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  • Resident Evil Retrospective – Part 1: Party at the Spencer Mansion

    In the landscape of video games, the echoes of moaning zombies resonate loudly today, a stark reminder of their origins. The undead have been a staple of gaming since the early 1970s, with the release of Haunted House  on the Magnavox Odyssey. This pioneering title featured a screen overlay and playing cards, paving the way for the horror genre. A decade later, the Atari 2600 introduced its pixelated mansion of terror, allowing players to navigate through a dark labyrinth of rooms. Throughout the 1980s, adaptations of popular slasher films began to emerge as controversial interactive experiences. Games like Wizard Video's The Texas Chainsaw Massacre  and Halloween , along with LJN's attempts to simulate Friday the 13th  and A Nightmare on Elm Street  on the NES, captured the imagination of gamers while stirring debate. In 1989, Capcom, already renowned for its hits like Street Fighter  and Mega Man , ventured into the horror RPG genre with Sweet Home , a game released exclusively for the Famicom. Designed to promote a film of the same name, Sweet Home  allowed players to control a party of characters with unique abilities as they navigated a cursed mansion. The Birth of Resident Evil In 1990, Shinji Mikami joined Capcom, initially working on Disney titles like Aladdin  and Goof Troop . However, after four years, he shifted his focus to a new project on the PlayStation. Mikami envisioned an ambitious 2D/3D hybrid horror shooter intended to augment Sony's launch lineup. Inspired by Alone in the Dark , which introduced blocky characters and cinematic camera angles, Mikami aimed to incorporate elements from Sweet Home , particularly its puzzle structure and mansion setting. The early concept featured a first-person shooter against aliens, but as development progressed, the game transitioned to a survival horror format. It drew heavily from the pale-faced zombies of George Romero's Night of the Living Dead . On March 29, 1996, Capcom released Biohazard , which would later be known in America as Resident Evil . Gameplay Mechanics and Storyline Players could choose between two main characters, Chris Redfield and Jill Valentine, each offering a distinct gameplay experience with unique inventory capacities, defensive power, special items, and weapons. The ultimate goal for both characters was to uncover the secrets of the mysterious mansion and escape with their lives. The game's design cleverly limited healing items and ammunition, giving birth to the term "survival horror." The protagonists were part of the Special Tactics and Rescue Service (STARS) and were dispatched to investigate reports of cannibalistic behavior in the Arklay Mountains surrounding Raccoon City. After finding the remnants of Team Bravo's helicopter, Alpha Team was ambushed, forcing them to take refuge in a seemingly abandoned mansion. The chilling atmosphere intensified as the team discovered Bravo Team member Kenneth Sullivan had met a grisly fate at the hands of a zombie. As members of STARS began to vanish and rabid dogs clawed at the doors, Jill and Barry Burton split off while Chris teamed up with rookie medic Rebecca Chambers. The game's four chapters—the mansion, courtyard, guardhouse, and laboratory—were filled with complex puzzles and various enemies, each room carefully designed to immerse players in an atmosphere of dread. A Web of Deceit Throughout the game, players encountered mutated creatures, including Cerberus