The Let's Play Archive

Dark Souls II

by IGgy IGsen

Part 31: Crown of the Sunken King



Forbidden is the path
to the ancient king's domain

Trespassers will face
adversity befitting a monarch

With water dry, and path amiss,
woeful temptation is dismissed

The city of the Sunken King sleeps,
as does the dragon within









Crown of the Sunken King was the first of three DLCs that were released. It features a new gameplay area roughly twice the size of the Forest of the Fallen Giants. There's new bosses, weapons, spells in each of the DLCs and they were all well received. But this first one is my personal favorite. Consider this to be the "op" and general info post for this first DLC. As further videos go up I will update it with stuff that normally goes into the update posts such as info on bosses, their weapons, item descriptions and other things I deem noteworthy.

Crown of the Sunken King is possibly the easiest of the three DLCs. Most enemies have really high poise compared to the main game and the other DLCs, which might get to people who are used to stunlocking everything. If you can adjust to that, though, you may consider it the easiest DLC too. But I like it a lot because of the design of the Level itself. It's a little more open than most areas from Dark Souls or Dark Souls II and is even a little bit similar to the general design of Demon's Souls (which had some really great levels). It arguably is the most open of all the DLCs, the other two are linear at first and later open up a bit more. Because this "opening up" part is lacking from the first DLC it can be finished more quickly, even though it's about the same size as the others.

If Crown of the Sunken King has a gimmick it would be that it has some mild puzzle elements. Just some pressing of switches, basically. I hear you groan but it's actually well implemented as far as I'm concerned. Of course, mileage will vary on that one. None of the "puzzles" are difficult, they just require you to be observant enough to find the switches and pressure plates.




The Gank Squad

The boss of this area is three generic NPCs. Some Havel, an Alva wearing dual-sword wielder and a ranger using a greatbow. As far as I can tell they have no special AI, either. They're just some NPCs.
No, this is not a joke. Some people seem to take some liking to this boss, my suspicion would be that those people are not entirely serious. The fight is rather easy if you have buddies to help you out. It's completely and utterly tedious if you don't. First time around I did not summon anybody. I dropped down into the water and ran back up several times to make it so all three of the opponents are separated, making it easier to actually attack them. As a reward you get a skirt that doesn't go with anything. Needless to say, this recorded attempt was the second time I beat this boss because it is not worth the hassle to ever go through this area just to fight those three NPCs. If you really want that skirt, though, you have to go for it.

Elana, Squalid Queen

Elana is probably the hardest fight of this first DLC, possibly the second hardest of all three DLCs but, of course, your mileage may vary on that one. I think she's a pretty fun fight myself. She's got a couple of swings with her axe and she can use a couple of basic projectile magics too. Of course there's the mandatory Affinity (basically Dark Soul Mass).

But if it were for only that she would be nothing special. Her most dangerous trick is to summon other enemies. She can some one of three sets of enemies. She can summon three skeletons with scimitars and shields. They can be pretty annoying. It's best to take them out before going for Elana again but some like to leave one skeleton alive to prevent her from summoning again. But keep in mind that she can still summon even if you leave a skelly alive. It just appears to be way more unlikely. Normally after killing whatever she's summoned she'll summon again after e relatively short while.

But anyway, there's skeletons. But she can also summon FREAKING VELSTADT HOLY SHIT DAMN. Actually, don't freak out. I personally find her Velstadt summon easier to deal with than three skeletons. Mostly because he's one tough opponent instead of three weak ones that have a tendency to slowly circle around you blocking constantly. Velstadt has less health here and doesn't power up. So, you may now ask "why's he here". The simplest and most likely answer is probably that Velstadt is originally from Shulva. Shulva is a place of faith and worhip and Velstadt seems like just that kinda guy.

Lastly, she can summon three little piggies. Never happened to me, though.

Elana is another fragment of Manus aka a Child of Dark. Where Nashandra embodied Manus' desire/want Elana represents his Wrath. No the theme here is not "seven deadly sins". That's kind of overdone anyway.

Soul of Elana, the Squalid Queen
Soul of Elana, the Squalid Queen, who rests beside the sleeping dragon of the Eternal Sanctum.
This child of Dark accompanies the dragon, slowly amassing souls in anticipation of the coming day of vengeance.

