Went there in my second run because the Imps gave me bad vibes and I skipped most dungeons. The rewards, especially when you enter them late game, are mediocre most of the time so there really is no reason to run through them.
Hello. I actually struggled with dungeons for the fact i beat elden ring without ever increasing vigor, leaving me a oneshot kill for end game. I did the same for ds3 beating slaveknight gael with no levels and a broken sword ng+9
I did it on my first run and started to question my sanity getting to the second loop, because of the new Omen spawning in, etc etc. I eventually after looping a few more times caught on and just started placing Rainbow Stones to guide my way a little more. This was definitely one of my favorite dungeons in the game and I'm sad there weren't more like this.
Your intro is about most dungeons not having puzzles, yet this one gimmick you highlight is used in like, three other dungeons. A small minority of dungeons only reward Spirits and Glovewort, mostly in Limgrave.
When I was going through this one, a player left a message saying "try rolling" in a corner but there was no secret wall, I was confused why it had hundreds of appraisals, but when I reached the clone of that room, there was another message saying the same thing in the same spot and I was CERTAIN I was going in a circle. 10/10 Had to go back and appraise both messages when I was done
The game actually keeps a log of the messages youve read most recently up to iunno 10 or 20 something, its in the same menu where you can check out how your own messages are being appraised. Just thought id let you know cus theres times when running back to a message to appraise it is really inconvenient xD
Pretty sure Esgar is a reference to Dark Souls 2, the little guy with the pointy hood who's obsessed with blood, and is also the covenant npc for the red sign invaders in that game.
I loved that dungeon! It went from feeling progression to "wait a second" to "huh?!" to "errr what is going on?" to "ooooh, clever!". I wish we had more dungeons like that or the chest one. Also no more hero graves. Screw those graves.
have you seen gaol cave? that dungeon was amazing. and theres a catacomb where cleanrot knights are fighting radahn knights which I thought was really cool
There's the one dungeon in Liurnia where the gimmick is illusory walls. It's really cool, but only if you're playing offline. If you're online, there'll probably be messages in front of the illusory walls, but if you aren't, it'll kinda go like this (at least it did for me): 1. You walk into the dungeon and notice the lever right at the beginning. Pretty weird, but ok. 2. You progress through it normally, until you reach a dead end. 3. The dead end looks kinda suspicious though. You hit it, and oh, It's an illusory wall. 4. You think, wait, if there is an illusory wall here, maybe there are more in the dungeon. 5. You backtrack through the dungeon, hitting any suspicious walls. You find some hidden areas with enemies and loot. 6. Finally, right near the beginning of the dungeon, you find a hidden path that leads to loot and a dead end. You don't fall for it, and hit the dead end to reveal the boss room door. 7. In keeping with the illusion theme, the boss itself is hidden and summons a crucible knight to fight you, kinda like witches of Hemwick. Not particularly difficult, but cool theming.
I found this in offline mode and it was pretty rewarding. Like "hey there has to be a boss somewhere". I then got genuinely tricked by the boss and laughed when I finally beat the crucible knight and it just came back (I hadn't seen one with a spear before and assumed that it was a unique boss, which is kind of funny in itself considering how Elden Ring re-uses bosses).
After a lot of confused wandering around in circles, I started trying to use rainbow stones to mark off where I'd been. There was a moment where I placed a stone at a fork in the path, went down one branch, hit a dead end, then turned around and went back to what I thought was the fork I had just come from, only to find that the stone wasn't there. I legitimately wondered if I was going insane. 10/10, great experience
You also forgot to mention how there was another Boss Room in this dungeon. However, it's already opened and it has 2 Omen in there already. It's theorized that the 2 Omens beat you to the room first and killed the boss there. I found that to be really cool.
The loop fake-out trick is actually a feature of several late game catacombs. It really took me by surprise the first time I encountered it, and I considered it a good way of making the later dungeons more interesting, making you think that you got turned around and questioning yourself as you move forward.
Best thing about this dungeon is that it is hidden optional dungeon inside another hidden optional dungeon (Shunning-Grounds). Which is something Fronsoft does in this game, filling it with secret areas and rewarding exploration. Not to mention, Shunning-Ground has EVEN another hidden optional dungeon/location.
and the Shunning-Ground has EVEN another hidden optional dungeon/location.and that location has a hidden wall towards another hidden location that you can access from another hidden location 😂
And that ANOTHER hidden optional dungeon is necessary if you want to get the Bad Ending. Because yes, they made the worst ending the hardest to get instead of the best. Which I'm glad of.
Honestly, if you have the option to do so, I highly recommend running all these caves and dungeons in co op. Not only do they become manageable but you sometimes gets invaded and it's pretty fun fighting in these hectic, labyrinth style areas. Definitely provides more enjoyment to an otherwise rather stale experience if you've done these dungeons countless times like I have
@@Jake-0011 invasions in ER only happen when you are doing co op, unless you activate taunters tongue (drops from the NPC invader in the roundtable hold). Once taunters tongue is activated you can be invaded even if you are solo
I disagree with the statement that you made in the intro to your video. One of the main aspects of this game and the souls series that has made it so popular is it's combat system. I enjoyed enemies being the main focus in most of the dungeons because the combat is one of the best aspects of this game. Id rather the focus be more on the enemies and the combat than running around solving puzzles all day. Not that I don't enjoy puzzles, but I like the puzzle to combat ratio that elden ring has and I think more puzzles might slow down the pace of the game and take away from one of its best aspects.
Exactly my thoughts. It's just people who want to compare one big game title to another. I will say this though. The souls games are all looking like Zelda in the sense that they all have essentially the same antagonist. (Excluding a few) Obviously all the dark souls games are similar but I was disappointed to discover the story of elden ring was pretty much just a female gwyn with extra steps and a little more focus on their kids.
The problem with this video is he has a very limited imagination on how game design can be different. Even if the small underground dungeons are slightly repetitive, this are akin to what Bloodborne did and it worked great there. The core game is still the big dungeons which had very unique experiences. Comparing to BOTW is usually a sign of an inexperienced gamer.
@@cosseybomb it's similar enough. But I'll walk you through, lmao. Undying warriors(undead and tarnished), called to rise from beyond the grave, to fulfill an ambiguous purpose against unfathomable odds(go kill bosses and be elden lord or lnk the flame). Eventually figure out that the "god" they are told through the whole game is the reason the world is out of balance in the first place because they found a way to seal away death itself and commited a cardinal sin (shattering the elden ring and linking the flame to prolong the age of fire) . Now the player has a choice. Continue the cycle as another mindless pawn or end the cycle completely(four of the six are the same which are just become elden lord and then the other is end it all and put the world to rights even if it means ending the world as you know it) (i suppose SIMPing is the new option here). Thats way too similar an overall story line, for me atleast. Especially when compared to say Sekiro, who's story is very different. Biggest difference, like i said is just the offsprings' storylines but even then gwyns kids had alot to do with ds1 plot. The maidens, the outer gods, and more than two endings is just extra steps added. A good game? Yes. Different underlying lore? Yes. But, not different enough to be called an original concept from the company though. In fact were it not fromsoft that made it, it would be considered a blatant rip off. ✌️
This dungeon got me exactly as intended. I even killed the first Omen in the spot where the corpse shows up later. I ended up backtracking after going down one more loop, not sure if I was losing my mind or what. Absolutely brilliant design.
