially when you're getting hounded by the other enemies in the room.
Kinda understand your point but i doubt ever you will not have alluring skulls or fire arrows no matter what, hell even throwing bombs helps if you do it from here where the guy also throws bombs 3:13
"Both of these methods are reliant on consumables that you're not gaurenteed to have, much less think to use" Ima be real chief, if that's your complaint for a dlc area, thats a you problem. also this is one of several strategies including just getting good. I have killed this exact room through the room temprature iq method of "shouting democracy and stabbing my way through any enemies" may times. "gitting good" is an option in 2 like other games, 2 just also has the most ways to use your brain also.
So... You forgot there's a damn Nadalia - or whatever her name is - Idol there and, whatever method we do, we must go down there anyways, right? That's why I don't think many try to do this the smart way. I always destroy the Idol then proceed to use the "stun" the enemies get afflicted by to open the door and gtfo. Easy, fast and I don't need anything else. ¯\_(ツ)_/¯ (Not a criticism, just saying what I think.)
@@Domo3000 Eh, I prefer to risk it anytime. Jump down, destroy it and just skedaddle. Maybe I'm *too* impacient for smart plays, but if I end up dying, I always blame myself.
@@asdergold1you might need it later for all the fragments of Nadalia's Soul, but I like ignore them while enemies are around The me the idols seem like a trap. It just makes it more stressful for me to deal with them first as they will buff up the enemies and let fire come out of the ground.
He is just using one of the alternatives the devs made possible, what you imply is like saying that using the amazing ds1 world interconnection is making up something to suit an argument
Here's the problem: this is boring and I hate it. DS2 looked at how a slow, methodical approach trivialized many DS1 areas, and decided it was critical to make that approach more difficult. It didn't matter that that would often realistically mean forcing you to play that way. The boring way. Boredom is part of the difficulty, and difficulty is paramount. Apart from when you enter a boss room, that is. They have to play slowly, too (for some reason), so you won't be invigorated by them either. Just enjoy...the slow...dance... Unless there are multiple bosses at once, in which case (several cases, if I recall correctly!) you will probably not be experiencing any kind of rhythm. No dancing for you. Lead them around the room like the brilliant tactician that you are. The careful, planned approach might be satisfying for someone who's never played another Souls game, but is less likely to be for someone who already enjoys/expects more. I think this is why so many diehards had their first experience with DS2. Okay, I'm done.
There isn't really any challenge to basegame DS1 bosses either, and the DLC bosses in both games are pretty comparable. Most of the challenge in both games is the level as a whole. Sen's Fortress is a good zone not because there's a hard boss at the end - Iron Golem is pretty easy - but because the level prior to it is dangerous. FWIW I didn't play through any of DS2 slowly, never used a ranged weapon/offensive spell, never felt like it "forced" me to do so... and I played it after DeS/DS1/Sekiro/Elden Ring but would probably be described as a 'diehard'.
It was in that room when i realized,15 poison arrows can do wonders
The "iron warrior"gets poisoned in only 5 arrows,15 can kill him
In my opinion Poison Arrows are a waste of time here as one Fire Arrow can just explode half the room
What?
Use consumable items?
Items that were specifically put in the game to be used?
No, sir! My pride will not allow it.
"My build sucks cuz I can't use a consumable" -Joseph Anderson
mama didn't raise no b*tch
"Use items?! Thats blasphemy! Everyone knows items are just there to be picked up mindlessly and to make inventories large as possible"
"No! I can't buy items or arrows, that'll ruin my Soul Memory!"
Consumables are lame, it's true. The game should always be more fun without them.
When I found out that fire infused bow can catch stuff on fire like the tar puddles in black gultch I knew that I could use it on the barrel guys. This game taught me the rules earlier and I remember to use its tools in a later level! 😃
If anything that can be taken away in this video for DS2 that no other games do.
You can Infuse nearly every single weapon in the game, including Bows.
