THE OATHKEEPER’S LEDGER
The Thief’s Path
A Dark Souls: Remastered walkthrough for the Thief, from the Asylum to Gwyn
Contents
- Part I: The Thief's Way
- Part II: The Road to Gwyn
- Chapter 1: The Northern Undead Asylum
- Chapter 2: Firelink Shrine
- Chapter 3: The Undead Burg
- Chapter 4: The Undead Parish
- Chapter 5: Darkroot Garden and Basin
- Chapter 6: The Depths, Blighttown, and Quelaag's Domain
- Chapter 7: Sen's Fortress
- Chapter 8: Anor Londo (and the Painted World)
- Chapter 9: New Londo Ruins and the Abyss
- Chapter 10: The Duke's Archives and Crystal Cave
- Chapter 11: The Catacombs and Tomb of the Giants
- Chapter 12: The Demon Ruins and Lost Izalith
- Chapter 13: The Kiln of the First Flame
- Interlude: Artorias of the Abyss (Optional)
- The Master Key Roundup
- The Thief's Rings at a Glance
- Sources
Built with the Mimic's Ledger build helper; the numbers come from the Ledger's records. Chapters follow The Knight's Road so the two guides line up.
Part I: The Thief's Way
A Thief's work is done before anyone knows it started.
The Knight meets the blow. The Thief would rather not be there when it lands. You begin at level 5 with Dexterity 15, the highest of any class, the Bandit's Knife, a Target Shield, and the Master Key. It suits backstab and parry players: the class is built around the hit that comes after the opening.
| Starting stats | VIT 9, ATT 11, END 9, STR 9, DEX 15, RES 10, INT 12, FAI 11 |
|---|---|
| Starting gear | Bandit's Knife, Target Shield, Thief Mask, Black Leather Armor, Black Leather Gloves, Black Leather Boots |
| Shield | Target Shield: stability 45 (up to 56), physical 78%, magic 30%, fire 65%, lightning 50%. An 8-frame parry window instead of the standard 6 |
| Key item | Master Key: opens doors and chests that otherwise need their own key (see the Master Key table at the end) |
The Three Vows
- Strike from behind. The Bandit's Knife has a critical of 147 (100 is normal), beaten only by the DLC's Dark Silver Tracer at 160. Backstabs and ripostes multiply by it. Parry and strafe are your safest openings. Circle a slow enemy as it turns, or turn its swing back on it.
- Live under a quarter; the roll is your real shield. You start at 24.7% of your max load: a fast roll, by a hair. Every piece you add costs Endurance to keep it. It's your safety net. The mistakes a shield won't catch, the roll will.
- Open the doors others leave locked. The Master Key lets you take parts of Lordran out of order: the Valley of Drakes first, then Blighttown, early. That makes the Depths optional, until you want the Large Ember.
Weight and the Roll
Up to 25% of your maximum equip load is a fast roll, up to 50% a medium roll, and above that a fat roll. By the Ledger's figures, maximum equip load is about Endurance + 40. A fresh Thief carries 12.1 against a maximum of 49: 24.7%, just under the line.
| Loadout | Weight | Endurance for a fast roll |
|---|---|---|
| Starting kit: Bandit's Knife, Target Shield, Thief Set | 12.1 | 9 (where you start) |
| Thief Set, Uchigatana, Target Shield | 16.1 | 25 |
| Shadow Set, Uchigatana, Target Shield | 13.0 | 12 |
| Shadow Set, Chaos Blade, Target Shield | 14.0 | 16 |
The Dark Wood Grain Ring turns the fast roll into a cartwheel with more invulnerability frames (14 against 12 by the Ledger's source; other counts give 13 against 11) and a shorter recovery. It only works at 0–25% load. A Thief who wants the cartwheel lives by this table. Nice to have, not needed. Take it if the Forest Hunters are already on your road.
