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Mimic's LedgerThe DSR Compendium

THE OATHKEEPER’S LEDGER

The Wanderer’s Map

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

About 28 minutes to read · numbers from the Ledger's records; check anything important in game

Contents
  1. Part I: The Wanderer'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 and Basin
  8. Chapter 6: The Depths, Blighttown, and Quelaag's Domain
  9. Chapter 7: Sen's Fortress
  10. Chapter 8: Anor Londo (and the Painted World)
  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 Wanderer's Map: Bonfires and Shortcuts
  18. Curved Swords at a Glance
  19. The Wanderer's Rings at a Glance
  20. Sources

Built with the Mimic's Ledger build helper; the numbers come from the Ledger's records. Chapters follow The Knight's Road, The Thief's Path and The Warrior's Conquest so the guides line up.

Part I: The Wanderer's Way

Sit. The Knight swears, the Thief counts, and the Wanderer remembers the way. Let me tell you how it goes.

The Wanderer starts at level 3 with a Scimitar, a Leather Shield and a coat that's seen weather. There's no key and no signature trick: just a light blade, a fast roll and every road open. It suits patient players who would rather know the road than force it.

Starting statsVIT 10, ATT 11, END 10, STR 10, DEX 14, RES 12, INT 11, FAI 8
Starting gearScimitar, Leather Shield, Wanderer Hood, Wanderer Coat, Wanderer Manchette, Wanderer Boots
ShieldLeather Shield: stability 45 (up to 56), physical 85%, magic 35%, fire 60%, lightning 60%. Parries at the standard speed
Starting weight11.6 against a maximum of about 50: 23%, a fast roll with 0.9 to spare

The Three Vows

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.

LoadoutWeightEndurance for a fast roll
Starting kit: Scimitar, Leather Shield, Wanderer Set11.610 (where you start)
Wanderer Set, Falchion, Leather Shield12.611
Wanderer Set, Scimitar, Heater Shield12.611
Wanderer Set, Quelaag's Furysword, Leather Shield13.615
Shadow Set, Painting Guardian Sword, Leather Shield8.510 (where you start)

The Wanderer's margin is thin but cheap to widen: a few points of Endurance cover every curved sword in the Ledger. The Dark Wood Grain Ring is nice to have, not needed. If the Forest Hunters are on your road, take it; don't walk out of your way for it.

The Blade's Road

The Wanderer never needs to change weapon type. Every stage is a curved sword, and every one keeps the fast roll. Every chapter leaves you a little more of the map, and a blade that still fits your hand.

StageBladeWhat you need
I. The ScimitarScimitar (starting weapon)STR 7 / DEX 13, 1.5 weight. Also sold by the Undead Merchant (Male)
II. The FalchionFalchion or ShotelFalchion: STR 9 / DEX 13, Blighttown treasure. Shotel: STR 9 / DEX 14, on a corpse in Sen's Fortress or sold by Shiva of the East; its strong attacks get past shields
III. The GuardianPainting Guardian SwordSTR 7 / DEX 20, Dexterity A at +0, Bleed 300. A rare drop from Painting Guardians
IV. The FuryQuelaag's FuryswordA +10 curved sword plus the Soul of Quelaag, made by the Giant Blacksmith in Anor Londo. STR 11 / DEX 13, adds fire, unique path to +5
InterludeGold 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

There's one Soul of Quelaag per playthrough: Quelaag's Furysword or the Chaos Blade, not both. The Chaos Blade costs you 20 HP with every swing (critical hits excepted); the Furysword upgrades with Demon Titanite, 5,000 souls a level, to +5. The blade you carry to Gwyn? Whatever's left after the parry. Gwyn opens up for it, and the riposte does the rest.

A Stat Plan for the Road

Fast roll and HP first, then just enough Strength and Dexterity for the blade, then damage. Stats not listed stay where the Wanderer starts them.

StageLevelRaise toWhat it unlocksSouls
I. The Traveller3 to 13VIT 15, END 15More HP, and a fast roll with any curved sword in the Wanderer Set8,024
II. The Blade13 to 20STR 11, DEX 20The Painting Guardian Sword and Quelaag's Furysword, and Dexterity's first soft cap13,294
III. The Long Road20 to 35VIT 25, END 20HP for the middle of the game, and room for a heavier shield74,826
IV. The Edge35 to 45DEX 30More damage from every Standard-path curved sword97,748
V. The Far Country45 to 65VIT 30, END 25, DEX 40Vitality's first soft cap and Dexterity's second360,458

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. If you keep losing the fast roll, put the points into Endurance before Dexterity. A harder hit is no use if you can't get out of the way.