dogs, hunters, and poisonous spiders. Each confrontation served to heighten the sense of danger, culminating in battles against formidable foes like a giant snake and the plant monstrosity known as Plant 42. The narrative revealed deeper layers of betrayal as players uncovered the true antagonist: Albert Wesker, whose connections to the sinister Umbrella Corporation and the T-Virus—a biological weapon that turned humans into monsters—unfolded throughout the story. Players could rescue one of the two characters trapped in a cell by locating three optical drives hidden in the mansion. If they failed to do so, the character would be left behind during the game's climax. The game culminated in a helicopter escape, but not before a dramatic showdown with the Tyrant, the embodiment of the T-Virus. Players who met certain conditions could even encounter the Tyrant a second time, leading to explosive endings. Legacy and Impact Resident Evil  was a monumental success, selling over 2.7 million copies and establishing itself as the best-selling horror title on the PlayStation. Critics praised the haunting atmosphere and immersive gameplay, while its chilling soundtrack and meticulously crafted story elements left a lasting impression on players. Despite its unsettling atmosphere, the game's dialogue often bordered on humorous, creating a unique contrast that endeared it to fans. Memorable lines such as “You were almost a Jill sandwich” became iconic. The game’s camera style and third-person controls were innovative for its time, though some players found the fixed perspectives disorienting. Nevertheless, Resident Evil  thrived on its life-or-death simulations, prompting players to replay the game multiple times. Different character paths, alternate endings, and random events enhanced replayability, while completing the game unlocked additional costumes and powerful weapons like the rocket launcher. Capcom recognized the franchise's potential and quickly produced Resident Evil: Director's Cut , featuring an advanced mode that altered camera angles, shuffled enemies, and provided new surprises. The title was later adapted for the Sega Saturn and PC, with each platform introducing unique features, such as an unedited color intro and higher resolution graphics. Reinventions and Remakes In 2002, Capcom released a revamped version of Resident Evil  for the Nintendo GameCube, offering a fresh experience for veterans and newcomers alike. This iteration boasted improved graphics, reworked dialogue, and enhanced gameplay mechanics that included swift character movements and defensive capabilities. The GameCube release sold over 1.2 million copies, gaining acclaim as one of the platform's most beautiful and terrifying titles. As part of the franchise's 10th anniversary, Capcom brought Resident Evil  to the Wii, while the DS received a port titled Resident Evil: Deadly Silence , which integrated touch screen controls and added multiplayer modes. These adaptations showcased the franchise's enduring legacy and its ability to evolve with changing technologies. Conclusion Originally captivating players with its innovative blend of horror and survival elements, Resident Evil  has left an indelible mark on the gaming industry. From its unique storytelling to its ground-breaking gameplay mechanics, the franchise has consistently pushed the boundaries of what horror games can achieve. As fans eagerly await future installments, the legacy of Resident Evil  continues to thrive, proving that the undead will always have a place in gaming's ever-expanding universe.