Not only that, you can infuse "special" weapons in order to get more damage, unlike in DS3
To be brutally honest, I figured out this solution given the odd placement of trapdoors, barrels, and vantage points but it's so finnicky that i never could get it to work properly. Still, being able to remove at least 2 enemies from that room is a lot better than none. I still think the room's bad, but I can see the intent of it being a (poorly designed) puzzle rather than something to make you mad.
if theres one thing I've learned from souls games over the years; it's that not having a ranged option in your loadout just opens you up for undue suffering. Even if it's just a light crossbow or consumables, you should use it.
There's also no excuse not to use the Light Crossbow in this game as you find one in the Forest of Fallen Giants and every class can use it at base level. It's like they really made sure that everyone, even SL1 players, have access to it.
It's sad how so many players refuse to use ranged options when there are SO MANY types of it in every entry, it's like players are purposely making things hard for themselves, which is fine for a challenge but then they complain about the game being unfair and "forcing" them to use certain stuff ("oh no the game is forcing me to use R1 attacks it's so bad)".
@@Domo3000 and to make it even more efficient the player can do a raw infusion of the crossbow since there are no scaling in it
When I went through this area I just shot arrows at the big fire guy to death and that alone made it a lot more manageable to pick everyone else off. I remember thinking "oh yeah, this is an area longform video essayists hate". The door thing I find really unintuitive but I wasn't thinking about where the other side of it would lead. If it used the "door is too heavy to open" message from Tseldora it'd be a better hint for what the player could do with the door. Using arrows to lure enemies is another thing I found really unintuitive, but I've only seen enemies either try to pathfind their way towards you even if they can't reach you, or in Shrine of Amana, the knights there stand their ground and hold their shields up. Alluring Skulls would accomplish the same thing either way.
I always forget alluring skulls exist, the one place I use them is to stop the torch hollow in the crypt from following me so I don't have to kill the poor guy before agdayne
I always remember to use them since Dark Souls 1, they give you skulls right above the boar in undead parish. Throw the skulls down into the fire for the boar to die to it or for a plunging attack.
Alluring skulls also make the executioner chariot boss and Skeletons lords bosses also easy to deal with
@@YEY0806and the skeletons themselves drop them, so you farm them while fighting them
@@Domo3000 also those exploding guys in the Lost Bastille
Honestly this room was the biggest hurdle in my quest for all bosses deathless. I’d been investing extra points into int for Yearn, which is basically just a reusable alluring skull, but learning the door trick and the enemy grouping trick makes this waaaay easier. Thank you!!
For how often Brume Tower utilizes environmental hazards to give an advantage to the player, along with the area's state of progression in general, this is comfortably my favorite Dark Souls DLC in the trilogy hands down. It feels like I'm playing through a Zelda dungeon and it's so much fun. That and it's home to the best boss fights in the entire game
I can't wait to experience the DLC, already done the others now i just need to find the stupid key
Yea especially the first DLC with the statues that move platforms that can only be hit with a bow. Really like a Zelda dungeon.
last I checked DS2 doesn't have "puzzle" tag on steam. nice to see we also get puzzles for free.
Ynow it makes more sense now why they gave you alluring skulls... i get it its smart puzzle solving but most of us bonk our way through so we wouldnt have known 💀💀💀
Ironically i DID use alluring skulls long ago but i used it to run to the switch instesd
Least to say it did NOT work
This video is just more DS2 positivism.
Many reviews show this encounter as evidence of how unfair the enemy placement in DS2 is, but that actually just shows that these critics aren't even trying to think about ways how to handle encounters.
Many encounters in this game are puzzles you are meant to solve, and not just meaningless groups of enemies were you run through and mash R1.
There are non-hostile enemies that carry explosive barrels and a huge enemy that spews fire. The solution to the problem should be obvious by just combining those two.
Basically Kings Field 5: The Second Dark Souls - Scholars of The First Sin
It's refreshing to encounter this kind of content on YT, many thanks!