In my case, since I didn't killed the horned omen in the first level, I though: "Brilliant! When I made that jump time has passed, and that explains why a ghost flower grow on that coffin and this omen is giving his respect to his fallen comrade, and this gives me the opportunity to explore the room where he was! " xD
I was strong enough by the time that I found this place where I managed to kill everything, going through the full illusion without a break. I ran around and around in the loop and when I finally realized what was going on I was taken back by just how cleverly done it all was. Hands down the best catacomb in the game. I'm sad I'll never get to enjoy the magic of experiencing it for the first time again.
Man I feel like I never even got this experience. I did the dungeon but didn’t even realize what was happening I just ran around till I saw the fire pillar and was like “oh shit, duh” and then killed the boss. Literally didn’t even think twice about this dungeon. Now I know the gimmick. So I can’t have that experience really.
I liked this dungeon because it felt like a realistic tactic crypt makers might do to ward off tomb robbers, which a lot of crypt gimmicks feel like they're supposed to evoke
Quite ironic that you mentioned BoTW shrines since they were even more criticized than ER's caves and dungeons (since at least on ER you have visual variety, don't take long and some challenge you in different ways, like the teleporting chest or Caelid's jails). The most egregious were the Shrines of Strength, which had you fighting the same enemy or enemy type. It wasn't very good. HOWEVER, both ER and BoTW's caves/shrines are optional with very clear challenges and rewards. People fail to see them as bite size and expect completely unique experience each times. Zullie the Witch made a video explaining how the reuse of content can be a clever use of communication in a matter of challenge and expectations. Not every cave or shrine can be unique, unless the game focuses on dungeon crawling.
I actually liked the lack of puzzles in some, as it made you never know when to expect it, making the unique dungeons even more special. For the vape chest one I felt something was off so I started dropping rainbow stones before I used a chest and easily beat it. I find it hilarious how simple but useful rainbow stones can be for a variety of things so I alwayd tried to keep as many as possible on me
There is an early catacomb dungeon that is clearly intended to be completed by stealthing around and I bet most dark souls brain players just bang their heads against the strong enemy (Omens) instead of using the tall grasses and the enemy patrols to sneak past them. In fact I think you are only forced to fight one of the Omens and its in a hallway that you can massively weaken by luring them into the arrow trap.
Agreed. The shrines of strength take up a larger fraction of the total shrine count than people seem to realise. And a lot of the puzzles were simple to the point of practically being non-puzzles. Upon entry you could often figure out what you had to do before you were even granted control again. We are talking 'shape sorting bucket' levels of challenge. It's great if you're playing it as a game to relax (which for most is the opposite of Elden Ring), but at the same time it's no pinnacle of level design.
@@Cooperal Exactly. Again, this are bite size content, but Elden Ring has much more variety in visuals and challenge, but are just a fraction of the open world, not just the main course, like the Legacy Dungeons or the main bosses. I hope Tears of the Kingdom take notes from Elden Ring when it comes to variety and rewards.
@@EonsEternity Yeah, simplicity can do wonders since it has no fluff. If you're doing every cave, and mostly focusing around that for fun or content, no surprise you'll be burnt out of that. But I enjoyed them for what they are.
Catacombs(dungeons) are all pretty repetitive and similar(which surprisingly makes sense considering man made things and bound to be very similar to one another, especially ones that are meant to be built in big numbers), but the caves in elden ring are very much unique and different from one another, each telling a story of it's own and having plenty of interesting surprises(varying in amounts from cave to cave ofc). This excludes tunnels(mines), I am just talking about *caves*. Edited side note: Great vid Levi! I like when youtubers take a closer look at things in games.
@@cosseybomb calling elden ring devs lazy when its one of the biggest open world games is crazy. These were optional mini adventures in an already huge game and yet some of them are better than other games main levels. But sure they were "lazy".
That dungeon and the Giant top dungeon were the two dungeons that made me feel like a failure and I'm glad I wasn't the only one who experienced difficulty in figuring out how I deal with these dungeons. 😵💫
Me and my friends played through our first time together and when we found this dungeon we thought we were losing our minds. We thought we were going in circles until we finally made it to the end, we all had a good laugh then got mauled by the dogs.
It's interesting how you talked about the shrines in BotW as a good way of doing what FromSoftware did with Elden Ring's dungeons. I have seen another person talk about all of BotW's shrines and they thought they were really lackluster, easy, uninspired, repeatitive and not well designed at all. I can't say much about all of Elden Ring's dungeons and BotW's shrines. The only thing I can say is that I enjoyed the shrines that I encountered while playing Elden Ring.
I think that in both cases they are the definition of the attempt to dissect the mechanical core of the saga in quite short and simple points, although not excellent, they work well as accessories and small adventures in the world
I can attest that ER, at least offers more visual variety, spices up the difficulty and challenge and have some surprises. BoTW had like 17 shrines fighting the exact same enemy (or type). They weren't good and others got old. But are as optional as you want them.
@@enman009 fax, like I was pretty surprised when new looking caves like the ice caves with see through floors popped up late game, or the lush moonlight cave
@@enman009 I personally preferred the slightly more varied designs approach to mini-dungeons of ER. I remember really getting sick of the same shrine designs in BotW.
I actually quit elden ring because I'm a completionist and i played most of the dungeons before talking the main "legacy dungeon" (stupid name. There's nothing "legacy' about those dungeons. The real Legacy dungeons would be an actual fuckin map with good level design that connects to other levels seamlessly creating ab actual open world that loops on itself vertically and horizontally, for an amazing level design. Those small levels are like a single level of a souls game which is lackluster, especially when these "legacy dungeons" aren't even that good. The first Castle was meh, with tons of "secrets" that lead to absolute jackshit nothing. The second one looked cool but it was super short and easy, with not much besides the op sword of flame and something. When i got to the 3rd one, the leyndell capital i was already exhausted and bored of the game because of its awful balance and it's REALLY easy. Yeah i know it jumps in difficulty with an absurd difficulty spike...but...how is that supposed to be a good thing? From piss easy to unfair ? No thanks. I'm gonna go back and platinum Bloodborne and fall in love again with the game just playing chalice dungeons and the last levels on NG+. Even micolash in NG+ was more fun than most of what I played of elden ring)
In this dungeon I somehow managed to beat all enemies using the last flasks and healing items I could scrape from the inventory, and limped around in circles confused. It was an experience to be sure.
As someone who loves replaying this game as an arcane build, having to do this dungeon for the Lord of Blood's Exaltation sucks. This place has always unnerved me.
Ever since patch 1.06 I'm invaded in dungeons constantly, they make a nice change from hotspots, this particular one seems to be always active, presumably due to it's location. Fun stuff though.
After you've opened the door, you can also go to the boss room in the second loop and fight 2 more omens. I can't remember if there is a reward though.
@@joshwest9373 You don't, if you complete a first pass on the dungeon it opens by itself with no warning. I think that after you kill the first omen, the door opens.
that is eerily weird that YT recommends this to me not even five minutes after i finished a run of this dungeon for the blood talisman. its not even like i searched for the dungeon or anything that YT might have cached, cause its like the fourth time ive cleared it and knew the route by now. I do still remember the first time i did this dungeon. When i saw the fakeout boss doors id gotten baited hook line and sinker, it even felt like id made it back to the start-but then noticed the grace was missing, i legit though the dungeon's gimmick was that it shifted shape like some house of leaves shenanigans. Tripped me out so bad lol.
