To add to the hunt of hidden things, I keep leaving in left-over modifications from previous videos without explanation and just kind of hope no one notices. This video shows three things from Dark Souls 1 that shouldn't be there, at least not by default. Can you spot them? (I'm not counting forcing t-pose, funny animations on NPCs, or anything funny with the player character) Answers filled in as they're found: 1: Four minutes and Twenty seconds - Unused cupboard added by the Undead Burg bonfire (spotted by returnosf5043 and Mat8594) 2: Twelve minutes and Fifty Nine seconds - Good Vagrant (spotted by _Salok here and others in a few other comments) 3: Twenty minutes and Six seconds - Broken boxes in the Darkroot Garden (spotted by greenpiano6175 )
@@AssholeTingler69 Become a modder and the sky is the limit! So don't lose hope of your dreams, perhaps one day the Gaping Dragon will be f*ckable. edit: Hate to explain the joke but I think the comment got auto-hidden without my input. They asked if sex can be added to DSR, lmao.
@@_Salok That's one of them! 👍 I'm able to self-spawn Vagrants in debug in PtDE, but not in DSR, where just modding them into the game is easier. That is the location of an actual potential Good Vagrant spawn location, but it's not there legitimately so I was counting it as one of the three. The other two things should simply never be there.
Laughing at the idea of adding a helpful hint message that points to a treasure chest lying in plain view and hiding it so well it won't be found even by die-hards until a year and a half after the game's release.
Also, is that tree the only enemy in the game that actually has a patrol path? Edit: I did notice a few Bloated Hollows in the Painted World of Ariamis that patrol
The irony of Pinwheel is that he's a pre Ringing of Bells Boss placed in an area that most players clear post Anor Londo. Unless you're doing Rhea's Questline (which is why I point at it being pre Ringing of bells due to Lautrec's dialogue triggering Petrous to admit he left her stranded there) there's not much reason to visit Catacombs that early unless you're a faith build desperate for some powerful Miracles. But with at best Divine Weapon +5/Base Weapons +10 he can be a pain.
@@Kayther33 I don't think you're expected to make a detour to the Catacombs right after the Taurus Demon. The Undead Parish takes you straight from the Taurus Demon to the Bell Gargoyles. Not to mention that you are directly told to head up to the Church and down to Blighttown, but you're not told to go to the Catacombs.
I love the dev messages that are trying to emulate the observations a player or in-world character would make. I feel like the messages Gael leaves in DS3 are the spiritual successors to those.
So about the moving trees thing, if instead of using a homeward bone, you walk back from the moonlight butterfly boss room to the bonfire, then the tree blocking the path to the wolf ring would have moved to block the path to the bonfire. That's probably why that developer message is there
Adding to this, when I first played the game on PS3, I didn't use Homeward Bones at all. So after the Moonlight Butterfly fight the tree having moved did actually manage to trick me into taking a different path, resulting in me being very confused. It was really cool in hindsight, so I wish they had utilized the mechanic a bit more.
Yeah I've had this happen to me one playthrough, I walked back instead of using a homeward bone, noticed the tree blocking the path and without thinking I ended up going the other way through the weird tunnel
Also while the second tree doesn't block the path as you enter, it will move to block your exit if you go up the path to the wolf ring, got me killed trying to run from the stone giants on my fist run through this area
It is my favorite, favorite thing that a few of us rushed to the comments to point this out despite the fact that the video itself remarks on this event not 3 minutes after introducing the developer message. Truly a Dark Souls/10 moment
About the "are the trees moving" message: I've always thought that the tree moving to the area entrance wasn't to block the player, but to get them lost. Since the tree is similarly coloured to the walls of the area a new player might not notice the path being blocked and might think that the path previously blocked by the tree WAS the original entrance to the area, making it seem like the forest is shifting or changing. It seems like a neat concept that is a bit rough in execution.
Makes a lot more sense in the release version of the game as well. In 1.0, you didn't get homeward bones with boss kills, so getting back to the bonfire to spend your souls was a way bigger deal. I imagine a lot more people would have noticed the trees if they never added homeward bones to the boss drops
I remember playing unpatched dark souls on the Xbox360 as my first exposure to these games, wandering into the depths because the gargoyles were hard and softlocking myself getting triple cursed repeatedly dying to grab my bloodstain. Actually seeing the devs write “I can’t take this” made me burst out laughing
@@qwopiretyu I believe RTSR should've always had the same activation point, I found an edit to the wiki clarifying the 20% HP from Nov 2011. While the game had a couple small patches before then, that was still prior to any major balancing patches. I don't know for certain though. The DWGR was absolutely wild though until the DLC came out, that activated below 50% equip load so that might be what you're thinking of. Resulting in builds that should've been too heavy to flip, flipping around like mad during PvP. It was horribly OP, lol. Another fun one is that the Ring of Fog prevented locking on. While I know more advanced strategies for PvP mean getting good at not over-relying on locking on, to any two newer players, one player not being able to be locked on to gave them a MASSIVE advantage. It was brutal. Invaders would equip it to basically enable easy mode for killing hosts. That didn't last nearly as long as the DWGR ninja flipping Havels though, that was patched out much sooner.
Ah yes, havel monsters were able to flip before dark wood grain ring was changed. I personally always viewed giantdad as the spiritual successor to havel flippers.
THE FLAMING WHAT ATTACK How have I never seen that???? I've known about things like the moving trees but never in all my time of playing dark souls have I seen that animation!
@@Guitar-DogYeah I was doing a Challenge to find out how many Bosses you can Kill with Barehanded No Dragon Form Base Game and DLC and found out attacks I didn't even know about from Bosses: Pinwheel, Four Kings, Queelag, Seath the Scaleless, and Gravelord Nito. Since I have 2 Damage for most of the game until I got Kirk Knight Gauntlets for 4 Damage on Seath the Scaleless and Gravelord Nito etc... I found a good amount of new attacks. Including some from enemies. Obviously I only allow killing Enemies with Dragon Form to make things easier. I decided this in order to speed up the run. Long Story Short the Base Game Run ended at Four Kings failing I mean I can see a possibility of winning with enough healing items but 2-3 spawn in very little time then the 4th some time after. I'm putting it as Impossible for now since I'm not sure even with Healing Items, Perfect Play, etc... That it could happen. Obviously I think that someone could do it with Healing if it's possible but they may need Online help to get Elizabeth Mushrooms and Divine Blessings to Complete it but either way they do it I would count that as something to be proud of because it means you can beat the Basegame. Edit: By what I mean by Only Allow I mean for Killing Enemies and getting Tail Severeds but no killing Bosses with it. Also I added some other Rules in to help speed things up in order to make this run happen before I f(_)cking die of old age. So basically Item Drops that are Grindable basically anything I Reach at Some Point a Shop or getting Souls or I get a Enemy that drops Stuff that Respawns I skip Grinding and at certain Progress Points I Level to help scale things down. And for Bosses I know are beatable but I can't beat I Allow Advantages there are 2 so far that aren't impossible without them but require Insane Amounts of Time and Patience. Also Moonlight Butterfly isn't included because it Heals Way too Fast and Forever. Also you can't get the Finishing Blow with your Fist at least when I used the Summon to see If I could get what I needed. It didn't work so I'm not sure how Lucky you need to be to get that Barehanded Fists Kill. Anyways so far there are not many Bosses left Basegame that I haven't yet determined are Beatable without Advantages.
5:57 about illusory walls, later in the brume tower dlc, if you wear the Hollow Skin helm, it shows illusory walls without needing to cast seek guidance
Once I realized that this was basically my own mini "dumbshits guide" tucked within the video, I had to! Wasn't planned at all in the scripting process, but I realized it as I recorded my vocal audio.
Whats interesting is all the dev messages are given Oscar's portrait. It wouldve been cool to see messages from other NPC's fleshing out their stories. Like maybe Artorious has a portrait next to the message telling you about the covenant. Or Solaire leaving messages pointing out sunlight. Hints from the knights in different places. Being able to put different portraits next to developer messages is a big opportunity for some fromsoft famous subtle world building and hidden storytelling.
Some of these hidden messages manages to give Miracle Resonance a run for the money as "least useful mechanic ever put into a Souls game", which is really saying something...
@@albino5995i still feel it has a use in ps3 forest where its glitched out so that if theres a MR in any part of the game it also appears in forest. Its like a beacon showing ur not alone even in a 12 year old game.
I think the worst thing a mechanic like Miracle Resonance can be in a Souls game is useful, it's the icing that brings it all together. There's no reason to see the ghosts of other players around the bonfire, but the game would be much worse without it.
you'd be surprised, but there are more vagrants in the game atm. I found 4 in my current playthrough, my brother has found 2 vagrant and he's at the capra demon
@@stefanoninivaggi98Now that it's known how they're made, probably people are going out of their way to send them out. I know I did when I first learned how.
@@Dustweaver Yeah.. I'll often drop an item (Which I now call a "Vagrant Fetus") every playthrough I do, and if I see a one that I know is a vagrant fetus, I'll leave it alone.
I was really happy to see a regular evil vagrant, a black phantom evil vagrant, and a black phantom good vagrant in my current playthrough. And just after watching his video on them again. Guess a lot more people are playing right now
The intention with the moving trees is to trick a player into thinking they missed a path. You beat the butterfly, see the new path, and think “wait, where did this come from?” Then the hidden message will let you in on what happened
To add even more insight to the "are the trees moving?" Message: In the unpatched version of the game, you dont get a homeward bone after beating the moonlight butterfly, so your ONLY options are to die, cast homeward, use a homeward bone you already had before, or WALK BACK. Since homeward bones are kinda rare till the gargoyles are defeated (only easy ones i can think of being behind firelink shrine with the mace and cracked orbs), they were probably under the assumption you would walk back. Making the tree's new pathing "block" the way and prompting the message to ask. "Are the trees moving?"