The Blade's Road
The Knight waits a long time for his sword. The Thief starts with one of the best backstab weapons in the game and trades up as Dexterity grows. The critical carries you early. Once the katana is upgraded, its attack rating outweighs the Knife's bonus; whichever blade has more upgrades wins the riposte.
| Stage | Blade | What you need |
|---|---|---|
| I. The Knife | Bandit's Knife (starting weapon) | STR 6 / DEX 12. Critical 147, Bleed 300. About 101 attack rating at +5 with starting stats |
| II. The Katana | Uchigatana | STR 14 / DEX 14 (10 STR two-handed). Undead Merchant (Male) drop, or sold by Shiva of the East. Bleed 300 |
| III. The Edge | Iaito or Balder Side Sword | Iaito: STR 14 / DEX 20, Blighttown treasure. Balder Side Sword: STR 10 / DEX 14, a rare Balder Knight drop |
| IV. The Chaos | Chaos Blade | A +10 katana (Uchigatana, Iaito or Washing Pole) plus the Soul of Quelaag. STR 16 / DEX 14, unique path to +5. Each normal hit costs you 20 HP |
| Interlude | Gold Tracer (DLC) | STR 9 / DEX 25. Lord's Blade Ciaran trades it, with the Dark Silver Tracer, for the Soul of Artorias, or drops both |
The best-upgraded blade you have; the Dark Silver Tracer, if you own the DLC, is the only one whose critical still beats the katanas late. Parries are the Thief's key to Gwyn, and the riposte is where that number pays.
A Stat Plan for the Road
Spend levels the way a thief spends coin: a little HP and a fast-roll margin first, then the katana's requirements, then Endurance to keep the fast roll with a heavier blade. Stats not listed stay where the Thief starts them.
| Stage | Level | Raise to | What it unlocks | Souls (about) |
|---|---|---|---|---|
| I. The Cutpurse | 5 to 18 | VIT 15, END 16 | More HP, and room under 25% for a heavier piece | 14,933 |
| II. The Katana | 18 to 28 | STR 14, DEX 20 | The Uchigatana one-handed and the Iaito | 35,729 |
| III. The Shadow | 28 to 47 | VIT 25, END 25 | A fast roll with the Uchigatana in the Thief Set | 167,087 |
| IV. The Edge | 47 to 57 | DEX 30 | Dexterity's first soft cap passed (20), more damage | 160,285 |
| V. The Master | 57 to 72 | VIT 30, DEX 40 | Vitality's first soft cap and Dexterity's second | 367,798 |
Soul costs come from the published level table (to level 12) and formula (above it). Each chapter lists a suggested level drawn from these stages; players who like a margin can run ahead of them. The Chaos Blade needs Strength 16, two more than this plan gives. Fast roll and HP first, then just enough Strength and Dexterity to meet your blade's requirements. Comfort first; damage after.
What Each Blade Hits For
| Blade | Your stats | Attack rating (about) | Riposte number (AR × critical) |
|---|---|---|---|
| Bandit's Knife +5 | STR 9 / DEX 15 | 101 | 148 |
| Uchigatana +5 | STR 14 / DEX 20 | 181 | 181 |
| Uchigatana +10 | STR 14 / DEX 30 | 276 | 276 |
| Bandit's Knife +15 | STR 14 / DEX 30 | 218 | 320 |
| Balder Side Sword +15 | STR 14 / DEX 30 | 311 | 311 |
| Iaito +15 | STR 14 / DEX 30 | 337 | 337 |
| Uchigatana +15 | STR 14 / DEX 30 | 345 | 345 |
| Chaos Blade +5 | STR 16 / DEX 30 | 331 | 331 |
| Dark Silver Tracer +5 (DLC) | STR 14 / DEX 30 | 216 | 345 |
| Gold Tracer +5 (DLC) | STR 14 / DEX 40 | 374 | 374 |
| Uchigatana +15 | STR 14 / DEX 40 | 388 | 388 |
| Dark Silver Tracer +5 (DLC) | STR 14 / DEX 40 | 252 | 403 |
These are the Ledger's one-handed physical estimates; check them against your status screen, not your optimism. The riposte number multiplies attack rating by the blade's critical (147 on the Knife, 160 on the Dark Silver Tracer, 100 on the katanas). At the same upgrade level the katana wins every time; a +15 Knife only beats a +10 katana. The numbers leave out the riposte animations, which differ by weapon type and aren't in the Ledger, and the katanas' bleed (300 on the Uchigatana, Iaito and Chaos Blade).