I look at the ER dungeons like the chalices in Bloodborne. It's extra content for people who want more but it's not given the same attention as the main story areas. Filler for the map. Would I like the entirety of ER's map to be filled with the same attention to detail given to each area in Dark Souls 3 or Sekiro? Hell yeah! Realistically though, I don't think that's possible. Same as every other open world game there needs to be side content. They needed something for explorers and people who need levels to advance, and this is it. I mean it could be worse lol. I went through them all once and that was enough, but I am able to complete the main story areas many times. ER can be very similar to previous Fromsoft games if you just follow the main path and pretty much disregard most of the open world stuff.
"Nice try game but these corpses are not rag dolls!" The dungeon is pretty late game content so you either learn to pay attention to your surroundings (Pat on back I you saw through it), or (I guess) not and get your mind blown (eventually). Both experiences seem pretty sick
Another cool trick fromsoft used that some might have missed: when I first did this dungeon and started to realize what was going on, I tried to leave blue pointers in the room I had already been in from the map. Only to find out that they actually are replicated in the loops! It’s cool that they thought someone might try to do that
I misser this dungeon on my first AND second run, with my third character i ran dragon incantantions. I found this dungeon by accident, completed the puzzle, and with a sungle agheel flame killed the boss and its dogs. Then went to the wiki to see if i missed something only to see people talking about how much they hated this. The best part of elden ring is that everyone can have a completely different experience on the same world. Nice work Miyazaki
I got on the pillar the first time because I had learned that stepping on them can get you to new places in previous dungeons. I didn't even think they were the same room, I just thought it was a duplicate above the original lol
I remember playing the PT dungeon for the first time, when I was in co op, the experience was so unique and jarring and I loved the experience of figuring it out with my friend
Mentioning BotW shrines as a positive example is hilarious, that game is known for having tons of repetitive shrines. Yeah some are cool, but after a while it all feels the same. I personally think these dungeons are a reference to Bloodborne, as that game had these too in a very similar manner
I was actually so stupid in this dungeon that I looped 20 times until I accidentally jumped on the pillar without even noticing that I was running in circles 😂
I mean to be fair for fromsoft, this is their first open world title, they need to jam in way more content than the fully handcrafted experience of Previous souls title, so a lot of dungeon would most likely feels the same, but some dungeon were made so well so its not really a bad experience overall.
the grave wort gave it away for me, I would always pickup things like that, so when I saw it on the alter I was confused for a split second, then I noticed that the previous level had a small platform to jump out of the pit area vs just stairs, after which it all clicked, genius design
This was my favorite dungeon in the game, and it was mainly because it looped without me catching on until I wasn't finding the grace at the start when I was backtracking in the second loop. I found it to be horribly clever, and I wish more dungeons had this kind of time dedicated to them.
Yeah that dungeon was a trip when I first went down there. I hadn’t been spoiled so I went through a bunch of cycles exhausting all of my supplies until I finally thought to go up the flame piller Thought I was losing my mind. Wish we had more things like that . Areas the play with spaces and mess with a players perspective
The best part is that on the first loop they put an item and enemy up on the area above the pillar. This means they can actually triple get you, because if you already grabbed that item, you are less likely to jump on the pillar again until you begin looping and experimenting.
First I disagree with your initial statement, I think the dungeons/caves are sufficiently varied for what they are, but I will agree with you in that having more puzzle like ones would have been a overall funner experience. Secondly I now realize that I have not completed the featured dungeon lol. I thought things were a bit too easy with those two omen (which if anyone is having issues with dealing with two at once, you absolutely can just lead them back to the door as it's not big enough to let them through 😂), now I know I gotta deal with this blood boyo. Fun video dude, I look forward to seeing what else you have made!
Auriza Side Tomb, I believe, right by the double Crucible Knight Hero's Grave. Also in Leyndell, and pretty close by. You can't do Co-Op in there because of the Teleport Chest gimmick, and Teleport Chests not working in Co-Op, but if you use Rainbow Stones figuring out the loop isn't too bad. And there's a total of four Cracked Pots and two Ritual Pots in there so it's the single biggest place to up your Throwing Pot count.
I think the dungeon is less meant to represent you killing the enemies, more so that everything died as time passed. There are no blood splatters on the actual “corpses” themselves, which would have indicated us murdering them. Instead, it looks like the corpses died naturally, but very soon after we completed the loop.
I did this dungeon, but there is a similar dungeon with a smaller loop before that I'd done, so the moment I came across the second loop I thought "Aha, it's a loop." There's also a fake path to the boss somewhere in there, very confusing.
@L_O_W_K_E_Y-G Getting weapons means nothing in BotW. It might as well just have a single weapon with a single durability bar that just goes up when you get more weapons. Probably could already tell, but I did NOT like BotW.
I liked this dungeon a lot, it was one of the few times I actually used rainbow stones for something other than gauging fall damage. Once I realized it was a looping mind-game, I dropped 1, 2, then 3 rainbow stones in each loop to keep my bearings and I figured out where to go without a guide pretty quick actually. I much prefer this over the invisible bridges in that Consecrated Snowfield dungeon that you pretty much need a message to point them out to you, but at least those who got the Beast Eye from Guraanq will know they hadn't found the Deathroot and keep poking around until its found. That's the only reason I looked up a guide to that dungeon and realized the path even existed. These bridges have been my bane since the Crystal Caves in DS1.
I did found this place but honestly i didn't give it much thought, once i got to the 2nd loop i instantly knew what was going on and that the key was just to keep going forward, i didn't feel it was puzzle dungeon though it's a good one if you got the "am i in a loop?" experience.
I actually didn’t like this dungeon at all, I got through it relatively easily just from continuing running. I definitely don’t think every dungeon needs a puzzle especially if you’re trying to get through for a specific single item; it just makes it extremely annoying to go through.
I also dislike actually playing the game. I wish they would just give me a list of all the items I want/read about online. Then just let me do a boss rush. All the other content is useless. Actually, no need for a boss rush just one long cut scene would be perfection.
This dungeon was the one that convinced me for awhile that Elden Ring had good dungeons In actuality though that's probably because I didn't play all of them, but this one was cool.
This kind of creativity was the last thing I expected when playing, which is why I enjoyed it so much. It was incredible to be surprised by a puzzle based on a cultural hit!
3:55 You don't have to be holding the Beast-repellent torch in the hand, it just has to be one of your two weapons. You can two-hand the other weapon and the torch will still pacify beasts.
That first dungeon I actually used pebble stones and the colors to know if I was already there haha. One of the first times they were useful to me, aside from testing death falls!
I noticed something was up as soon as I picked up the glovewart at the beginning of the second loop. Still took me a bit to figure out, there's a similar dungeon that uses the trap chests to mess with your mind. Couple of loops, find the lever, and it even has a fake boss room with no fog wall.
that's so funny, i actually thought Esgar was pretty easy. i was running a Bloodhound build so all i did was one-shot the dogs and then stagger-lock Esgar until his tiny healthbar hit zero. i love that what build your running in a FromSoft game changes your experience with certain areas drastically
Watching this video just triggered a terrible memory that my mind had most likely intentionally blocked out not only of my experience in that loop, but of how many times I died to those two absurdly overpowered lobster shrimps.