  • Resident Evil Retrospective – Part 2: A City of Racoons

    The iconic Resident Evil  franchise has captivated gamers since its inception, primarily due to its immersive gameplay and compelling storytelling. This retrospective dives into the evolution of Resident Evil , focusing on Resident Evil 2 , its ground-breaking sequel, and the subsequent Resident Evil 3: Nemesis . The Birth of Resident Evil 2 Resident Evil 2  was first announced at the 1996 Tokyo Game Show, quickly following the success of the original Resident Evil . Hideki Kamiya, who had served as a system planner for the first installment, took the helm as director for the sequel. The development process began almost immediately, with the aim to expand upon the story of the first game while introducing new characters: Leon Kennedy and Claire Redfield. Initially scheduled for release in late 1997, the project faced significant challenges. As production progressed, producer Shinji Mikami felt the game was too similar to its predecessor. About three-quarters of the way through development, Capcom's Production Studio 4 was instructed to return to the drawing board. This led to major changes, including the transformation of the female protagonist from Elza, a University of Raccoon City student, to Claire Redfield, the sister of Chris Redfield. Both characters arrived in the city in search of loved ones, and their journeys intertwined throughout the narrative. This mid-development version of the game was humorously nicknamed Resident Evil 1.5 , and there was even a surge of online petitions advocating for its eventual release. Such a drastic overhaul during development would later become a hallmark of the franchise, with future installments often showcasing promotional materials that featured scenes not present in the final games. When Resident Evil 2  was finally released on January 21, 1998, it was accompanied by television spots directed by horror icon George Romero, further cementing its place in gaming history. The Narrative Unfolds Set two months after the events of the first game, Resident Evil 2  continues the story of the Umbrella Corporation's experiments gone wrong. As surviving members of the S.T.A.R.S. team attempt to warn Raccoon City of the impending doom, they are met with skepticism. Leon and Claire arrive in a city that is already on the brink of collapse, unaware of the horrors that await them. Upon reaching the Raccoon City Police Department (RPD), they encounter other survivors, including Robert Kendo, a gun store owner, and Marvin Branagh, an officer in dire straits. The introduction of Claire as a playable character allowed players to explore the narrative through multiple perspectives, which would become a defining feature of the series. Claire's journey intertwines with that of Sherry Birkin, a young girl caught in the chaos. Sherry’s parents, William and Annette Birkin, are embroiled in the creation of the G-virus, a mutated strain that proves more lethal than the T-virus. As Claire pursues Sherry, she unravels the darker side of the police department under Chief Brian Irons. Leon, meanwhile, finds himself embroiled in a conspiracy involving secret agents, one of whom, Ada Wong, initially appears to aid him but has ulterior motives. The dynamic between Leon and Ada adds a layer of intrigue to the narrative, highlighting themes of trust and betrayal. Gameplay Mechanics and Character Dynamics Resident Evil 2  introduced players to dual campaigns, with each character having a unique storyline that intersected at various points. Starting with either Leon or Claire initiated Scenario A, while completing that campaign unlocked Scenario B, offering a fresh perspective on the events. This nonlinear storytelling allowed players to experience the tension of the narrative from different angles. The gameplay also saw significant improvements. Players could engage a variety of enemies, from zombies and dogs to new threats like the Lickers—mutated creatures with heightened agility. The game encouraged players to strategize with its resource management system, making ammunition a precious commodity. Mr. X, an imposing figure sent to hunt down the protagonists, served as a relentless threat throughout the game, adding an additional layer of horror. His ability to track players created an atmosphere of anxiety and urgency, making every encounter unpredictable. Legacy and Impact Upon its release, Resident Evil 2  became a commercial success, selling nearly five million copies and earning accolades for its refined gameplay mechanics and captivating storyline. Players appreciated the aesthetic enhancements, such as improved character models and real-time damage effects. The game was eventually ported to various platforms and even saw a modern remake that reinvigorated interest in the franchise. The dual campaigns remained a significant talking point among fans, as they speculated on the canonical storyline—particularly the implications of Sherry's fate and the development of the G-virus antidote. Transition to Resident Evil 3 The narrative did not end with Resident Evil 2 ; it set the stage for Resident Evil 3: Nemesis . Originally conceived as two separate titles, Resident Evil 3  was later developed as a continuation of the plot, focusing on Jill Valentine as she attempts to escape the now-infamous Raccoon City. Unlike its predecessors, Resident Evil 3  featured only one primary playable character from the outset, with the introduction of Carlos Oliveira serving as a secondary perspective. The game delved into the chaos that ensued as Raccoon City fell to the horrors unleashed by the Umbrella Corporation. The nemesis of Jill’s story, the titular Nemesis, added a new dimension to the gameplay. Unlike Mr. X, who was more of a lurking threat, Nemesis actively pursued Jill, creating moments of tension as players navigated through the environment. His relentless chase and ability to break through barriers contributed to the game’s reputation as a horror-action hybrid. Conclusion The Resident Evil  franchise has undergone significant transformations since the release of its first installment, with Resident Evil 2  standing out as a milestone in gaming history. With its innovative gameplay, dual narratives, and memorable characters, it laid the groundwork for the franchise's future successes. The subsequent Resident Evil 3: Nemesis  further enriched the lore, maintaining the franchise's reputation as a pioneer in survival horror. As we reflect on the evolution of Resident Evil , it's clear that the series has continually adapted and evolved, capturing the imaginations of gamers worldwide.