The iron warrior resists fire. It’s kinda bs he dies in one hit from them.
Also this guy is glitched so that his own fire shoulder can burn himself
Most souls players play like troglodytes.
And it is our fault lmao
Honestly this is just one room, you can just YOLO in and after several tries you'll manage to squeeze through minotaur, enemies and other shit to just open that door.
Great video! During all of my playthrough, all i did was rush through the lever and trust the s animations lol
And now, i just realized that you can indeed lure the enemies with arrows, and i always forgot for thr fact that fire arrows can blow the barrels lol
my god i always just brute forced it, i never realised thats why those barrel guys were there. they showed how they worked then had strong enemies that triggers it. and allow you to put two and two together to kill them all at once. ds2, perhaps i was too hard on you.
Two words
Poison arrows
That dlc made Gavlan rich.
Galvan Wheel, Galvan Deal
Making no death runs really helps you appreciate the actual thought the devs put into every zone, sekiro and ds2 made me realize the brilliant level design they have... Ds3 and elden ring on the other hand... Are one of the games ever made
I use the alluring skulls everytime and snipe them with spells arrows.
Alluring Skulls are also my bread and butter for Skeleton Lords and Executioner's Chariot. The only bad thing is that in early game you can not yet buy an unlimited amount of them and I usually don't have the intelligence to buy/use Yearn.
@@Domo3000Cursed one you lack intelligence
So weak, so very weak.
Heh heh...
"Assess the situation" you already lost most of em there
Kinda get why ppl like ds2 now.
When ds2 players say. "the game is as easy or hard as you make it" it's not copium. Its reality
It takes more brain juice to play ds2, those games were "adventure" games remember? Not "bossrush" games like now where almost no tought is involved in the map design
Holy shit I’m doing brume tower at sl1 and after like 10 attempts at just trying to reach the lever and dying I remembered seeing this video in my recommended so I watched it, used your tips, and now it’s an empty room. Thanks for the short explanation! You genuinely saved me from a hassle of bashing my head against a wall until something worked lmao
Nice to hear that it saved you from a headache!
Damn, I kinda wish I did this, though it was kinda fun to deal with such a hectic room. I guess it helped that my character was a pyromancer so I could use fire tempest for crowd control. Maybe on the next playthrough I'll do this
Nowadays I do yearn on my sorcerer, or alluring skulls for melee characters, dodge the big guy, pull the lever, kill the possessed Armour then the big guy and take it from there. Congrats on 1k 👏
I'm happy to see all your growth. I liked DS2 but I learnt a lot of new things from watching your stuff, so, thank you for your uploads
This is why ds2 is the best. It's not just a rollspam and r1 simulator.
Seriously, people call ds2 easiest souls game, but this franchise no more than test of reflexes - just roll through everything. Most gamers want nothing, but run to the boss, and then press dodge button in the right time. Thats why ds3 is more appraisal game. And then game ast for the player to think unconventional or strategist your fights, then it's "artificial difficulty".
"it's artificial difficulty because they just throw a whole bunch of enemies in a room and call it a day" always translates to "I never even tried to understand how to approach these encounters in a smart way"
It's like someone that doesn't understand math complaining that math is stupid because mathematicians just draw a whole bunch of random symbols and numbers on a paper.
The fact that they don't understand it does not mean that there isn't anything to understand.
I miss when souls games were actual adventure games and not dodge roll games
@@MILDMONSTER1234 ds3 sekiro and elden ring players would be very offended if they could read.
@janehrahan5116, not sure why to include Sekiro here, that game does encourage you to use your prosthetics to get through tough situations and rewards experimentation, like using the spear for the ape fight for example or using the finger whistle to make beasts attack each other or the shinobi dogs attack lone shadows. Of course you don't have to but the game is definitely easier and funner for it
@@janehrahan5116 At least Sekiro has the excuse of just being a standard hack n slash game which is more then what i can say for DS3
Always did this room using the ladder gap to shoot arrows at everyone. Going to try this method in another playthrough for sure.