One thing that would really help Seek Guidance's usability would be having it be a reusable magic item (like the Mimic's Veil from ER) which is available in the hub's store the moment you arrive there - any player can use it without meeting stat requirements, using an attunement slot or having a particular type of catalyst equipped. Most people seem to avoid playing magic builds the first time around, and if you can beat the game and start a second run, you aren't a beginner in need to guidance anymore.
@@minerman60101do you know any cool messages in elden ring? There is dev messages and phantoms without seek guidance.. 2-1 in demon souls has a phantom pulling the lever
I always thought of these messages as it was ment to be in development was if Oscar was always one step ahead and he is the one who leaves these messages , asking questions, leaving hints and even his picture is on all the messages
my favourite thing about illusory wall videos is learning like three extra things about the game that are wholly unrelated to the topic of the video. flaming poop attack, leave through the white light, and actually the exit back to catacombs from the tomb of the giants (i feel like i used to know about this one at some point at least...)
I feel like an old man, nobody even used the term zoomers when wildpie made guides yet here we are, discovering new secrets to this decade old game so long after vaati made his prepare to cry videos.
32:00 I was curious about this so I checked the JP item descriptions (I don't speak Japanese). The actual covenant rings (cat, darkmoon, sun princess) use "誓約" seiyaku, which google translates to pledge. Covenant of Artorias uses "契約" Keiyaku which google translates to contract. This is the only item that contains "契約" keiyaku. I wonder if this would have been much less ambiguous for Japanese speakers? I don't have access to the japanese version of the Artorias dev message
I actually think there's a more important purpose to the developer message in Seath's first boss room that says "Try Resignation". Aside from the Basilisks, Seath is the only enemy in the game who can curse you, and if you don't understand that you're supposed to die, you might try using your estus to keep yourself alive and end up getting cursed right as you're also locked into an area where you can't warp out to cure yourself. I've seen some guides for that area recommending that you take off your armor before entering the fight just to make sure your defense is as low as possible so he kills you before you get cursed, so I think this message was the devs saying "Things will be worse for you if you try to survive, give up and die, trust me."
I've never interacted with Seek Guidance or hidden messages in any of the souls games but you've given me a new appreciation for them. I especially like the ones that get you thinking more about the lore or other people within the world of Dark Souls. One has to wonder what poor soul left their anguish written on the floor of Lordran's sewers.
I think the lack of bonfires in new londo ruins adds it some unique flavour. It's such a haunted, lost place that there is no respite to be found, it adds to the feeling of exploring a mysterious and dangerous place. Convenience be damned.
@@cranapple3367No there can be you can light a Bonfire. They also could've added ones in still Watery Areas that can't be Relighted and Ones in the Areas you Get Rid of Water in. To add to the Atmosphere. But due to Lore I doubt it since even though Gwyn denied Dark he also still payed Tribute to their Way of Life but will still follow his way.
DS1 definitely said “convenience be damned” when it services the atmosphere or mood of the area, and I think it’s great, makes a lot of the more challenging areas very memorable.
The messages being visible only after casting a miracle is interesting, but I wish they had done something else to make them accessible to more players. Perhaps being in the Way of White Covenant could have had added bonus of making the messages visible at all times? Anybody can join that Covenant after clearing the Asylum, and it would have given it bit more use.
I like the idea of Way of White making them more findable! Even if it didn't make them entirely visible outright, which is not a bad idea to begin with, massively buffing the miracle would've been another option. There's an interesting supposed purpose of the Way of White which I'm pretty confident doesn't exist in DSR. I've mentioned this in a previous video, but it's supposed to make co-op easier to find, and make invasions less common. Some people still recommend it for this but I can't imagine how that could possibly work. It doesn't do anything like pull more summon signs into your game, at least not directly, and it doesn't expand their Soul level range or anything like that. In vanilla/ PtDE, it might've worked because of the limited pool of players you connected with. You could only connect with up to 20 players at a time, and it's those 20 players who would send ghosts/ messages / bloodstains, etc, and who were also potential candidates to find in multiplayer (if they currently met the conditions, which wasn't at all a guarantee). Those 20 slots would dynamically remove players and get refilled with others, probably prioritizing players currently within the same area as you, and possibly within closer level ranges. We don't have any idea what the sorting algorithm for the server looked like, but the promise of co-op covenants like Way of White was that you'd be "drawn closer" to others on the network. This almost certainly means that if you were in the Way of White, other members were among the criteria for prioritized connections. And given that the focus of the covenant was ostensibly co-op, that would've meant being connected to more players who are also looking for co-op. Not that Darkwraiths, Darkmoons, Forest Hunters, etc, can't also engage in co-op, or that Way of White members can't pop some cracked red eye orbs and invade you instead, but you can see how that would be a lower chance. This 20-player-limit is what made co-oping with specific friends so hard in the original version of Dark Souls. You'd often have to wait at least several minutes, sometimes up to 10 minutes in some pretty bad cases, to even find your friend, waiting to get connected in that smaller pool. But for DSR? The multiplayer just doesn't work that way any more. ANY player, who is within correct matchmaking parameters, will have their summon sign show up for you. Not even the password really helps for making connections. The password is critical in surpassing matchmaking restrictions, and also helpful for making sure randoms don't interact with your signs instead. But IF your co-op partner was within SL and WL ranges to begin with, the password doesn't help their sign appear faster; It would've arrived just as quickly with the password turned off. So the way in which summon signs from anyone on the entire server are basically guaranteed to work, this means the original "drawn together" concept of the Way of White can't possibly work in DSR. Hypothetically, DSR might've created an entirely new priority system for invasions, that protects Way of White members? But there's no evidence of this. In vanilla/ PtDE, you'd simply always invade whoever in your 20 slots that you had the best connection with (lowest ping), every time. Nothing to directly protect or avoid Way of White members, that's not a thing. So it's hard to imagine that DSR went out of its way to add a nuanced invasion mechanic, when lots of other online issues weren't really addressed. The TL;DR is that there's literally no point to being a member of the Way of White in DSR, at all. 😅
DS2's DLC has the Hollow Skin which gives you permanent Guidance. Of course it's behind an illusory wall halfway up an elevator so good luck finding it if you don't already know it's there.
@@thehittite6982 I forgot that even existed as an effect! That's pretty neat, but also pretty weird considering how it is found and the lackluster use of it with it being so late in the game. I suppose that's why I forgot about the guidance effect portion. What a well guarded treasure, haha.
Similarly, I think they should've made a Seek Guidance ring. You slap it on, and it's essentially ALWAYS going to be working to reveal developer messages. The downside is that you're using a ring slot for it, but I think it's a more even trade than taking up an attunement slot, and just functionally more useful
I'd like to think that a lot of these messages, rather than being from a developer, are from a character in universe, that'd explain the "I can't take this" and the "are the trees moving?" being so out of place, perhaps he got trapped in between those trees and that's why he left that message
One of the coolest things about Dark Souls' storytelling is all the implicit stories of characters you never see in action. I always wonder about the corpses strewn around Lordran too. Maybe the guy who left that message ended up dying and leaving his corpse up ahead.
@@evanseifert8858It's always interesting to see a new corpse show up with a set of armor when you kill an invader. You'll just be backtracking and suddenly there's a body with items that wasn't there before - or at least if the body was there, the items weren't. Then there's stuff like Leeroy. He'll help you in the Pinwheel fight, but after you remove the golden fog from the room right before Nito, he'll invade you. This implies he's against the Kingseeker plan and is trying to stop you from getting the Lord Soul so that you can't Link the Fire. Or the denouement of Solaire's story, where saving him will cause him to despair but then become available as a summon against Gwyn when he finds his resolve.
I wish the developer messages were all visible by default. They really add to the feeling of the world being a big dungeon crawl that previous adventurers failed to successfully traverse. Although, sometimes they do kind of spoil surprises and mechanics, so maybe add them after the player has died in the vicinity? Also, great Kings Field ost choices! Love Passage for a Monk.
"Try light..." Me: Oh yeah, that would be by one of the DLC secrets that you need a light source for. Illusory Wall: As all of you guessed, it's at the start of the Tomb of Giants.
How am I only now learning one of the trees walks around? At this point I fully expect turning into an old man 50 years down the road, and seeing a new upload about recent discoveries in DS1.
I just learned about the blight town spiders havin a lava poop attack. Did you know you can see the Duke archives from hellkite bridge? That's one that surprised me
@@MisterOfuthat was one that popped up in his video that surprised me, the poop attack in this video was my shock (Das2 illusory wall messages aswell) Can you think of any others, proper secret secrets 🤔? Would love a thread somewhere with 'secrets in dark souls for people who have 100% dark souls"
Ahh yes. The joy of going down the catacombs with no bonfire warp. Pinwheel is designed as an early game boss but he isn't in an early game area. Even for a miracle build with a divine blunt weapon the skeletons and necromancers are not tuned to fresh characters or new players.
@@qwopiretyuThe catacombs are designed to be explored somewhat early on. The skeletons repel you at the start but remind you to return and press ahead when you get stronger, encouraging players who get stuck at later boss fights to try that direction instead.