Part II: The Road to Gwyn
Four prizes give this route its character: the Hornet Ring in Sif's arena, the Dark Wood Grain Ring from Shiva's bodyguard, the pair of Tearstone Rings, and the doors the Master Key opens early. Blue Tearstone in the Burg, the Valley of Drakes for the Red, the Hornet Ring once Sif is down, and the Dark Wood Grain Ring if it falls on your way.
Chapter 1: The Northern Undead Asylum
A thief leaves the cell with a knife and a key. That's more than most.
Suggested level: 5–8
The Thief's Armory
- Black Knights (on your return). They drop a Red Titanite Chunk and can drop the Black Knight Sword, which a Thief can't use for a long time: STR 20 / DEX 18, or STR 14 two-handed.
- The Peculiar Doll. In your old cell, on your return. It opens the Painted World (Chapter 8).
Foes and Bosses
- Asylum Demon. Same fight as the Knight's, with a lighter shield. Drop onto him with the plunge, then stay behind him; his overhead slams leave a long recovery.
Thief's answer: Plunge, then live behind him. Roll the slam and cut the recovery. - Stray Demon. On the return trip. His hammer swings are physical but his explosions are magic, and the Target Shield stops little magic. Roll away from the butt slam, and get behind or under him for the blasts.
Thief's answer: Roll out of the blast, not into the shield. Behind or under him is the only safe seat.
The Blade's Road
The Knife is the most honest tool you own. Andre can take it to +5 with Titanite Shards. Spend a few levels on the Knife, then save the rest of your shards for the katana.
If you only remember one thing: Upgrade the Knife a little, not a lot: the katana is coming.
Chapter 2: Firelink Shrine
Firelink is where you count what you carry before you spend it.
Suggested level: 5–10
The Thief starts sworn to nothing. Petrus offers the Way of White here, if you want a creed to carry. Skip it.
The Thief's Armory
- Master Key detours. Most locked doors are only a suggestion to the Master Key. By the Ledger's records, the Master Key and the Valley of Drakes shortcut put the Tin Banishment Catalyst, the Crimson Set and the Remedy sorcery within reach almost right away; all three are in Blighttown, by the root bridge near the elevator ladders, and the Valley of Drakes is the quick way down to them. The route to the Valley: from Firelink Shrine, take the staircase down toward New Londo Ruins, turn right and go through the doorway. It leads to the door the Master Key opens, which connects New Londo Ruins to the Valley of Drakes. Nothing is lost by taking the shortcut: the Depths and upper Blighttown (the Large Ember, the Iaito, the Shadow Set) are still there when you come back for them.
- Lautrec's cell can be opened with the Master Key, but know what you're buying: he kills Anastacia once you ring both bells or take the Fire Keeper Souls from the Parish and Blighttown. Free him, and collect his ring later when you kill him.
The Blade's Road
No new steel on this road. Black Firebombs give burst damage for the early bosses, while the Knife is still small.
If you only remember one thing: Take the Valley of Drakes early, but come back for the Large Ember.
Chapter 3: The Undead Burg
The Burg is full of doors. Learn which ones are worth opening.
Suggested level: 10–18
I learned the parry bare-handed, on Burg Hollows that could barely hurt me, until the timing settled in. Do the same: an empty left hand can parry, and a miss against a Hollow costs little.
The Thief's Armory
- Blue Tearstone Ring. On a corpse behind a Black Knight. Boosts defense by 50% while your HP is below 20%.
- Mail Breaker. Undead Burg treasure. Critical 120, the best backstab number after the daggers, at only 0.5 weight.
- Uchigatana. The Undead Merchant (Male) drops it, if you can live with what that costs. Killing him closes his shop for good (Repairbox, Bottomless Box, Firebombs, Repair Powder and the rest); he drops Humanity, plus the Residence Key and Orange Guidance Soapstone if you haven't bought them. Buy what you need first: the Repairbox, the Bottomless Box and whatever keys and bombs you want. If you attack him and he survives, absolution at the Bell Gargoyles makes him friendly again. Then the katana is yours.
- Havel's watchtower. Reachable from Darkroot Basin with the Master Key (or the Watchtower Basement Key).
Foes and Bosses
- Taurus Demon. A plunging attack from the tower above is the classic opener. Keep him in the middle of the bridge, and roll his leaping slam: it hits harder than his swings.