You can also literally just fight these guys straight up, it's a completely do-able encounter. The disproportionate level of difficulty of this room in particular though along with the barrel boys and bomb thrower does seem to imply they wanted you to approach it like a sort of puzzle. I love this DLC
Picking up ds2 thanks to you. have you ever thought about making a large video debunking ds2 videos? Like an ultimate defense of sorts.
Nooo, you used a bow and arrow while wearing armour. That is not the way dark souls is meant to be played according to my completely made up rule book.😅
I swear that at a certain point, it's like DS fans start to sound like Shimura from Ghost Of Tushimia. "Always fight with honour and courage, face your foe head on, NEVER use cowardly tactics"
Yet they wonder why they have such a difficult time with the games 😂
The shiny...
HE DID NOT PICK UP THE SHINY !!!
massiv e skill issue from me too cuz this room made me lost my mind
you can also snipe all the enemies from the room with the three barrel guys if you get the angle just right
Very nice strategy. Not sure I knew that arrows hitting the ground lured enemies.
I like this room because it's funny.
My personal strategy is to get at the trapdoor closer to the ashen idol, use chameleon or silver talisman, go down and rush toward the idol to take it out without much resistance. Only the iron warrior can see through the disguise while it takes a longer time for the rest to notice you. Of course you could pretty much do the same strategy just by trowing an alluring skull down beforehand, but it shows the many ways and strategies you can tackle this room.
DS2 haters: "me no like strategy, me like only smash, smash, SMASH!"
Honestly, I just always fought the skeletons out of range from the big guy. 1 on 1 they're not super hard as long as you don't just stay on one side of them and get hit by the lava that pours from their shoulders.
I always did method C, which is the same as the others, but without luring enemies with arrows nor skulls. I used myself as bait on the stairs, hoping the iron knight comes to me to explode itself. Of course my method took longer, but I wasn't aware of the other methods 😅
I haven't had any problem with this room. Just poison arrows FTW.
But the ledge on the way from 2nd to 3rd bonfire where there are 2 fume sorcerers and the ashen knights won't rise from the ground until you have aggrod the one next to the first fume sorcerer.
1:47 easier: get an alluring skull.
Watch till the end. Alluring Skull is the next method I'm showing
Weeeeeeeee :D
no one: "Poison arrow"
Honestly I delt with this room by just staying by the latter, the fire golem didn't agro (might have been lucky) so i just killed everything else then dealt with him. (note: i was using a basterd sword so it's sweeping attacks let me easily deal with the knights.)
I just avoided the fire arrow form the archer's.
dark souls players when they have to think before entering the room instead of spamming roll then R1R1R1 🤯🤯🤯🤯🤯🤯🤯
When there is no reward for L2 and Roll spam: 😭😭😭
DS2 haters: Me no like, no unga bunga, no like!
Wow, i forgot about the barrels behind the door. Elden ring could have used cool stuff like that honestly but you know the normies would have hated it
I'm not sure I ever figured out those barrels blocking the door. They're really hard to see as they blend in with all the surrounding textures and "Does not open from this side" isn't really illustrative of the issue. A different message would do wonders here "Door appears jammed", maybe even a "Contraption does not move" or something. The message as is has always been taught to players as "this is where a shortcut will loop back so you need go around and find the entrance to wherever this is the exit to"
I never liked Brume Tower, maybe the worst area in the game for me? (major areas, not counting stuff like Iron Passage and Frigid Outskirts)
This room is no exception, never had a good time in it T_T
Neat!
Poison arrow gang 👽👽👽
theres a staggering amount of people that dont use the bow in ds2 it completely invalidates any criticism about the sunken king dlc and shrine of amana enemy placement
Sunken King explicitly asks you to you a bow the puzzles even
I used the bow so much more in DS2 than any other Souls game, one of my favorite things about this game is how it rewards ranged combat. The only other recent ARPG that's captured that ranged incentive, in my opinion, is Nioh 2.
