Let’s Illustrate Dark Souls 3 Part 15: Terms And Conditions May Apply

With the Chapel of the Deep out of the way Fault heads back to the poisonous (but leech free!) swamp and messes around with some signal fires in order to open the path to the next boss: The Keepers of Farron.

They’re another one of those interesting multi-stage boss fights. In the first stage you fight multiple keepers at a time, which can be a blessing or a curse depending on whether they decide to all focus on you or instead fight among themselves.

Finish off the boss and there’s a surprise cutscene where the blood from all the keepers comes together to reanimate a single super-keeper who lights their sword on fire and sure fights a lot like a certain Bloodborne DLC boss.

Fault makes no progress here.

Obviously I’m going to need to grind for some levels.

Or do I? One of my Firelink buddies keeps mentioning something about drawing out true potential. Fault finally lets him do it and receive a free stat point in exchange for being saddled with the good old undead curse from the first game. Now every time Fault dies she becomes slightly more Hollow. It’s just as gross as in the first game but fortunately Fault is wearing a full helm so nobody can really tell.

Like most RPG protagonists Fault will do almost anything for more pluses.

Like most RPG protagonists Fault will do almost anything for more pluses.

The good news here is that the more hollow Fault gets the more power her buddy will give her. This means I can earn up to four more bonus stat points just by jumping off the nearest cliff again and again.

But that hardly sounds sportsmanlike so instead I head back to the Farron Woods and take an elevator hidden in a certain tower in order to reach the top of the crumbling ruins of a once great highway bridge. Lurking here is an optional mini-boss: a washed up Stray Demon from the first game. Where Dark Souls demons were beings of fire and chaos this one has cooled down to mere rock and dust. Doesn’t mean we can take things easy though; it still has an axe bigger than Fault and while it can’t spit fireballs it can spit rocks.

Clearly this is a great place to die a bunch and rack up some hollowing.

Instead Fault emerges victorious on her second try.

Ok, new plan. Back to the Chapel of the Deep to fight those two giants that were always stomping around in the muck. You know, the ones you were clearly meant to outrun and out-think on your way to the boss.

Fault kills them both in one try without even resting at a bonfire in between. As powerful as they are they can’t really attack things near their feet and they telegraph their few stomping moves way too much.

So my plan to get Fault killed in honorable combat is apparently a bust. Time to just run around and let things maul her to death until I qualify for all five bonus points.

Let’s Illustrate Dark Souls Part 14: Vigorous Religious Debate

Fault has finally finished gathering up all the obvious free goodies in this part of the game so it’s back to the Chapel of the Deep to do some good old classic dungeon crawling and beat the next boss standing between us and the Lords of Cinder.

This particular boss fight is actually kind of neat. When you enter the room you are faced with a horde of hollow priests, one of which is glowing red. Killing the glowing one does damage to the boss and causes the glow to jump to a different priest.

So you worship a being called Saint Aldrich, Devourer of Gods? Fascinating! Do you maybe have a pamphlet I could read?

So you worship a being called Saint Aldrich, Devourer of Gods? Fascinating! Do you maybe have a pamphlet I could read?

About halfway through the fight the glow will stop jumping from priest to priest and instead manifest as some sort of evil Anti-Pope surrounded by a handful of extra tough Anti-Bishops or something like that (I’m a bit fuzzy on the ecclesiastical hierarchy of the Church of the Deep). On my non-gimmick file, where I did dungeons out of order and was extremely over-leveled, I finished the fight without seeing what the second half really involved.

But now that I’m trying to Luck Knight my way through a level appropriate boss fight I had the pleasure of discovering that the Anti-Pope and his buddies can work together to summon a cursed mist that auto-kills you if you don’t finish the fight fast enough. (Surprise! Fault did not finish the fight fast enough her first time.)