I went down the Catacombs right after ringing the first bell and with no knowledge of the area's shortcut. Was it hard? Sure. But it was also some of the most fun I had playing Dark Souls. The challenges ahead never felt unsurmountable, I knew I was always just a Necromancer away from making some progress through the area. The fight against Pinwheel was the icing on the cake. I missed him a couple times with my stubby Battle Axe so he filled the area with his puppet-clones in no time. Their magic attacks melted my HP bar, and the fight ended in a climactic double-down. There are other boss fights in the game which have more thought put into them, but this was my favourite one. It was the perfect storm of adrenaline (especially right after running for my life from the Bonewheel Skeletons), challenge and role-playing (my weapon of choice mattered quite a bit). Plus, I love Pinwheel's design and boss music.
@@eewweeppkk I would argue that they are designed to NOT be explored early on, from the skeletons to the wheels, the place isn't for the weak and low level.
@@user-zk3dx9dd6p its meant to be both low and higher sl. It has a short cut to the boss which allows you to run past all the enemies and summon leeroy who can kill the boss in 2 hits. This way a more experienced player can have 20 estus and go through more difficult areas sooner and pvp faster. Running through the rest of the area requires more levels because of the damage and hp if enemies
And at the end of the video when talking about Pinwheel and him being too easy -- everyone who loves DS1 should do themselves a favor and go fight Pinwheel at base level and unupgraded weapons, without Leroy. It's actually a really good fight when he doesn't die in 2 seconds. Much, much better than the DS3 version of the same fight, Crystal Sage
@@alpagator1372 I actually did this during my first playthrough by accident. I had a divine weapon to deal with the skeletons but that was it. I had maybe a handful of extra soul levels by the time I got to Pinwheel. The fight was pretty good, and I believe how it was intended to be fought - I think the game was probably far less linear at one point in development, and the Tomb was meant to be accessible in as an early game path branch. When they changed the layout of the game and the order of progression, they forgot or didn't have time to buff Pinwheel to match.
@@alpagator1372 The game tries to nudge players into going to catacomps early because of Petruses missing friends, but people rarely do that on their first playthrough. I did go there early and pinwheel kicked my ass.
@@battedbook5811 Domnhall also can tell you to go to the catacombs if you want to improve your kindling, but even among the small number who hear that hint, no who has already walked through 90% of the depths is gonna traipse all the way back through to firelink and then down to the catacombs before progressing.
I've always loved Seek Guidance, even though it is pretty terrible. I think it helped me find the return to the Undead Asylum on my first playthrough, though the second sign is slightly too far away! You mentioned it as well! I always wished that Seek Guidance lasted until you died or touched a bonfire, so that you trade an attunement slot for permanent developer messages. A note about the "Exchange" comment (10:24): my game has been consistently bugged in that Snuggly's voice lines rarely play. I remember watching Matthewmatosis' commentary, and being surprised that she had dialogue. I'm unsure how common this bug is, but if the developers were aware of it, it's possible the message exists to alert players who can't hear the dialogue. Admittedly, fixing the bug seems like a more straightforward solution, but I figured I'd mention it anyway. I keep editing this comment, but the moving trees are absolutely wild. I'm definitely going to see this for myself in-game.
@@maht.8016 Yeah, it does what it was meant to do, but the placement of hidden developer messages kinda stinks. Since the messages are in bad places, that makes the spell less useful than it could have been.
Honestly I would have loved a hidden message about Lautrec. Maybe something short and vague, “You Bastard” would be nice. Anyone who uses Seek Guidance is presumably a Faith / holy character anyway, so a few comments regarding the trustworthiness of NPCs would have felt appropriate.
I think I encountered the tree moving after Moonlight Butterfly in one of my first playthroughs - I think that message definitely would make the most sense in the context of someone finding their way to that area the first time because the tree moved. Makes me wish the game didn’t give you homeward bones there - it’s a very cool design that I wish more players would’ve encountered naturally to help you discover a hidden path
That bit about giving advice for Pinwheel makes a lot more sense if you imagine it from the designers' perspective. It's certainly _possible_ for players who go down into the catacombs first thing. Meaning it's _possible_ new players might encounter Pinwheel very early, when they're underleveled and their damage output might not be strong enough to race the boss. So they designed the boss around the assumption that it was an early-game encounter that the players might need help beating. The problem, of course, is that this assumption was grossly overestimated. _No one_ goes after Pinwheel first thing. Except for speed-runners or the like, who wouldn't have trouble with him anyway because they're more experienced. Most new players avoid the Spooky Scary Skeletons like the plague, until they have no other choice. Moreover, Firelink Shrine is designed to funnel players towards the Undead Berg, where all the _actual_ early game content is. Indeed, _most of the game_ branches off from that initial upward climb in the direction the players are planted upon arriving. So players end up exploring large chunks of Lordran before they think to loop back to either the cemetery or New Londo. Pinwheel is basically a victim of Dark Souls's good game design. The intended path is so intuitive, and the Catacombs so intimidating, most players never make it to Pinwheel before he becomes greatly outclassed.
Quick comment on the "are the trees moving" bit: I actually only discovered that back area to the Darkroot because the first tree moved. I vividly remember exploring very cautiously and going to grab the set of knight armor after i had safely dispatched the butterfly, which took me a decent chunk of time overall. And when I came back, i had forgotten the way and took the path blocked by the tree. On a second playthrough, I realized what had happened, and it was actually a super meaningful discovery for me!
42:13 - YES, I absolutely agree. The first time I ever got to this area, I got genuinely mad that this opportunity to figure out the path was taken away from me - I am not someone who gets mad or angry easily. I specifically played offline, because I wanted to avoid the messages that would spoil things like this. Edit: But aside from that, fantastic video - thank you very much :)
Seek guidance is fascinating to me because when I first played dark souls 1 I guessed what it would do was show more messages from players, tried it once, then went back to playing offline like I always do. I never guessed there were dev messages so I thought it was just a spell you could cast to see an extra 'try finger, but hole' every so often
It's really interesting that there's a Seek Guidance message urging you to attack Gwynevere. I always thought that these messages were supposed to be left by the gods, but it seems like that one was left by Kaathe or something.
I love the idea of developers putting "try light" before the tomb of the giants. But the only likely light source a player will find is INSIDE of the tomb of giants. If I had ever seen that message on my first playthrough, i probably would have backtracked looking for a missed torch or something.
It’s worth mentioning about the power within bug, I find it very interesting it’s referred to internally as “Prince Izalis” because the main model for the Bed of Chaos (the tree part, not the bug or the staves) is referred to internally as “King Izalis”
I've seen many players' messages trying to copy those of the developers', so I think the community kinda fixes partially the negative side of Seek Guidance
That's an idea.. Maybe the design of seek guidance is a way to show players what sort of messages to write aswell.. If your using it to find messages it will encourage you to put some down
The thing regarding the trees is funny, I had the exact opposite experience every time I've played Dark Souls. I noticed the trees (without using any guidance) but I've never seen the 'flaming poop attack' until now. Should call this game Ceaseless Amazement
Just beat King's Field II aka King's Field US last Sunday, so hearing the game's music all of a sudden after the intro was quite the pleasant surprise!
Hey man, doubt you'll ever see my comment but I used to read your blog posts relating to stuff such as Tomb of Giants not being visible from Lost Izalith, being able to see blood stains in lost Izalith from the Tomb of the Giants, the higher parts of the Demon Ruins that might have meant to be explorable at one point and the unused low quality 'towns', plus all the vagrant stuff before it was known too well, glad to see you have a channel
i love those tree enemies, for the longest time, like actually a few full playthroughs in, i didn't realise they really existed AS enemies, i thought they were tree objects that spawned in randomly to block my path and i just had to get lucky if i wanted to get through. i imaged there were many other places they could randomly block my path in darkroot garden i think this was my assumption because i had previously played "The Lord of the Rings: The Fellowship of the Ring" for PS2 where there's a forest level where the trees randomly appear and disappear when you aren't looking to block and unblock your path, it was very disorienting and i felt very disoriented in the darkroot garden as well
19:56 Maybe the idea of the developers was that some players running back from the moonlight butterfly will accidentally take the other path? 33:48 I think the idea that the developers had here might be that some players enter and leave the room multiple times to try different things to defeat the boss until they try using seek guidance. But the amount of people actually finding that message on their first playtrough must be super low though.
My 1st full blind playthrough, I killed moonlight and didn't bone home, so I got the tree blocking my egress easter egg. I was led to believe then the trees did slowly move around the map, until further playthroughs proved otherwise. Glad I now have an explanation of what was going on then.
Regarding moving trees, could it be that they were intended to be a bigger mechanic? If the forest was meant to be harder to navigate, hence the glowing flowers, maybe there would have been more moving trees that would have moved around and shut off paths and open others as you wander around, lost and confused.
That seems very likely, they probably wanted to steer your towards the Wolf Ring on the return trip. It's a neat idea but totally falls short in execution. You can feel like the moving platforms of Shulva in DS2 is them working harder to make managing paths a lot more explicit and direct. But I like the idea of a magical forest alternating paths on you in a weird way like this, I'd love to see them revisit it and do it better.
When I first played through ds1, around the same place the 'blacksmith ahead' message there was a player message saying something along the lines of boss ahead or strong enemy ahead, and having heard the hammer bangs, I turned away and left only to die in the church instead and miss the firelink shortcut until later. So, yeah, would have been useful to know...
I learned about the moving trees with this video, this is some of the most obscure and unnecessarily convoluted useless features in any videogame I've ever seen. I love it so much it's the COOLEST thing ever
HOW is it possible that you're still adding things to my knowledge of these games. I swear next video is gonna be about the hidden meaning of Priscilla's feet or something
I just settled in for a long bud ride home after a 10 hour shift and this was the first thing on the UA-cam app thank you for blessing us with your gross incandescence. This series is an absolute joy. Your knowledge about the game and the way you present everything is always so engaging, I can’t wait to dig into this one!!
