First Visit (from Lighthouse Dock):
The waters surrounding the Dock were pure, but as you continue along this pier, you start to see grim detritus, polluting the waters.
You wrinkle your nose and avert your eyes at the sight of the waterlogged corpses, bones, and limbs littering the waters, turning them a sickly, murky grey.
And the gore just gets thicker as you walk on.
Soon, in front of you, all you can see to your sides is compressed corpse matter, fused into a slurry so thick that you can no longer see the water.
The smell is unbearable now. You feel the need to remove your helmet and cover your nose, but you keep it on, unwilling to sacrifice its protection.
Eventually the pier ends. But you keep on walking. The bones are so thickly pressed here, that they are akin to cobblestone.
You walk along the plain of bones, and gradually the terrain around you starts to gain definition, warping into shape, a varied landscape appearing in front of you. A wrought-iron gate appears, and with the key you found in the Mansion of Dusk, you unlock it and continue on your way.
Through the haze, you see what might be what remains of a huge graveyard, overflowing with the dead. And beyond that, almost invisible in the miasma, a massive cathedral.
"Do you smell that?" The hermit sits nearby, atop an exposed coffin. He grimaces at the smell, putting a rag over his mouth and nose. "That is the stench of death. That which awaits you, if you dare to proceed."
"This dismal region is a Monument to the end of life, and all it entails." He continues. "Their graves overflowed, their coffins burst. And yet... it seems like a festival."
True enough, you can make out some splashes of color among the black of mold and the grey of aged bone. Dissonant music echoes in the distance, amid plumes of smoke from funeral pyres.
"Bizarre, isn't it? I don't think you'll find any happy endings here... It is a hungry place, that will chew you up and swallow you whole..." He chuckles and leaves, forcing you to delve into this shrine to death alone...
-THE KILLING FIELDS-
In contrast to what you have seen of the Aeon Ruins, the so-called Killing Fields were quite lively.
'Lively', of course, being a very subjective term for a place so aptly named. Pale skinned people in rags run screaming, clambering over graves and bulging crypts.
Pursuing them are towering ghasts, with stick-like limbs, a hole above their deranged grins in place of a face, and clothes sewn from human skin.
They wield blood-rusted axes with reckless abandon, as if the crude things were weightless. They cut down any survivor they find, tossing them into the nearest grave or pile, two things that populate the Fields above all else.
One of the hapless survivors rushes up to you, slamming against you and clutching at your armor madly.
It doesn't stop screaming, and in its eyes you see the same feral madness that enrapts the Shades and all things corrupted by their shadow.
You summarily dispatch it, but now the Executioner Ghasts target you. Either they don't appreciate you muscling in on their territory, or you simply look like another madman to them.
Either way, you can't take on so many at once. You run into the thick of it, passing decayed holy men who still clutch their instruments of last rites, and stand in front of a crypt's door.
You attempt to bash it open, but your attempt was far more successful than you could have imagined. The stone doors explode outwards in a shower of gore, the gases of decay having built up into an immense pressure.
You hold your breath and crawl inside, closing the doors behind you, shivering as you crouch, cold as the grave. The Ghasts' peg-legs go 'tick-tack' on the bony ground, halting in front of the door. And they don't leave.
You can't stay in here forever, but you'll hold out as long as you can... and yet you are blind, to the wayward bones behind you, silently coming to life...
Art by Zdzislaw Beksinski
AREA OVERVIEW:
The Killing Fields are crowded and chaotic, and often the Explorer will have to contend with situations in which their foes have greater numbers, or other situational advantages.
Toxic gases and pools of rotting fluids cover the graveyard, and crypts that burst open at the slightest touch lead either to hidden underground grottoes, or to a fatal fall into pitch-blackness.
A chaotic area, not for the faint of heart.
(Difficulty Level: [3] Dangerous)
APPEARANCE:
The Killing Fields are, in essence, a huge mass grave, which has swollen with corpses as to completely cover the graveyard that it started out as.
Brightly colored banners stream in the air, remnants of the place's once optimistic hopes.
Haphazard gates and graves cover the landscape, turning what could've been a simple trek into a complicated path through the gallery of death.
The stench of the area is palpable, with smoke from funeral pyres mixing with ambient toxic gases that leak from bulging crypts.
BOSS: BONE TIDE (The Surging Dead)
Your struggle through the Killing Fields leads you to a wrought iron fence, whose gate, littered with heavy padlocks, has been torn down and replaced with a shroud of mist.
You pass through, and find yourself at the lip of the largest mass grave you've seen yet. Hesitantly, you step forward, and disgustingly, the film of corpses ripples under your feet.