Another fun part of this dungeon is that there are TWO bosses in it. If you go back to the boss room before actually completing the loop you can fight two omen and get an item from the boss chamber
I don't think it removes the emersion, I think it simply adds to the dynamism. Having a capacity to affect the world or not affect the world and by doing so you can have a better understanding of the world around you that feels like dynamic gameplay elements working together cohesively
Bad Pun followed by an explanation into "Please don't stop watching" is the classic youtube I'm here for. And that weird button stuff? *Italian Hand Gesture*
I did really love finding this dungeon and being so confused. I really wanted there to be more varied puzzles like this too! I sort of associated the dungeons with the catacombs in bloodborne which are all pretty similar are kinda the same thing all at once. so i didn't really mind the familiarity of the dungeons in elden scattered throughout. it sort of broke it up a bit. but i did really like the ones that varied the experience!
im finishing up my first experience with ER now. Ran into this dungeon and loved it!!! Sadly it didn't trick me for very long at all as I am a user of dropping glow rocks on the ground to keep track of my progress in a new dungeon. So although I wan't tricked for long, I still loved it and hope to see more of this trickery but for more complicated/harder dungeons. Fun related story, the reason I'm such a fan of the glow rocks is because my first souls game was Dark Souls 1, and during my 1st playthrough back in 2014 I couldn't figure out how to get through Tomb of the Giants, a completely 99% pitch black underground maze, complete with death by falling off cliffs, huge giant skeletons, the works. Nightmare stuff at the time since I never played a game like it at this point. Since I prefer blind playthroughs, I had no idea the lantern would light up the area since its lighting effect didn't work unless equipped in your LEFT hand! So I assumed there WAS no way to see.....I ended up making my venture through this darkness full of insane giant skeletons with the only method I could think of......glowstones. I painstakingly took tiny steps at a time, as I could only basically see ledges if they were right at my feet, and the scary giant skeletons only visible by their creepy glowing eyes floating in the darkness. Step by step, i dropped glowstones to mark my trail. Needless to say it took forever, was absolutely terrifying, and a hilarious example of how much I was enjoying this strange and brilliant game.
It could be because of a biased memory, but I feel like the dungeons more often than not had unique qualities to them, whether it was gimmicks, visuals, or something else. Like with the dungeon where you get the first smith stone bell, at the very beginning you're faced with a giant hole and if you look down, you can see the boss. And then you keep revisiting this hole as you traverse the dungeon, but are lower in the hole and getting closer to the dungeon.
I saw a phantom with that hood for the first time today and it took me until a minute later for my brain to go "oh hey wait, was that pyramid head? Or that guy from Bloodborne? Weird"
Feels like a throwback to some sort of mythology in which catacombs were designed to be as mazes in order to prevent the dead from walking back out. In other words, force the dead to remember that they were indeed dead.
Reminds me of another dungeon that does kinda the same that it looks like you already went through but nope, Ice Watchdog gave a little scare when i basically run into its arms.
Didn’t know it’s a reference to PT, but being stuck in an infinite loop is a common trope in eastern ghost stories. I was delighted in that catacomb, dropping rainbow stones to mark my levels after I suspect some tricks alleviation tricks were being played--they even had a fake boss room! It’s pretty awesome
I remember this dungeon, but I personally prefer the variation in the mountaintop of the giants (or the consecrated snowfield, it was one or the other) the one there had a similar looping theme, but with an added element of some enemies seemingly growing bigger after the first loop. Not only that, but the correct path has you lift an elevator to drop down the hole to a lower area, which may put the idea to check the elevator at the start of the dungeon, which uncovers a secret optional area with a spirit ash at the end.
I never did this dungeon in 3 playthroughs but at least now when I do it for that talisman I won't go insane...unlike the dungeon going to the haligtree...
@@halcyon6098 yeah has the invisible walkways to get in and the looping inside of I remember correctly 🤔 like you have to go through 2 loops and then send and elevator up and drop under it. I must have went through that thing like 5 times pulling my hair out
Everyone knows rune bears are the hardest enemy, the lobsters are way harder than one would expect, but they don’t outright bully the crap out of your attempt to do anything lol
This is off topic to this specific dungeon, just wanna say that personally I enjoyed all the side dungeons. While yeah, they're super repetitive and a lot are sometimes real frustrating, I did enjoy being able to refine my playstyle in these dungeons and get a shitton of runes along the way. My favorites are still the ones that use the shadowed enemies that need light to become killable, super fun mechanic.
Did you notice this in your first run of Elden Ring? Did you even find this place at all? Let me know in the comments!
Went there in my second run because the Imps gave me bad vibes and I skipped most dungeons. The rewards, especially when you enter them late game, are mediocre most of the time so there really is no reason to run through them.
Hello. I actually struggled with dungeons for the fact i beat elden ring without ever increasing vigor, leaving me a oneshot kill for end game. I did the same for ds3 beating slaveknight gael with no levels and a broken sword ng+9
Yeah I spent a lot of time in this dungeons, the idea is crazy and very mind blowing to experience
I did it on my first run and started to question my sanity getting to the second loop, because of the new Omen spawning in, etc etc. I eventually after looping a few more times caught on and just started placing Rainbow Stones to guide my way a little more. This was definitely one of my favorite dungeons in the game and I'm sad there weren't more like this.
Your intro is about most dungeons not having puzzles, yet this one gimmick you highlight is used in like, three other dungeons. A small minority of dungeons only reward Spirits and Glovewort, mostly in Limgrave.
When I was going through this one, a player left a message saying "try rolling" in a corner but there was no secret wall, I was confused why it had hundreds of appraisals, but when I reached the clone of that room, there was another message saying the same thing in the same spot and I was CERTAIN I was going in a circle. 10/10 Had to go back and appraise both messages when I was done
That is hilarious
Lmao, you got fooled both by miyazaki and some random dude with a message
@@sebastianalarcon7986 No, he didn't ... Miyazaki is no level designer ...
@@Cetra29 dude, Miyazaki did the whole game by himself, what you on about
The game actually keeps a log of the messages youve read most recently up to iunno 10 or 20 something, its in the same menu where you can check out how your own messages are being appraised. Just thought id let you know cus theres times when running back to a message to appraise it is really inconvenient xD
I didn't realize it could be a reference to PT, but seeing how even Esgar could be a reference to Pyramid head it actually makes a lot of sense.
I did not think about that actually thats interesting
I get what you mean because silent hill but pyramid head isn't even in PT unless they found something after all this time
@@launchbase4944 true but seriously just looking at his hood up close there's no way that's not in purpose
I had forgotten about PT and was referring to this dungeon as a "Mario Maker Twice Twice."
Pretty sure Esgar is a reference to Dark Souls 2, the little guy with the pointy hood who's obsessed with blood, and is also the covenant npc for the red sign invaders in that game.
I loved that dungeon! It went from feeling progression to "wait a second" to "huh?!" to "errr what is going on?" to "ooooh, clever!". I wish we had more dungeons like that or the chest one. Also no more hero graves. Screw those graves.
I liked the hero graves, just get rid of the chariots or make them killable
have you seen gaol cave? that dungeon was amazing.
and theres a catacomb where cleanrot knights are fighting radahn knights which I thought was really cool
@@ramen3643 is that the one next to radahns boss arena?