Carmina always felt like a region rather than an individual to me. A lot of other spells use similar phrasing to say a spell is from Oolacile or the Great Swamp. The mention of it being kept secret for eons implies it was passed down in secret for eons as well, though I suppose it could mean just one person knew and died without telling anyone.
This community never ceases to amaze me. I mean, I have over 1000 hours in PTDE and yet someone manages to find things. Btw, the quality of the video is amazing, many thanks.
17:30 gosh so many of your observations about the game's history and stuff are very well-researched. i admire your capacity to process all the info related to the series, i find it all so overwhelming and sparse when i try to research it independently
20:00 just speaking of my own experiences here, when I first played DS1 and defeated the Moonlight Butterfly, I didn't want to use one of the few homeward bones I had at that point in the game, so I decided to walk back to the bonfire. Being as it was my first time and I didn't recognize the area very well, when I saw that there was an open path it seemed perfectly logical to me that it was the path I took from the bonfire. I distinctly remember being really confused after rounding the corner, because I knew that the only path leading into the area should have led straight back to the bonfire, but instead the path brought me in a different direction. Even if I didn't have the wherewithal to recognize that the path was different since the environment is roughly the same, the new enemies would give any new player like myself pause, I think. So in summary, my take is that the tree moving to 'block' the first path after the boss is defeated is likely intended to direct new players to another area that they otherwise might have easily missed.
a better solution would be to make it into a item that you can use whatever with a good duration and better functionality: like for example highlighting developer messages as blue glows, with some clairvoyance traces to point you towards a secret. Would be also interesting if it took the mask off on secret walls or passage ways, maybe enemies too.. kinda like we already do with the unintended feature of mogs stone
Given that the message icon shows a knight of Astora, I suspect these messages were supposed to have been left by Oscar. Like a traveller's diary. 'I can't take this' and 'are the trees moving' sound like a traveller who got lost and is losing his mind. I remember you saying Oscar used to have a bigger role in the game, literally giving you guidance. So this could have been cut content they felt should still fit in the game somehow, even if somewhat hidden.
I have the exact same feeling. It reminds me of something like Toorum's notes in Legend of Grimrock, where a seasoned dungeon delver left notes for others to help them make it through."
My favourite 'illusory wall ahead' is in the building in undead parish after the boar, up the ladder from where you find the Lautrec key. Players are just getting confident in exploring, and are hit in the face by reality. It makes me happy every time I see a first-timer fall for it on Twitch.
I remember being really freaked out by the moving trees and the message that accompany them. The fact that they try to hide but badly has a really ominous feeling despite them being basically useless in a fight. It really fleshes out the idea of the forest itself being against you. I think that these strange useless things are what make DS1 such a masterpiece compared to any other souls game
I get that but Demon's Souls started that Spark for Lore Intensive Detailing that lives on in every Official Souls Series to Souls Like. Also I like each Souls Game in their own Unique way but regardless nothing hits like the Original Demon's Souls for the Playstation 3.
are the trees moving message. maybe the line of thinking was fight the moonlight butterfly the tree moves to semi-block the path and you may run down the opening then wonder where the path you used to get in was. the dev message would draw attention to the tree that moved to block the way home. side note I didn't know the first tree moved at all, awesome stuff
19:48 found that on accident while playing. I’ve never seen the trees do that before I thought they just wiggled so it deeply unnerved me, thank you for mentioning that lol.
Two considerations: Dark Souls 2 could have given Seek Guidance a secondary effect of reseting or expanding co-op summon timers. It would have been brilliant because I'm sure they would have identified that using co-op is, in a way, seeking guidance, and they already made so many strides in that game to have co-op function differently. The other thing is... Wild speculation here, but is it possible that most hidden dev messages were actually placed in earlier versions of the maps that were never revisited? Their positions seem to indicate different item and enemy placement, but something that was not checked again for time constraints. Would that possibly be verified with people's access to the network test version or on the beta maps? The one by Snuggly in specific makes it seem like either the path came from the other side, or that the message itself was moved so it wouldn't be stuck under the debris that was placed there, so it was just mirrored
i do love the idea of beating the moonlight butterfly, turning to head back to the bonfire and go down the path you thought you took before, only to run into an unfamiliar turn and a bright red frog you certainly havent seen before and using seek guidance to find out what was going on
Love the DNA of old games being in the new ones. I can't remember he enemy but in elden ring you can get hit with a stun projectile which has the exact stun animation as the squid mages in 3-1 demon souls
In King's Field the Reapers (tree enemies) had a single eye just like the dragon gods. In Dark Souls the tree enemy moves when you approach the Moonlight Butterfly, which was created by Seath (one of the dragon gods). Deep Lore???
I can't believe you didn't know about the trees. I've known this for years, and I always thought it was common knowledge. I always thought the game does this, to confused the player into walking towards the other area. As in towards the Wolf ring location, after killing the butterfly. This is what happened to me during my play through at least.
I appreciate the effort you put into this video, not only showcasing this niche mechanic but giving little facts along the way players may not have known about!
There is a spot in Seath fight, right by the message, next to the wall where his crystal wave doesn't hit you. On my 1st play through, I spent like 10 minutes in that place trying to figure out what to do, throwing bombs, shooting arrows etc. So maybe not that pointless after all.
To add to the hunt of hidden things, I keep leaving in left-over modifications from previous videos without explanation and just kind of hope no one notices. This video shows three things from Dark Souls 1 that shouldn't be there, at least not by default. Can you spot them? (I'm not counting forcing t-pose, funny animations on NPCs, or anything funny with the player character)
Answers filled in as they're found:
1: Four minutes and Twenty seconds - Unused cupboard added by the Undead Burg bonfire (spotted by returnosf5043 and Mat8594)
2: Twelve minutes and Fifty Nine seconds - Good Vagrant (spotted by _Salok here and others in a few other comments)
3: Twenty minutes and Six seconds - Broken boxes in the Darkroot Garden (spotted by greenpiano6175 )
Is it possible to add sex in dsr?
@@AssholeTingler69 Become a modder and the sky is the limit! So don't lose hope of your dreams, perhaps one day the Gaping Dragon will be f*ckable.
edit: Hate to explain the joke but I think the comment got auto-hidden without my input. They asked if sex can be added to DSR, lmao.
@@illusorywall🎶Vagina dentata~
What a wonderful phrase!
Vagina dentata~
Ain't no passing craze!
Well I definitely noticed the vagrant in the undead burg (which I'm hoping is the most "obvious" one)
@@_Salok That's one of them! 👍 I'm able to self-spawn Vagrants in debug in PtDE, but not in DSR, where just modding them into the game is easier. That is the location of an actual potential Good Vagrant spawn location, but it's not there legitimately so I was counting it as one of the three. The other two things should simply never be there.
I think hidden dev messages in Bloodborne that were tied to your level of insight would have been fun.
I like that idea a lot. Insight could've used more love.
Max insight reveals a message that reads "We're living in a videogame"
@@okisemporiumself aware amygdala
@@okisemporiumI unironically believe this is the true plot of Bloodborne
@@okisemporiumnah. That kind of dumb shit would only ruin everything
Laughing at the idea of adding a helpful hint message that points to a treasure chest lying in plain view and hiding it so well it won't be found even by die-hards until a year and a half after the game's release.
That "are the trees moving" message is top tier paranoia fuel. It sent shivers down my spine just reading it.
I like to think it was made for this sole purpose. So that when you're exploring darkroot garden you're like "HOLY SHIT IT MOVED!"
i like that it drops the format like a charector dropping their accent when scared
Also, is that tree the only enemy in the game that actually has a patrol path?
Edit: I did notice a few Bloated Hollows in the Painted World of Ariamis that patrol
@@lukebrunekreef8259 Off the top of my head I can think of at least one other. That being a torch hollow in the depths.
No not for me but for grandpa?surely
"try lightning" on fucken pinwheel its like the ultimate easteregg
I heard there's a super secret hidden message in the Kiln of the First Flame that tells you to press start on the title screen.
The irony of Pinwheel is that he's a pre Ringing of Bells Boss placed in an area that most players clear post Anor Londo. Unless you're doing Rhea's Questline (which is why I point at it being pre Ringing of bells due to Lautrec's dialogue triggering Petrous to admit he left her stranded there) there's not much reason to visit Catacombs that early unless you're a faith build desperate for some powerful Miracles. But with at best Divine Weapon +5/Base Weapons +10 he can be a pain.
@@Jaquan018 I feel like I must have misunderstood. Did you just say that Pinwheel would be difficult with a +10 weapon?
I think is intended te be beaten just after Tauros demon. you know, with the lighting resine? have you ever tried it? is kindaaaaaa hard, kinda
@@Kayther33 I don't think you're expected to make a detour to the Catacombs right after the Taurus Demon. The Undead Parish takes you straight from the Taurus Demon to the Bell Gargoyles. Not to mention that you are directly told to head up to the Church and down to Blighttown, but you're not told to go to the Catacombs.
"even the flaming poop attack"
the what
I love the dev messages that are trying to emulate the observations a player or in-world character would make. I feel like the messages Gael leaves in DS3 are the spiritual successors to those.
Take the plunge. You wont die.
So about the moving trees thing, if instead of using a homeward bone, you walk back from the moonlight butterfly boss room to the bonfire, then the tree blocking the path to the wolf ring would have moved to block the path to the bonfire. That's probably why that developer message is there
Adding to this, when I first played the game on PS3, I didn't use Homeward Bones at all. So after the Moonlight Butterfly fight the tree having moved did actually manage to trick me into taking a different path, resulting in me being very confused.