You tenuously walk across the grisly surface, but its movement persists, rising and falling with more intensity than it should have.
Sensing danger, you run to the side of the gated area and draw your weapon. And the presence waiting underneath reveals itself. Swells of death converge in the center and rise as one.
The grim parody of a bald skull emerges, sockets hateful and empty, face lacking any other features. It ripples out of the dead soup, an amalgamation of bones and flesh fused into a humanoid torso, rising like the tide.
Its skeletal claws, in turn made of more skeletons, sprout and slam against the surface of the cesspool, sending ripples in all directions. Bloody heads roll into its sockets, acting as hateful eyes.
Its dissonant scream fills the putrid air as it rushes toward you, leaving only death in its wake...
Art by Zdzislaw Beksinski
BOSS OVERVIEW:
Bone Tide is a rather simple boss, who attacks using its amorphous body. It can fire skulls as bouncing projectiles, and sink below the surface of its domain, only to reemerge in a different place.
It can send forth damaging waves of bones, create pools or clouds of rot, and its most dangerous attack opens a hole below the Explorer, which is instantly fatal if they fall in. Worse, the hole remains even if they dodge it.
DROPS:
Feral Humans' Soul
A lumpy mass of Souls, all pulsing in unison.
The Bone Tide was created from the mashed up bodies of the unwilling dead, whose Souls were not even extracted properly into Phantoms. Some became skeletons, but others became part of this huge mass, which became yet another Shade in the Ruin's shadow.
Use this wild Soul to gain a large amount of Souls, or else create a unique treasure with its essence.
Connections:
Lighthouse Dock [HUB]
Necropolis
Hill of the Skylights [THE WILDS](LOCKED!)
-NECROPOLIS-
SHADE DISPERSED
The shadow lessens.
But the light that borne it will never fade.
You shield is battered from the monstrosity's assault, but you deflect its blows and pick away at its bony neck, eventually severing it from its shoulders with a mighty slash.
Both parts melt back into the grimy pool from whence they came, releasing a sound like a relieved sigh. Perhaps you freed them? Either way, you shrug and move on, leaving this dismal place behind.
You step past a crowd of off-kilter gravestones on the outskirts of the Killing Fields, where interment was only slightly more orderly.
The cathedral ahead looms over you, sculpted to look as though spindly veins composed the entire structure, making it look as if it was a monstrous being, that existed only to feed on the dead.
It seems to dominate the sky around it, turning everything dark as you approach. A tattered red carpet leads to the gaping entrance, eaten by time and rot.
After a short hall, filled with terrifying sculptures of grinning skeletons, and beautiful statues, tearing off unsightly flesh to reveal smooth skin underneath, you arrive in the Necropolis proper.
It is a winding structure, with multiple floors and precarious staircases. Cages and torture devices hang from the ceiling and sprout from the floor, and the walls are inset with countless coffins.
The corpses within are dressed in rotted finery, but fingers are missing, and all has been pillaged but the drabbest of jewelry.
It seems that these people somehow worshipped death, and the nobility had their corpses interred here to escape the filth of the Killing Fields. As if that did them any good.
You scoff and kick a skull, startling a nearby Graverobber, who attempts to escape. You quickly end his life, and continue on your way. His body dissolves in your wake. A Shade.
This place is pure madness. You watch an empty skin walk without bones. You watch a Shade kill itself with a silver knife, and take it for yourself.
You pass by halls of hanging corpses, still twitching in their chains, listen to the deranged carnival music play as screaming and laughing Shades of masochists are torn to pieces in torture machines.
You swear you could go mad in this place...
Art by Zdzislaw Beksinski
AREA OVERVIEW:
The Necropolis is a complex area, with many locks, keys, traps, and treasures to plunder. Very early, a large door is revealed to the Explorer, which leads to the encounter with the Iron Maiden, and the entrance to Sheol, their final destination in this region.
But to reach the key needed to unlock the door, the rest of the towering Necropolis must be braved. Undead creatures and graverobbers alike guard the way, but secret passages and shortcuts can aid in evading them.
(Difficulty Level: [4] Terrifying)
APPEARANCE:
The Necropolis appears to be a cathedral on the outside, but on the inside, it is a crude mix of castle, torture chamber, art gallery, and mausoleum.
If the Killing Fields were a celebration of death, this place is a fetishization of it, with statues and tapestries unabashedly displaying images of mutilation and horror.
And despite the best efforts of the nobles who were interred here, the stone caskets were eventually plundered, and the Necropolis filled with corpses similar to the Killing Fields, with bones and ripped cloth littering the halls.