Honestly, DS2 DLCs are a lot more unique compared to the DLC of DS1, 3, and Bloodborne because they are more puzzle and exploration focused. Like a blizzard that makes objects invisible, so you must find an item to dispel it, needing to explore to find the knights to help in the ivory king fight. Having to hit switches to open up paths or block enemies, or to disable traps or lure enemies into traps. Having to destroy tombs to make enemies no longer invincible. As well as the Bruce tower with the barrel guys and use of fire to clear out mobs, as well as how certain enemies can be light on fire to make them explode and damage other enemies. The DLCs are great examples of smart and gimmicky level design
Did you like wo long?
chad
1:30 aggro the enemies and climb back up? How you do that without getting jumped every single time
Alluring skulls
I just go Rambo
or just
kill the ashen knights before the idol spawns
Ok, now show how to deal with the entire Iron Passage. I FUKKEN HATE that place, it's like shrine of Amana but thousand times worse.
What software do you use for your voice?
Clipchamp is a video editor with free Ai text to voice
Gavlan is the best.
On my first playthrough I beat this room without any projectiles and it wasn't even that hard, you just have to use your brain ig
Now make a walkthrough on how to deal with THAT room a.k.a Blue Smelter Demon path without despawning all enemies (assume you are in CoC playthrough)
It's seriously no issue at all. Stay below 40% equip load and just run the left path.
People often make the mistake of pulling the lever, but that's not the shortcut. That's the coop path to let team split up by having one wait at the gate and another pulling the lever so that the team can progress both paths at the same time.
Here I'm just walking (not even running) through with CoC enabled: th-cam.com/video/SCoxqh3zqaI/w-d-xo.htmlsi=jathtsTsh4t2s2zb
You see that I start that video with only a little bit of health left, but that's because I did it five times in a row and always teleported back and just started again. I've got a longer video for that as well.
Literally exactly what Domo said. I just finished a playthrough a few days ago, and as long as I knew when to roll an attack because the tracking wouldn't let me run past, I got through it on my second try without engaging any of the enemies. Didn't even have trouble at the fog gate, which surprised me a little.
@@unrefinedmorosis5546 enemies rarely follow you to the fog gate in this game. For a lot of runbacks they drop their aggro once you get close to the fog gate, like Ruin Sentinels or Sir Alonne.
Only Red Smelter and Executioner's Chariot have enemies that will hit you out of the fog gate animation
As a helldiver I must say this is positively un-democratic. One must dice feet first into hell with no plan!
I like DS2, I have few hundreds hours on it, but I think this is not a great encounter for an action game. The idea for this room could be good but it's underdeveloped
While I'm grateful to learn about these strategies, they don't change my opinion that this room is terrible. Both of these methods are reliant on consumables that you're not gaurenteed to have, much less think to use. It's not like the Fang Boar in Undead Parish, who has 4 alluring skulls placed on a runaway directly above it. DS2 does not give any indication that you're supposed to use these consumable based strategies on it. And while you could justifiably say that's up to the players to figure put, putting a bow and some fire arrows on a corpse nearby would've gone a long way to cue players in that special strategies are needed for this room, instead of it being a slapdash enemy buffet you're better off trying to run past like the co-op areas.
Also, method A specifically is very unintuitive. The game never tells you that you can use sound to lure enemos to certain locations, and before watching this video, I never knew that it apparently still worked while enemies were already agored on to you.
The consumables just make it easier. You still always have the Barrel Carriers that you can push down and that you can chase towards the Iron Warrior who spews fire that will explode them.
Also, the very room before that taught you that those Barrel Carriers run away from you and will explode on contact with fire. The game gave you everything you need and an introduction that you are supposed to apply here.