Wrathful Axe

Trade Soul with: Ornifex
Moveset/Weapon Class: Halberd
Physical Damage (+0/+5): 275/330
Scales with: STR (B-A), DEX (C)
Requirements: 20 STR, 22 DEX, 28 FTH
Damage Type: Slash, Thrust

In-Game Description:
An armament forged from the soul of Elana, child of Dark. Use strong attack to unleash its latent power.
When the Abyss dissipated, the things that called it home were fragmented and scatered across the realm. Eventually these pieces regained form, in ways that hinted at humanity's true nature.


Sinh, the Slumbering Dragon

Finally, the dragon we've seen all over the place! Well... only twice actually. First just before the first bonfire and then before the entrance to the dragon shrine to roast whatever's on the bridge. Because every Souls game needs a bridge roasting dragon. It's the law.

But now to the fight: Sinh will always start out resting in the back of the arena. You may not even notice him at first but he'll make sure you notice him rather quickly anyway. He'll roar out to breathe fire and then charge at you. This initial charge can be dodged easily and net you a few easy hits. After that it's no longer scripted.

Sinh has this tendency to just fly up and go airborne. Sometimes he does it more often than others. If you're unlucky he will do it a lot. He has two attacks when flying. He can spit a toxic fireball your way. It'll do fire damage on impact and leave behind a poison cloud. His other airborne attack is just him diving down in your direction. Both attacks are dodged by running perpendicular to his attack, in case of the latter you can follow him and go in to attack him.

On the ground he can do a couple more things and, frankly, he's more dangerous there. In front of him he can attack you with his front claws, charge at you (that charge either comes with a him attempting to punch you in the face or ramming you with his neck... or both) He can also breathe fire. His fire breath attacks are probably the best time to attack. He can either breathe fire with his head closer to the ground or by standing up on his hind legs. In that case he'll also hit a little behind him so it's safest to go for his tail (which you can chop off)

There's also that thing where he will just spin around and whip you with his tail. He'll sometimes follow up with a second spin in the other direction.

When behind him he can do some more stuff. Generally he has a chance to stomp a bit no matter where you are but it's more likely when behind him. Hey may also turn his head around and just breathe fire at you. The best way to deal with that is to look out for his head. Whenever you notice him rearing back just get away to the other side and carry on. I'm not sure but he may only start doing this once his health is down the halfway point.

Generally I find it easiest to go for his hind legs and just attack them until he starts moving in a suspicious manner.

The Lore behind Sinh is that he was a dragon who was just sleeping in Shulva so some crazies led by the sunken king decided to worship this sleeping beast and built a shrine and entire city around him. Eventually the Drakeblood Knights led by Sir Yorgh came around. Yorgh poked the dragon with his spear which is the exact point in time when he found out that the dragon was filled to the brim with a deadly poison that engulfed the entire city and killed it. We can find Yorghs Ring in Sinh's boss room, this, of course implies that Yorgh died on the spot but more importantly, if you look at Yorgh's Ring you can see that it actually features the crest of Drangleic. That means that Vendrick had some reason to go down there. Possibly to gather dragon info for his brother Aldia and his wacky experiments. Perhaps also to get the Crown of the Sunken King. Who knows?

Soul of Sinh, the Slumbering Dragon
Soul of Sinh the Dragon, who sleeps in the lowermost depths of this land.
The King erected a magnificient city, and the dragon slept soundly. Until Sir Yorgh disturbed it with a single great strike, and the dragon could bear its store of poison no longer. The rain of death toppled the city, but restored the dragon's purity.

Yorgh's Spear

Trade Soul with: Ornifex
Moveset/Weapon Class: Spear
Physical Damage (+0/+5): 214/300
Scales with: STR (C-B), DEX (B)
Requirements: 30 STR, 25 DEX
Damage Type: Thrust, Slash

In-Game Description:
Spear wielded by Sir Yorgh during his invasion of the Sanctum city.
After his defeat of the Sunken King, Sir Yorgh pierced Sinh, the sleeping dragon, with this spear to claim its blood.
But Sinh immediately awoke, spewing a poisonous fog that blanketed the city in death, and Sir Yorgh disappeared in to the Eternal Sanctum.


Item Descriptions

Focus Souls
An ancient sorcery of Shulva, the Sanctum City.
Fires a focused beam of souls.
The development of sorceries was stunted in Shulva, as they were considered taboo.
Even so, there were some occasional gems created by a group of enthusiasts.