What Each Blade Hits For

BladeYour statsAttack rating (about)Riposte number
Scimitar +5STR 10 / DEX 14140308
Scimitar +5STR 11 / DEX 20162357
Falchion +10STR 11 / DEX 30253556
Painting Guardian Sword +10STR 11 / DEX 30257565
Scimitar +15STR 11 / DEX 30308679
Lightning Scimitar +5STR 11 / DEX 30400 (200 + 200 lightning)880
Quelaag's Furysword +5STR 11 / DEX 30398 (143 + 255 fire)not recorded
Painting Guardian Sword +15STR 11 / DEX 40367808
Gold Tracer +5 (DLC)STR 11 / DEX 40372819

Attack rating is the Ledger's one-handed estimate, with the fire on the Furysword and the lightning on the Lightning Scimitar added in; check it against your status screen. The riposte number is attack rating times the blade's critical times the curved-sword riposte motion value from the Ledger's motion-value records (220%, against 250% for straight swords and katanas, 300% for daggers and 340% for thrusting swords). The Furysword's power also grows with your Humanity (Wikidot), which these numbers don't count. A Lightning Scimitar starts from a +10 Scimitar at the Giant Blacksmith and doesn't scale with your stats. The Lightning Scimitar hits harder on paper. I stay Standard: it keeps climbing with every point of Dexterity you put in.

Part II: The Road to Gwyn

Each chapter opens with the map: the bonfires on that stretch of road and the shortcuts that make the walk back shorter. The standard road: the Burg, the Parish, Darkroot, then down through the Depths to Blighttown, Sen's Fortress and Anor Londo.

Chapter 1: The Northern Undead Asylum

You wake in a cell, and the key comes down through the roof.

Suggested level: 3–6

The Map

The Wanderer's Kit

Foes and Bosses

The Blade's Road

The Scimitar is enough to start. Andre can take it to +5 with Titanite Shards. Upgrade it early. A sharper Scimitar makes the Burg shorter, and it stays useful longer than you'd think.

If you only remember one thing: Come back for the Peculiar Doll and the Rusted Iron Ring. Blighttown will thank you.

Firelink is where the roads meet, and where most of them come back.

Suggested level: 3–8

The Map

The Wanderer's Kit

The Blade's Road

No new steel yet. Nothing to buy yet. Rest, then take the road up to the Burg.

If you only remember one thing: Most roads lead back here. Learn which ones are short.

Chapter 3: The Undead Burg

The Burg's walls were built to keep things out. You'll walk along the top of them.

Suggested level: 8–15

The Map

The Wanderer's Kit

Foes and Bosses

The Blade's Road

+5, if Andre has had the shards. The Burg doesn't ask for more.

If you only remember one thing: Mark the bonfire under the bridge; the Taurus ladder brings you back to it.

Chapter 4: The Undead Parish

The Parish keeps a bell, a blacksmith, and a lot of knights who'd rather you reached neither.

Suggested level: 13–20

The Map

The Wanderer's Kit

Foes and Bosses

The Blade's Road

Take the Scimitar to +5. For the shield, whichever you parry better with. The Buckler's window is longer; the Leather Shield is the one you already know. Try both on the Balder Knights.

If you only remember one thing: Ride the elevator down before you leave; the walk back otherwise is a long one.

Chapter 5: Darkroot Garden and Basin

Darkroot is old forest, and old forest keeps its paths to itself.

Suggested level: 20–27

The Map

The Wanderer's Kit

Foes and Bosses

The Blade's Road

The Hornet Ring, from behind Artorias's grave: every riposte the Wanderer lands hits 30% harder.

If you only remember one thing: The Hornet Ring is worth the walk to Artorias's grave.

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

Below the Burg the roads stop being roads. This is where the map earns its keep.

Suggested level: 24–32

The Map

The Wanderer's Kit

Foes and Bosses

The Blade's Road

The Soul of Quelaag plus a +10 curved sword makes Quelaag's Furysword at the Giant Blacksmith (Chapter 8). Take the Furysword. It keeps the Wanderer in curved swords, and it brings fire where steel isn't enough.