Thief's answer: Plunge, then stay at his legs; your fast roll goes through the swings, not away from them. - Capra Demon. Clear the dogs first; they make the fight worse. The stairs at the back of the arena let you take them one at a time.
Thief's answer: Dogs first, from the stairs; a Black Firebomb clears them faster than the Knife. - Hellkite Dragon. At this level, run. Sprint down the middle of the bridge when he lands and don't stop.
Thief's answer: Don't fight him. The bridge is a route, not an arena.
The Blade's Road
If you take the Uchigatana now, you need Strength 14 to one-hand it (10 two-handed). With it, your fast roll needs Endurance 25 in the Thief Set.
If you only remember one thing: Buy what you need from the Undead Merchant before you take his katana.
Chapter 4: The Undead Parish
The Parish has a smith, a bell and a knight in a cage. Know what each one costs.
Suggested level: 15–20
The Thief's Armory
- Balder Knights. Can drop the Balder Side Sword (STR 10 / DEX 14) and the Buckler, which shares the Target Shield's 8-frame parry (1% drop; the Undead Merchant also sells it for 800 souls).
- Andre takes Standard weapons to +5 with Titanite Shards; +6 and up need the Large Ember from the Depths.
Foes and Bosses
- Bell Gargoyles. Fought on the church roof. Cut the first one's tail for a weapon, and hit them after they land. The second joins partway through, so save stamina for it.
Thief's answer: Roll the fire instead of blocking it; the Target Shield leaks. Freed Lautrec? Summon him here.
The Blade's Road
Upgrade your main blade to +5, and make it the katana.
If you only remember one thing: Your first +5 goes into the katana.
Chapter 5: Darkroot Garden and Basin
In Darkroot, the trees keep watch. So should you.
Suggested level: 20–28
The Thief's Armory
- Hornet Ring. On a corpse behind Artorias's grave in Sif's arena. Critical attacks do 30% more damage. If the Thief had a signet, this would be it.
- Dark Wood Grain Ring. Dropped by Shiva of the East's bodyguard, who appears in Darkroot Garden once you join the Forest Hunter covenant (Alvina). Strike him yourself and the Forest Hunters turn on you; the Ledger's source says he can be killed without a direct hit (aggro or the environment) and your covenant survives. Buy from Shiva first either way. It only works while you still roll fast.
- Shiva of the East sells the Uchigatana (5,000 souls), the Shotel (10,000) and the Washing Pole (20,000).
- Havel the Rock, through the watchtower basement in Darkroot Basin with the Master Key. Only if you plan to wear heavier armor; then Havel's Ring is worth the trip.
Foes and Bosses
- Moonlight Butterfly. It fights at range with magic. When it lands it stops attacking: that's your window. Step back before its glow ends.
Thief's answer: Patience at range; cut it while it rests, and leave before it flares. - Sif, the Great Grey Wolf. Fought at Artorias's grave, beyond the Crest door. Stay close under his legs and roll through his swipes. He gives you the Covenant of Artorias, which you need for the Abyss.
Thief's answer: Live under the wolf. The fast roll was made for his sweeping blade.
The Blade's Road
The Hornet Ring changes how the Knife plays: every backstab and riposte gets 30% more.
If you only remember one thing: The Hornet Ring first; the Dark Wood Grain Ring only if it's on your way.
Chapter 6: The Depths, Blighttown, and Quelaag's Domain
The Depths and the swamp below charge interest on every mistake.
Suggested level: 25–32
The Thief's Armory
- Large Ember. In a chest in the Depths, near the table with raw meat, guarded by the Butcher. Unlocks +6 to +10 on Standard weapons. The Butcher won't miss it. Take it anyway.
- Iaito (STR 14 / DEX 20) and Falchion (STR 9 / DEX 13): Blighttown treasure.
- Shadow Set. On a corpse in Blighttown: past the Blight Brutes and the shaky bridge, behind a wooden building, drop down by a torch. 6.0 weight for the full set against the Thief Set's 9.1, which buys back a fast roll with a heavier blade. Lighter than what you're wearing, and it was free.
Foes and Bosses
- Gaping Dragon. At the bottom of the Depths. He gives the Blighttown Key. Fight at his flank, never in front of his jaws, and be moving sideways when he rears.
