- THE DRAGON'S BOUNTY –

As you step outside of the gaol, you see a large mothafuckin' pirate ship pull into the harbour, setting down a strip of wood for you to climb aboard. With the imperial guardsmen now turning their attentions towards you, you don't have much hesitation, even in spite of the unfamiliarity of the situation.

Rushing aboard the ship, it pulls away onto the high sea, leaving the imperial guardsmen behind.

This is the Dragon's Bounty, your hub, and home in the world of Dark Seas.

You are greeted by a young woman dressed in a cloak and pirate hat, leaning against the railings of the ship. This is your first NPC, Greta.

"Ahh, hello there, young one. I suppose you're wondering why we have brought you aboard our ship. You must have many questions. Unfortunately, I cannot answer any of them. *Dickhead NPC laugh*"

"The Bounty is drawn to souls with the potential to alter fate. It has no captain, so-to-speak, and is drawn by the power of the ancient Freegalian peoples. It is, I believe, the last of their ships."

"I, like you, am a so-called 'chosen one.' I know, I know, it seems a bit dreary, doesn't it? But fear not, the business of soul-collection really couldn't be any simpler. Now, get out there and slay some fools. *Hahahaha*"

"What are you waiting for? You're not a chicken, are you?" (LOOPS)

After conversing with Greta for a while, you move on to the other NPCs aboard the Bounty's deck. It is probably the smallest hub in all of the Souls games, but there's still plenty to see and do. Another NPC, an old man called Samuel, sits by the port-side of the ship, looking out over the choppy waves.

"Hello there. My name is Samuel. I am here to provide the chosen souls with anything they might require. Weapons, equipment, tools of warfare. Name it, I've probably got it."

At this stage, he sells:

· Dead Jellyfish resin (500 doubloons each)

· Firefly Napalm resin (500 each)

· Throwing Knives (same as always, 100 each)

· Molotov Cocktails (same as in Bloodborne, 600 each)

· Seafarer Set, a leather pirates garb complete with hat and hook. Pretty good off-the-bat fashion souls. Description reads: "Attire of chosen souls riding the Dragon's Bounty. Provides adequate damage protection, with the added bonus of making one immune to the Pestilence affliction." You must, however, wear the full set to gain the immunity factor. (2'000 per piece)

· All of the starting weapons of all classes (6'000 each)

He has further dialogue, if you are interested in hearing it:

"I've been in business a long time, you know. Some people think me ninety, or a hundred years old. But in truth, I lost count once I became a hundred and fifty. *Old man chuckle* Afraid I'm of very little use for anything but trade now."

"You see that woman over there? Greta, I believe she is called? Don't trust a word that woman says. She is not what she claims to be. I know it deep in my salty bones."

"Well, have you found something you're interested in?" (LOOPS)

The final NPC on board the Bounty for the moment is a peculiar one. Walking past a green parrot resting upon a crate on the top-deck, you may be surprised to see an option for 'Talk' pop up. Here's what Squawkers has to say.

"*Squawk!* You… new. New sailor… Feed… squawkers… *squawk!*"

Unfortunately, this parrot is actually your levelling-up vendor in Dark Seas, and it won't provide you with the service unless you bring it food. So, for now, no levelling.

Once you've done exploring the Dragon's Bounty, you approach the steering wheel, and see a travel menu pop up. The only available slot right now is 'Grassun Harbour', so, selecting this, you set off.

- GRASSUN HARBOUR -

Grassun's prestigious port is a well-built up seaside town, with winding concrete streets and old, sturdy houses surrounded by a calm, deep sea. It is heavily based on the look of the town of Whitby, which I recently visited on holiday, and inspired a lot of my ideas for this concept (look up a picture of the town for a good visual baseline for this level). Atop the high cliffs and out of your reach for now, is the main castle, where Podrice resides. There are several routes through this level, and you'll want to make many trips through it to get all of the loot available. This is also the first area in the game where your Treasure Hunting ability can come in useful.