If you only remember one thing: Wear the Rusted Iron Ring in Blighttown, and rest at every bonfire you find.

Chapter 7: Sen's Fortress

Sen's Fortress was built by someone who hated visitors. Walk it like you're reading his mind.

Suggested level: 32–38

The Map

The Wanderer's Kit

Foes and Bosses

The Blade's Road

A +10 curved sword, if the Large Ember has done its work: the Giant Blacksmith needs one for the Furysword.

If you only remember one thing: Find the bonfire on the upper path before the Golem; it's the only one here.

Chapter 8: Anor Londo (and the Painted World)

Anor Londo is the city everyone told stories about. The stories left out the archers.

Suggested level: 38–45

The Map

The Wanderer's Kit

Foes and Bosses

The Blade's Road

Take the one you've upgraded furthest. The Painting Guardian Sword is a gift if it drops, the Furysword is a choice, and the Scimitar has been with you longest.

If you only remember one thing: Don't pass a bonfire here without resting. One of them only appears after Ornstein and Smough.

Chapter 9: New Londo Ruins and the Abyss

New Londo sits under water. There's no bonfire in it, and that tells you everything.

Suggested level: 45–50

The Map

The Wanderer's Kit

Foes and Bosses

The Blade's Road

With the Very Large Ember, a Standard curved sword can go to +15. Take it to +15 and keep it Standard. Your Dexterity has been climbing all game; let the blade climb with it.

If you only remember one thing: There's no bonfire in New Londo. Learn the drop into the courtyard. Keep the Covenant of Artorias on.

Chapter 10: The Duke's Archives and Crystal Cave

The Duke's Archives are a library with a prison underneath. Bring patience for both.

Suggested level: 48–53

The Map

The Wanderer's Kit

Foes and Bosses

The Blade's Road

Hunt the Crystal Lizards here; they pay in the titanite the last upgrades need.

If you only remember one thing: Break the crystal first. Nothing else in the fight works until you do.

Chapter 11: The Catacombs and Tomb of the Giants

The Catacombs are where the dead are kept, and they don't stay kept.

Suggested level: 50–55

The Map

* Wikidot's bonfire list gives no landmark for this one. Its place comes from the Ledger's records, which cite GamesRadar's Dark Souls Remastered walkthrough.

The Wanderer's Kit

Foes and Bosses

The Blade's Road

Nothing new to forge down here. Spend the souls on Vitality before Nito.

If you only remember one thing: Light the Tomb with the Skull Lantern, and stay where you land.

Chapter 12: The Demon Ruins and Lost Izalith

Down here the ground glows. Mind where you step.

Suggested level: 55–62

The Map

The Wanderer's Kit

Foes and Bosses

The Blade's Road

The Large Flame Ember and the Red Titanite Slab feed fire and chaos blades, not a Standard curved sword. Take them anyway.

If you only remember one thing: Cut the Centipede's tail, wear the Orange Charred Ring, and the lava stops being a wall.

Chapter 13: The Kiln of the First Flame

The Kiln is where the roads end. Walk it slowly; you've earned the view.

Suggested level: 62–68

The Map

The Wanderer's Kit

Foes and Bosses

The Blade's Road

Whatever I've upgraded furthest. Against Gwyn, the parry matters more than the blade.

If you only remember one thing: Practise the parry on the knights outside, then spend it on Gwyn.

Interlude: Artorias of the Abyss (Optional)

Before the end there's one more road, and it starts at a portal in Darkroot Basin.

Suggested level: 55 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: most of these fights are harder than Gwyn.

The Map

* Wikidot's bonfire list gives no landmark for this one. Its place comes from Wikidot's Sanctuary Garden page and GamesRadar's Dark Souls Remastered walkthrough.

The Wanderer's Kit

Foes and Bosses

If you only remember one thing: The Gold Tracer, from Ciaran: the curved sword this road was always heading toward.

The Wanderer's Map: Bonfires and Shortcuts

Every bonfire along the main road, from Wikidot's bonfire list (the Ledger's area records fill in where the list has none), and the shortcuts that connect them. New Londo's count is zero on purpose: its only bonfire is down in the Abyss.

