Demon’s Souls is the type of game that mercilessly tears you to shreds your first playthrough than kicks you while you’re down. It’s also beautiful, original, and incredibly innovative, so generally people either love it or they hate it. At first I was a member of the former group, but after investing a grand total of 50+ hours spread across three character classes, I have become infatuated with this game. The best way to describe playing Demon’s Souls is to compare the game to being in a relationship with the person of your dreams, however; said person of your dreams is abusive, and tends to kick your unsuspecting ass from time to time before giving you a kiss and helping you back up.
So I’m here, dear reader, to help you get through this relationship and the abuse it brings with it, so that you can better enjoy this truly amazing game. Demon’s Souls world is separated into five very different locales each connected by the Nexus (basically the game’s hub and only safe place), so this 5 part strategy series will help you traverse each of the five equally stunning and dangerous worlds you’ll have to explore in order to beat the game. Before we begin I should probably throw out a quick warning to newcomers to the land of Boletaria: this game’s unforgiving nature might sometime make you feel the urge to violently toss your controller at a nearby wall, but I promise this guide will reduce the number of broken controllers to a minimum. Also, the following isn’t necessarily a walkthrough, more a collection of words of wisdom, tips, and facts that could quite possibly save you from tossing your PS3 out a window.
Part Three: The Tower of Latria
Unlike the previous two areas, Latria requires you to change up your strategy quite a bit, particularly in the first level (3-1). This area also brings with it a much darker and more disturbing change of scenery, where lighting plays a much larger roll (so if you have a good TV, this is where it counts). Throughout this part of the game you will come across an abundance of pitfalls and a curious lack of railings in the Gargoyle infested 3-2 (by the way, the Gargoyles look more intimidating than they really are) so watch your step lest you find yourself having to start at the beginning often.
Another major difference that distinguishes this chapter from the rest is the abundance of magic damage about to come your way. The enemies have short and long ranged magical attacks so a high defense in this category is key to your survival. Poison is also fairly common and tends to come up on you when you least expect it (here’s a hint: beware the Iron Maidens). If you’re weak against fire don’t worry, since there’s none of it in this part of the game.
If you don’t have the Rune Shield (that gorgeous golden shield Ostrava has) this is where it, or another shield with similar high magical defense, comes in handy. You can get this shield in 3-2 with a carefully place drop or by slaying Black Phantom Ostrava in 1-4 (though the former strategy requires much less work). In the beginning you’ll find yourself constrained within narrow hallways, so if you’re using a sweeping weapon don’t worry because all that changes in the next level where it becomes completely open.
My favorite part of this are is look and feel of the level, because it’s completely different from the rest of the levels. You begin in a creepy prison where ringing bells and distant green lights are the only way for you to find your enemies. In the second level you’ll find yourself walking across treacherously high walkways where a fall will (almost) always prove fatal.
An important secret you should be aware of while exploring the Tower of Latria, other than the Rune sword and shield located near the beginning of 3-2, is Yurt. He’s not necessarily a secret, but a first timer probably won’t come across him unless you know where to look. He’s also in 3-2, not terribly far from the Rune items and while his deep voice and armor make him look like an ultra evil badass, he’s actually not. However, if you too wish to look like a badass than kill him and he’ll drop the Gloom set.
In 3-1 (I realize I’m going backwards here, try and bare with me) there are a few important NPCs. The first is the Once Royal Mistress, who sells shards of moonlightstone (adds magic damage to weapons) for the reasonable price of 3,000 souls. Locked in a cell is Sage Freke, who can be saved your first time through the level and teaches you advanced spells in the Nexus. The last is Lord Rydyell, who appears as either a Black or Blue Phantom depending on your world tendency and guards various unique items. To get to him you’ll need the key from the top of the first tower in 3-2.
So that’s pretty much covers the basics of the Tower of Latria. If you need help finding specific items, saving NPCs, or defeating the bosses (the ones in this area are some of the toughest) let me know by dropping me an email at iicedesigner at yahoo dot com and I’ll make a guide for it. The next area I’ll be covering is my personal favorite, the Shrine of Storms, which is a soul harvester’s paradise and houses some of the coolest boss fights in the game.
In case you’ve been feeding starving African children you may have missed my last two guides covering The Boletarian Palace and The Stonefang Tunnels, so if you did I suggest you check them out. It’s worth it, especially if you’re having trouble with those parts of the game. If you’re not stuck than you should still read them, I could use the views.
Article from Gamersyndrome.com