The first route takes you around the left perimeter of the harbour, round some old fishing huts and a stretch of piers culminating in a small inlet surrounded by a stone wall and a lighthouse. There is a small section of beach and sea for you to go paddling into, but such larking about will have to wait, for there is questing to be done.

The enemies you encounter throughout this level fall under three categories.

Firstly, the Imperial Guardsmen from the gaol return in their full glory, only this time as NORMAL ENEMIES. Yep, there is a large difficulty ramp in this level, and you can expect to die many times before you prevail. As before, they have a chance to drop their set and weapons.

Secondly, you will do battle with the guardsmen's hunting dogs, vicious hounds that patrol Grassun's labyrinthine streets in search of Freegalian blood. Like the Gaol Bats, these dogs are weak, but pack a nasty surprise if you are unlucky enough to be hit to many times by one. You can contract Sea Madness from these pups, which is an affliction that has a heavy burden on your movements. Whilst afflicted, you will constantly move as though with full equipment load, whilst still taking the same damage. However, you cannot exploit this by using the opportunity to stack heavy armour, for if you go over the equip load you had previously, you will become over-encumbered, as though casting iron flesh. Luckily, you can obtain cure items for this affliction as well as any other from Grassun Harbour, so fret not.

Finally, explicitly only in parts of the level overlooking the sea, you will battle with enemies known as Riptide Phantoms. As the name suggests, these enemies are non-corporeal, and cannot be damaged without the use of a special item, which can luckily be acquired in bulk in this level and subsequent levels. They appear as foggy, transparent humanoid figures dressed in torn and bloodied robes, with some carrying lanterns which they can use to cast fire divinations at you, whilst others have special weapons called Belaying Pins, which are essentially wooden clubs used as rods to secure ropes on a ship, repurposed by the phantoms as blunt weapons. They have a very rare chance of dropping these weapons, which give you a brief glance at their frightful lore.

Curse-Weathered Lantern: Rusted oil lantern, repurposed as a catalyst for divinations. Of a curious make, with glass that has been made opaque by the rough and churning Dayle seas. Those who have seen the phantasmal glow of one of these damned lanterns have told tall tales in the local tavern about their holders' frightful resemblance to the drowned Freegalians of old.

Perhaps truth and fiction are best left separated in such grim circumstances. (REQUIRES 25 ARCANE)

Moulded Belaying Pin: Rotting wooden rods used to anchor ropes onboard the fishing ships of Dayle. Although hardly their primary purpose, these rods make for brutal clubs in the hands of the strong. The ghastly phantoms that rise from Grassun's murky depths wield these clubs with an unnatural lust for vengeance, perhaps to be wrought against those who sent them to their watery graves long ago. (REQUIRES 16 PROWESS)

The following items can be obtained on the first route:

4x Salt Pouch

2x Dayle Brandy

3x Dayle Rum: Provides minimal, constant health regeneration for two minutes following consumption.

2x Molotov Cocktail

2x Torch Splint

4x Ethereal Brew: Allows attacking of phantom enemies.

Dayle Harpoon: Spear-class weapon with a unique R2 that utilizes a greathammer smash moveset. Description reads: Fishing harpoon used by fishermen in the Dayle region to haul in large prey. Due to their strong, sharp make, they make fine weapons. Providing, of course, you have the stomach for gutting men like fish... (REQUIRES 22 DEXTERITY, 18 PROWESS)

(In the sand on the beach, requires 13 Cartography or over): Grassun Pearl: Item for trinket spot that provides greatly increased item drops. Description reads: Pink, luminous pearl uncovered from the sands of Grassun Bay. This jewel seems to have become unstuck from a necklace or charm of some sort, and as such, only retains a fragment of its original lustre.

