Hello, thanks for the video. In this area, shortly before you jump down to the boss area, there is a spot from which you can see *inside* one of the stone coffins because there is a hole in the wall of it. There is ooze leaking out of it, but you can see some rooms and doors inside, like the interior of a ship. I've been curious about that since I saw it from afar and I was hoping you would explore it in this video. Do you mind making a UA-cam short showing it perhaps?
Could you please explain a lil more of how to get there? I feel like I missed it, just a console player but wanna take a look after miyazaki said there's still something we haven't found yet, I know it's maybe a troll but ill enjoy the playground rumour style hunt all the same. At this point it's big foot in GTA SA
@schpeidermann A recent interview regarding the future of fromsoft and current development I believe it was either IGN or Gamespot but can't be certain I'm sure it's findable on Google.
I wish this area was longer, with some unique putrid knights or some sleep stuff, maybe allow us inside of one of the coffins. The aesthetic of the whole place is so unique, and it makes ask so many questions, like: where those coffins came from? Who was the people who built them? How they look? What was their purpose?
@@warcoder that’s a hypothesis with little support, since item details describe them as ‘coffins from unknown lands’ that ‘wash up on the cerulean coast’ - it’s very unlikely they’re the origin of the Numen, especially since the Bull is a symbol associated not with the Numen but the Ancient Dynasty. The clay men look a bit like putrescence, don’t you think?
The decisions with how the areas were handled in the dlc did annoy me. The red and blue coasts are just normal areas with funny grass. When I saw the animals sleeping here I thought I was entering a larger area where I would witness sleeping entities turning into sludge from sleeping for so long, but immediately it was the boss and the area was done. Why have the red and blue areas for no reason then have a new unique area that ends instantly. Like 90% of the dlc is just the initial scadutree aesthetic, every unique area like here, rauh, the mountain, or the tower is super short. It reminds me of how in twilight princess you get to the twilight realm finally, only yo find the shortest and most underdeveloped dungeon. This dlc did that, with literally every area. Really really weak. Why they didnt delay the dlc or split it into 2 parts is baffling, guess they just want to move on.
@@christopherrapczynski204 this complaints are silly. SOTE is largest DLC FS ever produced. I have spent 50 hours on my first play through and i have not discovered everything. So if you do not run through, this DLC has more content than most AAA games you buy for 130 USD.
This cave kinda reminds me of the lake of rot. There's a whole series of rot waterfalls just outside the reach of the player, as well as a HUGE mass of crystals on the cieling that I'd love to get a closer look at if you like that idea for a video!
probably similar origins. here in purple the colossal coffins are cracked in some places, and exude the sludge we find at the bottom. meanwhile the nameless city's great waterfall is upstream of the lake of rot, and while the nameless city itself is bereft of cadavers or petrified forms, we see ants subsisting on a sediment of them left behind as a great mass made its way down through the sluice of nokstella into the lake of rot. this form of environmental storytelling is reinforced in the dlc if you look in the ravines below abandoned ailing village and bonny village
@@Actual_real_ValStrax Given the convoluted, cyclical way time works in FromSoft's games, I don't think there _can_ be a straight answer to that question.
Thanks for these! I'd be really curious what some of the other areas of the Jagged Peak & Bayle's Arena look like since it's such an extreme vertical space.
The stone coffin boats sticking out of the walls gave me huge Made in Abyss vibes. Considering that Miyazaki has been inspired by anime before, like the trees of Ash Lake that looks very similar to the trees underneath the world in Nausicaa, it wouldn't surprise me he has taken inspiration from Made in Abyss, which in my opinion does a lot of similar type of world building in what methods are used. Both are great.
The second area shown here seems similar to Lake of Rot’s inaccessible area. The stair-like place in the west of Lake of Rot, it even shows up on the map.
Seeing this spot from the dlc trailers, I was sure it was going to be a Sleep swamp. I was a little disappointed the fissure area ended so quickly honestly.. would’ve loved to explore a bigger Garden of Deep Purple as maybe a small underground location like Deeproot Depths. Still, it’s a really neat area.