  • Resident Evil Retrospective – Part 3: Zero to Veronica

    The Resident Evil franchise, known for its intricate plots and chilling horror, reached new heights with the release of Resident Evil: Code Veronica  in February 2000 and Resident Evil Zero  in November 2002. These titles not only advanced the story of iconic characters but also introduced new gameplay mechanics and immersive environments. Code Veronica: The Next Chapter Resident Evil: Code Veronica was among the first titles announced for the Sega Dreamcast, marking a significant evolution in 3D gaming. Developed primarily by Sega's Next Tech Corporation and Flagship Studios, the game launched three months after the catastrophic events in Raccoon City, which had been destroyed by a nuclear strike. This installment focused on Claire Redfield's relentless pursuit of the Umbrella Corporation. The plot deepens as Claire, who has taken it upon herself to dismantle Umbrella, is captured while infiltrating a facility in Paris. She is then transported to Rockford Island, a high-security prison that experiences a massive outbreak of the T-Virus, leading to a resurgence of zombies and grotesque monsters. A security officer named Rodrigo aids Claire in her escape, understanding that survival is imperative amidst the chaos. During her escape, Claire encounters Steve Burnside, a brash young man who becomes her ally. Their relationship adds emotional stakes to the narrative, particularly as Steve is forced to confront the horrifying reality of his father, who has succumbed to the undead. The Ashford Family: A Dark Legacy The game introduces players to the sinister Ashford family, particularly Alfred and Alexia Ashford, who pose significant threats to Claire and Steve. Alfred, the more erratic of the two, guards the remnants of Umbrella's secrets while his sister, Alexia, is hinted to possess greater intelligence and power. The siblings' dark history and obsession with their family legacy add layers of complexity to the story. Claire's harrowing journey culminates in a confrontation with the mutated forms of both Alfred and Alexia. After an intense battle, Claire and Steve manage to escape Rockford Island, only to find themselves entangled in a more significant conflict as they are drawn into Alexia's Antarctic lair. Gameplay Innovations One of the standout features of Code Veronica was its shift to fully 3D environments. Unlike previous entries with fixed camera angles, this game allowed players to navigate a more immersive world, enhancing the horror experience. Players could also engage in first-person shooting for the first time, adding a layer of control that elevated the gameplay. The game introduced several new monsters, including the terrifying albinoid and explosive zombies. Each enemy type required players to adapt their strategies, further enriching the survival horror experience. Additionally, the storyline explored themes of family, contrasting the supportive bond between Chris and Claire Redfield with the destructive relationship between Alfred and Alexia Ashford. Code Veronica was well-received, selling nearly 3 million copies and eventually leading to a re-release on the PlayStation 2 and GameCube under the title Code Veronica X . This version included graphical enhancements and new gameplay features, including a battle mode and additional cutscenes that expanded the lore surrounding Albert Wesker, a recurring antagonist in the series. Resident Evil Zero: Revisiting the Origins Following the success of Code Veronica, Capcom released Resident Evil Zero, a prequel that delved into the events leading up to the original Resident Evil. This installment introduced Rebecca Chambers, a member of the S.T.A.R.S. team, and her unlikely ally, Billy Cohen, a convict with a murky past. Set in the Arklay Mountains, Zero begins with Rebecca's team investigating a series of brutal murders. After a helicopter crash, she encounters Billy on a train filled with zombies. Their partnership evolves as they work together to escape the train and confront the horrors of the facility they uncover. A New Gameplay Experience Resident Evil Zero introduced a new gameplay mechanic that allowed players to switch between Rebecca and Billy at will. This innovation added depth to the puzzle-solving elements of the game, as players had to strategize based on each character's unique skills and inventory limitations. The game returned to a more traditional camera perspective, creating a sense of nostalgia for fans of the earlier titles. Still, it pushed the boundaries with new enemies, including leeches that could amalgamate into monstrous forms, and a variety of grotesque creatures, like mutated frogs and giant scorpions. As Rebecca and Billy navigate the facility, they encounter Albert Wesker and William Birkin, two figures from the Umbrella Corporation whose machinations set the stage for the horrific events that unfold. The tension builds as players uncover the dark legacy of James Marcus, a former scientist whose experiments led to disastrous consequences. Conclusion Both Resident Evil: Code Veronica  and Resident Evil Zero  not only advanced the franchise's narrative but also pushed the boundaries of gameplay and storytelling. With their intricate plots, memorable characters, and innovative mechanics, these titles set the stage for the future of the Resident Evil series, foreshadowing the dramatic transformations that awaited players in the years to come. As fans continue to revisit these classics, the impact of these games remains undeniable, cementing their place in the pantheon of survival horror.