It was really cool in hindsight, so I wish they had utilized the mechanic a bit more.
Yeah I've had this happen to me one playthrough, I walked back instead of using a homeward bone, noticed the tree blocking the path and without thinking I ended up going the other way through the weird tunnel
Also while the second tree doesn't block the path as you enter, it will move to block your exit if you go up the path to the wolf ring, got me killed trying to run from the stone giants on my fist run through this area
It is my favorite, favorite thing that a few of us rushed to the comments to point this out despite the fact that the video itself remarks on this event not 3 minutes after introducing the developer message. Truly a Dark Souls/10 moment
People use homeward bones?
About the "are the trees moving" message: I've always thought that the tree moving to the area entrance wasn't to block the player, but to get them lost. Since the tree is similarly coloured to the walls of the area a new player might not notice the path being blocked and might think that the path previously blocked by the tree WAS the original entrance to the area, making it seem like the forest is shifting or changing. It seems like a neat concept that is a bit rough in execution.
That's an awesome idea. I for one love that the messages aren't all "useful"! They add character to the game, intrigue.
Makes a lot more sense in the release version of the game as well. In 1.0, you didn't get homeward bones with boss kills, so getting back to the bonfire to spend your souls was a way bigger deal. I imagine a lot more people would have noticed the trees if they never added homeward bones to the boss drops
This tree is now my favorite enemy in dark souls.
In one of my first playthroughs, I actually did get lost due to the tree moving.
I didn't know about either of these trees, after hundreds of hours of playing. I'm pretty sure its movement has gotten me lost in the forest before.
I remember playing unpatched dark souls on the Xbox360 as my first exposure to these games, wandering into the depths because the gargoyles were hard and softlocking myself getting triple cursed repeatedly dying to grab my bloodstain. Actually seeing the devs write “I can’t take this” made me burst out laughing
Unpatched DaS is the way to play
@@Guitar-Dog isn't that 50% rtsr too?
@@qwopiretyu I believe RTSR should've always had the same activation point, I found an edit to the wiki clarifying the 20% HP from Nov 2011. While the game had a couple small patches before then, that was still prior to any major balancing patches. I don't know for certain though.
The DWGR was absolutely wild though until the DLC came out, that activated below 50% equip load so that might be what you're thinking of. Resulting in builds that should've been too heavy to flip, flipping around like mad during PvP. It was horribly OP, lol.
Another fun one is that the Ring of Fog prevented locking on. While I know more advanced strategies for PvP mean getting good at not over-relying on locking on, to any two newer players, one player not being able to be locked on to gave them a MASSIVE advantage. It was brutal. Invaders would equip it to basically enable easy mode for killing hosts. That didn't last nearly as long as the DWGR ninja flipping Havels though, that was patched out much sooner.
@@illusorywall50% rtsr activation would be a nightmare in pvp like any backstab or roll catch from a strong weapon would activate it
Ah yes, havel monsters were able to flip before dark wood grain ring was changed.
I personally always viewed giantdad as the spiritual successor to havel flippers.
THE FLAMING WHAT ATTACK
How have I never seen that???? I've known about things like the moving trees but never in all my time of playing dark souls have I seen that animation!
Me too!
I never knew about that and I'm autisticicly passionate about Dark Souls 1
@@Guitar-DogYeah I was doing a Challenge to find out how many Bosses you can Kill with Barehanded No Dragon Form Base Game and DLC and found out attacks I didn't even know about from Bosses: Pinwheel, Four Kings, Queelag, Seath the Scaleless, and Gravelord Nito. Since I have 2 Damage for most of the game until I got Kirk Knight Gauntlets for 4 Damage on Seath the Scaleless and Gravelord Nito etc... I found a good amount of new attacks. Including some from enemies. Obviously I only allow killing Enemies with Dragon Form to make things easier. I decided this in order to speed up the run. Long Story Short the Base Game Run ended at Four Kings failing I mean I can see a possibility of winning with enough healing items but 2-3 spawn in very little time then the 4th some time after.
I'm putting it as Impossible for now since I'm not sure even with Healing Items, Perfect Play, etc... That it could happen. Obviously I think that someone could do it with Healing if it's possible but they may need Online help to get Elizabeth Mushrooms and Divine Blessings to Complete it but either way they do it I would count that as something to be proud of because it means you can beat the Basegame.
Edit: By what I mean by Only Allow I mean for Killing Enemies and getting Tail Severeds but no killing Bosses with it. Also I added some other Rules in to help speed things up in order to make this run happen before I f(_)cking die of old age. So basically Item Drops that are Grindable basically anything I Reach at Some Point a Shop or getting Souls or I get a Enemy that drops Stuff that Respawns I skip Grinding and at certain Progress Points I Level to help scale things down. And for Bosses I know are beatable but I can't beat I Allow Advantages there are 2 so far that aren't impossible without them but require Insane Amounts of Time and Patience. Also Moonlight Butterfly isn't included because it Heals Way too Fast and Forever. Also you can't get the Finishing Blow with your Fist at least when I used the Summon to see If I could get what I needed. It didn't work so I'm not sure how Lucky you need to be to get that Barehanded Fists Kill.
Anyways so far there are not many Bosses left Basegame that I haven't yet determined are Beatable without Advantages.
5:57 about illusory walls, later in the brume tower dlc, if you wear the Hollow Skin helm, it shows illusory walls without needing to cast seek guidance
HOW DID I ONLY LEARN THIS NOW
You got to be kidding me
That sounds really helpful on a NG+ where you want to explore as much as possible.
25:14 how wide my smile was when the slow realisation kicked in
Once I realized that this was basically my own mini "dumbshits guide" tucked within the video, I had to! Wasn't planned at all in the scripting process, but I realized it as I recorded my vocal audio.
@@illusorywallDefinitely wasn't lost on me!
It's been great seeing all the love for the guide series that will never end.
They remain quality viewing to this day.
@@jaredmulconry 😢
@@jaredmulconry One of the best Souls Content out there.
Whats interesting is all the dev messages are given Oscar's portrait.
It wouldve been cool to see messages from other NPC's fleshing out their stories. Like maybe Artorious has a portrait next to the message telling you about the covenant. Or Solaire leaving messages pointing out sunlight. Hints from the knights in different places.
Being able to put different portraits next to developer messages is a big opportunity for some fromsoft famous subtle world building and hidden storytelling.
Some of these hidden messages manages to give Miracle Resonance a run for the money as "least useful mechanic ever put into a Souls game", which is really saying something...
You mean you don't find "Safe Zone Ahead" in the Centipede Demon room helpful, when you're already basically there?? lol 😅
The miracle resonance could have been soooo good 😩
@@albino5995i still feel it has a use in ps3 forest where its glitched out so that if theres a MR in any part of the game it also appears in forest. Its like a beacon showing ur not alone even in a 12 year old game.
@@furiousbanana I know I'm not alone in darkroot cause of all the WoG spamming phantoms lol
I think the worst thing a mechanic like Miracle Resonance can be in a Souls game is useful, it's the icing that brings it all together. There's no reason to see the ghosts of other players around the bonfire, but the game would be much worse without it.
"Weakness: Head."
Relatable indeed.
As someone who’s never played or seen much of dark souls I straight up thought that was just strips of bacon in the thumbnail
mmm, hidden developer bacon. sounds like Castlevania meets Dark Souls.
I had to back to to confirm 😂
dangit now im gungry
13:00 _Just stroll straight past the Vagrant like it's not there._
you'd be surprised, but there are more vagrants in the game atm. I found 4 in my current playthrough, my brother has found 2 vagrant and he's at the capra demon
@@stefanoninivaggi98Now that it's known how they're made, probably people are going out of their way to send them out. I know I did when I first learned how.
White or black ones?@@stefanoninivaggi98
@@Dustweaver Yeah.. I'll often drop an item (Which I now call a "Vagrant Fetus") every playthrough I do, and if I see a one that I know is a vagrant fetus, I'll leave it alone.
I was really happy to see a regular evil vagrant, a black phantom evil vagrant, and a black phantom good vagrant in my current playthrough. And just after watching his video on them again. Guess a lot more people are playing right now
The intention with the moving trees is to trick a player into thinking they missed a path. You beat the butterfly, see the new path, and think “wait, where did this come from?”
Then the hidden message will let you in on what happened
It also makes for good paranoia fuel.
To add even more insight to the "are the trees moving?" Message:
In the unpatched version of the game, you dont get a homeward bone after beating the moonlight butterfly, so your ONLY options are to die, cast homeward, use a homeward bone you already had before, or WALK BACK.
Since homeward bones are kinda rare till the gargoyles are defeated (only easy ones i can think of being behind firelink shrine with the mace and cracked orbs), they were probably under the assumption you would walk back. Making the tree's new pathing "block" the way and prompting the message to ask.
"Are the trees moving?"
One thing that would really help Seek Guidance's usability would be having it be a reusable magic item (like the Mimic's Veil from ER) which is available in the hub's store the moment you arrive there - any player can use it without meeting stat requirements, using an attunement slot or having a particular type of catalyst equipped. Most people seem to avoid playing magic builds the first time around, and if you can beat the game and start a second run, you aren't a beginner in need to guidance anymore.
Elden Ring does this! The item is called the scriptstone and you can craft as many as you need
@@minerman60101do you know any cool messages in elden ring?
There is dev messages and phantoms without seek guidance..