Thief's answer: Flank, never face the jaws; roll sideways the moment he rears. - Chaos Witch Quelaag. Her fire is the danger. Stay close, strike between her sweeps, and back away when she rears to spit lava.
Thief's answer: Roll her sweeps rather than block them; the Target Shield wasn't built for fire.
The Blade's Road
The Soul of Quelaag plus a +10 katana makes the Chaos Blade (unique path to +5, STR 16). There's one Soul of Quelaag per playthrough, so it's the Chaos Blade or Quelaag's Furysword, not both: choose like you mean it. The Chaos Blade takes 20 HP from you with every normal hit (not backstabs or ripostes). It bites the hand that holds it, but it hits harder; the Uchigatana costs nothing to swing and still reaches +15.
If you only remember one thing: One Soul of Quelaag: take the Chaos Blade only if you'll pay its HP every swing.
Chapter 7: Sen's Fortress
Sen's was built by someone who hated visitors. Trust no floor until it holds you.
Suggested level: 32–40
The Thief's Armory
- Shotel. On a corpse in Sen's Fortress, or sold by Shiva if you'd rather pay than climb. STR 9 / DEX 14.
- Scythe. Sen's Fortress treasure. By the build helper's estimates it out-damages the katanas against Ornstein and Smough (Chapter 8).
- The cages open with the Cage Key or the Master Key; Big Hat Logan is in one.
Foes and Bosses
- Iron Golem. Atop the fortress, past the last boulder run. Stay close but not underneath, roll away when his empty hand pulls back for the grab, and hit the recovery after his big swings.
Thief's answer: Close, never under. Watch the hand, and roll before it closes.
The Blade's Road
Your main blade at +10, a parry shield and plenty of Humanity. Skip the fire resistance in Anor Londo: the Silver Knights hit with plain steel.
If you only remember one thing: Traps kill more Thieves here than the Golem does.
Chapter 8: Anor Londo (and the Painted World)
Anor Londo is the richest house you'll ever rob, and its guards know it.
Suggested level: 40–47
The Thief's Armory
- Painting Guardian Sword. Dropped by Painting Guardians. STR 7 / DEX 20, Dexterity A at +0, Bleed 300. A rare drop.
- Leo Ring. Kill Smough first and Ornstein last. Thrust counter-attacks do 40% more.
- The Painted World, through the Peculiar Doll: Priscilla's Dagger (cut Priscilla's tail before she dies, or the dagger is gone for the playthrough; Bleed 500, the highest in the Ledger) and Velka's Rapier.
Foes and Bosses
- Crossbreed Priscilla. Optional, in the Painted World. She won't attack unless you strike first. Hit her and she turns invisible; watch for her footprints in the snow.
Thief's answer: Tail first, for the dagger. When she vanishes, track the footprints and roll her lunge. - Ornstein and Smough. With STR 14 / DEX 30, the build helper estimates a one-handed R1 from an Uchigatana +10 at about 77–80 on Ornstein and 134–156 on Smough. A Scythe +10 does about 118–124 and 178–203. Use whatever you've upgraded.
Thief's answer: Split them with the pillars and never trade with Smough's hammer; your roll answers it, your shield doesn't. - Dark Sun Gwyndolin. Optional, in the Darkmoon Tomb, where a statue of Gwyn blocks the way. Wearing the Darkmoon Seance Ring inside the tomb clears it. Attacking Gwynevere, who is an illusion, also opens a way, but it changes Anor Londo for the rest of the playthrough.
Thief's answer: Advance on his bow shots: they're the safest attack to move up through, pillar to pillar. His large magic blasts go straight through the pillars, so don't trust cover against those, and the Target Shield stops little magic.
The Blade's Road
Whatever's upgraded. Don't switch blades for one fight.
If you only remember one thing: Fight with what you've upgraded, not with what the numbers say you should have.
Chapter 9: New Londo Ruins and the Abyss
New Londo is a vault with the wrong kind of guards. Bring a curse and a ring.
Suggested level: 47–52
The Thief's Armory
- Red Tearstone Ring. Valley of Drakes, atop a ladder beside the New Londo flood gates. Attack goes up by at least 50% while your HP is below 20%. With the Blue Tearstone, the Thief's low-HP pair.
- Parrying Dagger (New Londo Ruins): shares the 8-frame parry. Ghost Blade: a ghost drop here. Critical 127.
