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Mimic's LedgerThe DSR Compendium

THE OATHKEEPER’S LEDGER

The Knight’s Road

A Dark Souls: Remastered walkthrough for the Knight, from the Asylum to Gwyn

About 29 minutes to read · numbers from the Ledger's records; check anything important in game

Contents
  1. Part I: The Knight's Way
  2. Part II: The Road to Gwyn
  3. Chapter 1: The Northern Undead Asylum
  4. Chapter 2: Firelink Shrine
  5. Chapter 3: The Undead Burg
  6. Chapter 4: The Undead Parish
  7. Chapter 5: Darkroot Garden
  8. Chapter 6: The Depths, Blighttown, and Quelaag's Domain
  9. Chapter 7: Sen's Fortress
  10. Chapter 8: Anor Londo
  11. Chapter 9: New Londo Ruins and the Abyss
  12. Chapter 10: The Duke's Archives and Crystal Cave
  13. Chapter 11: The Catacombs and Tomb of the Giants
  14. Chapter 12: The Demon Ruins and Lost Izalith
  15. Chapter 13: The Kiln of the First Flame
  16. Interlude: Artorias of the Abyss (Optional)
  17. The Black Knight Roundup
  18. The Knight's Armory at a Glance
  19. Sources

Stats, weights and attack-rating estimates come from the Mimic's Ledger records. Routes and tactics were checked against community wikis and walkthroughs (listed at the end); the wording is our own. Where sources disagree, the guide says so.

Part I: The Knight's Way

A Knight's strength begins before the first blow: in patience, preparation, and the will to hold the line.

The Knight is for the player who would rather hold a doorway than chase an enemy through it. You begin at level 5 with Vitality 14, the highest of any class, a Broadsword, and a Tower Kite Shield that blocks 100% of physical damage. Armor, a sound shield, and patience will carry you far, but only if you leave stamina for the answer.

Starting statsVIT 14, ATT 10, END 10, STR 11, DEX 11, RES 10, INT 9, FAI 11
Starting gearBroadsword, Tower Kite Shield, Knight Helm, Knight Armor, Knight Gauntlets, Knight Leggings
ShieldTower Kite Shield: stability 58 (up to 72), physical 100%, magic 30%, fire 70%, lightning 50%

The Three Vows

Weight and the Roll

Roll speed depends on how much of your maximum equip load you carry: up to 25% is a fast roll, up to 50% a medium roll, and above that the slow, short fat roll. By the Ledger's figures, maximum equip load is about Endurance + 40.

A fresh Knight carries 31 (the Knight Set at 25, the Broadsword and the Tower Kite Shield at 3 each) against a maximum of 50. That is 62%, past the line: the Knight starts the game fat-rolling. Check it on your status screen, and make Endurance your first priority.

LoadoutWeightEndurance for a medium roll
Knight Set, Broadsword, Tower Kite Shield3122
Elite Knight Set, Broadsword, Tower Kite Shield32.826
Knight Set, Black Knight Sword, Tower Kite Shield3632
Elite Knight Set, Black Knight Sword, Tower Kite Shield37.836
Silver Knight Set, Black Knight Sword, Tower Kite Shield39.840

Havel's Ring raises your maximum load by 50% and the Ring of Favor and Protection by 20%, so either one lowers these targets.

The Blade's Road

Every Knight is chasing a sword, and most guides announce it too early. The Black Knight Sword is a greatsword with 220 base damage, rising to 330 at +5. It needs 20 Strength and 18 Dexterity. You start with 11 and 11. That gap is sixteen levels spent on Strength and Dexterity alone, which puts you at level 21 before you have raised Vitality or Endurance by a single point.

Here is the part most players miss: the sword is not an end-game prize. Black Knights guard the Undead Burg and the revisited Asylum, which are among the first places you will visit, and the sword can drop from them. You can hold it in the first few hours and be unable to use it for most of the game. So the road to the sword is a road of other blades, and each chapter below ends with a short note on what to carry and what to spend in that stretch.

