Part three is a cleanup run before a descent. Daniel (@dungeondive) goes Black Knight hunting through areas already cleared, takes Havel down by fishing for backstabs through his shield, and pockets Havel’s Ring for the carry-load headroom that keeps a fast roll available in heavier gear. Then the part he admits he has been putting off: the Capra Demon, the wall most new players hit, and he is openly nervous about fighting it on camera.
The lower Undead Burg on the way down is a tour of FromSoftware’s ambush vocabulary — dogs that cause bleeding, torch hollows that spam attacks in pairs, thieves who burst from three doors at once with parries and thrown daggers. He pauses to swap into the black leather set on the grounds that it is fashion souls first, defence second. The Capra fight itself goes to the stairs-and-ledge strategy: kill the dogs from above, then take the demon one-on-one in an arena he calls too tiny to fight in. It falls on the first attempt.
The long tail is farming Balder Knights for a shield drop, and there he draws the interesting line — souls as currency and experience, like gold in first-edition D&D, where weapon upgrade level matters far more than character level.
Is the Capra Demon good design or lazy difficulty — does a cramped arena with two dogs teach you something, or just tax your patience until the RNG cooperates?