- Very Large Ember. In the lower ruins after the water is drained. Unlocks +11 to +15.
- Ghosts can only be hit while you are cursed or under a Transient Curse (Undead Merchant Female, 4,000 souls each; Ingward, 1,000), or with a ghost-hitting weapon.
- The Abyss kills you outright unless you wear the Covenant of Artorias, Sif's reward; keep it on for the whole Four Kings fight.
Foes and Bosses
- The Four Kings. In the Abyss, beneath New Londo. They arrive one by one; drop each king fast, or face them together.
Thief's answer: Damage first, and no trades in light armor: hit, roll out, hit again.
The Blade's Road
With the Very Large Ember, a Standard katana can go to +15. Whether to take the Chaos Blade instead is the choice from Chapter 6.
If you only remember one thing: Covenant of Artorias on before the Abyss, and a curse before you swing at a ghost.
Chapter 10: The Duke's Archives and Crystal Cave
The Archives hold more books than readers. Don't stay to browse.
Suggested level: 50–55
The Thief's Armory
- Crystal Lizards live in the Duke's Archives (and the Undead Burg and Darkroot Basin); they drop the titanite you'll want for higher upgrades.
Foes and Bosses
- Seath the Scaleless. He regenerates while the crystal in his arena stands, so break it first. His breath can curse you, which cuts your maximum HP. Keep moving and don't get pinned among the crystals.
Thief's answer: Crystal first. Until it falls, every cut is wasted.
The Blade's Road
Nothing new to swing. Keep your upgrades current and your HP high.
If you only remember one thing: Break the crystal before you swing at Seath.
Chapter 11: The Catacombs and Tomb of the Giants
In the Catacombs the dead get back up. Don't wait around to watch.
Suggested level: 52–57
The Thief's Armory
- Great Scythe. In the Catacombs. A Dexterity halberd that the build helper ranks near the top against Ornstein and Smough.
Foes and Bosses
- Pinwheel. Past the Skeleton Wheel valley. He falls fast, but his clones add up if you give him time.
Thief's answer: Rush him. Speed beats his clones. - Gravelord Nito. At the end of the Tomb of the Giants. Heal up from the drop, and stay near where you landed: wander and the giant skeletons join in. Slip behind him for free hits, and keep moving once he screams, before the sword.
Thief's answer: Stay near your landing spot and work from behind him.
The Blade's Road
No new blade worth the weight. Keep your healing stocked and your HP up.
If you only remember one thing: Stay near where you land in Nito's arena.
Chapter 12: The Demon Ruins and Lost Izalith
Izalith pays well, in lava and embers. Collect and get out.
Suggested level: 57–65
The Thief's Armory
- Grab the Gold-Hemmed Black Set, and kill the Centipede Demon for the Orange Charred Ring.
- Collect the Large Flame Ember, and pick up the Red Titanite Slab in Lost Izalith.
Foes and Bosses
- Ceaseless Discharge. Taking the Gold-Hemmed Black Set wakes him. Run back toward the fog door: he follows and grabs the cliff edge with one hand. Strike the hand until he drops, and don't stand under the grab.
Thief's answer: Let the cliff do the work. The armor set has to be the thing that woke him. - Demon Firesage and Centipede Demon. Cut the Centipede's tail for the Orange Charred Ring, which lets you endure the lava in his arena. Stay between his legs, where his leaps are weakest.
Thief's answer: Tail first, from under the belly; the ring is earned there. - Bed of Chaos. Not a fight but a climb. Destroy the glowing roots on each side, watch the floor more than the boss, then make for the Chaos Bug at the end. Destroyed roots stay destroyed.
Thief's answer: Strike, run, watch the floor. If it takes you, the roots you broke stay broken.
The Blade's Road
Keep your main blade. The Chaos Flame Ember is for Chaos infusions, not the Chaos Blade.
If you only remember one thing: Take the Chaos Flame Ember only if you mean to use it.
Chapter 13: The Kiln of the First Flame
The last job. No more doors to open, only one to walk through.
Suggested level: 65–72
The Thief's Armory
- Five Black Knights, respawning. They can be backstabbed. You know your parry timing by now. If you don't, this is the place to learn it.