If you ascend to the top of the lighthouse and activate the beacon with a torch splint, a special cutscene plays summoning a decrepit, algae-encrusted sailboat into the harbour. It will dock by one of the piers, allowing you to board it and meet a new NPC merchant, a sure-to-be favourite of players, Charmer Tobias. An old, hunchbacked man dressed in a seaweed-coated robe, he sits alone in the depths of his ship, and will offer the player some unique, and incredibly useful items.

"Why, hello there traveller! Was it you who lit the beacon? Hmphh... It has been such a long time since I have been blessed by that soothing flame... For this, I am most grateful."

Continue: "Say, do you have an eye for oddities? Trinkets? Treasures? Well, then perhaps I can repay you somewhat for your kindness... Take a look at my wares and see what you think!"

At this point, he sells the following (the defeat of every boss grants new wares that will be listed in time):

Grassun Bandana: Silky black headdress of the old Grassun fighting troop, who have long-since retired from their tours of the Dayle coastline. The resilience and vigor of these old souls still lives on in this curious, oddly-bloodless hat. (4'000 doubloons)

Verdigris Opal: Trinket providing immunity to poison and Pestilence. Description reads: Gemstone invigorated by the natural aura of the isle of Garrapachio. The island was once a natural paradise, but after its colonisation by the heretical pirate Salidor, it fell into decay and most of its flora wilted. This stone retains the legacy of such plants, retaining their ability to heal maladies. (30'000 doubloons)

Sandy Conch (up to 50): Consumable item providing a defence boost for up to three minutes. Description reads: Conch shell taken from the shores of Grassun Keep. This shell, worn away by the sea, seems to whisper dark enticements to any who will grant their ear. Perhaps, as has been posited by locals, these shells have become possessed by wandering spirits. - True to the description, breaking one releases a short burst of hushed whispers. Sp00ky. (50 doubloons each)

Shimmering Compass: Hold item that grants a temporary boost to treasure discovery rate (+5 to whatever your Cartography stat is). Description reads: Compass that has lost its lustre, foraged from the Dayle coastline. This orientation tool once possessed the ability to guide one through the rough Dayle seas, but with the blessing of the missionaries of Mattas, now serves as a beacon for far more valuable guidance. (10'000 doubloons)

Further dialogue is available, filling in some gaps about the area. "Grassun Harbour was once a lively place. Ships came to and fro, led by the beautiful flame up in that tower. But then, the restless ones came. And with them, the quiet."

"The whispers of the dead still haunt these shores. Can you hear them?"

Answer yes: "Poor soul. Then you too are doomed to a similar fate."

Answer no: "I don't know if you are lying or not, but it hardly matters. These seas will claim us all one day. Such is our recompense."

"Be careful out there, traveller. These streets are haunted by a grisly hunter. Once, he sought out only those who would harm our king, but now... He is indiscriminate. In his eyes, we are all awaiting judgement. I pray you do not cross his path."

"Safe travels, friend. Come back any time." (LOOPS)

The second route through the area cuts straight through the middle of the town, over a bridge across a canal, and past several empty buildings. One, however, is a tavern named 'The Forsaken Anchor', and inside is another NPC. This is Innkeeper Gregory, and he has some insight on the town for you.

"A customer? Drat. And there was me thinking I had eternities to scrub these floors. Ha!"

"What can I get you, stranger? A tankard to ease your mind? I'm afraid I have nothing strong enough to banish those phantoms outside, but you'll have to make do. I'm not made of doubloons, after all!"