Screw the one with lava in particular
@@ericfredette7406 oh but they are killable. ;)
There's the one dungeon in Liurnia where the gimmick is illusory walls. It's really cool, but only if you're playing offline. If you're online, there'll probably be messages in front of the illusory walls, but if you aren't, it'll kinda go like this (at least it did for me):
1. You walk into the dungeon and notice the lever right at the beginning. Pretty weird, but ok.
2. You progress through it normally, until you reach a dead end.
3. The dead end looks kinda suspicious though. You hit it, and oh, It's an illusory wall.
4. You think, wait, if there is an illusory wall here, maybe there are more in the dungeon.
5. You backtrack through the dungeon, hitting any suspicious walls. You find some hidden areas with enemies and loot.
6. Finally, right near the beginning of the dungeon, you find a hidden path that leads to loot and a dead end. You don't fall for it, and hit the dead end to reveal the boss room door.
7. In keeping with the illusion theme, the boss itself is hidden and summons a crucible knight to fight you, kinda like witches of Hemwick. Not particularly difficult, but cool theming.
I found this in offline mode and it was pretty rewarding. Like "hey there has to be a boss somewhere". I then got genuinely tricked by the boss and laughed when I finally beat the crucible knight and it just came back (I hadn't seen one with a spear before and assumed that it was a unique boss, which is kind of funny in itself considering how Elden Ring re-uses bosses).
@@reggieisnotadog4841 I did the same thing with the boss. Thought I had to beat it again.
Which dungeon is that?
@@PyroFTB Road's end dungeon in West Liurnia, near the Minor Erdtree
It's the dungeon with the dumb ass snail boss and as a mage with no sword I hated that ish
After a lot of confused wandering around in circles, I started trying to use rainbow stones to mark off where I'd been. There was a moment where I placed a stone at a fork in the path, went down one branch, hit a dead end, then turned around and went back to what I thought was the fork I had just come from, only to find that the stone wasn't there.
I legitimately wondered if I was going insane. 10/10, great experience
You also forgot to mention how there was another Boss Room in this dungeon. However, it's already opened and it has 2 Omen in there already. It's theorized that the 2 Omens beat you to the room first and killed the boss there. I found that to be really cool.
That’s actually cool
That's actually cool
That's actually cool
Thats actually cool
That's actually cool
The loop fake-out trick is actually a feature of several late game catacombs. It really took me by surprise the first time I encountered it, and I considered it a good way of making the later dungeons more interesting, making you think that you got turned around and questioning yourself as you move forward.
I knew I remembered multiple dungeons like this
Best thing about this dungeon is that it is hidden optional dungeon inside another hidden optional dungeon (Shunning-Grounds). Which is something Fronsoft does in this game, filling it with secret areas and rewarding exploration.
Not to mention, Shunning-Ground has EVEN another hidden optional dungeon/location.
😉
we dont speak about the other one.
And inside that other hidden optional dungeon is an entire area
and the Shunning-Ground has EVEN another hidden optional dungeon/location.and that location has a hidden wall towards another hidden location that you can access from another hidden location 😂
And that ANOTHER hidden optional dungeon is necessary if you want to get the Bad Ending. Because yes, they made the worst ending the hardest to get instead of the best. Which I'm glad of.
Honestly, if you have the option to do so, I highly recommend running all these caves and dungeons in co op. Not only do they become manageable but you sometimes gets invaded and it's pretty fun fighting in these hectic, labyrinth style areas. Definitely provides more enjoyment to an otherwise rather stale experience if you've done these dungeons countless times like I have
Yeah, me and the boys cooped almost every dungeon and can confirm some of the most fun pvp happened in there
I don't have any friends
Might seem like a dumb question but how do I enable it so people can invade me, I've been invading others but I never get invaded and I want to.
@@burnitupgriffin1798 random co op also decently fun, and more common with the update to summoning pools
@@Jake-0011 invasions in ER only happen when you are doing co op, unless you activate taunters tongue (drops from the NPC invader in the roundtable hold). Once taunters tongue is activated you can be invaded even if you are solo
I disagree with the statement that you made in the intro to your video. One of the main aspects of this game and the souls series that has made it so popular is it's combat system. I enjoyed enemies being the main focus in most of the dungeons because the combat is one of the best aspects of this game. Id rather the focus be more on the enemies and the combat than running around solving puzzles all day. Not that I don't enjoy puzzles, but I like the puzzle to combat ratio that elden ring has and I think more puzzles might slow down the pace of the game and take away from one of its best aspects.
100%. ER and BotW have different core design concepts, with zelda always having focused much more heavily on puzzles as a core design principle.
Exactly my thoughts. It's just people who want to compare one big game title to another. I will say this though. The souls games are all looking like Zelda in the sense that they all have essentially the same antagonist. (Excluding a few) Obviously all the dark souls games are similar but I was disappointed to discover the story of elden ring was pretty much just a female gwyn with extra steps and a little more focus on their kids.
@@theredspirit218 that's really not what the story of elden ring is at all lmao it may have some similarities but nowhere near the same story
The problem with this video is he has a very limited imagination on how game design can be different. Even if the small underground dungeons are slightly repetitive, this are akin to what Bloodborne did and it worked great there. The core game is still the big dungeons which had very unique experiences. Comparing to BOTW is usually a sign of an inexperienced gamer.
@@cosseybomb it's similar enough. But I'll walk you through, lmao. Undying warriors(undead and tarnished), called to rise from beyond the grave, to fulfill an ambiguous purpose against unfathomable odds(go kill bosses and be elden lord or lnk the flame). Eventually figure out that the "god" they are told through the whole game is the reason the world is out of balance in the first place because they found a way to seal away death itself and commited a cardinal sin (shattering the elden ring and linking the flame to prolong the age of fire) . Now the player has a choice. Continue the cycle as another mindless pawn or end the cycle completely(four of the six are the same which are just become elden lord and then the other is end it all and put the world to rights even if it means ending the world as you know it) (i suppose SIMPing is the new option here). Thats way too similar an overall story line, for me atleast. Especially when compared to say Sekiro, who's story is very different. Biggest difference, like i said is just the offsprings' storylines but even then gwyns kids had alot to do with ds1 plot. The maidens, the outer gods, and more than two endings is just extra steps added. A good game? Yes. Different underlying lore? Yes. But, not different enough to be called an original concept from the company though. In fact were it not fromsoft that made it, it would be considered a blatant rip off. ✌️
This dungeon got me exactly as intended. I even killed the first Omen in the spot where the corpse shows up later. I ended up backtracking after going down one more loop, not sure if I was losing my mind or what. Absolutely brilliant design.
In my case, since I didn't killed the horned omen in the first level, I though: "Brilliant! When I made that jump time has passed, and that explains why a ghost flower grow on that coffin and this omen is giving his respect to his fallen comrade, and this gives me the opportunity to explore the room where he was! " xD
I was strong enough by the time that I found this place where I managed to kill everything, going through the full illusion without a break. I ran around and around in the loop and when I finally realized what was going on I was taken back by just how cleverly done it all was. Hands down the best catacomb in the game. I'm sad I'll never get to enjoy the magic of experiencing it for the first time again.
Sameeee
Man I feel like I never even got this experience. I did the dungeon but didn’t even realize what was happening I just ran around till I saw the fire pillar and was like “oh shit, duh” and then killed the boss. Literally didn’t even think twice about this dungeon. Now I know the gimmick. So I can’t have that experience really.
Give yourself 10-15 years from now on and you just might experience that anew, yet. ^^
There is hope, coming right out of oblivion! 😅
i enjoy the combat enough that "uhhh, this one has..... enemies" is still a good dungeon to me
but i can't deny the puzzle ones are really elevated.