So I hadn't taken a close look at the coffin ships until now and just assumed the front of the ships had a Bull on them. While watching I was thinking, "It's weird that these ships have a bull on the front but there are literally no bovine in Elden Ring." Only to then 2 seconds later realize they aren't bulls but Spirit Horses like Torrent. Does this mean the Numen when they came to these lands brought the Spirit Horses? If so this leads me to believe Torrent's former master was actually Marika (especially since it is very clear in the aftermath of the DLC we were never part of Miquella's plan (They need to patch one of Miquella's followers into the Radahn festival to tighten up the story a little))
I think the fact that it, and the nameless city, are suspended on a platform is a major indicator that it was previously up on the surface, but through some divine force it was pushed underground. I’ve seen loretubers look into this fact through item descriptions and map positions, but I think the more obvious clue is that it is in the middle of the open, suspended above a seemingly bottomless abyss. A completely lone island. It’s totally weird and it would be easy to just put cave walls around it, but the fact that there is no cave walls is a huge indicator that there is something important. They want us to look out into the darkness and speculate why it is there
Sekiro Dubi has a video on deeproot depths. There's some legtover collision in the files that seems to suggest deeproot had a completely different layout, and at one point was connected to the Mountaintops of Giants, including a Siofra/Ainsel-style well elevator.
could you do a video comparing the highest points and lowest points in the DLC (and might aswell the main game too)? I'd love to see just how vertical it is and the height difference between st trina, midra, and the very top with miquella and radahn.
Oddly enough the Jagged Peaks are higher up, was trying to see if there was a Divine Gate (or something close to the shape at least) in the Bayle arena. Rode Torrent all the way over from there with CE gravity off, and was only about 75% up when I reached it.
Hi what about the eternal cities in the base game? The underground places that have stars. They have similar architecture to Enir-Ilim. They seem to have underground seas around them.
The Putrescent Knight arena REALLY struggles when you enable Ray Tracing, and this video just makes it more confusing as to why that area is so demanding. also that huge Blob type enemy in the Stone Coffin Fissure completely destroys your frame rate. When it attacks my frame rate goes from 100 to 10. It's not a stutter or frame time spike. It's an actual frame rate drop for the duration of the attack.
Usually i don't notice a visual difference in Elden Ring when i have Ray Tracing on that's why i keep it off, But i just tested the area with it and i've noticed that the area is demanding for sure, The new Forge Dungeons seem to have a little dip on fps too. I don't feel affected as someone that doesn't use Ray Tracing but i hope some optimization fixes drop in future for the players who do
@@Kami.Sensei Elden Rings RT is most noticeable on foliage since it does Ambient Occlusion. So grass and bushes have proper self occlusion. Without RT you can often see very jagged shadows that look like they're broken. I don't have any hopes for optimization from FromSoft. They've done very little so far and they had more than 2 years to deliver optimizations with the DLC.
Wouldn't it make sense RT would cause issues in this area? Light sources are very diffuse coming from multiple angles, and its attacks involve rippling, reflective surfaces for that light to bounce off of (only attacks I can think of at the moment involving liquids where they use reflective surfaces like that instead of having a splash particle effect).
@@abydosianchulac2 it's not caused by any attacks. Even after the fight, just standing in the arena shows very poor performance with RT compared to other areas. The game also doesn't use ray traced reflections. RT in Elden Ring only does sunlight shadows and ambient occlusion.
The area is called stone coffin fissure. The Numen/Shaman died in another realm and got transported to this one in these coffins. But they likely moved on a beam of light, like the coffin you use in the arena of the twin gargoyles. A stone ship would not float on water, perhaps you could call it a kind of spaceship.
I hate miquella for throwing away trina into a massive pit like this He knew if she was anywhere else she would have been able to amass a force and maybe even collect the other pieces he abanded and fullly forn
This area was the most disappointing for me in terms of the boss that waited at the end. Because I went in completely blind, I kind of felt the area would had to end with an insanely big monster. Maybe something that made the waters of the lands between harder to traverse. Then you get a huge fall and enter an insanely big boss room to be greeted by such a small dude with a horse. Subverted my expectations but not necessarily in a good way.
Pretty sure it's supposed to be a representation of Radahn, or the memory of him influenced by St. Trina/Putrescence (Riding a horse, No feet, Weapon is basically his swords fused together). Which is fitting considering how the DLC ends imo.