Foes and Bosses
- Gwyn, Lord of Cinder. Parryable, like the Knight's guide says, and the Thief's window is the longer one (8 frames against 6). Parry his opening jump and any swing you can read; otherwise wait for a combo to end.
Thief's answer: Parry the jump. The Thief has been practicing for this all along.
The Blade's Road
Take your best katana or curved sword, and the best parry off-hand you own.
If you only remember one thing: Parry Gwyn. It's what the whole road was teaching.
Interlude: Artorias of the Abyss (Optional)
Some jobs pay better than the last one. They also cost more.
Suggested level: 60 and up
The 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. Take this road before the Kiln: these fights are harder than Gwyn.
The Thief's Armory
- Gold Tracer. Lord's Blade Ciaran appears in Artorias's arena after he falls and asks for his soul. Trade it and she gives you the Gold Tracer and the Dark Silver Tracer (critical 160, the highest in the game); kill her before trading and she drops both. Refuse, and she's gone the next time the area reloads. STR 9 / DEX 25.
Foes and Bosses
- Knight Artorias. Fought in a stone building in Royal Wood, near Marvellous Chester. Punish him after his leaps and slams, and when he kneels to gather darkness, strike hard to break the gathering.
Thief's answer: Roll the flips, hit the landings, and break the gathering with your fastest blows. Parrying him is a gamble unless your timing is already sure. - Black Dragon Kalameet. Hawkeye Gough can ground the dragon, but only if you set it up. His tower is in Royal Wood, near the Artorias arena, reached with the Crest Key from a Mimic in Oolacile Township. After you first meet the dragon, talk to him until he repeats himself, leave, speak again, and answer yes to both of his questions. In the canyon fight, speak to him again and he shoots Kalameet down.
Thief's answer: Set up Gough first. Once he's grounded, fight at the hind legs and roll the tail and the breath. - Manus, Father of the Abyss. The Silver Pendant lies in a hidden room early in Oolacile Township: follow the narrow walkway down from the first Bloathead Sorcerer to a tower, and light the illusory wall with a light source. Used as an item, it repels some of Manus's dark attacks; it's no help against Kalameet's breath.
Thief's answer: Use the Pendant for his dark magic, and roll into his swings, not away from them; they reach farther than they look.
If you only remember one thing: Take this road before the Kiln. These fights are harder than Gwyn.
The Master Key Roundup
Everything the Ledger's records list the Master Key opens:
| What | Where and what else opens it |
|---|---|
| Havel the Rock | Undead Burg watchtower, reached from Darkroot Basin (or the Watchtower Basement Key) |
| Lautrec of Carim | His cell in the Undead Parish (or the Mystery Key) |
| Big Hat Logan | His cage in Sen's Fortress (or the Cage Key) |
| Gold Pine Resin | A locked chest, 3 units (or the Residence Key) |
| Tin Banishment Catalyst | Blighttown, by the root bridge near the elevator ladders, with the Crimson Set and Remedy; reached early through the Master Key door into the Valley of Drakes |
| The Depths bonfire | Behind a door in the Depths sewers that the Sewer Chamber Key also opens. The Ledger's source suggests waiting until the Giant Rat is dead; the bonfire is handy for farming Sewer Rats for Humanity. |
The Thief's Rings at a Glance
| Ring | What it does | Where |
|---|---|---|
| Hornet Ring | Critical attacks do 30% more | Sif's arena, behind Artorias's grave |
| Dark Wood Grain Ring | Cartwheel roll with more i-frames, only at 0–25% load | Shiva's bodyguard (Forest Hunter covenant) |
| Blue Tearstone Ring | +50% defense below 20% HP | Undead Burg, behind a Black Knight |
| Red Tearstone Ring | At least +50% attack below 20% HP | Valley of Drakes, by the New Londo flood gates |
| Leo Ring | Thrust counters do 40% more | Ornstein, if killed last |
| Ring of Favor and Protection | +20% HP, stamina and equip load. Taking it off destroys it | Lautrec's drop |
Sources
Stats, weights and attack-rating estimates come from the Mimic's Ledger records, gathered through its build helper. Facts were cross-checked in October 2026 against Fextralife and the Dark Souls Wikidot, with two independent fact-check passes; the Master Key route is the site owner's own check in game. Routes and tactics are the site owner's, written in our own words; check anything important in game.