Same, unless it's just Imps Imps and Imps I would whole heartedly enjoy it.
its fine when its not 45/50 of them.
I liked this dungeon because it felt like a realistic tactic crypt makers might do to ward off tomb robbers, which a lot of crypt gimmicks feel like they're supposed to evoke
I’ve played this dungeon twice now and I never knew it was a loop.
I saw a platform. I hit the platform. I beat the dungeon.
Quite ironic that you mentioned BoTW shrines since they were even more criticized than ER's caves and dungeons (since at least on ER you have visual variety, don't take long and some challenge you in different ways, like the teleporting chest or Caelid's jails).
The most egregious were the Shrines of Strength, which had you fighting the same enemy or enemy type. It wasn't very good.
HOWEVER, both ER and BoTW's caves/shrines are optional with very clear challenges and rewards. People fail to see them as bite size and expect completely unique experience each times. Zullie the Witch made a video explaining how the reuse of content can be a clever use of communication in a matter of challenge and expectations. Not every cave or shrine can be unique, unless the game focuses on dungeon crawling.
I actually liked the lack of puzzles in some, as it made you never know when to expect it, making the unique dungeons even more special. For the vape chest one I felt something was off so I started dropping rainbow stones before I used a chest and easily beat it. I find it hilarious how simple but useful rainbow stones can be for a variety of things so I alwayd tried to keep as many as possible on me
There is an early catacomb dungeon that is clearly intended to be completed by stealthing around and I bet most dark souls brain players just bang their heads against the strong enemy (Omens) instead of using the tall grasses and the enemy patrols to sneak past them. In fact I think you are only forced to fight one of the Omens and its in a hallway that you can massively weaken by luring them into the arrow trap.
Agreed. The shrines of strength take up a larger fraction of the total shrine count than people seem to realise. And a lot of the puzzles were simple to the point of practically being non-puzzles. Upon entry you could often figure out what you had to do before you were even granted control again. We are talking 'shape sorting bucket' levels of challenge. It's great if you're playing it as a game to relax (which for most is the opposite of Elden Ring), but at the same time it's no pinnacle of level design.
@@Cooperal Exactly. Again, this are bite size content, but Elden Ring has much more variety in visuals and challenge, but are just a fraction of the open world, not just the main course, like the Legacy Dungeons or the main bosses.
I hope Tears of the Kingdom take notes from Elden Ring when it comes to variety and rewards.
@@EonsEternity Yeah, simplicity can do wonders since it has no fluff. If you're doing every cave, and mostly focusing around that for fun or content, no surprise you'll be burnt out of that. But I enjoyed them for what they are.
Catacombs(dungeons) are all pretty repetitive and similar(which surprisingly makes sense considering man made things and bound to be very similar to one another, especially ones that are meant to be built in big numbers), but the caves in elden ring are very much unique and different from one another, each telling a story of it's own and having plenty of interesting surprises(varying in amounts from cave to cave ofc). This excludes tunnels(mines), I am just talking about *caves*.
Edited side note: Great vid Levi! I like when youtubers take a closer look at things in games.
Cave of the Forlorn was the best cave in the game
I chop things down to lore reasons other than trying to say the devs are lazy which of course they aren't
@@cosseybomb calling elden ring devs lazy when its one of the biggest open world games is crazy. These were optional mini adventures in an already huge game and yet some of them are better than other games main levels. But sure they were "lazy".
That dungeon and the Giant top dungeon were the two dungeons that made me feel like a failure and I'm glad I wasn't the only one who experienced difficulty in figuring out how I deal with these dungeons. 😵💫
Me and my friends played through our first time together and when we found this dungeon we thought we were losing our minds. We thought we were going in circles until we finally made it to the end, we all had a good laugh then got mauled by the dogs.
It's interesting how you talked about the shrines in BotW as a good way of doing what FromSoftware did with Elden Ring's dungeons. I have seen another person talk about all of BotW's shrines and they thought they were really lackluster, easy, uninspired, repeatitive and not well designed at all. I can't say much about all of Elden Ring's dungeons and BotW's shrines. The only thing I can say is that I enjoyed the shrines that I encountered while playing Elden Ring.
I think that in both cases they are the definition of the attempt to dissect the mechanical core of the saga in quite short and simple points, although not excellent, they work well as accessories and small adventures in the world
I can attest that ER, at least offers more visual variety, spices up the difficulty and challenge and have some surprises. BoTW had like 17 shrines fighting the exact same enemy (or type). They weren't good and others got old. But are as optional as you want them.
@@enman009 fax, like I was pretty surprised when new looking caves like the ice caves with see through floors popped up late game, or the lush moonlight cave
@@enman009 I personally preferred the slightly more varied designs approach to mini-dungeons of ER. I remember really getting sick of the same shrine designs in BotW.
I actually quit elden ring because I'm a completionist and i played most of the dungeons before talking the main "legacy dungeon" (stupid name. There's nothing "legacy' about those dungeons. The real Legacy dungeons would be an actual fuckin map with good level design that connects to other levels seamlessly creating ab actual open world that loops on itself vertically and horizontally, for an amazing level design. Those small levels are like a single level of a souls game which is lackluster, especially when these "legacy dungeons" aren't even that good. The first Castle was meh, with tons of "secrets" that lead to absolute jackshit nothing. The second one looked cool but it was super short and easy, with not much besides the op sword of flame and something. When i got to the 3rd one, the leyndell capital i was already exhausted and bored of the game because of its awful balance and it's REALLY easy. Yeah i know it jumps in difficulty with an absurd difficulty spike...but...how is that supposed to be a good thing? From piss easy to unfair ? No thanks. I'm gonna go back and platinum Bloodborne and fall in love again with the game just playing chalice dungeons and the last levels on NG+. Even micolash in NG+ was more fun than most of what I played of elden ring)
I'm so glad someone talked about this. i thought i was losing it at 2 am playing through it.
In this dungeon I somehow managed to beat all enemies using the last flasks and healing items I could scrape from the inventory, and limped around in circles confused. It was an experience to be sure.
As someone who loves replaying this game as an arcane build, having to do this dungeon for the Lord of Blood's Exaltation sucks. This place has always unnerved me.
Ever since patch 1.06 I'm invaded in dungeons constantly, they make a nice change from hotspots, this particular one seems to be always active, presumably due to it's location. Fun stuff though.
After you've opened the door, you can also go to the boss room in the second loop and fight 2 more omens. I can't remember if there is a reward though.
Actually you don't have to pull the leaver to open that door I remember doing the dungeon took me 30 minutes to complete
@@joshwest9373 You don't, if you complete a first pass on the dungeon it opens by itself with no warning. I think that after you kill the first omen, the door opens.
@@BlackLightningBird
For me it was the 2nd Omen kill is when it opened by itself for me.
that is eerily weird that YT recommends this to me not even five minutes after i finished a run of this dungeon for the blood talisman. its not even like i searched for the dungeon or anything that YT might have cached, cause its like the fourth time ive cleared it and knew the route by now. I do still remember the first time i did this dungeon. When i saw the fakeout boss doors id gotten baited hook line and sinker, it even felt like id made it back to the start-but then noticed the grace was missing, i legit though the dungeon's gimmick was that it shifted shape like some house of leaves shenanigans. Tripped me out so bad lol.