  • Resident Evil Retrospective – Part 4: Spin-offs and Side Stories

    In the realm of video games, a franchise's strength can often be gauged not only by its mainline titles but also by the quality of its spin-offs. This is particularly true for the Resident Evil series, which has produced numerous games since the Umbrella Corporation's sinister experiments first came to light. In the 13 years since the outbreak began, Capcom has released 11 titles that expand upon the Resident Evil universe, providing players with alternative gameplay experiences while addressing the genre's growing fanbase. Handheld Ventures and Unique Storylines Among these spin-offs, Resident Evil Gaiden  holds a special place. Released for the Game Boy Color, this title emerged as a response to a failed attempt to port the original game to the same platform back in 1999. Capcom enlisted M4 Limited to create a survival horror experience that combined both top-down and first-person perspectives. Launched in the UK on December 14, 2001, Gaiden introduced players to Barry Burton, the only non-mod or minigame character to feature as a playable lead outside the main storyline. In Gaiden, Barry's mission revolves around investigating reports of a new bio-organic weapon aboard the ocean liner Starlight . When fellow agent Leon Kennedy goes missing, Barry is thrust into the chaos, encountering a mysterious girl named Lucia and facing new threats, including an innovative tyrant creature. The gameplay mechanics allowed for scanning the environment for threats and utilizing a unique targeting system for combat. Despite its interesting premise, Gaiden suffered from low review scores, primarily due to its lack of genuine scares and a narrative that strayed far from the series' core. Mobile Games: Experimenting with the Franchise As Resident Evil continued to evolve, it also made its way onto mobile platforms. The first mobile game, titled The Missions , debuted in 2005, featuring Jill Valentine in Raccoon City and offering players 100 stages to navigate. Following this, Confidential Report  was released, introducing forgettable characters like Tyler Hamilton, while Genesis  offered a return to the Spencer Mansion with a focus on puzzles and exploration. The mobile adaptations raised questions about how to maintain the series' atmosphere and engaging gameplay on smaller screens, leading to varied experiences that nonetheless kept the core puzzle-solving elements intact. The First-Person Shooter Era In a notable shift for the franchise, Capcom launched Resident Evil Survivor , marking its first foray into the first-person shooter genre. Released in Japan in January 2000, the game placed players in the role of a character who had survived a helicopter crash but lost their memory. Set on Sheena Island, the protagonist faces off against zombies and other familiar enemies, navigating a storyline intertwined with the established Resident Evil lore. Unfortunately, the game received harsh criticism due to its clunky controls and simplistic gameplay mechanics, ultimately leading to its designation as the worst-reviewed title in the franchise's history. The subsequent sequel, originally titled Resident Evil Firezone , evolved into Survivor 2  and offered an updated experience that was a retread of Code Veronica , allowing players to take on the roles of Claire and Steve. While it improved on some aspects, it failed to capture the essence of the main series, straying far from its narrative roots. The last entry in this line, Dead Aim , marked a shift with its unique plot that revolved around new characters Bruce McGivern and Fong Ling aboard a cruise ship. Players could switch between first and third-person perspectives, and light gun support was finally introduced. Released in February 2003, Dead Aim  was recognized as the best among the Survivor titles, despite its mixed reception. The Chronicles Series and Team-Based Gameplay As the franchise continued to develop, Capcom sought to offer players an immersive experience that reflected on the series' history. Resident Evil: The Umbrella Chronicles , launched on November 13, 2007, was a rail shooter that revisited iconic moments from earlier games while introducing new storylines through the eyes of various characters. This title became a commercial success, selling over a million copies. The gameplay was accessible and retained the series' signature horror atmosphere, featuring four main chapters that highlighted key events from previous titles. Though the narrative had its gaps—most notably the absence of Resident Evil 2  and 4 —fans appreciated the nostalgic journey through familiar locations, enhanced by the addition of hidden files that filled in some of the overarching narrative's missing pieces. Biohazard: Online and Cooperative Gameplay Capcom further innovated with Resident Evil: Outbreak , which launched in Japan on December 11, 2003. This title introduced a new cast of characters, emphasizing teamwork and cooperation among up to four players. Each character possessed unique abilities, allowing for diverse strategies during gameplay. The scenarios drew from classic series settings, enhancing the cooperative experience while introducing a new virus gauge mechanic that added tension as players navigated through Raccoon City. In Outbreak , communication was key, with players able to convey their status and intentions through simple commands, even without voice chat. The game successfully created a sense of urgency and collaboration, mirroring the high-stakes situations familiar to the main series. The Evolution of Resident Evil The Resident Evil franchise has successfully expanded its universe through various spin-offs, from handheld games to mobile adaptations and collaborative online experiences. While not every title has resonated with audiences, each has contributed to the overall lore and gameplay diversity, ensuring the series remains a staple in the survival horror genre. As fans continue to explore the expansive world of Resident Evil, the legacy of its innovative and sometimes experimental spin-offs is undeniable, showcasing Capcom's dedication to keeping the franchise fresh and engaging.

