Cemetery of Ash - Level Analysis
- Matthew Cabrera
- Sep 18, 2025
- 7 min read
The Cemetery of Ash is the starting area of Fromsoftware’s Dark Souls III. This post essentially talks about the overall design and what the designers intended to teach the player, as well as some of the aesthetics. While not the most complex or inventive in terms of tutorialization, the area serves as a fantastic introduction to the game’s most prevalent challenges, sets a palpable tone and mood, and introduces some of the themes seen throughout the game.
level layout and design

Instantly after our protagonist arises from a coffin, they are presented with a choice. Beams of light shine behind a dilapidated tower and sections of broken archways frame the critical path down into a large cliff gap. In the way, however, is an aggressive enemy paired with a mysterious message on the ground. The message explicitly explains to the player how to attack, allowing them to make short work of the foe. However, the message is pointed in the opposite direction of the enticing cliffway and towards a narrow flooded path followed by a trail of more messages. Should the player follow them, they are led down to an optional item while learning more about the game’s controls– teaching that levels often have additional obscured routes with rewards.

On their way out, another glowing item hides behind a second enemy. This time, they are framed behind another set of small archways and more messages on the floor point towards a set of stairs to the right. By now, it's evident that messages are placed with the intent of leading the player to explore every corner of the environment while conveying important information. These messages are paired with items or enemies and are placed along an optimal or necessary route that eventually leads to an intended destination. This method of breadcrumbing isn't particularly unique, but it proves effective at introducing the nature of the game's exploration swiftly and clearly. In fact, this kind of guidance is a trend among several 0f Fromsoftware's titles, with games like Elden Ring containing sequences of messages or enemies in precarious locations to bait the player into and teach them about novel combat situations.
Not far ahead, a new enemy type is introduced. Unlike the crazed, wild strikes from the broken swords of the previous undead, a new undead fires at the player from afar with flaming crossbow bolts. Naturally, the player will gravitate towards taking them out, unaware that two other enemies cleverly wait behind the corners ahead. This new combat situation provides a more intense, but inviting challenge accompanied by additional message prompts for the more advanced controls of the game. By now, the player has reached the opening in the cliff, and can push ahead when ready. But, a final message points towards an alternative option, likely leading to another useful supplementary item.

But, this glaring alternate path is marked by an ominous new message- this time, an unknown symbol accompanies a direct command: "Turn Back". Previous messages spoke directly to the player, breaking immersion for the sake of clarity of controls. This message feels as if it were part of the world, like some unfortunate undead much like you left their dying words as a warning to anybody else wandering the cemetery. Aside from teaching the player that not every message is an omniscient communication from the developer, it presents a new choice at this point in the level. By now, the player has already considered the future where they exit the cliffside and explore the outside of the cemetery. However, adventurous players might consider the ominous message as an invitation to a test of skill, something much more advanced than the fodder they've fought up to this point.

Ignoring the warning, the player will discover a dangerous crystal lizard that will protect its home among an grave-surrounded enclave. Of course, the monster will decimate any inexperienced player, and even pose a challenge to people replaying the game. Dying is likely and expected at this point, and the designers were aware of this. Enemies have respawned, currency is lost, but hope is restored as the player comes into control of their character once more. Should they choose to return and challenge the lizard again, the concept of retrieving their currency is established, and an integral cycle has been set into motion. Every death, the knowledge of past experiences informs the players' actions in the future.
Skilled players may be able to pin down the attack patterns of the creature and fell it. This will reward them with a weapon upgrade item that is completely useless this early into the game. While anticlimactic, the resource will come in handy much later, and the player will come to appreciate this kind of reward while understanding that the enemy they faced was completely optional. At last, whether the player felled the creature and left, respawned and ignored it, or heeded the message's warning, the exit of the cemetery is imminent. Upon following the narrow path through the cliff faces, the player is met with a gorgeous vista.