2-1 in demon souls has a phantom pulling the lever
I always thought of these messages as it was ment to be in development was if Oscar was always one step ahead and he is the one who leaves these messages , asking questions, leaving hints and even his picture is on all the messages
my favourite thing about illusory wall videos is learning like three extra things about the game that are wholly unrelated to the topic of the video. flaming poop attack, leave through the white light, and actually the exit back to catacombs from the tomb of the giants (i feel like i used to know about this one at some point at least...)
How do you not know the exit back to the Catacombs from the Tomb of The Giants there's Lore Intensive Stuff there related to the Divine.
Look at that beautiful, crisp, expertly-shot footage from the 1.0 PS3 version
25:29 omg the nostalgia im getting from remembering those guide videos is INSANE
I'm glad i found another Wildpie enjoyer :D
I wasn't expecting a reference to the dumbshit's guide in this video, it made me smile and search in the comments to see if I wasn't alone :D
I feel like an old man, nobody even used the term zoomers when wildpie made guides yet here we are, discovering new secrets to this decade old game so long after vaati made his prepare to cry videos.
one of us one of us! @@juliuspoensgen4369
old people use youtube too @@eewweeppkk
32:00
I was curious about this so I checked the JP item descriptions (I don't speak Japanese).
The actual covenant rings (cat, darkmoon, sun princess) use "誓約" seiyaku, which google translates to pledge.
Covenant of Artorias uses "契約" Keiyaku which google translates to contract. This is the only item that contains "契約" keiyaku.
I wonder if this would have been much less ambiguous for Japanese speakers? I don't have access to the japanese version of the Artorias dev message
I actually think there's a more important purpose to the developer message in Seath's first boss room that says "Try Resignation". Aside from the Basilisks, Seath is the only enemy in the game who can curse you, and if you don't understand that you're supposed to die, you might try using your estus to keep yourself alive and end up getting cursed right as you're also locked into an area where you can't warp out to cure yourself. I've seen some guides for that area recommending that you take off your armor before entering the fight just to make sure your defense is as low as possible so he kills you before you get cursed, so I think this message was the devs saying "Things will be worse for you if you try to survive, give up and die, trust me."
I agree, honestly.
I've never interacted with Seek Guidance or hidden messages in any of the souls games but you've given me a new appreciation for them. I especially like the ones that get you thinking more about the lore or other people within the world of Dark Souls. One has to wonder what poor soul left their anguish written on the floor of Lordran's sewers.
I think the lack of bonfires in new londo ruins adds it some unique flavour. It's such a haunted, lost place that there is no respite to be found, it adds to the feeling of exploring a mysterious and dangerous place. Convenience be damned.
I dig it too, and it's the shortcuts that help make that palpable. If I was in charge of a remake I wouldn't add a bonfire down there.
Also it was underwater. Not so good for fires.
@@cranapple3367No there can be you can light a Bonfire. They also could've added ones in still Watery Areas that can't be Relighted and Ones in the Areas you Get Rid of Water in. To add to the Atmosphere.
But due to Lore I doubt it since even though Gwyn denied Dark he also still payed Tribute to their Way of Life but will still follow his way.
DS1 definitely said “convenience be damned” when it services the atmosphere or mood of the area, and I think it’s great, makes a lot of the more challenging areas very memorable.
@@greathorn I wish modern games would be more inconvenient
The messages being visible only after casting a miracle is interesting, but I wish they had done something else to make them accessible to more players.
Perhaps being in the Way of White Covenant could have had added bonus of making the messages visible at all times? Anybody can join that Covenant after clearing the Asylum, and it would have given it bit more use.
I like the idea of Way of White making them more findable! Even if it didn't make them entirely visible outright, which is not a bad idea to begin with, massively buffing the miracle would've been another option.
There's an interesting supposed purpose of the Way of White which I'm pretty confident doesn't exist in DSR. I've mentioned this in a previous video, but it's supposed to make co-op easier to find, and make invasions less common. Some people still recommend it for this but I can't imagine how that could possibly work. It doesn't do anything like pull more summon signs into your game, at least not directly, and it doesn't expand their Soul level range or anything like that.
In vanilla/ PtDE, it might've worked because of the limited pool of players you connected with. You could only connect with up to 20 players at a time, and it's those 20 players who would send ghosts/ messages / bloodstains, etc, and who were also potential candidates to find in multiplayer (if they currently met the conditions, which wasn't at all a guarantee). Those 20 slots would dynamically remove players and get refilled with others, probably prioritizing players currently within the same area as you, and possibly within closer level ranges.
We don't have any idea what the sorting algorithm for the server looked like, but the promise of co-op covenants like Way of White was that you'd be "drawn closer" to others on the network. This almost certainly means that if you were in the Way of White, other members were among the criteria for prioritized connections. And given that the focus of the covenant was ostensibly co-op, that would've meant being connected to more players who are also looking for co-op. Not that Darkwraiths, Darkmoons, Forest Hunters, etc, can't also engage in co-op, or that Way of White members can't pop some cracked red eye orbs and invade you instead, but you can see how that would be a lower chance.
This 20-player-limit is what made co-oping with specific friends so hard in the original version of Dark Souls. You'd often have to wait at least several minutes, sometimes up to 10 minutes in some pretty bad cases, to even find your friend, waiting to get connected in that smaller pool.
But for DSR? The multiplayer just doesn't work that way any more. ANY player, who is within correct matchmaking parameters, will have their summon sign show up for you. Not even the password really helps for making connections. The password is critical in surpassing matchmaking restrictions, and also helpful for making sure randoms don't interact with your signs instead. But IF your co-op partner was within SL and WL ranges to begin with, the password doesn't help their sign appear faster; It would've arrived just as quickly with the password turned off. So the way in which summon signs from anyone on the entire server are basically guaranteed to work, this means the original "drawn together" concept of the Way of White can't possibly work in DSR.
Hypothetically, DSR might've created an entirely new priority system for invasions, that protects Way of White members? But there's no evidence of this. In vanilla/ PtDE, you'd simply always invade whoever in your 20 slots that you had the best connection with (lowest ping), every time. Nothing to directly protect or avoid Way of White members, that's not a thing. So it's hard to imagine that DSR went out of its way to add a nuanced invasion mechanic, when lots of other online issues weren't really addressed.
The TL;DR is that there's literally no point to being a member of the Way of White in DSR, at all. 😅
DS2's DLC has the Hollow Skin which gives you permanent Guidance. Of course it's behind an illusory wall halfway up an elevator so good luck finding it if you don't already know it's there.
@@thehittite6982 I forgot that even existed as an effect! That's pretty neat, but also pretty weird considering how it is found and the lackluster use of it with it being so late in the game. I suppose that's why I forgot about the guidance effect portion.
What a well guarded treasure, haha.
Similarly, I think they should've made a Seek Guidance ring.
You slap it on, and it's essentially ALWAYS going to be working to reveal developer messages.
The downside is that you're using a ring slot for it, but I think it's a more even trade than taking up an attunement slot, and just functionally more useful
Holy shit I had no idea that drop in darkroot was survivable, that makes grabbing the wolf ring soooo much quicker.
I'd like to think that a lot of these messages, rather than being from a developer, are from a character in universe, that'd explain the "I can't take this" and the "are the trees moving?" being so out of place, perhaps he got trapped in between those trees and that's why he left that message
One of the coolest things about Dark Souls' storytelling is all the implicit stories of characters you never see in action. I always wonder about the corpses strewn around Lordran too. Maybe the guy who left that message ended up dying and leaving his corpse up ahead.
@@evanseifert8858It's always interesting to see a new corpse show up with a set of armor when you kill an invader. You'll just be backtracking and suddenly there's a body with items that wasn't there before - or at least if the body was there, the items weren't.
Then there's stuff like Leeroy. He'll help you in the Pinwheel fight, but after you remove the golden fog from the room right before Nito, he'll invade you. This implies he's against the Kingseeker plan and is trying to stop you from getting the Lord Soul so that you can't Link the Fire. Or the denouement of Solaire's story, where saving him will cause him to despair but then become available as a summon against Gwyn when he finds his resolve.
I wish the developer messages were all visible by default. They really add to the feeling of the world being a big dungeon crawl that previous adventurers failed to successfully traverse. Although, sometimes they do kind of spoil surprises and mechanics, so maybe add them after the player has died in the vicinity?
Also, great Kings Field ost choices! Love Passage for a Monk.
"Try light..."
Me: Oh yeah, that would be by one of the DLC secrets that you need a light source for.
Illusory Wall: As all of you guessed, it's at the start of the Tomb of Giants.
I think it’s important to note how eerie the vibes of the “Are the tree’s moving?” Dev message is, it really builds ambiance and a sense of dread
How am I only now learning one of the trees walks around? At this point I fully expect turning into an old man 50 years down the road, and seeing a new upload about recent discoveries in DS1.
I just learned about the blight town spiders havin a lava poop attack.
Did you know you can see the Duke archives from hellkite bridge?
That's one that surprised me
I did, only thanks to illusorywall though.
@@MisterOfuthat was one that popped up in his video that surprised me, the poop attack in this video was my shock (Das2 illusory wall messages aswell)
Can you think of any others, proper secret secrets 🤔?
Would love a thread somewhere with 'secrets in dark souls for people who have 100% dark souls"
I can't really think of anything equally obscure.
Reminder that pinwheel is an early game boss. You ever try to fight him with an unupgraded starting weapon? He has more health than the Taurus demon.
Ahh yes. The joy of going down the catacombs with no bonfire warp. Pinwheel is designed as an early game boss but he isn't in an early game area. Even for a miracle build with a divine blunt weapon the skeletons and necromancers are not tuned to fresh characters or new players.