@@Heowolf not saying it is not good lore wise and stuff. But my first playthrough is not immediate a deep lore playthrough. And seeing the area and stuff my expectations were way different
@@justasinglesummon3912 Fair enough, it's kind of a mid boss fight too imo. If the area wasn't St. Trina Related I would have had the same expectations, tbh I was expecting something far more annoying. Assumed the boss was just gonna sleep me or I was going to fight in dream mist or something.
Hello, thanks for the video. In this area, shortly before you jump down to the boss area, there is a spot from which you can see *inside* one of the stone coffins because there is a hole in the wall of it. There is ooze leaking out of it, but you can see some rooms and doors inside, like the interior of a ship. I've been curious about that since I saw it from afar and I was hoping you would explore it in this video. Do you mind making a UA-cam short showing it perhaps?
Would love to see that
Could you please explain a lil more of how to get there? I feel like I missed it, just a console player but wanna take a look after miyazaki said there's still something we haven't found yet, I know it's maybe a troll but ill enjoy the playground rumour style hunt all the same. At this point it's big foot in GTA SA
@@ARCANEOS51OX When and where did he say that?
@schpeidermann A recent interview regarding the future of fromsoft and current development I believe it was either IGN or Gamespot but can't be certain I'm sure it's findable on Google.
Zullie goes in depth in those iirc
I wish this area was longer, with some unique putrid knights or some sleep stuff, maybe allow us inside of one of the coffins. The aesthetic of the whole place is so unique, and it makes ask so many questions, like: where those coffins came from? Who was the people who built them? How they look? What was their purpose?
Those r the ships the Numen came to the lands between in
@@jordanbrown3816 that makes sense, but I wish there was a bit more to make the connection clearer
@@warcoder that’s a hypothesis with little support, since item details describe them as ‘coffins from unknown lands’ that ‘wash up on the cerulean coast’ - it’s very unlikely they’re the origin of the Numen, especially since the Bull is a symbol associated not with the Numen but the Ancient Dynasty.
The clay men look a bit like putrescence, don’t you think?
The decisions with how the areas were handled in the dlc did annoy me. The red and blue coasts are just normal areas with funny grass. When I saw the animals sleeping here I thought I was entering a larger area where I would witness sleeping entities turning into sludge from sleeping for so long, but immediately it was the boss and the area was done. Why have the red and blue areas for no reason then have a new unique area that ends instantly. Like 90% of the dlc is just the initial scadutree aesthetic, every unique area like here, rauh, the mountain, or the tower is super short.
It reminds me of how in twilight princess you get to the twilight realm finally, only yo find the shortest and most underdeveloped dungeon. This dlc did that, with literally every area. Really really weak. Why they didnt delay the dlc or split it into 2 parts is baffling, guess they just want to move on.
@@christopherrapczynski204 this complaints are silly. SOTE is largest DLC FS ever produced. I have spent 50 hours on my first play through and i have not discovered everything. So if you do not run through, this DLC has more content than most AAA games you buy for 130 USD.
Never thought I'd fight the Orphan of Kos on Ludwig's Horse in Midir's arena, but here we are.
Area blew me away like Siofra River. The chasm gave me vertigo when I first reached it. Felt similar to Crown of the Sunken King.
This cave kinda reminds me of the lake of rot. There's a whole series of rot waterfalls just outside the reach of the player, as well as a HUGE mass of crystals on the cieling that I'd love to get a closer look at if you like that idea for a video!
probably similar origins. here in purple the colossal coffins are cracked in some places, and exude the sludge we find at the bottom. meanwhile the nameless city's great waterfall is upstream of the lake of rot, and while the nameless city itself is bereft of cadavers or petrified forms, we see ants subsisting on a sediment of them left behind as a great mass made its way down through the sluice of nokstella into the lake of rot. this form of environmental storytelling is reinforced in the dlc if you look in the ravines below abandoned ailing village and bonny village
I noticed the massive crystal on lake of rot
It's like roots from Raya Lucaria academy. Basically above the lake
Looks like the area where the First Flame was discovered... like the cave in which we fought Darkeater Midir...
But would those be before or after it it were the same place
@@Actual_real_ValStrax Given the convoluted, cyclical way time works in FromSoft's games, I don't think there _can_ be a straight answer to that question.
When my character first landed, I said, “this is dark eater midir’s lair!!”.
If you do a base game area in the future, I’ve never seen anyone get is a good look at the haligtree only the erdtree.