BOSS: IRON MAIDEN (The Tortured One)
You find an iron key, hidden in an opulent bedchamber, and use it to open a heavy door in the Necropolis's main hall, revealing a room absolutely saturated with machines of agony.
A refined torture chamber, a brightly colored playground of pain and death. Whirling blades pass by on parallel tracks in an infinity pattern, armors line the wall, axes ready to chop, pitfalls and jets of flame abound...
And from the ceiling, bladed iron chains hang. Suspended from the ceiling by iron chains, an Iron Maiden hangs. The face of the black metal casket is permanently warped into an expression of screaming, either in joy or in agony, a horrific sight.
But not as horrific as when the chains go slack, letting the iron coffin thunk against the ground. And snap open. And when the device opens, a mutilated body is revealed, red from blood but still twitching in agony, letting out hoarse groans of pain from a throat that should clearly no longer be working.
Holes pockmark the corpses surface, all still oozing blood. And yet, despite its injury induced deformities, you recognize it, from the bloodstained rings that still covered its hands.
They featured prominently in the portrait of a woman that you found in the bedchamber. This woman, or what is left of her, created this terrible place, and now must remain here forever, reliving her agony as a shadow of her former self.
You could almost pity her, if the bloody chains weren't snaking across the floor to you...
Art by Zdzislaw Beksinski
BOSS OVERVIEW:
The majority of this fight is not spent attacking, but ensuring that you can attack. With the room littered in traps, the Iron Maiden herself rarely has to attack at all, simply relying on the machines and the chains to off you.
The Explorer must travel around the room, and pull each lever that will release the Iron Maiden from her coffin temporarily, allowing a precious few hits before she disappears back into her metal shell.
But the chains follow the Explorer around the room, and with everything else distracting you, it may be easy to become trapped in a corner.
DROPS:
Cruel Iron Soul
A smooth, cold Soul.
The mistress of the Necropolis grew rich from the eager torture and death of the nobles who wished to be entombed there. She reached out to all corners of their civilization, inviting everyone to the festival of death, until hardly any living people remained. In the end, while evading a graverobber, she fell prey to one of her own devices, and died alone, encased in a coffin of steel.
Use this sadistic Soul to gain a large amount of Souls, or else create a unique treasure with its essence.
Connections:
The Killing Fields
Sheol
Bridges of the Edge [WORLD'S END](LOCKED!
-SHEOL-
SHADE DISPERSED
The shadow lessens.
But the light that borne it will never fade.
With the pull of a final lever, the doors of the Iron Maiden bulge and burst forth once again, leaving the creature within vulnerable. You strike it at repeatedly, ignoring its yelps and flailing, until it flails no more, dissolving into a pool of blood.
The cursed torture device she was trapped sinks into the blood, and vanishes forever. Good riddance.
In a nondescript room beyond the torture chamber, a large square hole leads into the darkness below. You pull a nearby lever, and with a grating creaking noise, a massive elevator is hoisted to the surface, covered in chains and manacles.
You pull it again, and ride it to its destination, as the torchlight from above fades, more and more as you descend. You expect the route to continue in front of you, but as the elevator grinds to a halt, you find only a blank wall.
Instead, a huge black gate looms behind you. Through it, you imagine, is whatever lies underneath the Killing Fields. Carvings on the door show a perverted cycle of life and death:
A skinny child grows into a rough looking man, then into a pitiful elder, bent over with age. But then something curious happens. As he dies, a shining figure appears above his corpse, marveling at its form.
You push at the door, feeling a rush of cold, stale air rush past you. Standing at the entrance, with cloudy eyes and pale faces, people in prisoner's rags stare up at you.
They hardly move, and you can see why. The cavern beyond the door is pitch-black, with only thin shafts of filtered sunlight coming from far above, far, far in the distance.
Obelisks of black crystal jab haphazardly out of the walls and floor of the cave, etched with curses against the living and the dead.
Things breathe and skitter in the dark, and you find yourself frozen in terror. How long were these prisoners sealed in the darkness? Long enough to lose their minds, surely. And their Souls...
Art by Krekian
AREA OVERVIEW:
Sheol is a pitch-black cave. Without a light source, the Explorer will be utterly blind, except in the few skylights that shed light over small areas. The amount of skylights depend on the amount of crypts that the Explorer opened in the Killing Fields, with a locked one determining whether or not the battle with the Devouring Child will have any light whatsoever.
The Explorer is most unsafe in the dark. Even ignoring the hazards of normal enemies attacking and falling into pits while you are blind, Sheol Reapers lurk in the darkness, nigh unkillable. They will stalk you all the way to the boss, constantly hounding your trail.
The purpose of Sheol is to make the Explorer feel helpless and alone in the dark.