  • Elden Ring: Shadow of the Erdtree – All Gravesite Plain Miquella's Cross Locations

    Miquella’s Crosses serve as markers guiding your journey through the lands of Shadow of the Erdtree. These symbols indicate places where Miquella has been, and it's believed that following them will eventually lead you to him. They are not only crucial for navigation but also play a significant role in the lore of the Elden Ring DLC. Here’s how you can find these important landmarks. Gravesite Plain Locations Three-Path Cross Site of Grace Cross At this Site of Grace, located near the center of Gravesite Plains and just beyond the first Furnace Golem you encounter, you'll come across the NPCs Redmane Freyja and Hornsent. This is also likely where you'll spot your first Cross. Main Gate Cross Site of Grace Cross Starting from the Three-Path Cross Site of Grace, head west toward Belurat. Just before reaching the entrance to this Legacy Dungeon, you'll come across a new Site of Grace called Main Gate Cross. Here, you'll also encounter the NPCs Sir Moore and Ansbach, along with another Miquella’s Cross. Belurat Cross This Cross is located inside a chamber filled with flying creatures. To reach it, head west from Belurat, continuing past the Small Private Altar Site of Grace. Look for a road where you'll spot some crumbled walls on the right. Climb over the walls to find the entrance to the chamber. Continue along the only available path (after clearing out the enemies, of course), and you’ll easily spot the Cross. Castle Ensis Checkpoint Cross As you advance through Castle Ensis, you'll come across a Site of Grace named Castle Ensis Checkpoint. Inside, you'll find a note from Leda on the ground, along with a nearby Cross. Pillar Path Cross Site of Grace Cross Starting from the bridge that connects the enemy camp to the center of Gravesite Plain, head east. You'll encounter three possible paths—take the left one, which is marked by trees on your map. Follow this road to reach a new Site of Grace called Pillar Path Cross, where you'll also find another Cross.

  • Elden Ring: Shadow of the Erdtree – All Scadu Altus Miquella's Cross Locations

    Miquella’s Crosses serve as markers guiding your journey through the lands of Shadow of the Erdtree. These symbols indicate places where Miquella has been, and it's believed that following them will eventually lead you to him. They are not only crucial for navigation but also play a significant role in the lore of the Elden Ring DLC. Here’s how you can find these important landmarks. Scadu Altus Locations Highroad Cross Site of Grace Cross Upon arriving at Scadu Altus, you'll discover the Highroad Cross Site of Grace. Here, you’ll likely encounter Leda and Hornsent once more, along with a new Miquella’s Cross to add to your collection. Moorth Ruins Site of Grace Cross This Cross is located at the Site of Grace in Moorth Ruins. From the Highroad Cross Site of Grace, simply head east until you reach the location marked on your map with a drawing of a ruin. Scaduview Site of Grace Cross To find this Cross, you'll need to access the somewhat hidden area known as Scaduview. This location is situated on a hill in the southeast region of Scadu Altus. To reach it, you must first unseal a locked Spiritspring located within the forest. To unseal the Spiritspring, head east at ground level, near the edge of the region, where you'll find the rocks that need breaking. After that, jump onto the Spiritspring while using Torrent, and you'll arrive at Scaduview. Miquella’s Cross and a new Site of Grace can be found at the highest point in Scaduview. Storehouse, Fourth Floor Site of Grace Cross As you explore the Storehouse in Shadow Keep, you'll begin to ascend through the floors. Upon reaching the fourth floor, after using one of the statues nearby as a bridge, you'll discover a new Site of Grace along with a new Cross.