StageBladeWhat you need
I. The OathBroadsword, upgraded at Andre10 STR / 10 DEX. 82 base damage, 123 at +5 on the regular path
II. The ProvingBroadsword +10, or the ClaymoreLarge Titanite Shards. A Large Ember (found in the Depths) is needed at +6. 164 base damage at +10. The Claymore (16 STR / 10 DEX, 103 base) lies on a corpse on the Hellkite bridge
III. The ReachBlack Knight Sword, if one has dropped20 STR / 18 DEX (14 STR if wielded two-handed). Unique path to +5 with Twinkling Titanite

The Broadsword is a sound blade, and a Knight who keeps it upgraded loses nothing by waiting for the better one. The Claymore is the natural midpoint: a Knight heading for 20 Strength passes through 16 on the way. Branching upgrade paths (Crystal, Lightning, Raw, and others) exist, and some are good, but this guide stays on the regular path so that every Knight can follow it. The one exception is the Divine Broadsword in Chapter 5, and only as a spare.

A Stat Plan for the Road

One way to spend your levels along this road: staying alive and rolling first, then each blade as it comes. Stats not listed stay where the Knight starts them.

StageLevelRaise toWhat it unlocksSouls (about)
I. The Oath5 to 23VIT 20, END 22A medium roll in your starting gear (31 of 62)21,200
II. The Proving23 to 28STR 16The Claymore, one-handed19,900
III. The Reach28 to 39STR 20, DEX 18The Black Knight Sword73,600
IV. The Wall39 to 53END 36A medium roll in the Elite Knight Set with the Black Knight Sword171,100
V. The Long Watch53 to 63VIT 30Vitality's first soft cap191,500

Soul costs come from the Ledger's community formula, which is only accurate from level 12 up, so the first stage leaves out the cheap levels below 12.

What Each Blade Hits For

BladeYour statsAttack rating (about)
Broadsword +5STR 11 / DEX 11134
Broadsword +10STR 16 / DEX 11193
Claymore +10STR 16 / DEX 11242
Broadsword +15STR 20 / DEX 18281
Claymore +15STR 20 / DEX 18353
Black Knight Sword +5STR 20 / DEX 18414 (457 two-handed)

These are the Ledger's one-handed physical estimates, from each blade's base damage, scaling and your stats; check them against your status screen. They make the case for the sword: at the same stats, a +5 Black Knight Sword hits about half again as hard as a +15 Broadsword. They also show the Claymore pulling ahead of the Broadsword once you have 16 Strength.

Part II: The Road to Gwyn

Four prizes give this route its character: the Elite Knight Set in Darkroot Garden, the Balder Knights' equipment in the Undead Parish and Sen's Fortress, the Silver Knight Set in Anor Londo, and the weapons carried by Black Knights. The order below is counsel, not law. Lordran permits detours.

Chapter 1: The Northern Undead Asylum

A Knight leaves the cell with little. Discipline is what he carries forward.

You wake in a cell. Oscar of Astora gives you the Estus Flask before he dies. The first bonfire sits in the center of the courtyard, directly down the stairs from the Asylum Demon's boss fog.

You will come back here later. Once the elevator in the Undead Parish Church has been operated, you can climb to the Giant Crow's nest at the top of the Firelink ruins and curl up in it. The crow will carry you to a nest on the cliff above the Asylum. The trip brings prizes worth having.

The Knight's Armory

Foes and Bosses

The Blade's Road

You wield the Broadsword. Spend nothing yet, because Andre waits in the Parish. If a Black Knight on your return drops a sword, keep it. You are not ready for it, and that is fine.

If you only remember one thing: The return trip is optional, but the Titanite Slab, the Peculiar Doll and the Black Knights make it worth making once you are stronger.

At Firelink, even a weary Knight must choose which road deserves his strength.

Anastacia of Astora tends the bonfire here in silence. Petrus of Thorolund lingers nearby; he speaks for the Way of White, the covenant the Knight already starts in.

A warning before the errands: Lautrec of Carim, held in a cell in the Undead Parish church, will kill Anastacia if you free him, once you have either rung both Bells of Awakening or picked up the Fire Keeper Souls in the Undead Parish and Blighttown. The Estus advice in Chapter 4 needs a living Fire Keeper, but two others accept Fire Keeper Souls, the Darkmoon Knightess in Anor Londo and the Daughter of Chaos (the Fair Lady) in Quelaag's Domain, so losing her is not fatal to the route.

Two errands begin at Firelink, and neither can be finished on your first visit. The Undead Asylum F2 West Key lies on a rooftop above Petrus, and the way to it starts from the Parish elevator: ride it up, step off partway onto the cliff above the shrine, and work across to the building that lets you drop onto that roof. The Giant Crow's nest crowns the same ruins and carries you back to the Asylum.

To leave, climb: up the stairs beyond the well, through the Hollows on the slope, to the stone tunnel that opens onto the Undead Burg.