Promised Walk of Peace
A hex created from an ancient miracle of unknown origin. Slows the walking pace of its caster and those in the vicinity.
To stand and glare at one another, steaming with ire and wrath, but without making a move.
Such is the nature of peace.
Note: There was a miracle in Dark Souls called Tranquil Walk of Peace which basically had the same effect.

Sanctum Mace
A mace wielded by sanctum soldiers.
This mace was corrupted by poison when Sinh, the sleeping dragon, awoke.
A mere mortal would be asphyxiated by the poison emitted when wielding this, but for the noxious sanctum soldiers, this fact matters none.

Sanctum Crossbow
Crossbow wielded by sanctum knights. Strong attack fires dark bolts.
These guardian knights were sentenced to eternal stewardship of the Sanctum in a clandestine ritual carried out in the great depths, but today the sanctum receives nary visitor.

Sanctum Shield
A shield with a curious design.
One of the treasures of the Sunken King. A mixture of mystical tree branch and sacred chime iron allows this shield to serve as catalyst for miracles and sorceries. Most of the miracles and sorceries created in the Sanctum City were lost, but the quality of their armor and shields suggests highly advanced craftsmanship.

Puzzling Stone Sword
A sword with a segmented blade.When swung its segments separate and the sword strike in a whipping slash.
Crafted with rare magnetic stone of remarkable strength only found within caves of the gutter.

Denial
An ancient miracle owed to the cardinal of Shulva.
Challenge fate one time when HP reaches 0.
Originally intended to grant the dying a few moments for a final farewell.
Note: There is a miracle in Demon's Souls called Second Chance. It will also revive you upon death.

Flynn's Ring
Ring of Flynn, the infamous thief.
Utilizes the strength of the wind, such that lower equip load proportionally increases physical attack.
Flynn was known as a tiny fighter who packed a mighty punch.
Even the most skilled warriors in the land failed to capture him.

Eternal Sanctum Key
Key to the inner chamber of the Eternal Sanctum.
The Sunken King erected the Eternal Sanctum to shelter Sinh the Dragon.
The sanctum appears to be a solemn temple, but it is filled with devilish creatures that ensure no trespasser shall cause offense.

Sanctum Knight Set
Armor of the Sactum Knights.
The Sactum Knights renounced their own flesh to eternally guard the sactum from Sir Yorgh and his Drakeblood Knights.

Drakeblood Greatsword
Greatsword wielded by the Drakeblood Knights, led by the honorable Sir Yorgh. The insignia chiseled upon its hilt symbolizes dragon's blood.
To the Drakeblood Knights, fresh dragon blood was sacrosant. They believed that by obtaining it, they could achieve a true understanding of life, transcending their own banal existence.

Drakeblood Set
Armor of the Black Drakeblood knights, who came from a land long forgotten.
The Drakeblood Knights, who worshipped the blood of dragons, were led by Sir Yorgh in a siege of the Eternal Sanctum, but sunk into the Sanctum when the sleeping dragon awoke.
The red cloth wrapped around the black armor represents the sacred blood of dragons.

Yorgh's Ring
Ring of Sir Yorgh, who sought the blood of a dragon and invaded Shulva.
Can deflect spells.
When Sir Yorgh faced Sinh, the slumbering dragon, he drew blood with a flash of his steel, but Sinh responded by spewing forth the poison that had long brewed within him, blanketing the city in a miasmic cloud.

Crown of the Sunken King
Crown of the Sunken King who once ruled this land.
The King erected the Eternal Sanctum below the earth to worship the great dragon, but the towering bulwark crumbled with the city shortly after the dragon's awakening.
But these were events of long ago, and today, no one even remembers the King's name.

Dark Greatsword
Hex adapted from an ancient sorcery. Brandish Dark like a sword.
By its nature Dark is normally tranquil, but this hex releases a focused blade of Dark in an uncharacteristic flash of brilliance.

Brightbug
A tiny bug that produces light.
Brightbugs are said to comfort the dead, and are found in the marshlands leading to the Undead Crypt. By ingesting a brightbug just before death, the moment at which they glow most brightly, one attains great power for a short time.
Often utilized as a last-resort for adventurers who have lost their way.
Has no effect in other worlds or for phantoms.