Although he is primarily a barman, he also offers an apothecary service. He sells:

Dayle Brandy/Rum/Ale: Ale provides a regen to your magicka bar over two minutes. (1'000 each. He's a stingy mofo)

Soothing Seaweed Mint: Cures pestilence. Description reads: Balm comprised of crushed minerals and local seaweed, sourced from the blessed waters of Sharr Lake. A remedy like this can only have been intended for domestic use. However, it also has the unexpected benefit of curing pestilence, a feared and loathed affliction common to the province of Dayle. (1'200 each. So you aren't TOO safe)

Blood of a Starved Puffin: Cures Sea Madness. Description reads: Vial containing the blood of a puffin bird, left to starve to death over a period of several days. This remedy is best known for its use in curing Sea Madness, an affliction stemming from the corrupted blood of hunters and their hounds, a frequent menace in Dayle's coastal towns. (1'200 each)

Urchin Tailfin Dust: Cures the third, yet-unseen affliction, Frigid Blood. Description reads: Pouch containing the ground remains of a sea urchin's tail fin. Although the urchin is undoubtedly poisonous, the combination of such a toxin with the curative powers of local herbs provides a wondrous, warming remedy for the onset of frigid blood, an affliction native to the Frigid Bay of Yarkaash. (2'400 each, because this one is especially annoying and rare)

Gregory has further dialogue: "Grassun Harbour... What a shithole, eh? Heck, you're the first customer I've seen in many a month. Don't be leaving me anytime soon, haha!"

"Since that blind old king in the castle destroyed the Freegalians in a haze of flame and blood, Grassun's been cursed. The spirits of the slain walk these streets day and night. Even the hunters know to keep far, far away from the main streets. That is, all of them except... him."

"Old Jacky is long-gone now, I'm afraid. He only knows the spoils of the hunt now. Him and his bloody attack dogs. They drive all my business away, bloody nuisances. Wouldn't it be a shame if someone was to finally put Jacky into a well-deserved retirement, eh? Haha!"

"Don't look at me! I haven't been a fighter in years. Too much fire in this belly, I reckon. But I'm content. Sleeping by candlelight isn't all bad."

"Buy a drink or get out. I've got a cat to feed." (LOOPS)

The items you can find on this route are: 2x Torch splint

10x Throwing Knife

3x Ethereal Brew

Hunter's Set (kinda like Bloodborne's, only with more tatters and a grey colour scheme): Hood/Garb/Gloves/Boots of the wandering hunters employed by King Podrice to seek out the Freegalian descendants plaguing Grassun Keep. Succumbing to their age, this garb nevertheless offers considerable defence and movement, two factors assuring success in one of the ghastly hunts.

Hunter's Spontoon: Spear-class weapon with a silvery-blue colour. Description reads: Pike utilized by Podrice's elite hunting squad, deployed to ransack Grassun's commoners in search of foul-blooded Freegalians. A brutal weapon to be sure, designed to hook and impale opponents from a long range, and a testament to the relentless nature of such hunters.

This route ends in an ominous archway leading to a set of long, winding stairs built into a hillside, so before you finish up this level, you'll want to take the final route. This path takes you around the right-hand side of the town, leaning against the cliff. Not much to report here, although you can find several more items here.

4x Salt Pouch

1x Bag of Salt

2x Ethereal Brew

Bloodied Set: Blood-soaked peasant garbs. Description reads: Blood-sodden tatters found on the corpses of the unfortunate victims of a mistaken hunt. From the state of these robes, it is clear they did not last long against the merciless hunting squad. It is as these barbaric hunters once proudly claimed: 'There are no innocents, only sinners and the redeemed.'

(Discovered in a wall alcove, requires 13 Cartography): Spirit Bottle Fragment: Upgrade material for spirit bottle. Description reads: Shard of glass originating from a Spirit Bottle, a recreation of Freegalian's healing flasks. Grafting this shard onto a complete bottle should allow for increased utility of the flask's awe-inspiring healing abilities.

Once you have finished up the level, you leave through the arch (which is, upon closer inspection, comprised of whale bones) and ascend the steps, arriving atop a grassy hill in the shadow of a large, looming building. Surrounding the field are several tall patches of grass that eventually lead to the edge of the cliff. As you step into the centre of the field, the screen grows dark, and a cutscene plays.