If you only remember one thing: Both errands wait for the Parish elevator. Open it first, then come back for the key and the crow.

Chapter 3: The Undead Burg

In the Burg, every doorway asks the same question: will you rush, or will you read the room?

The Burg's first bonfire is upstairs in a building on your left, just past the first fog door. The second sits at the foot of a stairway near the dragon's bridge; kick the ladder there down to make it a shortcut. The Undead Merchant trades close by.

The Knight's Armory

Foes and Bosses

The Blade's Road

Along the Hellkite bridge, a corpse holds a Claymore: 16 Strength and 10 Dexterity, a stop on your way to the greater blade. If the watchtower Knight drops the sword now, you hold the finest blade in the game and cannot swing it. Do not upgrade it yet. Ten Twinkling Titanite for the full climb is a real expense, and the Broadsword will serve you well for a long time.

If you only remember one thing: In every fight here, count your stamina before you count the enemy's weapon.

Chapter 4: The Undead Parish

The Parish rewards a steady hand: a bell to ring, a smith to serve, and steel to earn.

You reach the Parish from the Undead Burg. Activating the elevator here opens a permanent shortcut back to Firelink. The bonfire is in the old Undead Church, directly above Andre the Blacksmith. Andre upgrades your gear and sells the Crest of Artorias for 20,000 souls.

The Knight's Armory

Foes and Bosses

The Blade's Road

This is where the road begins. Go to Andre and upgrade the Broadsword along the regular path. Titanite Shards take it to +5 for 123 base damage, a large gain for little cost. Take the Fire Keeper Soul from the altar as well (a Berenike Knight guards it): brought to Anastacia or another Fire Keeper, it reinforces your Estus Flask. If Lautrec is free, this soul is one of his two triggers (see Chapter 2).

If you only remember one thing: Upgrade the Broadsword to +5 at Andre before you chase a rarer blade.

Chapter 5: Darkroot Garden

In Darkroot, the old stones keep their counsel and the living must earn every step.

Beyond Andre, the path drops through the Titanite Demon's room (running past it is fine) and into the forest. Keep left past the tree creatures until you reach a stone door with a glowing lock. The bonfire is hidden in the wall to its left: strike the wall and it vanishes. The Crest of Artorias opens the glowing lock and leads to Sif.

The Knight's Armory

Foes and Bosses

The Blade's Road

A Divine Ember lies past the Moonlight Butterfly, at the top of the tower across the bridge. Taken to Andre with a Broadsword at +5, it becomes a Divine Broadsword, and a divine weapon ends the Catacombs skeletons for good. It trades away physical damage, though, so this is the one branch worth taking: Andre sells a second Broadsword, and a Divine spare for the Catacombs leaves your main blade on the regular path.

By now the Broadsword should be at +5 and your Strength climbing. This is a good time to count your levels honestly. Strength 20 is far off, and the stretch ahead will not ask for it.

If you only remember one thing: Wear the Elite Knight Set only once you have Endurance 26, or it will cost you your roll.

Chapter 6: The Depths, Blighttown, and Quelaag's Domain

The Depths are no place for pride. Keep your footing, your supplies, and your temper.

The Key to the Depths comes from the Lower Undead Burg. The Depths lead down to Blighttown, where poison and difficult footing punish haste. Carry cures and move with care. Quelaag's Domain lies beyond the swamp, and the second Bell of Awakening waits there.

There is little Knight-specific gear in this stretch. Here, discipline means conserving supplies, watching your footing, and refusing to let the terrain hurry you.

Foes and Bosses

The Blade's Road

Spend your souls on Vitality and Endurance here, since the swamp punishes anyone who runs short of either. A Large Ember lies in a chest in the Depths, and with it the Broadsword can pass +5 and keep climbing.

If you only remember one thing: Bring poison cures, and watch your footing before you watch the enemy.

Chapter 7: Sen's Fortress

Sen's Fortress was made to punish haste. Let patience be the armor beneath your armor.

With both bells rung, the gate to Sen's Fortress opens from the Undead Parish. The fortress is a gauntlet of traps, swinging blades and boulders. Its only bonfire is near the top: when you come out onto the roofs, climb toward the ground scarred by firebombs, then look for a gap you can drop through onto a balcony. The bonfire waits there, your last checkpoint before the Iron Golem. The Cage Key opens the cages that give you a route down through the fortress.

The Knight's Armory

Foes and Bosses

The Blade's Road

Nothing here requires a new blade. Keep your Broadsword sharp, and carry spare titanite into Anor Londo, where the upgrade options widen.

