how to get frenzied flame

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Table of Contents

Introduction: The Beckoning of Chaos
The Path to the Three Fingers: A Descent into Darkness
Confronting the Door: The Final Barrier
The Embrace of Chaos: Consequences of the Frenzied Flame
Rejecting Destiny: The Path of Miquella's Needle
Conclusion: A Choice of Endings

The world of the Lands Between is governed by a fragile, golden order, a system of rules and grace that shapes reality. Yet, beneath this gilded surface simmers a force of pure, unmaking chaos: the Frenzied Flame. To seek it is to reject all established orders, all distinctions between life and death, self and other. It is a path for those who see the world not as something to be mended, but as something to be cleansed in an all-consuming fire. The journey to inherit this flame is not one of glory or enlightenment, but a deliberate pilgrimage into despair and madness, a literal and metaphorical descent that tests the will of even the most resolute Tarnished.

The quest begins not with a grand summons, but with whispers in the sewers beneath the royal capital of Leyndell. To reach this starting point, one must first navigate the chaotic, vertical labyrinth of the Subterranean Shunning-Grounds. This maze of pipes, narrow ledges, and monstrous foes is a prelude to the madness to come. Deep within its bowels lies a hidden alcove requiring a precise roll to break an illusory wall, revealing a long, corroded ladder. Climbing down leads to the Cathedral of the Forsaken, a vast, silent chamber holding the corpse of Queen Marika herself. Here, the player encounters Hyetta, a blind maiden following a similar path of revelation. Speaking to her reinforces the thematic weight of the choice ahead. But the true gateway lies behind a massive, sealed door in this very chamber—a door that will not open through strength or skill alone.

To open the path to the Three Fingers, the entity that bestows the Frenzied Flame, one must first complete a specific and harrowing task. The door demands a sacrifice, not of runes or items, but of armor. The Tarnished must strip themselves completely bare, removing every piece of protective clothing and weaponry. This act of utter vulnerability is the key. It symbolizes the rejection of all worldly possessions and defenses, a total surrender to the coming chaos. With nothing but their own flesh exposed, the giant door creaks open, revealing a narrow, stone corridor filled with a haunting, yellow light. This passage ends in a sheer drop into a chamber seething with a viscous, fiery substance. There is no hesitation allowed; the seeker must leap into the pit of flame below.

Landing in the cavernous chamber, the Tarnished is immediately set upon by the Three Fingers. This grotesque entity does not fight; it embraces. In a violent and unsettling cutscene, it grasps the player character, its burning fingers searing the flesh. The Frenzied Flame is transferred, its power marked by a swirling, yellow pattern that now burns permanently in the Tarnished's eyes. This moment is irreversible through normal means. The immediate consequence is the permanent alteration of the game's ending. Melina, the companion who guides and empowers the Tarnished, vows to deliver destined death upon the new Lord of Chaos, leaving the player truly alone. Furthermore, accessing certain areas related to other endings becomes impossible, as the Flame of Chaos anathemizes all other destinies. The world state shifts, locking the player into a narrative of absolute destruction.

However, the lore of the Lands Between suggests a fate is only absolute if one accepts it. There exists a method, albeit extraordinarily difficult, to purge the Frenzied Flame after accepting it. This involves a quest for Miquella's Needle, a tool crafted to ward off the influence of outer gods. To use it, one must first defeat the formidable optional boss, Dragonlord Placidusax, in the timeless storm at the heart of Crumbling Farum Azula. Then, the needle must be taken to the very core of the storm within the boss arena—a specific location outside of time itself—and used there. This process severs the connection to the Three Fingers, allowing the Tarnished to choose a different ending. It is a narrative loophole of immense effort, symbolizing the struggle to reclaim one's destiny from a seemingly irrevocable choice. It underscores a central theme: even the most absolute damnation can be challenged with sufficient knowledge and power.

Inheriting the Frenzied Flame is the ultimate act of nihilism in a world already broken. It is not a solution to the problems of the Lands Between, but a rejection of the very premise that a solution is needed. The journey to get it—a descent through physical and symbolic filth, a requirement of total vulnerability, and an embrace of searing madness—mirrors the philosophy of the flame itself. It offers a unique narrative branch defined by absolute commitment and profound consequence. Whether one seeks it for the power, the unique ending, or the sheer thematic experience, the path to the Frenzied Flame remains one of the most memorable and chilling quests, forcing the Tarnished to confront a simple, terrible question: is the world worth saving, or is it only worth burning?

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