The player character turns, hearing a sharp intake of hot, raspy breath from behind him. The camera pans, revealing a tall, striking figure ascending the steps behind you. He wears the Hunter's set, similar to the one you found earlier, only this one is encrusted with a deep coat of barnacles and algae, suggesting old age. At his side, two motherfeckin' hunting dogs, which snarl and slobber at you. The hunter leers at you, sniffing the air, and baring his teeth as the cutscene fades to black, and you prepare to do battle with...

Jack, the Imperial Hunter

This guy is Father Gascoigne/10, with a bit of Capra Demon thrown in there for funsies. Your first priority should be taking out his attack hounds, but be careful, as juggling Jack with his pups could lead you to a quick death, and/or the infliction of Sea Madness. Additionally, the dogs are somewhat intelligent beasts where Souls animals are concerned, and they will dive into the long grass to try and stealth attack you, and if you enter it to try and slay them there, you run the risk of plummeting off of the Cliffside.

Once his dogs are down, the main boss is less difficult, but remains a tough fight for a second encounter. Jack uses two main weapons - his primary armament is a chain whip, which he can use to inflict light damage from long distances, whilst he carries a small, curved blade with a hooked hilt in his offhand which he can use to parry and slash you at close range. He can also alternate between base form and combined form, the latter being a special attack set turning the chain into a flail-class weapon by latching the curved sword onto the tip. In this mode, he can inflict heavy bleed damage from an even-greater distance, and also has a special move where he will toss out the blade like a fishing line. If it catches you, you will be hooked, and he can reel you in for a gigantic damage grab-attack which will almost certainly kill you unless you are putting a lot of points into health and defence.

Once he is down to a third of his health, he actually becomes easier, with his chain reaching less distance and his movements slowing right down. This makes for a refreshing change, since his first phase is very, very hard for this point in the game.

Just in case you need some assistance in this fight, the option to summon an NPC called Dyson of the Royal Blood is available. He is a powerful and adept NPC, wielding a two-sided sword-axe to pound his enemies into mush. He also greets you with a special gesture, where he places both of his palms together, and nods his head. This is known as 'Royal Commendation', and unlocks for your use after.

Suffice to say, Dyson annihilates this boss, taking care of the dags for you with his longbow and using a special New Age miracle spell to cure afflictions you may contract. You might be thinking at this point that the level and boss are impossible to clear without this guy, but the boss does not really have that much health or defence, and is manageable, if a little bit too tricksy for his placement in the game.

Defeating him nets you 12'000 doubloons and the Hunter's Ink. The description for the latter reads: Ink used to graft symbols of pride and power amongst the ranks of Dayle's imperial hunters. The sight of such ink usually meant the demise of any that were deemed unworthy by the prejudice of these vile warriors.
This tattoo is of a curved blade just like Jack's, and will grant you increased stamina regen.

Returning to Tobias, you will get new dialogue for killing Jack, as well as a new item on sale.

"You... you have done it. That foul hunter will shed blood no more... On behalf of all of Dayle, I thank you heartily, good traveller."

Jack's Blade Whip (9'500 doubloons): Flail-class weapon using the combined form of Jack's chain and sword. Retains its ability to bleed opponents, and is very effective at range, although close combat will be nigh-on useless for such a weapon. The description reads: Stylish weapon wielded by the alpha hunter, Jack, of Podrice's imperial brigade. Old Jacky is well-revered amongst the royalty for his bloody hunts, and feared by the common populace for his blind ignorance and lack of mercy. Indeed, encountering this brutal hunter was once considered a certain fatality, until the arrival of the chosen soul who may yet twist the binds of fate. (REQUIRES 27 SKILL)

Finally, the defeat of Jack will open up a spot of ground in which you may plant a flag of the Dragons' Bounty, which will act as your bonfire/lantern in this game, and will net you the item 'Rice Crackers', which you can probably guess the use of. With the level cleared, you are now free to warp back to the Bounty and spend your doubloons.