If you only remember one thing: In Sen's, traps come before duels. Look before you step.

Chapter 8: Anor Londo

In Anor Londo, the grandeur is a test. Let your conduct match the stones.

Anor Londo is the heart of the Knight's story. Its bonfires sit in the courtyard where you arrive, in the castle beside Solaire, outside Gwynevere's chamber after the boss, and in the Darkmoon Tomb. The way to the boss runs in this order:

  1. The courtyard bonfire. Rest, then take the elevator in the small tower across from it.
  2. The first Gargoyle. One waits on the walkway beyond the courtyard. Deal with it before you move on.
  3. The rafters. Painting Guardians patrol the beams, and a fall here kills at any Vitality. Lure them to you one at a time.
  4. The staircase tower. Turn the lever at its top to swing the stairs into place. A second Gargoyle waits nearby; the two do not fight together.
  5. The buttress archers. Two Silver Knights with greatbows hold the far ledges of the buttress, and this is the cruelest stretch of the city. Their arrows knock you back, and a knockback here can throw you off. Walk with your shield raised rather than rolling, and take them one at a time.
  6. The Silver Knights and the castle bonfire. Inside, take the Silver Knights slowly and use cover. Then rest: Solaire of Astora waits through the left door in the cathedral corridor, and you can summon him against the Royal Sentinels and the boss.
  7. Clear the castle and unlock the shortcuts. Do this before the boss, so the road back is short.
  8. Ornstein and Smough. Then the Chamber of the Princess, and the bonfire outside Gwynevere's chamber.

The Knight's Armory

Foes and Bosses

The Blade's Road

Anor Londo is the midpoint of the Blade's Road. The Giant Blacksmith is here, and he sells Twinkling Titanite. You can push the Broadsword toward +10 if you have Large Titanite Shards, and branching paths open for those who want them. This is also the time to ask yourself whether you are actually going to chase the Black Knight Sword. If you are, your next levels go to Strength and Dexterity.

If you only remember one thing: Fight Ornstein and Smough apart, never together.

Chapter 9: New Londo Ruins and the Abyss

Some duties lead downward. A Knight measures them by what must be done, not by the dark.

New Londo Ruins lie below Firelink Shrine: take the stairs down to the left of the bonfire, then a second flight, to the elevator. You can go at any time, but the ghosts make it a poor early detour. Ordinary blows pass through them. You can only harm them while under a Transient Curse (a consumable lasting about five minutes), while fully Cursed, or with a cursed weapon. A few Transient Curses lie on a corpse in a jar before the bridge, and merchants sell them too, so stock up before you go down. The Key to the Seal, from Ingward, drains the water and opens the lower ruins, where the Very Large Ember waits in a chest. Wear the Covenant of Artorias ring you took from Sif before the Four Kings: the ring is what lets you walk in the Abyss, and removing it there before the Kings are defeated is fatal.

Foes and Bosses

The Blade's Road

If Strength and Dexterity have not kept pace with your plans, the Broadsword still has the reach to carry you through. The Very Large Ember from the lower ruins lets Andre take it past +10, all the way to +15.

If you only remember one thing: Wear the Covenant of Artorias before you drop. Taking it off in the Abyss before the Kings fall is fatal.

Chapter 10: The Duke's Archives and Crystal Cave

Seath hides behind his own crystal. Find the source before you chase the shadow.

In the Duke's Archives you free Big Hat Logan from his cell. The Archives are also where the Blue Crystal Golem near the entrance can drop the Broken Pendant, if you own the Artorias of the Abyss expansion (see the Interlude). Seath is fought twice: a scripted first loss in the Archives, then the real fight in the Crystal Cave.

Foes and Bosses

The Blade's Road

Nothing new here. Check your Strength and Dexterity against the sword's requirements.

If you only remember one thing: Break the crystal before you swing at Seath, and keep moving to dodge his curse.

Chapter 11: The Catacombs and Tomb of the Giants

In this country of the dead, keep a living purpose before you.

The Catacombs are a maze of skeletons that rebuild themselves unless you kill the Necromancers or finish the bones with a divine weapon. The Tomb of the Giants is dark and treacherous. Move slowly, and bring a light: the Skull Lantern is a rare drop from the Catacombs necromancers, and lies on a corpse in the Tomb pit that Patches kicks you into.

The Knight's Armory

Foes and Bosses

The Blade's Road

No new blade here. The Black Knight Sword drops only from sword-wielders (see the roundup), and neither the halberd nor the greataxe Knight is one.