Let’s Illustrate Dark Souls Part 13: Power Underwhelming

Last time Fault looted all the obvious treasure from the outskirts of the Chapel of the Deep. This time it’s back to the road of sacrifice to poke around the various ruins and swampy corners we ignored before. This yields some awesome treasure including the Farron Coal (which I completely forget was hidden here).

Bringing coals back to Andre unlocks new weapon upgrades and one of the Farron Coal upgrades is poison. Poison is one of the few weapon stats that supposedly scales with luck so we’ll be taking advantage of this as soon as we can find a poison stone to work with.

So we take the second exit out of the Road of Sacrifice and end up in the swampy Farron Keep which is full of poison slugs and toxic swamp water (But no leeches. Yay!). Fault then stabs her way through about twelve slugs and lo and behold one of them drops a poison stone. I must say that farming with a luck score is pretty neat.

Back at base Fault has Andre infuse her old bandit knife with poison. This not only adds the poison effect, it improves the existing bleed effect. Damage per-hit unfortunately takes a bit of dive but that’s what the fire rapier is for. Our new poison dagger will be for hit and run tactics against tough targets that we don’t want to fight outright.

Or at least that’s the plan. I have no idea how well poison works in Dark Souls 3 but it scales off of luck so this would be a pretty sad luck build if I didn’t try it at least once. (Update: It’s not that great. Most normal enemies are faster to just kill than to poison while most bosses are virtually immune to status ailments. Fault will be sticking with her rapier.)

This zombie feels mildly inconvenienced by having been poisoned.

This zombie feels mildly inconvenienced by having been poisoned.

Let’s Illustrate Dark Souls Part 12: Pants At Long Last

Last time Fault cleared the road of sacrifice by killing a giant evil wizard. At this point the game actually opens up quite a bit and we now have two different bosses we can tackle in whatever order we please. Or… we could ignore that and instead run around grabbing treasure from all the new areas we’ve unlocked.

We start off by heading towards the Chapel of the Deep and looting a corpse that happens to be wearing a full set of herald armor. Which means… PANTS!

Yes, the herald pants not only have better defense than the deserter’s trousers they also go all the way to the end of Fault’s legs which leaves us looking like a proper adventurer and less like a bedraggled street urchin forced into a life of crime. Which technically is exactly what we were, having started the game as a thief and all. But no longer! We’re actually starting to look like a proper Luck Knight.

This is what happens when it's 11:30 at night and you suddenly remember you haven't done your daily sketch.

This is what happens when it’s 11:30 at night and you suddenly remember you haven’t done your daily sketch.

To celebrate I head back to town and find that one of our NPC buddies is now selling a small shield with 80% damage reduction instead of the pathetic 60% we’ve been using. Eventually I hope to have the stats for a 100% shield but for now this is a big step in the right direction.

Fault then head back to the Chapel of the Deep and discover it’s literally crawling with maggot infested zombies and all sorts of leech monsters. Getting hit by them leaves you covered in tiny parasites that slowly fill up your bleed meter. When it maxes out you take major damage.

Fortunately a high luck score increases the size of your bleed meter which means Fault can walk around covered in leeches for quite some time before taking damage… which actually doesn’t sound like a lucky experience at all. But it does give us all the survivability we need to grab some estus flask upgrades and various other trinkets before putting the chapel on hold in search of a less disgusting place to go treasure hunting.

Let’s Illustrate Dark Souls Part 11: How Magical

Fault has been doing a surprisingly good job of carving her way through the road of sacrifice without dying every three steps so I decide it’s time to head to the next boss. On my non-gimmick file I got lost and didn’t fight this boss until much later in the game when I was severely overpowered, so fighting it at the level I’m supposed to is actually kind of nice and gives me an opportunity to see all of the boss’s attacks! On the downside I wind up dying half a dozen times or so before winning but by Luck Knight standards that’s a roaring success.