  • Elden Ring: Shadow of the Erdtree – All Miquella's Cross Locations

    Miquella’s Crosses serve as markers guiding your journey through the lands of Shadow of the Erdtree. These symbols indicate places where Miquella has been, and it's believed that following them will eventually lead you to him. They are not only crucial for navigation but also play a significant role in the lore of the Elden Ring DLC. Here’s how you can find these important landmarks. Stone Coffin Fissure Locations Fissure Cross Site of Grace Cross When you arrive at the second Site of Grace in the area, known as Fissure Cross, you'll find the Cross situated right next to it.

  • Elden Ring: Shadow of the Erdtree – All Cerulean Coast Miquella's Cross Locations

    Miquella’s Crosses serve as markers guiding your journey through the lands of Shadow of the Erdtree. These symbols indicate places where Miquella has been, and it's believed that following them will eventually lead you to him. They are not only crucial for navigation but also play a significant role in the lore of the Elden Ring DLC. Here’s how you can find these important landmarks. Cerulean Coast Locations Cerulean Coast Cross Site of Grace Cross Starting from the beginning of the Cerulean Coast, head to the southeast side of the region, moving past the area where you collect the Map Fragment. After taking a few steps forward, you'll spot the Cross on your left. Once you reach the cliff, you'll also find a Scadutree Fragment and a new Site of Grace.

  • Elden Ring: Shadow of the Erdtree – All Ancient Ruins of Rauh Miquella's Cross Locations

    Miquella’s Crosses serve as markers guiding your journey through the lands of Shadow of the Erdtree. These symbols indicate places where Miquella has been, and it's believed that following them will eventually lead you to him. They are not only crucial for navigation but also play a significant role in the lore of the Elden Ring DLC. Here’s how you can find these important landmarks. Ancient Ruins of Rauh Locations Rauh Ancient Ruins, East Site of Grace Cross This is the first Site of Grace you’ll encounter upon reaching Rauh Ancient Ruins. The Cross you’re looking for is located right next to the Grace.

  • Elden Ring: Shadow of the Erdtree – All Enir-Ilim Miquella's Cross Locations

    Miquella’s Crosses serve as markers guiding your journey through the lands of Shadow of the Erdtree. These symbols indicate places where Miquella has been, and it's believed that following them will eventually lead you to him. They are not only crucial for navigation but also play a significant role in the lore of the Elden Ring DLC. Here’s how you can find these important landmarks. Enir-Ilim Miquella’s Locations Spiral Rise Site of Grace Cross Like most Crosses, this one is located next to a Site of Grace—specifically, the Spiral Rise, which is the second one you’ll find inside Enir-Ilim. You won't be able to miss it.