There's a blood talisman??
I look at the ER dungeons like the chalices in Bloodborne. It's extra content for people who want more but it's not given the same attention as the main story areas. Filler for the map. Would I like the entirety of ER's map to be filled with the same attention to detail given to each area in Dark Souls 3 or Sekiro? Hell yeah! Realistically though, I don't think that's possible. Same as every other open world game there needs to be side content. They needed something for explorers and people who need levels to advance, and this is it. I mean it could be worse lol. I went through them all once and that was enough, but I am able to complete the main story areas many times. ER can be very similar to previous Fromsoft games if you just follow the main path and pretty much disregard most of the open world stuff.
"Nice try game but these corpses are not rag dolls!"
The dungeon is pretty late game content so you either learn to pay attention to your surroundings (Pat on back I you saw through it), or (I guess) not and get your mind blown (eventually). Both experiences seem pretty sick
This dungeon is one of the most memorable experiences for me. Sure there's a lot of more interesting things in the game, but this one stuck with me.
Another cool trick fromsoft used that some might have missed: when I first did this dungeon and started to realize what was going on, I tried to leave blue pointers in the room I had already been in from the map. Only to find out that they actually are replicated in the loops! It’s cool that they thought someone might try to do that
I really wish more dungeons were as unique as this! It was really fun going through this dungeon. :)
I misser this dungeon on my first AND second run, with my third character i ran dragon incantantions. I found this dungeon by accident, completed the puzzle, and with a sungle agheel flame killed the boss and its dogs.
Then went to the wiki to see if i missed something only to see people talking about how much they hated this.
The best part of elden ring is that everyone can have a completely different experience on the same world. Nice work Miyazaki
The giants mountaintop catacombs is another fun one.
That Talisman you get from beating the bleed dogs and swarm of flies guy is really nice. It gives you an attack buff whenever bleed procs near you.
I got on the pillar the first time because I had learned that stepping on them can get you to new places in previous dungeons. I didn't even think they were the same room, I just thought it was a duplicate above the original lol
I remember playing the PT dungeon for the first time, when I was in co op, the experience was so unique and jarring and I loved the experience of figuring it out with my friend
Him: dungeons have the same feeling booting up Destiny 2 has…
Me who loves destiny 2 and elden ring: it is, acceptable
the dungeons focus more on enemies then puzzles because its a souls game not botw their priorities are in different places.
Mentioning BotW shrines as a positive example is hilarious, that game is known for having tons of repetitive shrines. Yeah some are cool, but after a while it all feels the same.
I personally think these dungeons are a reference to Bloodborne, as that game had these too in a very similar manner
I was actually so stupid in this dungeon that I looped 20 times until I accidentally jumped on the pillar without even noticing that I was running in circles 😂
I mean to be fair for fromsoft, this is their first open world title, they need to jam in way more content than the fully handcrafted experience of Previous souls title, so a lot of dungeon would most likely feels the same, but some dungeon were made so well so its not really a bad experience overall.
Didn't even finish the video yet, but as a destiny 2 player that bit at the beginning was HILARIOUS
I can’t remember one BOTW shrine. They don’t even compare to Elden Ring.
I’m quite happy that the dungeons are this simple,last thing I need is to solve some bs puzzle while being chased by a horde
the grave wort gave it away for me, I would always pickup things like that, so when I saw it on the alter I was confused for a split second, then I noticed that the previous level had a small platform to jump out of the pit area vs just stairs, after which it all clicked, genius design
This was my favorite dungeon in the game, and it was mainly because it looped without me catching on until I wasn't finding the grace at the start when I was backtracking in the second loop.
I found it to be horribly clever, and I wish more dungeons had this kind of time dedicated to them.
Yeah that dungeon was a trip when I first went down there. I hadn’t been spoiled so I went through a bunch of cycles exhausting all of my supplies until I finally thought to go up the flame piller
Thought I was losing my mind. Wish we had more things like that . Areas the play with spaces and mess with a players perspective
Best part is when you think you're finished and try to go back, only to be met with a blank wall instead of the way back to lobstertown 😅
@@maybeyourbaby6486 yeah stuff like that should be more common.
The best part is that on the first loop they put an item and enemy up on the area above the pillar. This means they can actually triple get you, because if you already grabbed that item, you are less likely to jump on the pillar again until you begin looping and experimenting.
First I disagree with your initial statement, I think the dungeons/caves are sufficiently varied for what they are, but I will agree with you in that having more puzzle like ones would have been a overall funner experience.
Secondly I now realize that I have not completed the featured dungeon lol. I thought things were a bit too easy with those two omen (which if anyone is having issues with dealing with two at once, you absolutely can just lead them back to the door as it's not big enough to let them through 😂), now I know I gotta deal with this blood boyo.
Fun video dude, I look forward to seeing what else you have made!
"I noticed how varied the shrines in BOTW are" lmao thats the funniest thing ive heard in a long time.
One shotting lobsters with Light of Miquella is a priceless feeling
There is actually a second dungeon like this though I can't recall where, but it's main enemy was living jars.
Auriza Side Tomb, I believe, right by the double Crucible Knight Hero's Grave. Also in Leyndell, and pretty close by. You can't do Co-Op in there because of the Teleport Chest gimmick, and Teleport Chests not working in Co-Op, but if you use Rainbow Stones figuring out the loop isn't too bad. And there's a total of four Cracked Pots and two Ritual Pots in there so it's the single biggest place to up your Throwing Pot count.
I think the dungeon is less meant to represent you killing the enemies, more so that everything died as time passed. There are no blood splatters on the actual “corpses” themselves, which would have indicated us murdering them. Instead, it looks like the corpses died naturally, but very soon after we completed the loop.
Your sense of humour is genius...This is some excellent content sir!
I did this dungeon, but there is a similar dungeon with a smaller loop before that I'd done, so the moment I came across the second loop I thought "Aha, it's a loop."
There's also a fake path to the boss somewhere in there, very confusing.
Bro the shrines in BotW are not that variable. They all have the same look and even though every puzzle is different, it gets very boring.
@L_O_W_K_E_Y-G Getting weapons means nothing in BotW. It might as well just have a single weapon with a single durability bar that just goes up when you get more weapons.
Probably could already tell, but I did NOT like BotW.
There are 3 or 4 total dungeons like this one, and they were my favorite dam dungeons, I remember them even better than I do Stormveil xD
I liked this dungeon a lot, it was one of the few times I actually used rainbow stones for something other than gauging fall damage. Once I realized it was a looping mind-game, I dropped 1, 2, then 3 rainbow stones in each loop to keep my bearings and I figured out where to go without a guide pretty quick actually.
I much prefer this over the invisible bridges in that Consecrated Snowfield dungeon that you pretty much need a message to point them out to you, but at least those who got the Beast Eye from Guraanq will know they hadn't found the Deathroot and keep poking around until its found. That's the only reason I looked up a guide to that dungeon and realized the path even existed. These bridges have been my bane since the Crystal Caves in DS1.
I did found this place but honestly i didn't give it much thought, once i got to the 2nd loop i instantly knew what was going on and that the key was just to keep going forward, i didn't feel it was puzzle dungeon though it's a good one if you got the "am i in a loop?" experience.
I actually didn’t like this dungeon at all, I got through it relatively easily just from continuing running. I definitely don’t think every dungeon needs a puzzle especially if you’re trying to get through for a specific single item; it just makes it extremely annoying to go through.