Thanks for these! I'd be really curious what some of the other areas of the Jagged Peak & Bayle's Arena look like since it's such an extreme vertical space.
Seconded, thank you both!
The boss arena looks very similar to the one you fight Midir on.
The stone coffin boats sticking out of the walls gave me huge Made in Abyss vibes. Considering that Miyazaki has been inspired by anime before, like the trees of Ash Lake that looks very similar to the trees underneath the world in Nausicaa, it wouldn't surprise me he has taken inspiration from Made in Abyss, which in my opinion does a lot of similar type of world building in what methods are used. Both are great.
Ohhh how I wished it was a Sleep Swamp from the trailers
Disabling the fog would be a nice touch for future videos.
The second area shown here seems similar to Lake of Rot’s inaccessible area. The stair-like place in the west of Lake of Rot, it even shows up on the map.
Seeing this spot from the dlc trailers, I was sure it was going to be a Sleep swamp. I was a little disappointed the fissure area ended so quickly honestly.. would’ve loved to explore a bigger Garden of Deep Purple as maybe a small underground location like Deeproot Depths. Still, it’s a really neat area.
4:00 you timed that with the music 😊
“It was all in our heads” lol
So I hadn't taken a close look at the coffin ships until now and just assumed the front of the ships had a Bull on them. While watching I was thinking, "It's weird that these ships have a bull on the front but there are literally no bovine in Elden Ring." Only to then 2 seconds later realize they aren't bulls but Spirit Horses like Torrent. Does this mean the Numen when they came to these lands brought the Spirit Horses? If so this leads me to believe Torrent's former master was actually Marika (especially since it is very clear in the aftermath of the DLC we were never part of Miquella's plan (They need to patch one of Miquella's followers into the Radahn festival to tighten up the story a little))
reminds me of the second ghostbusters movie with the purple slime stuff
Im still annoyed none of the flowers down there are pickable
Deeproot Depths area is much larger than it should be imo. Might be interesting to poke around.
I think the fact that it, and the nameless city, are suspended on a platform is a major indicator that it was previously up on the surface, but through some divine force it was pushed underground. I’ve seen loretubers look into this fact through item descriptions and map positions, but I think the more obvious clue is that it is in the middle of the open, suspended above a seemingly bottomless abyss. A completely lone island. It’s totally weird and it would be easy to just put cave walls around it, but the fact that there is no cave walls is a huge indicator that there is something important. They want us to look out into the darkness and speculate why it is there
Sekiro Dubi has a video on deeproot depths. There's some legtover collision in the files that seems to suggest deeproot had a completely different layout, and at one point was connected to the Mountaintops of Giants, including a Siofra/Ainsel-style well elevator.
@@CocoNut-yd1ri oh yeah i remember seeing that, there's an entire boss arena (maybe, would be a big boi) modeled there without textures
Can you explore more of the jagged peak. Love your content btw.
Of course they dont let you go further, if you did you would stumble acorss midir and you could go up to end up in the ringed city
Those ships are very similar to the statues of them found in Enir-Ilim, the figureheads also have horns
Sad me expecting there was Midir behind that hole :c
P.S. What inside the Limgrave hole? the one close to First-Step grace!
could you do a video comparing the highest points and lowest points in the DLC (and might aswell the main game too)? I'd love to see just how vertical it is and the height difference between st trina, midra, and the very top with miquella and radahn.
Oddly enough the Jagged Peaks are higher up, was trying to see if there was a Divine Gate (or something close to the shape at least) in the Bayle arena. Rode Torrent all the way over from there with CE gravity off, and was only about 75% up when I reached it.
Awesome vid
Wishing for your channel to grow :)
Hi what about the eternal cities in the base game? The underground places that have stars. They have similar architecture to Enir-Ilim. They seem to have underground seas around them.
what is the heigh diference between all the playable areas, for example bayle arena to the abysal wood or st trina area
The Putrescent Knight arena REALLY struggles when you enable Ray Tracing, and this video just makes it more confusing as to why that area is so demanding.
also that huge Blob type enemy in the Stone Coffin Fissure completely destroys your frame rate. When it attacks my frame rate goes from 100 to 10.
It's not a stutter or frame time spike. It's an actual frame rate drop for the duration of the attack.
