how do you start ashes of ariandel

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Ashes of Ariandel, the first expansion to the critically acclaimed Dark Souls III, beckons players into a world of profound desolation and chilling beauty. The journey begins not with a grand cinematic or a clear directive, but with a subtle, almost spectral invitation. Understanding how to start Ashes of Ariandel is to understand the very essence of FromSoftware’s design philosophy: a world that exists independently of the player, waiting to be discovered through keen observation and a willingness to embrace the obscure. The initiation into this frozen hellscape is a masterclass in environmental storytelling and player agency.

目录

1. The Silent Summons: Locating the Entry Point
2. A Tapestry of Frost and Rot: First Impressions of the Painted World
3. The Guiding Voice: Meeting Sister Friede
4. The Core Mandate: Seeking the Flame for the Painting
5. Stepping into the Snow: Gameplay and Philosophical Beginnings

The Silent Summons: Locating the Entry Point

The commencement of the Ashes of Ariandel adventure is deliberately hidden, integrated seamlessly into the base game’s world. After defeating the Deacons of the Deep in the Cathedral of the Deep, players must return to the Cleansing Chapel bonfire. Here, in a side chapel where a statue of a hooded figure once stood, a new NPC appears: a kneeling, defeated knight named Gael. He does not call out or gesture flamboyantly. His presence is a quiet anomaly. Speaking to him reveals a man on a desperate quest, and he implores the Ashen One to enter the painted world of Ariandel to "show a lady a flame." Interaction with Gael triggers a cutscene where he scrapes a piece of the rotting painting, pulling the player into its depths. This method of entry reinforces a key theme: great journeys often begin with a whisper, not a shout, and require the player to revisit old places with new eyes.

A Tapestry of Frost and Rot: First Impressions of the Painted World

The transition is abrupt and disorienting. The player is deposited not in a safe sanctuary, but directly into the heart of the Painted World’s oppressive landscape. The immediate sensory experience is crucial. Howling winds, deep snow that slows movement, and the skeletal remains of great trees set against a bleak, white sky establish a tone of majestic decay. Unlike the gothic or volcanic regions of Lothric, Ariandel presents a unique form of despair—one of chilling stagnation. The first enemies encountered, the Followers of Farron, are feral, torch-wielding warriors, suggesting a civilization reduced to primal hostility. This opening environment is not merely a backdrop; it is an active narrator. It tells a story of a world that has given up, where fire is feared and rot is embraced as the natural, if miserable, order. The very first steps teach the player that survival here requires adapting to a new, unforgiving rhythm.

The Guiding Voice: Meeting Sister Friede

Pressing forward from the initial drop point, the player soon discovers a small, dilapidated chapel. Within sits Sister Friede, a serene yet somber figure who serves as the expansion’s enigmatic guide and central character. Her dialogue is laced with melancholy and a plea for inaction. She welcomes the player but subtly discourages their quest, stating that the Painter girl’s wish for fire is a mistake and that this world is a peaceful, if rotting, home. This encounter is pivotal. It frames the entire narrative conflict. The player is presented with a clear objective from Gael—find a flame—but is immediately confronted by a figure of apparent authority advocating for the status quo of peaceful decay. Friede’s presence complicates the simple "kill the boss" directive, introducing moral ambiguity. Is the Ashen One a bringer of necessary change or a destructive outside force? The journey truly begins when the player decides to ignore Friede’s counsel and delve deeper, choosing to seek the flame against the wishes of the world’s caretaker.

The Core Mandate: Seeking the Flame for the Painting

With Friede’s ambiguous warning hanging in the air, the player’s primary goal is crystallized: traverse the painted world and find a flame to show to the Painter in the attic. This objective is deceptively simple. It propels the player through the Corvian Settlement, across frozen rivers, and into the depths of the rotting interior. The act of starting Ashes of Ariandel is thus an act of rebellion against the imposed tranquility of rot. Every enemy slain, every path forged, is in service of a flame that the world’s guardian explicitly rejects. This quest drives exploration and combat, leading to encounters with the monstrous Vilhelm, Friede’s sworn knight, and the revelation of the world’s dark secret: the ritual of blood performed by Father Ariandel to suppress fire and prolong the age of rot. The beginning of the journey is therefore intrinsically linked to its end; the search for the flame is a direct challenge to the ruling powers of this dying world.

Stepping into the Snow: Gameplay and Philosophical Beginnings

On a practical level, starting the DLC requires the player to be adequately prepared. The enemies within Ariandel hit hard, possess high health, and exploit the difficult terrain. The expansion assumes a base level of skill and progression from the main game. Philosophically, the beginning of Ashes of Ariandel mirrors the beginning of the Dark Souls experience itself: a state of confusion gradually clarified through perseverance. The player is dropped into a hostile, unexplained environment with a vague goal and must find their own way. The narrative begins in media res, with the history of the Painted World, the relationship between Friede and Ariandel, and the fate of the Corvians revealed through item descriptions, environmental clues, and sparse dialogue. This approach demands engagement and curiosity. The start is not a hand-holding tutorial but a plunge into a fully realized, troubled ecosystem. It challenges the player to become an archaeologist of despair, piecing together the tragedy of Ariandel while fighting for survival.

In conclusion, to start Ashes of Ariandel is to accept a quiet invitation from a broken knight, to be transported into a landscape of poetic ruin, and to willingly defy a peaceful yet decaying order. It is a beginning defined by atmospheric immersion, narrative tension, and the core Dark Souls principle of discovery through struggle. The frozen valleys and rotting structures of the Painted World are not just a new area to conquer but a story to unravel, one that questions the very nature of cycles, the fear of change, and the painful necessity of fire in a world grown too cold. The journey begins with a single step into the snow, a step that carries the weight of an entire world’s fate.

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