I also dislike actually playing the game. I wish they would just give me a list of all the items I want/read about online. Then just let me do a boss rush. All the other content is useless. Actually, no need for a boss rush just one long cut scene would be perfection.
This dungeon was the one that convinced me for awhile that Elden Ring had good dungeons
In actuality though that's probably because I didn't play all of them, but this one was cool.
This kind of creativity was the last thing I expected when playing, which is why I enjoyed it so much. It was incredible to be surprised by a puzzle based on a cultural hit!
Uhg…click bait
This dungeon would've been cool, if they hadn't repeated the design so many times.
I remember calling this the "Gaslight Dungeon", 10/10 Would run around in circles again!
3:55 You don't have to be holding the Beast-repellent torch in the hand, it just has to be one of your two weapons. You can two-hand the other weapon and the torch will still pacify beasts.
Click bait title man
I have to say your statement of the shrimps are 100% correct but counter point runebear in consecrated snowfield.
That first dungeon I actually used pebble stones and the colors to know if I was already there haha. One of the first times they were useful to me, aside from testing death falls!
I noticed something was up as soon as I picked up the glovewart at the beginning of the second loop. Still took me a bit to figure out, there's a similar dungeon that uses the trap chests to mess with your mind. Couple of loops, find the lever, and it even has a fake boss room with no fog wall.
that's so funny, i actually thought Esgar was pretty easy. i was running a Bloodhound build so all i did was one-shot the dogs and then stagger-lock Esgar until his tiny healthbar hit zero. i love that what build your running in a FromSoft game changes your experience with certain areas drastically
Watching this video just triggered a terrible memory that my mind had most likely intentionally blocked out not only of my experience in that loop, but of how many times I died to those two absurdly overpowered lobster shrimps.
Another fun part of this dungeon is that there are TWO bosses in it. If you go back to the boss room before actually completing the loop you can fight two omen and get an item from the boss chamber
I really enjoyed the catacomb in the 2nd snow area
As someone who plays Destiny 2 almost everyday, it's scary how accurate your comment about it is
I don't think it removes the emersion, I think it simply adds to the dynamism. Having a capacity to affect the world or not affect the world and by doing so you can have a better understanding of the world around you that feels like dynamic gameplay elements working together cohesively
there is actually a VRchat map of the PT playtest and a few downloads online, was terrifying in VR
Bad Pun followed by an explanation into "Please don't stop watching" is the classic youtube I'm here for. And that weird button stuff? *Italian Hand Gesture*
I did really love finding this dungeon and being so confused. I really wanted there to be more varied puzzles like this too! I sort of associated the dungeons with the catacombs in bloodborne which are all pretty similar are kinda the same thing all at once. so i didn't really mind the familiarity of the dungeons in elden scattered throughout. it sort of broke it up a bit. but i did really like the ones that varied the experience!
Oh that dungeon, yeah although by complete accident I came across that on my first playthrough.
Now I can't even find it on my second!
“Vape chest dungeon” had me dying
im finishing up my first experience with ER now. Ran into this dungeon and loved it!!! Sadly it didn't trick me for very long at all as I am a user of dropping glow rocks on the ground to keep track of my progress in a new dungeon. So although I wan't tricked for long, I still loved it and hope to see more of this trickery but for more complicated/harder dungeons.
Fun related story, the reason I'm such a fan of the glow rocks is because my first souls game was Dark Souls 1, and during my 1st playthrough back in 2014 I couldn't figure out how to get through Tomb of the Giants, a completely 99% pitch black underground maze, complete with death by falling off cliffs, huge giant skeletons, the works. Nightmare stuff at the time since I never played a game like it at this point. Since I prefer blind playthroughs, I had no idea the lantern would light up the area since its lighting effect didn't work unless equipped in your LEFT hand! So I assumed there WAS no way to see.....I ended up making my venture through this darkness full of insane giant skeletons with the only method I could think of......glowstones. I painstakingly took tiny steps at a time, as I could only basically see ledges if they were right at my feet, and the scary giant skeletons only visible by their creepy glowing eyes floating in the darkness. Step by step, i dropped glowstones to mark my trail. Needless to say it took forever, was absolutely terrifying, and a hilarious example of how much I was enjoying this strange and brilliant game.
It could be because of a biased memory, but I feel like the dungeons more often than not had unique qualities to them, whether it was gimmicks, visuals, or something else. Like with the dungeon where you get the first smith stone bell, at the very beginning you're faced with a giant hole and if you look down, you can see the boss. And then you keep revisiting this hole as you traverse the dungeon, but are lower in the hole and getting closer to the dungeon.
I saw a phantom with that hood for the first time today and it took me until a minute later for my brain to go "oh hey wait, was that pyramid head? Or that guy from Bloodborne? Weird"
Feels like a throwback to some sort of mythology in which catacombs were designed to be as mazes in order to prevent the dead from walking back out. In other words, force the dead to remember that they were indeed dead.
"EvErY dUnGeOn Is ThE sAmE"
Laughs in Bethesda
Reminds me of another dungeon that does kinda the same that it looks like you already went through but nope, Ice Watchdog gave a little scare when i basically run into its arms.
Didn’t know it’s a reference to PT, but being stuck in an infinite loop is a common trope in eastern ghost stories. I was delighted in that catacomb, dropping rainbow stones to mark my levels after I suspect some tricks alleviation tricks were being played--they even had a fake boss room! It’s pretty awesome
I remember this dungeon, but I personally prefer the variation in the mountaintop of the giants (or the consecrated snowfield, it was one or the other) the one there had a similar looping theme, but with an added element of some enemies seemingly growing bigger after the first loop.
Not only that, but the correct path has you lift an elevator to drop down the hole to a lower area, which may put the idea to check the elevator at the start of the dungeon, which uncovers a secret optional area with a spirit ash at the end.
3:47
This made me actually laugh out loud xD
"And it does absolutely f*cking nothing"
I never did this dungeon in 3 playthroughs but at least now when I do it for that talisman I won't go insane...unlike the dungeon going to the haligtree...
Is that the one w the indivisible walkways cuz damn..
@@halcyon6098 yeah has the invisible walkways to get in and the looping inside of I remember correctly 🤔 like you have to go through 2 loops and then send and elevator up and drop under it. I must have went through that thing like 5 times pulling my hair out
I think the purpose of the amount of repetitiveness in dungeons is specifically to MAKE the unique ones stand out.
Everyone knows rune bears are the hardest enemy, the lobsters are way harder than one would expect, but they don’t outright bully the crap out of your attempt to do anything lol
How have i put 250+ hours into elden ring and just found out about the beast torch... i fucking love this game
This is off topic to this specific dungeon, just wanna say that personally I enjoyed all the side dungeons. While yeah, they're super repetitive and a lot are sometimes real frustrating, I did enjoy being able to refine my playstyle in these dungeons and get a shitton of runes along the way. My favorites are still the ones that use the shadowed enemies that need light to become killable, super fun mechanic.
For me, it's one of those unique things that definitely stand out, but also one of those places that I don't ever wanna see again.
Im used to using prism stones in dungeons in order to not get lost, they came in VERY handy in this one
Ey man, happy to see your channel popping off, keep it up
while there are alot of dungeons that are simular, that are aa lot of dungeons that have a unique concept to them.... which make them very worthwhile.
“It is like a dream...” random message on the ground