Previously, the weather and time of day was unclear through the webs of branches and towering ruinous structures. However, it becomes crystal clear when the player reaches the end of the cliff that they are much smaller than they thought they were. Cloudy skies provide just enough sunlight to peer into the distance. Colossal mountains as far as the eye can see line the horizon, interrupted by a massive shrine that players will eventually consider home nearby. Torches illuminate an archway to a circular arena, implying an unspeakable challenge sits in your way.
Before trekking down for their first challenge of many, the player sets a dormant bonfire alight and is offered a brief moment of respite. Here, they can restore their healing resources, take a breather, and set their respawn point. These bonfires are a staple of the series, and will quickly become an rare and desirable haven in dangerous areas. The short, hilly path leading up to the shrine is peppered with more enemies-this time armed with larger weapons and health pools-and a few more messages teaching the most absolutely situational advanced controls of the game.
Finally, the player reaches the doors to a massive arena and lay eyes upon the most dangerous foe yet.
fiction & theming:
In the universe of Dark Souls, a cycle exists in which powerful rulers and individuals offer themselves as kindling to link the flames that keep the world revolving. During periods that the flame is linked, existence is relatively standard - people can have purpose and aspirations, lead their own lives, and eventually die. In the absence of the flame, the living are divested of their humanity, becoming Hollow - creatures that have gone mad and are devoid of purpose, unable to die. However, in Dark Souls III, the player is thrust into a land known as Lothric, whose very existence is transitory. That is, it never fully is or isn’t due to a dying flame that has yet to be linked. The living are a mix of those who would do anything to protect their humanity, those who have turned to dark methods to preserve their life, and even Hollow individuals who were unfortunate enough to maintain shreds of their sanity. Locations and environments that were curated at the same time can be equally overgrown and abandoned, or bustling and pristine. What results is a drab, mystifying, and at times surreal experience that the player may not ever piece together by the end of a first playthrough.
The thematic implications of a world like this are centered around metamorphosis, corruption, and hope. Despite the transitory nature of Lothric, the player, a lowly Undead, strives to make sense of it all and leave their mark on the world regardless of whether they choose to link the flame or allow it to fizzle away. Many immoral individuals find purpose in disruption, corroding others’ existence and actively acting as forces of friction against the protagonist. Once-brilliant warriors of old are discarded and possessed or taken over by higher powers, and the earth itself has been tainted by the uneven flow of time. All of these themes, if not gleaned from the game's dramatic intro cut scene, are quickly introduced and reinforced in the Cemetery of Ash.
Our very first cinematic sequence has the player emerging from one of the hundreds of coffins strewn about the level, an explicit declaration of defiance and unwillingness to succumb to death. Shortly after, the player is faced with their first enemy–an aggressive, undead Hollow whose fate you could have very well inherited. Not far from him sit a pair of similar Hollows, except they don’t even acknowledge your presence: They are equally disillusioned and dissociated, portraying a darker end to the spectrum of life as a Hollow, teaching the player that there can always be a worse future. The ruinous surroundings have been consumed by flora with weeds overflowing from cracks in the floor and water flooding ancient walkways. Crooked, twisted, leafless trees spiral out of stone and mud and it is palpable that time has wreaked havoc on a once pristine fortress of stone. Not long after, the player is faced with an even more explicit example of corruption–Iudex Gundyr, the boss of the area. A coiled sword had been thrust straight through the dormant soldier, soon forced out by the player. Halfway through the battle with the towering veteran, he writhes in agony as a grotesque entity emerges from deep within his armor. Gundyr was long gone, and the horrific parasite that inhabited his skin had won over its vessel a long time ago.
closing thoughts
The Cemetery of Ash serves as an exemplary introduction to Dark Souls III. What the level lacks in conveyance and complexity, it makes up for in pace setting and theming. Using explicit tutorializing, messages teach the player the absolute basic rules and controls of the game alongside enemy breadcrumbing to create an environment in which the player is allowed to test and explore. An early challenge awaits adventurous players in the crystal lizard’s domain, mirroring yet paling in comparison to the titan that awaits ahead. Important key items are placed along the paths of progression, while supplementary ones are hidden at the ends of obscure routes. Finally, the expert use of pinching and framing establishes the fundamental design trend to the player of taking what is understood about their environment and revealing the true breadth of the world.

By the time I first played through it, I was already a seasoned souls and souls-like player, so many of the mechanics and design ideas weren’t foreign to me. But, the area served as a great playground to learn the subtle differences in pacing and flow of combat this game had to offer. It also did really well at setting a lukewarm, dull tone and showcasing the breathtaking aesthetics and level compositions prevalent through the entire game. Overall, I feel it’s one of the stronger, yet understandably overlooked introductory sequences in the trilogy, and I’m excited to find out whether or not I’ll do it justice in my following post where I talk about recreating it in blockmesh!



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