If you only remember one thing: Kill the Necromancers or bring a divine weapon, or the skeletons will keep rising.

Chapter 12: The Demon Ruins and Lost Izalith

The ruins burn without ceremony. Meet the heat with judgment, not bravado.

Fire is everywhere here, and your Tower Kite Shield blocks 70% of fire damage. That helps, but it is no license to stand in every flame.

The Knight's Armory

The Black Knight Sword is the Black Knight's weapon and the Knight's long-sought prize.

Damage220 base, rising to 330 at +5 along the Unique path
Requirements20 Strength (14 if two-handed) and 18 Dexterity. Weighs 8
Upgrade costTwinkling Titanite: 1, 1, 2, 2 and 4 across the five steps, at 2,000 souls per step
Twinkling TitaniteSold by the Giant Blacksmith in Anor Londo, reported at 8,000 souls each. The full climb is a matter of souls, not luck
Where it dropsAbout 20% per kill from sword-wielding Black Knights: the Undead Burg watchtower, the revisited Asylum, and any Kiln Black Knight carrying one
BonusA reported, unconfirmed hidden damage bonus of about 20% against demons, the foes of this region

Foes and Bosses

The Blade's Road

If you have the Black Knight Sword and the stats, this is where it earns its place. If not, your Broadsword has carried you this far and will carry you through Lost Izalith.

If you only remember one thing: Your shield absorbs 70% of fire. Use it, and stay out of the flames anyway.

Chapter 13: The Kiln of the First Flame

At the end of the road, there is no honor in haste. Make each step deliberate.

The Kiln is the final stretch of ash and ember. The final bonfire is beyond Gwyn. Linking the fire brings the game's traditional ending; stepping away brings the alternative. Either leads into New Game+.

The Knight's Armory

Foes and Bosses

The Blade's Road

The road ends here. Whatever you carry at the last fog gate is the blade you chose. The Broadsword at +15 and the Black Knight Sword at +5 are both honorable choices.

If you only remember one thing: Gwyn can be parried, starting with his opening jump.

Interlude: Artorias of the Abyss (Optional)

Remember Artorias not only for where he went, but for whom he meant to spare.

The Artorias of the Abyss expansion is separate content. Its key is the Broken Pendant, dropped by a respawning Blue Crystal Golem near the start of the Duke's Archives. Do this before the Kiln, because these fights are harder than Gwyn.

If you only remember one thing: Take this road before the Kiln. These fights are harder than Gwyn.

The Black Knight Roundup

Black Knights are the Knight's signature quarry. Only some of them can drop the sword.

WhereWeaponDrops
Northern Undead Asylum (return)Sword and shieldRed Titanite Chunk. A source of the Black Knight Sword
Undead Burg (watchtower)Black Knight Sword800 souls. A source of the Black Knight Sword
Undead Parish (tower top)Greatsword and shieldTitanite Chunk, 1,200 souls. Greatsword 20%, shield 5%
Tomb of the Giants (past first fog gate)Halberd and shieldWhite Titanite Chunk. Halberd 20%, shield 5%
The Catacombs (crumbling floor)GreataxeWhite Titanite Chunk. Greataxe 20%, shield 5%. Does not respawn
Kiln of the First Flame (five knights)Mixed weaponsTitanite chunks, nearly every kill. Each can drop the weapon it carries, including the sword. These five respawn

The Knight's Armory at a Glance

GearWhereNotes
Elite Knight SetDarkroot Garden, corpse in the treasure areaWeight 26.8, physical defense 95. Wakes stone knights and Ents
Silver Knight SetAnor Londo trophy room, two chestsWeight 28.8, poise 47, physical defense 126. Guarded by Silver Knights
Silver Knight weaponsSilver Knights in Anor LondoRare drops, about 1% to 2% per commenters
Balder armor and weaponsBalder Knights in the Parish and Sen's FortressRare drops. Sources disagree on rates
Black Knight SwordBurg watchtower, revisited Asylum, and sword-wielders in the Kiln220 base damage, 330 at +5. Needs 20 STR / 18 DEX

Sources

Stats, weights and attack-rating estimates come from the Mimic's Ledger records. Routes, locations and tactics were checked against the Dark Souls wikis at Fextralife and Fandom and GamesRadar's walkthrough, then written in our own words. Drop rates for the Balder, Silver Knight and Black Knight weapons vary between sources and are noted where they matter.

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