  • Elden Ring: Shadow of the Erdtree – All Miquella's Cross Locations

    Miquella’s Crosses serve as markers guiding your journey through the lands of Shadow of the Erdtree. These symbols indicate places where Miquella has been, and it's believed that following them will eventually lead you to him. They are not only crucial for navigation but also play a significant role in the lore of the Elden Ring DLC. Here’s how you can find these important landmarks. Gravesite Plain Locations Three-Path Cross Site of Grace Cross At this Site of Grace, located near the center of Gravesite Plains and just beyond the first Furnace Golem you encounter, you'll come across the NPCs Redmane Freyja and Hornsent. This is also likely where you'll spot your first Cross. Main Gate Cross Site of Grace Cross Starting from the Three-Path Cross Site of Grace, head west toward Belurat. Just before reaching the entrance to this Legacy Dungeon, you'll come across a new Site of Grace called Main Gate Cross. Here, you'll also encounter the NPCs Sir Moore and Ansbach, along with another Miquella’s Cross. Belurat Cross This Cross is located inside a chamber filled with flying creatures. To reach it, head west from Belurat, continuing past the Small Private Altar Site of Grace. Look for a road where you'll spot some crumbled walls on the right. Climb over the walls to find the entrance to the chamber. Continue along the only available path (after clearing out the enemies, of course), and you’ll easily spot the Cross. Castle Ensis Checkpoint Cross As you advance through Castle Ensis, you'll come across a Site of Grace named Castle Ensis Checkpoint. Inside, you'll find a note from Leda on the ground, along with a nearby Cross. Pillar Path Cross Site of Grace Cross Starting from the bridge that connects the enemy camp to the center of Gravesite Plain, head east. You'll encounter three possible paths—take the left one, which is marked by trees on your map. Follow this road to reach a new Site of Grace called Pillar Path Cross, where you'll also find another Cross. Scadu Altus Locations Highroad Cross Site of Grace Cross Upon arriving at Scadu Altus, you'll discover the Highroad Cross Site of Grace. Here, you’ll likely encounter Leda and Hornsent once more, along with a new Miquella’s Cross to add to your collection. Moorth Ruins Site of Grace Cross This Cross is located at the Site of Grace in Moorth Ruins. From the Highroad Cross Site of Grace, simply head east until you reach the location marked on your map with a drawing of a ruin. Scaduview Site of Grace Cross To find this Cross, you'll need to access the somewhat hidden area known as Scaduview. This location is situated on a hill in the southeast region of Scadu Altus. To reach it, you must first unseal a locked Spiritspring located within the forest. To unseal the Spiritspring, head east at ground level, near the edge of the region, where you'll find the rocks that need breaking. After that, jump onto the Spiritspring while using Torrent, and you'll arrive at Scaduview. Miquella’s Cross and a new Site of Grace can be found at the highest point in Scaduview. Storehouse, Fourth Floor Site of Grace Cross As you explore the Storehouse in Shadow Keep, you'll begin to ascend through the floors. Upon reaching the fourth floor, after using one of the statues nearby as a bridge, you'll discover a new Site of Grace along with a new Cross. Cerulean Coast Locations Cerulean Coast Cross Site of Grace Cross Starting from the beginning of the Cerulean Coast, head to the southeast side of the region, moving past the area where you collect the Map Fragment. After taking a few steps forward, you'll spot the Cross on your left. Once you reach the cliff, you'll also find a Scadutree Fragment and a new Site of Grace. Stone Coffin Fissure Locations Fissure Cross Site of Grace Cross When you arrive at the second Site of Grace in the area, known as Fissure Cross, you'll find the Cross situated right next to it. Ancient Ruins of Rauh Locations Rauh Ancient Ruins, East Site of Grace Cross This is the first Site of Grace you’ll encounter upon reaching Rauh Ancient Ruins. The Cross you’re looking for is located right next to the Grace. Enir-Ilim Miquella’s Locations Spiral Rise Site of Grace Cross Like most Crosses, this one is located next to a Site of Grace—specifically, the Spiral Rise, which is the second one you’ll find inside Enir-Ilim. You won't be able to miss it.

  • Elden Ring: Shadow of the Erdtree – All Abyssal Woods Scadutree Fragment Locations

    The Scadutree Blessing level is a feature of the Shadow Realm Blessing, a new mechanic for enhancing your character's power. Unlike leveling up with runes, each Scadutree Blessing typically boosts your attack and defense by about 5%, with your attributes displayed in gold while you're in the Shadow Realm. Since each blessing level provides a significant upgrade, the effects are more noticeable compared to allocating stat points through rune-based leveling. It’s highly advisable to increase your Shadow Realm Blessing, especially when facing tough challenges. Abyssal Woods Locations Abandoned Church Fragment x2 When you enter the Abyssal Woods, head straight ahead, and you'll come across the Abandoned Church shortly after passing the area's Map Fragment. Inside the church, you'll find two Fragments. Northern Abyssal Woods Fragment You can find this Scadutree Fragment near the northern central area of the Abyssal Woods, and luckily, you won't have to navigate past any of the unsettling Winter Lanterns to reach it. Starting from the Woodland Trail Site of Grace near the entrance of the woods, go directly east, following the shallow river until you reach the main Abyssal Woods Site of Grace. When you notice one of the first Winter Lanterns in a foggy valley below, head north toward the cliff walls instead. There, you'll encounter several Inquisitor enemies. After defeating them, look to the east to find a body slumped against a tree, where the fragment is located.

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