Anyways, the boss here is a big old wizard who shoots you with crystal magic and teleports away every time you land a good combo on him. When he gets low on health he’ll start summoning clones that die in a single hit but spam magic attacks until then. Try to avoid getting caught in their crossfire and don’t get so focused on hitting the true boss that you neglect to watch your back for clones firing surprise crystal lasers.

This is actually one of the clones. The real boss is RIGHT BEHIND YOU RIGHT NOW!

This is actually one of the clones. The real boss is RIGHT BEHIND YOU RIGHT NOW!

Let’s Program A Prisoner’s Dilemma: Index

The Prisoner’s Dilemma is a famous Game Theory thought experiment that tries to answer questions about why sometimes people choose to cooperate with each other and sometimes they choose to trick and betray each other.

While it can be analyzed using nothing but pure math we’re going to take an AI approach to this classic dilemma by building a bunch of simple simulations and then putting them in a big virtual room where they can either work together or prey on each other. Watching their behavior and seeing who comes out on top should hopefully give us some insight into how real humans approach similar situations.

Let’s Program A Prisoner’s Dilemma Part 1: Game Theory Is Less Fun Than It Sounds

Let’s Program A Prisoner’s Dilemma Part 2: Crime And Punishment

Let’s Program A Prisoner’s Dilemma Part 3: Fight In Cell Block D

Let’s Program A Prisoners Dilemma Part 4: Heaven or Hell, Let’s Rock!

Let’s Program A Prisoners Dilemma 5: What Is A Decision Making Process?

Let’s Program A Prisoner’s Dilemma Part 6: Eye For An Eye

Let’s Program A Prisoner’s Dilemma Part 7: Survival of the Fittest

Let’s Program A Prisoner’s Dilemma Part 8: And The Moral Of The Story Is…

Let’s Illustrate Dark Souls 3 Part 10: Maybe Everything Isn’t Always Horrible

Last time Fault made a friend. This time it’s back to stabbing people along the road of sacrifice and things are actually going pretty well. Fault started the game as an under-leveled, under-equipped thief with a crippling build gimmick. Fault is now a properly-leveled pseudo-knight wielding a +3 fire rapier that almost makes up for her crippling build gimmick. Which means I’m actually making pretty good progress without constantly dying.

It's a little disappointing that fire weapons don't actually look like they're one fire.

It’s a little disappointing that fire weapons don’t actually look like they’re one fire.

Fun fact: There are actually two exits from the road of sacrifice. On my first playthrough I completely missed one of them and wound up completely skipping an entire early-level dungeon in favor of jumping straight into mid-game content. Didn’t find the other area until I ran out of bosses to fight and did some extreme backtracking. This time around I’ll be avoiding that little slip-up and fighting the bosses in the actual “correct” order.

 

Let’s Illustrate Dark Souls 3 Part 9: I Have The High Ground

Last time Fault finished up with the Undead Settlement, so we rejoin her today as she enters the cheerily named “Road of Sacrifices”, which I think is supposed to be a path that was used for transporting undead prisoners from one horrible part of the DS world to an even worse part the DS world. At the moment it’s full of crow monsters that would be a real pain to fight if they didn’t have such a bad habit of standing right beneath plunge attack enabling ledges.

Manga Studio has some pretty nice watercolor effects that would be really useful if I actually knew how to paint

Manga Studio has some pretty nice watercolor effects that would be really useful if I actually knew how to paint

The third monster crow Fault kills also happens to drop an item that will completely change the course of this entire playthrough… or at least it would if any of the NPCs back at Firelink knew what to do with it. Instead it’s just going to sit in my inventory mocking me until much much later in the game. And no, I’m not going to tell you what it is. If I have to put of with the frustration of not being able to use it you have to put up with the frustration of not knowing what it is.

Halfway through the area we also run into a traveling knight. Fault and the stranger quickly bond over their shared enthusiasm for helmets. I can only imagine this is the start of a classic Dark Souls style NPC quest that I will undoubtedly fail to complete because step 4 will involve going to a secret area while holding a secret item and then backflipping twice between the hours of 3 and 4 in the morning.