@@qwopiretyuThe catacombs are designed to be explored somewhat early on. The skeletons repel you at the start but remind you to return and press ahead when you get stronger, encouraging players who get stuck at later boss fights to try that direction instead.
I went down the Catacombs right after ringing the first bell and with no knowledge of the area's shortcut. Was it hard? Sure. But it was also some of the most fun I had playing Dark Souls. The challenges ahead never felt unsurmountable, I knew I was always just a Necromancer away from making some progress through the area. The fight against Pinwheel was the icing on the cake. I missed him a couple times with my stubby Battle Axe so he filled the area with his puppet-clones in no time. Their magic attacks melted my HP bar, and the fight ended in a climactic double-down. There are other boss fights in the game which have more thought put into them, but this was my favourite one. It was the perfect storm of adrenaline (especially right after running for my life from the Bonewheel Skeletons), challenge and role-playing (my weapon of choice mattered quite a bit). Plus, I love Pinwheel's design and boss music.
@@eewweeppkk I would argue that they are designed to NOT be explored early on, from the skeletons to the wheels, the place isn't for the weak and low level.
@@user-zk3dx9dd6p its meant to be both low and higher sl. It has a short cut to the boss which allows you to run past all the enemies and summon leeroy who can kill the boss in 2 hits. This way a more experienced player can have 20 estus and go through more difficult areas sooner and pvp faster.
Running through the rest of the area requires more levels because of the damage and hp if enemies
That tree moving to block you after Moonlight butterfly is so cool! How did they leave it in that half-assed state?
And at the end of the video when talking about Pinwheel and him being too easy -- everyone who loves DS1 should do themselves a favor and go fight Pinwheel at base level and unupgraded weapons, without Leroy. It's actually a really good fight when he doesn't die in 2 seconds. Much, much better than the DS3 version of the same fight, Crystal Sage
@@alpagator1372 I actually did this during my first playthrough by accident. I had a divine weapon to deal with the skeletons but that was it. I had maybe a handful of extra soul levels by the time I got to Pinwheel. The fight was pretty good, and I believe how it was intended to be fought - I think the game was probably far less linear at one point in development, and the Tomb was meant to be accessible in as an early game path branch. When they changed the layout of the game and the order of progression, they forgot or didn't have time to buff Pinwheel to match.
@@alpagator1372 The game tries to nudge players into going to catacomps early because of Petruses missing friends, but people rarely do that on their first playthrough. I did go there early and pinwheel kicked my ass.
because DS1 was insanely rushed?
@@battedbook5811 Domnhall also can tell you to go to the catacombs if you want to improve your kindling, but even among the small number who hear that hint, no who has already walked through 90% of the depths is gonna traipse all the way back through to firelink and then down to the catacombs before progressing.
Gotta love when you open UA-cam and you see that Illusory Wall has posted. Keep up the good work man!!
I've always loved Seek Guidance, even though it is pretty terrible. I think it helped me find the return to the Undead Asylum on my first playthrough, though the second sign is slightly too far away!
You mentioned it as well! I always wished that Seek Guidance lasted until you died or touched a bonfire, so that you trade an attunement slot for permanent developer messages.
A note about the "Exchange" comment (10:24): my game has been consistently bugged in that Snuggly's voice lines rarely play. I remember watching Matthewmatosis' commentary, and being surprised that she had dialogue. I'm unsure how common this bug is, but if the developers were aware of it, it's possible the message exists to alert players who can't hear the dialogue. Admittedly, fixing the bug seems like a more straightforward solution, but I figured I'd mention it anyway.
I keep editing this comment, but the moving trees are absolutely wild. I'm definitely going to see this for myself in-game.
I would not rate it as "terrible", I mean, it doesn't do much, but it does well what it was meant to do.
@@maht.8016 Yeah, it does what it was meant to do, but the placement of hidden developer messages kinda stinks. Since the messages are in bad places, that makes the spell less useful than it could have been.
A video going through the oddities of the initial console release versions would be fascinating
I’ve been playing souls games for nearly a decade now and never realized seek guidance did this
Yeah me too, I used it once near Petrus after I bought on my first playthrough, it did nothing, so I never used it again.
Bearer, seek "Seek"
casting some spell over and over again so you can comb through the entire game for a handful of useless developer hints is peak Dark Souls game design
Honestly I would have loved a hidden message about Lautrec. Maybe something short and vague, “You Bastard” would be nice.
Anyone who uses Seek Guidance is presumably a Faith / holy character anyway, so a few comments regarding the trustworthiness of NPCs would have felt appropriate.
Right? Patches got a "Liar", Lautrec deserved better than a mere Prisoner ahead down the hallway.
I think I encountered the tree moving after Moonlight Butterfly in one of my first playthroughs - I think that message definitely would make the most sense in the context of someone finding their way to that area the first time because the tree moved. Makes me wish the game didn’t give you homeward bones there - it’s a very cool design that I wish more players would’ve encountered naturally to help you discover a hidden path
That bit about giving advice for Pinwheel makes a lot more sense if you imagine it from the designers' perspective. It's certainly _possible_ for players who go down into the catacombs first thing. Meaning it's _possible_ new players might encounter Pinwheel very early, when they're underleveled and their damage output might not be strong enough to race the boss. So they designed the boss around the assumption that it was an early-game encounter that the players might need help beating.
The problem, of course, is that this assumption was grossly overestimated. _No one_ goes after Pinwheel first thing. Except for speed-runners or the like, who wouldn't have trouble with him anyway because they're more experienced. Most new players avoid the Spooky Scary Skeletons like the plague, until they have no other choice. Moreover, Firelink Shrine is designed to funnel players towards the Undead Berg, where all the _actual_ early game content is. Indeed, _most of the game_ branches off from that initial upward climb in the direction the players are planted upon arriving. So players end up exploring large chunks of Lordran before they think to loop back to either the cemetery or New Londo.
Pinwheel is basically a victim of Dark Souls's good game design. The intended path is so intuitive, and the Catacombs so intimidating, most players never make it to Pinwheel before he becomes greatly outclassed.
Quick comment on the "are the trees moving" bit: I actually only discovered that back area to the Darkroot because the first tree moved. I vividly remember exploring very cautiously and going to grab the set of knight armor after i had safely dispatched the butterfly, which took me a decent chunk of time overall. And when I came back, i had forgotten the way and took the path blocked by the tree. On a second playthrough, I realized what had happened, and it was actually a super meaningful discovery for me!
42:13 - YES, I absolutely agree. The first time I ever got to this area, I got genuinely mad that this opportunity to figure out the path was taken away from me - I am not someone who gets mad or angry easily. I specifically played offline, because I wanted to avoid the messages that would spoil things like this.
Edit: But aside from that, fantastic video - thank you very much :)
Seek guidance is fascinating to me because when I first played dark souls 1 I guessed what it would do was show more messages from players, tried it once, then went back to playing offline like I always do. I never guessed there were dev messages so I thought it was just a spell you could cast to see an extra 'try finger, but hole' every so often
It's really interesting that there's a Seek Guidance message urging you to attack Gwynevere. I always thought that these messages were supposed to be left by the gods, but it seems like that one was left by Kaathe or something.
the tree moving after moonlight butterfly makes more sense for the unpatched/1.0 version, since you get like no homeward bones from bosses
I love the idea of developers putting "try light" before the tomb of the giants. But the only likely light source a player will find is INSIDE of the tomb of giants. If I had ever seen that message on my first playthrough, i probably would have backtracked looking for a missed torch or something.
The skull lantern is from the Necromancers, isn't it?
Yes it is. The ones in the Catacombs have chances to drop them, but finding it inside the Tomb is much more likely.
The only other light sources are the sunlight maggot and dlc sorcery, neither of which a new player are going to find before tomb of the giants
It’s worth mentioning about the power within bug, I find it very interesting it’s referred to internally as “Prince Izalis” because the main model for the Bed of Chaos (the tree part, not the bug or the staves) is referred to internally as “King Izalis”
I've seen many players' messages trying to copy those of the developers', so I think the community kinda fixes partially the negative side of Seek Guidance
That's an idea..
Maybe the design of seek guidance is a way to show players what sort of messages to write aswell..
If your using it to find messages it will encourage you to put some down
extra crunchy vamos, gotta love it
Love the WildPie101 reference
man...
I need their videos back.
Thanks! And yeah it would be cool if they returned to finish the series, it's a classic.
FromSoft forgetting things they learned in Dark Souls 2 is par for the course.
I LOVE THE REFERENCE at 25:00 . Those tutorial videos used to give me life, and the music is so weirdly nostalgic 🙂
I love the reference with the music when discussing the optimal path through the depths, great call back
If only Jerma knew about Pinwheel's weakness, history might have been different...
The thing regarding the trees is funny, I had the exact opposite experience every time I've played Dark Souls. I noticed the trees (without using any guidance) but I've never seen the 'flaming poop attack' until now. Should call this game Ceaseless Amazement
Just beat King's Field II aka King's Field US last Sunday, so hearing the game's music all of a sudden after the intro was quite the pleasant surprise!
Just hearing it made me want to go and replay it, especially after recently playing Lunacid. Truly evil.
Hearing it makes me want to play it again.