@@Domo3000 Luring the Barrel Carriers to the Iron Warrior is very inconsistent. Their movement pattern when running away from the player is very sporadic, involving a lot of stoping to turn in a different direction. I've tried it myself in the past and it's very unreliable, especially when you're getting hounded by the other enemies in the room.
Kinda understand your point but i doubt ever you will not have alluring skulls or fire arrows no matter what, hell even throwing bombs helps if you do it from here where the guy also throws bombs 3:13
"Both of these methods are reliant on consumables that you're not gaurenteed to have, much less think to use" Ima be real chief, if that's your complaint for a dlc area, thats a you problem.
also this is one of several strategies including just getting good. I have killed this exact room through the room temprature iq method of "shouting democracy and stabbing my way through any enemies" may times. "gitting good" is an option in 2 like other games, 2 just also has the most ways to use your brain also.
I just baited them and run for my life🤷
So... You forgot there's a damn Nadalia - or whatever her name is - Idol there and, whatever method we do, we must go down there anyways, right? That's why I don't think many try to do this the smart way. I always destroy the Idol then proceed to use the "stun" the enemies get afflicted by to open the door and gtfo. Easy, fast and I don't need anything else. ¯\_(ツ)_/¯
(Not a criticism, just saying what I think.)
In both methods I'm down there at the end without any enemies left. If you want you can get rid of the Ashen Idol and open the door.
@@Domo3000 Eh, I prefer to risk it anytime. Jump down, destroy it and just skedaddle. Maybe I'm *too* impacient for smart plays, but if I end up dying, I always blame myself.
You do not need to destroy the Idol. Just open the gate and forget the area ever existed.
@@asdergold1you might need it later for all the fragments of Nadalia's Soul, but I like ignore them while enemies are around
The me the idols seem like a trap. It just makes it more stressful for me to deal with them first as they will buff up the enemies and let fire come out of the ground.
@@Domo3000 They kind of are a trap, especially if you don't have enough for the Fume Knight later.
8 steps for method A? you should know they can't even count after 3
That's too generous
You should become a part of the fromsoft team with how well you can modify the game to suit your argument 😂😂😂/j
He is just using one of the alternatives the devs made possible, what you imply is like saying that using the amazing ds1 world interconnection is making up something to suit an argument
@@abrahamrangel2326 No I am just saying what people always say when ds2 footage shows them that they were wrong and just plain bad at games.
@@edbane1656 because they are? 😂 If they were good at the game then they wont die like idiots
Here's the problem: this is boring and I hate it.
DS2 looked at how a slow, methodical approach trivialized many DS1 areas, and decided it was critical to make that approach more difficult. It didn't matter that that would often realistically mean forcing you to play that way. The boring way. Boredom is part of the difficulty, and difficulty is paramount.
Apart from when you enter a boss room, that is. They have to play slowly, too (for some reason), so you won't be invigorated by them either. Just enjoy...the slow...dance...
Unless there are multiple bosses at once, in which case (several cases, if I recall correctly!) you will probably not be experiencing any kind of rhythm. No dancing for you. Lead them around the room like the brilliant tactician that you are.
The careful, planned approach might be satisfying for someone who's never played another Souls game, but is less likely to be for someone who already enjoys/expects more. I think this is why so many diehards had their first experience with DS2.
Okay, I'm done.
There isn't really any challenge to basegame DS1 bosses either, and the DLC bosses in both games are pretty comparable. Most of the challenge in both games is the level as a whole. Sen's Fortress is a good zone not because there's a hard boss at the end - Iron Golem is pretty easy - but because the level prior to it is dangerous.
FWIW I didn't play through any of DS2 slowly, never used a ranged weapon/offensive spell, never felt like it "forced" me to do so... and I played it after DeS/DS1/Sekiro/Elden Ring but would probably be described as a 'diehard'.
How dare you asking players anything else than roll simulator into R1R1R1 ??!