OK, I exaggerate but I don’t think I’ve ever finished a dark souls NPC quest without “cheating” through the wiki. (Although to be honest I don’t think the developers intend you to find all these secrets on your own. DS is a very community based game.)

Let’s Illustrate Dark Souls 3 Part 8: The Bigger They Are…

Last time Fault killed several dozen heavily armored knights but failed to find even a single pair of intact knight leggings. So for now she’s settled on wearing a big heavy helmet and is pushing on ahead through the Undead Settlement.

Not that there’s really much to do in the Undead Settlement aside from saving a few NPCs and collecting some upgrade materials all of which can be done pretty quickly if you know where to look. After that there’s really nothing preventing you from dodge rolling past a few mobs of enraged zombie villagers and taking the elevator down to the next area.

I'm a big advocate of the Hanna-Barbera approach to adventuring

I’m a big advocate of the Hanna-Barbera approach to adventuring

On the other hand I happen to know the Undead Settlement has a bonus boss that’s absolutely terrifying until you find the weakness in their attack pattern at which point it becomes free XP. And boy could I use some free XP.

So off I go to manipulate the AI of a giant tree.

If anybody wants to know the trick to killing the giant cursed tree it’s this: Get to the second stage of the fight and then stay barely out of range of its melee attacks. This will usually result in the tree trying to crush you by standing up really tall and then falling over. The huge windup on the attack makes it easy to dodge and afterwards the enemy will be stunned for several seconds during which you can stab its zombie arm weak spot repeatedly. Can be a bit tedious if you don’t do a lot of damage per hit (That’s my Fault!) but it’s pretty easy to eventually win.

Let’s Illustrate Dark Souls 3 Part 7: The Quest For Pants

Defeating Vordt gives Fault access to the Undead Settlement, a rural farming community full of undead. Not really sure why though. Was it a normal farming town where everyone went hollow all at once or did a bunch of hollow decide to get together and take up gardening as a way of fighting off madness?

Anyways, Fault has more pressing issues than wondering about the history of undead agriculture. Her armor still sucks and she’s tired of scandalously flashing her ankles for the whole world to see. It’s time for a quest for pants.

Thanks to our high luck Fault manages to rob a pair of worker’s pants off the first undead villager she murders. Unfortunately it turns out to be completely worthless having even less stat bonuses than the “Deserter’s Trousers” we started the game with. Same problem with the cleric pants we find on a corpse later on in the area. So for now we’re stuck with our silly ragged shorts because as much as Fault hates running around with cold legs she hates getting stabbed to death even more.

But wait! Killing Vordt means we now have a bonfire right next to a group of three knights. Knights that dropped all sorts of awesome armor when I killed them in an earlier file.

Thus launches Operation Metal Pants which basically boils down to killing those three enemies, looting their corpses and then running back to the bonfire to start the whole cycle again in hopes of eventually getting a good armor set. The plan does have some slight kinks, mostly revolving around the fact that fighting heavily armored enemies while virtually naked yourself is kind of difficult, but eventually the drops start piling up.

And what drops they are! Fault’s high luck is already paying off as I’m inundated by cool drops I never saw on my earlier files: Free embers, powerful swords, cool shields and a ton of crossbows. But, frustratingly enough, no pants. The one piece of armor I always found on my non-luck files becomes the only piece of equipment I fail to find after killing several dozen of the things. Instead they just keep dropping these awesome weapons I don’t (and probably will never) have the stats to use.

Well, whatever. Function is more important than form so I dramatically boost my armor by throwing on a full steel helm and some gauntlets and warp back to the Undead Settlement with Fault still stuck in her breezy shorts.

Finally switched from Gimp to an actual illustration program, Manga Studio. It's nice but obviously not a miracle worker.

Finally switched from Gimp to an actual illustration program, Manga Studio. It’s nice but obviously not a miracle worker.