Main road only: side areas like Ash Lake and the expansion's areas are on their own chapter maps, not counted here.

AreaBonfiresShortcuts
Undead Asylum2Stray Demon room ladder, back to the start
Firelink Shrine1Elevator to the Undead Parish
Firelink Altar1None marked
Undead Burg2Taurus ladder; Basement Key door and gate; Lower Burg sewer gate to Firelink
Undead Parish1Elevator down to Firelink; ladders and fog wall back to the bridge
Darkroot Garden1Illusory wall to the bonfire, by the Crest door
Darkroot Basin1Cave lift down to the Valley of Drakes
The Depths1Ladder from the Giant Rat room up to the bonfire
Blighttown2Master Key door from the Valley of Drakes
The Great Hollow1None marked
Quelaag's Domain1Wall below the bell to the Daughter of Chaos; top of the Demon Ruins elevator
Sen's Fortress1Cage below the Iron Golem's fog, back to the start
Anor Londo4Door after the two Silver Knights, back to the bonfire
Painted World of Ariamis1Courtyard door to the bonfire; chain drop from the long bridge
New Londo Ruins0Kicked-down ladder; drop to the courtyard once drained; the gate to the Valley of Drakes
The Abyss1None marked
The Duke's Archives3Send the lift down; prison shelf drop to the cell bonfire
Crystal Cave1None marked
The Catacombs3Lever beside the first bonfire opens a door further on
Tomb of the Giants3Illusory wall past Rhea, out by the Patches bonfire
Demon Ruins3Elevator up to the Daughter of Chaos; Chaos Servant shortcut into Lost Izalith
Lost Izalith3The Chaos Servant shortcut from the Demon Ruins
Kiln of the First Flame1 (the ending)None; one road down

Curved Swords at a Glance

BladeNeedsWeightWhere
ScimitarSTR 7 / DEX 131.5Starting weapon; Undead Merchant (Male)
FalchionSTR 9 / DEX 132.5Blighttown treasure
ShotelSTR 9 / DEX 142.5Sen's Fortress corpse; Shiva of the East
Painting Guardian SwordSTR 7 / DEX 201.5Painting Guardians (rare)
Quelaag's FuryswordSTR 11 / DEX 133.5Giant Blacksmith: +10 curved sword and the Soul of Quelaag
Jagged Ghost BladeSTR 71.5Ghost drop, New Londo Ruins
Gold TracerSTR 9 / DEX 252.0Lord's Blade Ciaran (DLC)

The Wanderer's Rings at a Glance

RingWhat it doesWhere
Ring of Favor and Protection+20% HP, stamina and equip load. Taking it off destroys itLautrec's drop
Dark Wood Grain RingCartwheel roll with more i-frames, only at 0–25% loadShiva's bodyguard (Forest Hunter covenant)
Red Tearstone RingAt least +50% attack below 20% HPValley of Drakes, by the New Londo flood gates
Blue Tearstone Ring+50% defense below 20% HPUndead Burg, behind a Black Knight
Hornet RingCritical attacks do 30% moreSif's arena, behind Artorias's grave
Rusted Iron RingNo slowdown in water, swamp or tarUndead Asylum, return trip (F2 West Key)
Covenant of ArtoriasLets you walk the Abyss and fight the Four Kings; keep it onSif's reward; a spare in the chest behind Frampt if lost
Orange Charred Ring80% less lava damageCentipede Demon, or the worm from his tail
Havel's Ring+50% equip load, for a heavier set that still rollsHavel the Rock's drop

Sources

Stats, weights and attack-rating estimates come from the Mimic's Ledger records, gathered through its build helper. The bonfire map follows Wikidot's bonfire list, read from the site owner's snapshot of the wiki; GamesRadar's Dark Souls Remastered walkthrough places the two bonfires the list leaves without a landmark (marked * on the maps). Facts were cross-checked in October 2026 with two independent fact-check passes. The shortcuts follow GameFAQs' Dark Souls Remastered walkthrough by Vader781, Wikidot and the Ledger, and each one was confirmed by a second source or by the site owner's own run. The Shadow Set route, the New Londo and Valley of Drakes bonfires and the five Remastered bonfires are the site owner's own checks in game. Routes and tactics are the site owner's, written in our own words; check anything important in game.

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