Usually i don't notice a visual difference in Elden Ring when i have Ray Tracing on that's why i keep it off, But i just tested the area with it and i've noticed that the area is demanding for sure, The new Forge Dungeons seem to have a little dip on fps too. I don't feel affected as someone that doesn't use Ray Tracing but i hope some optimization fixes drop in future for the players who do
@@Kami.Sensei Elden Rings RT is most noticeable on foliage since it does Ambient Occlusion. So grass and bushes have proper self occlusion.
Without RT you can often see very jagged shadows that look like they're broken.
I don't have any hopes for optimization from FromSoft. They've done very little so far and they had more than 2 years to deliver optimizations with the DLC.
Wouldn't it make sense RT would cause issues in this area? Light sources are very diffuse coming from multiple angles, and its attacks involve rippling, reflective surfaces for that light to bounce off of (only attacks I can think of at the moment involving liquids where they use reflective surfaces like that instead of having a splash particle effect).
@@abydosianchulac2 it's not caused by any attacks. Even after the fight, just standing in the arena shows very poor performance with RT compared to other areas.
The game also doesn't use ray traced reflections.
RT in Elden Ring only does sunlight shadows and ambient occlusion.
I thought there was Midir on the other side 😄
I wonder if the lake of rot/grand cloyster inaccessible areas are any good
Thank You!😊
You have yourself a subscriber! Could you do behind Midas Manse please!!!
I made a previous video on that you can check it out, Thank you for the support ❤
@@Kami.Sensei I found it thank you!! Was great!
First time seeing this area at all!
How to get there?
Please do the inaccessible plateau near Belurat/gravesite plain
can you tell me about where that is on the map?
@@realQuestion they released a video 3 weeks ago called "What's Above Belurat Plateau?"
wonder if this is deeper than abbysal wood
Digital spelunking is awesome
Down into the abyss!
I kinda expected there are bodies inside the coffin. That would be cool.
1:39 -Looks like an unfinished area or something.
Whose coffins are they?
4:12 tell me this isn’t Godwyn’s face
where...?
It isn’t Godwyn’s face
isn't this just a purple more flowery version of midirs arena?
Hmm I see the vision
immediately thought of Midir when I dropped down there, and then again when Bayle did his laser beam.
@@EVPointMasterBayle's laser reminded me more of demon prince tbh
Are theee coffins or are these boats? Are they for giants cause they are so big.
Both, they're coffin ships that seem to have carried Marika and her people to the Lands Between oh so long ago.
It's Midir's arena, reskinned.
Victory! and then visions of Dragon
What helmet is that???
It's a modded-in helmet from Gwyndolin from Dark Souls 1 👍
What is that mask
Crown of the Dark Sun from Dark Souls.
Dark sus gywndolin?
“Oh look a drag-“
Doesn’t developers leave some small treats for curious gamers anymore?
Coffins??? Ships bro, Ships!!!
The area is called stone coffin fissure. The Numen/Shaman died in another realm and got transported to this one in these coffins. But they likely moved on a beam of light, like the coffin you use in the arena of the twin gargoyles. A stone ship would not float on water, perhaps you could call it a kind of spaceship.
Inspired by Zullie
I hate miquella for throwing away trina into a massive pit like this
He knew if she was anywhere else she would have been able to amass a force and maybe even collect the other pieces he abanded and fullly forn
This area was the most disappointing for me in terms of the boss that waited at the end. Because I went in completely blind, I kind of felt the area would had to end with an insanely big monster. Maybe something that made the waters of the lands between harder to traverse. Then you get a huge fall and enter an insanely big boss room to be greeted by such a small dude with a horse. Subverted my expectations but not necessarily in a good way.
Pretty sure it's supposed to be a representation of Radahn, or the memory of him influenced by St. Trina/Putrescence (Riding a horse, No feet, Weapon is basically his swords fused together). Which is fitting considering how the DLC ends imo.
@@Heowolf not saying it is not good lore wise and stuff. But my first playthrough is not immediate a deep lore playthrough. And seeing the area and stuff my expectations were way different
@@justasinglesummon3912 Fair enough, it's kind of a mid boss fight too imo. If the area wasn't St. Trina Related I would have had the same expectations, tbh I was expecting something far more annoying. Assumed the boss was just gonna sleep me or I was going to fight in dream mist or something.