(Difficulty Level: [5] Mortal Danger)
APPEARANCE:
Sheol is incredibly dark, and thus it is difficult to see what horrors compose its true shape. But what can be seen of it reveals rough grey stone, and sharp black crystal obelisks, etched with ancient unreadable writing, evidence of some ancient people that has long since been forgotten.
Beyond that, only the murky shadows meet the eye.
SOULLIGHT DEMON: THE DEVOURING CHILD (Eternal Hunger)
With the things hidden in the darkness hot on your trail, you stumble through the final mist veil, clanking against the pitch-black rock below. You continue rolling down a shallow slope, knocking bones out of the way before sliding to a stop.
You groan and get to your knees, reigniting your torch. This blackness feels... different. More solid, and yet more empty than what you have experienced thus far. The strange obelisks are common here, all leaning towards a central point.
But raising your torch, you see naught but a pit... and a tiny leg, dangling from an obelisk. You raise the torch higher, finding two beady black eyes, staring back from a mottled yellowed head. The head of a child.
The skin is cracked, like a skull, and the rest of its body follows suit, giving it an appearance like an emaciated ghoul. You stare at it for a moment, thinking about what it means. A young child, left in the darkness, cold, hungry and alone. Until he became loneliness. Became hunger. Became the cold.
It slowly opens its mouth... wider and wider, unhinging its jaw, exposing long, needle-like teeth like things in the black abyss of the ocean.
It screeches in the voice of a child, and jumps from the obelisk, landing on the ground and ripping one of the black things from the ground. It hefts the obelisk on its shoulder, and squeezes something in its other hand.
A still-beating heart glows red in its grubby fist, and the child takes a bite of it, blood trailing down its front. But then it turns towards you, roaring and twirling its black club, faster than should be possible. Its hunger is still not sated...
Art by Zdzislaw Beksinski
BOSS OVERVIEW:
The Devouring Child is swift, and it hits hard with its massive weapon. Normally, it would be a rather straightforward battle, if not for the treacherous terrain of Sheol.
Pits, obelisks, and the ever-present darkness obstruct you, even more so if a certain crypt in the Killing Fields was not opened with a key found deep within Sheol.
To make matters worse, each time you are hit with the Devouring Child's obelisk, you will gradually accrue Corruption, which will build into a Curse that will seal you in Soul form until you break the curse or pass it on to another Explorer.
Moreover, if The Devouring Child is weakened enough, it will attempt to retreat, and take a bite of the heart in its hand. Doing so restores a large amount of its health, erasing progress the Explorer might have fought hard for.
To win in this battle, you need to be more aggressive than the ravenous demon child you face.
DROPS:
Hungry Demon's Soul
The shadow-casting Soul of the Devouring Child. It drains energy away from anything that comes near.
The Devouring Child was one of many who was thrown into the dark of Sheol. In that deep darkness, they went insane with hunger, and ate its fellow prisoners alive, becoming a being that could be likened to a demon. But once it ran out of sustenance, it too wasted away, dead among the dead.
Use this starving Soul to gain a large amount of Souls, or else create a unique treasure with its essence.
DEMON BANISHED
The Shadow's power has weakened...
But the Phantasm still approaches.
The child bashes you, sending you dangerously close to the pit. You try to raise your blade, but it knocks it from your hand, standing over you and unhinging its mouth once again.
But in desperation, you scream and wrap both hands around its head, smashing it against the rock until its black blood coats the blackness of the cave. You back away, expecting it to get up. But it does not. The heart in its hand goes dark, and it seems to disappear into the shadows.
Your own heart begins to calm, and you sigh in relief. But your sword... you look down the pit, seeing a purple glow far below. You should be able to grab your sword before you die, right?
You hold your breath and jump down into the pit, but before you smash yourself against the ground, you suddenly feel something supporting you, a magical force that catches you as you fall, dropping you softly in front of a massive obelisk, glowing a deep purple.
Your sword is nearby, and you pick it up without incident. But then you examine the obelisk... and see a strange glyph, hidden among shadowy hands and a thick ooze. You plunge your hand in, and touch the glyph.
All at once, the light sheds its purple haze, and separates from the obelisk, spiraling upwards into the air. You watch it as it flies, a small bit of hope building in your heart, but the light reveals... something, behind the obelisk. Another hole. Deeper into the shadow. Do you dare press forward...?
THE SOULLIGHT SHINES AGAIN
From the depths of mortal folly, the memories of rebirth emerge.
Art by Zdzislaw Beksinski
Connections:
Necropolis
Prison of the Immortals [IN SHADOW](LOCKED!)