Hey man, doubt you'll ever see my comment but I used to read your blog posts relating to stuff such as Tomb of Giants not being visible from Lost Izalith, being able to see blood stains in lost Izalith from the Tomb of the Giants, the higher parts of the Demon Ruins that might have meant to be explorable at one point and the unused low quality 'towns', plus all the vagrant stuff before it was known too well, glad to see you have a channel
i love those tree enemies, for the longest time, like actually a few full playthroughs in, i didn't realise they really existed AS enemies, i thought they were tree objects that spawned in randomly to block my path and i just had to get lucky if i wanted to get through. i imaged there were many other places they could randomly block my path in darkroot garden
i think this was my assumption because i had previously played "The Lord of the Rings: The Fellowship of the Ring" for PS2 where there's a forest level where the trees randomly appear and disappear when you aren't looking to block and unblock your path, it was very disorienting and i felt very disoriented in the darkroot garden as well
19:56 Maybe the idea of the developers was that some players running back from the moonlight butterfly will accidentally take the other path? 33:48 I think the idea that the developers had here might be that some players enter and leave the room multiple times to try different things to defeat the boss until they try using seek guidance. But the amount of people actually finding that message on their first playtrough must be super low though.
My 1st full blind playthrough, I killed moonlight and didn't bone home, so I got the tree blocking my egress easter egg. I was led to believe then the trees did slowly move around the map, until further playthroughs proved otherwise. Glad I now have an explanation of what was going on then.
Regarding moving trees, could it be that they were intended to be a bigger mechanic? If the forest was meant to be harder to navigate, hence the glowing flowers, maybe there would have been more moving trees that would have moved around and shut off paths and open others as you wander around, lost and confused.
That seems very likely, they probably wanted to steer your towards the Wolf Ring on the return trip. It's a neat idea but totally falls short in execution. You can feel like the moving platforms of Shulva in DS2 is them working harder to make managing paths a lot more explicit and direct.
But I like the idea of a magical forest alternating paths on you in a weird way like this, I'd love to see them revisit it and do it better.
When I first played through ds1, around the same place the 'blacksmith ahead' message there was a player message saying something along the lines of boss ahead or strong enemy ahead, and having heard the hammer bangs, I turned away and left only to die in the church instead and miss the firelink shortcut until later. So, yeah, would have been useful to know...
Oh haha damn, that was a brutally effective troll. That's SO much worse than lying about a survivable fall or secret path, lol.
I learned about the moving trees with this video, this is some of the most obscure and unnecessarily convoluted useless features in any videogame I've ever seen. I love it so much it's the COOLEST thing ever
HOW is it possible that you're still adding things to my knowledge of these games. I swear next video is gonna be about the hidden meaning of Priscilla's feet or something
I just settled in for a long bud ride home after a 10 hour shift and this was the first thing on the UA-cam app thank you for blessing us with your gross incandescence. This series is an absolute joy. Your knowledge about the game and the way you present everything is always so engaging, I can’t wait to dig into this one!!
Carmina always felt like a region rather than an individual to me. A lot of other spells use similar phrasing to say a spell is from Oolacile or the Great Swamp. The mention of it being kept secret for eons implies it was passed down in secret for eons as well, though I suppose it could mean just one person knew and died without telling anyone.
Your ingame footage is so freaking good!
I bet 99% of people have never cashed that spell
Lol I’m new to the series and I used it not knowing what it does
Y ..preety much and those who did , did it by curiosity then abandoned it
Haha, so true! I remember the first time I used this spell. I thought it was a healing spell
I can't believe I've never seen this channel before. Stoked to binge this today.
This community never ceases to amaze me. I mean, I have over 1000 hours in PTDE and yet someone manages to find things. Btw, the quality of the video is amazing, many thanks.
17:30 gosh so many of your observations about the game's history and stuff are very well-researched. i admire your capacity to process all the info related to the series, i find it all so overwhelming and sparse when i try to research it independently
I love that the guide in this game is so obscure, you need a guide to find it.
14:47 I don't think there should be any problems with Seek Guidance being handhold-y. It's the handhold spell afterall
20:00 just speaking of my own experiences here, when I first played DS1 and defeated the Moonlight Butterfly, I didn't want to use one of the few homeward bones I had at that point in the game, so I decided to walk back to the bonfire. Being as it was my first time and I didn't recognize the area very well, when I saw that there was an open path it seemed perfectly logical to me that it was the path I took from the bonfire.
I distinctly remember being really confused after rounding the corner, because I knew that the only path leading into the area should have led straight back to the bonfire, but instead the path brought me in a different direction. Even if I didn't have the wherewithal to recognize that the path was different since the environment is roughly the same, the new enemies would give any new player like myself pause, I think.
So in summary, my take is that the tree moving to 'block' the first path after the boss is defeated is likely intended to direct new players to another area that they otherwise might have easily missed.
a better solution would be to make it into a item that you can use whatever with a good duration and better functionality:
like for example highlighting developer messages as blue glows, with some clairvoyance traces to point you towards a secret.
Would be also interesting if it took the mask off on secret walls or passage ways, maybe enemies too.. kinda like we already do with the unintended feature of mogs stone
These are good ideas too!
"Turn it into an item" is Elden Ring's solution for this and a couple other non-combat spells
Maybe a ring which reveals messages. That way you're making a tradeoff of weakening yourself in return for more information and guidance.
Given that the message icon shows a knight of Astora, I suspect these messages were supposed to have been left by Oscar. Like a traveller's diary. 'I can't take this' and 'are the trees moving' sound like a traveller who got lost and is losing his mind. I remember you saying Oscar used to have a bigger role in the game, literally giving you guidance. So this could have been cut content they felt should still fit in the game somehow, even if somewhat hidden.
I have the exact same feeling. It reminds me of something like Toorum's notes in Legend of Grimrock, where a seasoned dungeon delver left notes for others to help them make it through."
My favourite 'illusory wall ahead' is in the building in undead parish after the boar, up the ladder from where you find the Lautrec key.
Players are just getting confident in exploring, and are hit in the face by reality. It makes me happy every time I see a first-timer fall for it on Twitch.
What's the wall?
I can't think where you get lautrec key, I always take master key
I remember being really freaked out by the moving trees and the message that accompany them. The fact that they try to hide but badly has a really ominous feeling despite them being basically useless in a fight. It really fleshes out the idea of the forest itself being against you. I think that these strange useless things are what make DS1 such a masterpiece compared to any other souls game
I get that but Demon's Souls started that Spark for Lore Intensive Detailing that lives on in every Official Souls Series to Souls Like. Also I like each Souls Game in their own Unique way but regardless nothing hits like the Original Demon's Souls for the Playstation 3.
are the trees moving message. maybe the line of thinking was fight the moonlight butterfly the tree moves to semi-block the path and you may run down the opening then wonder where the path you used to get in was. the dev message would draw attention to the tree that moved to block the way home. side note I didn't know the first tree moved at all, awesome stuff
19:48 found that on accident while playing. I’ve never seen the trees do that before I thought they just wiggled so it deeply unnerved me, thank you for mentioning that lol.
Vamos' extra crispy audio never fails to make me smile.
saaaaame
My focus is forever spoiled.
massive respect for fully crediting every discovery, especially those recent discoveries on youtube!
Two considerations:
Dark Souls 2 could have given Seek Guidance a secondary effect of reseting or expanding co-op summon timers. It would have been brilliant because I'm sure they would have identified that using co-op is, in a way, seeking guidance, and they already made so many strides in that game to have co-op function differently.
The other thing is... Wild speculation here, but is it possible that most hidden dev messages were actually placed in earlier versions of the maps that were never revisited? Their positions seem to indicate different item and enemy placement, but something that was not checked again for time constraints. Would that possibly be verified with people's access to the network test version or on the beta maps? The one by Snuggly in specific makes it seem like either the path came from the other side, or that the message itself was moved so it wouldn't be stuck under the debris that was placed there, so it was just mirrored
The moving tree actually managed to trick me once even though I had played through the game multiple times before.
This wall is so illusory
i do love the idea of beating the moonlight butterfly, turning to head back to the bonfire and go down the path you thought you took before, only to run into an unfamiliar turn and a bright red frog you certainly havent seen before and using seek guidance to find out what was going on
Those trees are my favorite enemies in the game, the cut attack animation looks goofy but shows a bit of King's Field DNA in there.
Love the DNA of old games being in the new ones.
I can't remember he enemy but in elden ring you can get hit with a stun projectile which has the exact stun animation as the squid mages in 3-1 demon souls
Edit: anyone else got old animations/items appearing in the newer games?
Poop jars in the things betwixt house
In King's Field the Reapers (tree enemies) had a single eye just like the dragon gods.
In Dark Souls the tree enemy moves when you approach the Moonlight Butterfly, which was created by Seath (one of the dragon gods).
Deep Lore???
35:40
Wow what the hell?
Hollywood can only dream of twists like these
I think elden ring also made an improvement by making it a consumable item that's easy to craft and doesn't need any stat investment
Which item?
@@zariotsgilbert9717 seek guidance is now an item called "scriptstone", which can be crafted with near-useless crafting materials
@@zariotsgilbert9717 the "scriptstone" you can craft after getting the missionary's cookbook 2
I can't believe you didn't know about the trees. I've known this for years, and I always thought it was common knowledge. I always thought the game does this, to confused the player into walking towards the other area. As in towards the Wolf ring location, after killing the butterfly. This is what happened to me during my play through at least.
Wait, DS1 was peak of the series for something? Imagine that c:
I appreciate the effort you put into this video, not only showcasing this niche mechanic but giving little facts along the way players may not have known about!
There is a spot in Seath fight, right by the message, next to the wall where his crystal wave doesn't hit you. On my 1st play through, I spent like 10 minutes in that place trying to figure out what to do, throwing bombs, shooting arrows etc. So maybe not that pointless after all.
25:13 - wasn't expecting to get kicked in the nostalgia like that
Wake up babe, new dark souls dissected episode just dropped!