THE OATHKEEPER’S LEDGER
The Wanderer’s Map
A Dark Souls: Remastered walkthrough for the Wanderer, from the Asylum to Gwyn
Contents
- Part I: The Wanderer'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 Wanderer's Map: Bonfires and Shortcuts
- Curved Swords at a Glance
- The Wanderer'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, 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 stats | VIT 10, ATT 11, END 10, STR 10, DEX 14, RES 12, INT 11, FAI 8 |
|---|---|
| Starting gear | Scimitar, Leather Shield, Wanderer Hood, Wanderer Coat, Wanderer Manchette, Wanderer Boots |
| Shield | Leather Shield: stability 45 (up to 56), physical 85%, magic 35%, fire 60%, lightning 60%. Parries at the standard speed |
| Starting weight | 11.6 against a maximum of about 50: 23%, a fast roll with 0.9 to spare |
The Three Vows
- Learn the road. Every bonfire you find and every shortcut you open makes the next trip shorter. This guide marks them chapter by chapter. I go slow, shield up, and look in every corner. The first walk through an area teaches you every walk after it.
- Live under a quarter. You start 23% loaded, 0.9 weight from losing the fast roll. Every shield in the Ledger that blocks all physical damage costs it, even the 2.0-weight Heater Shield. A hit you roll through costs nothing. A hit the Leather Shield takes still costs some, and the roll is the lighter thing to carry.
- Travel light, cut fast. The Scimitar weighs 1.5 and its chains are quick. Curved swords trade reach and ripostes for speed. Short chains, then out. A curved sword wins by being gone before the answer comes.
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.
| Loadout | Weight | Endurance for a fast roll |
|---|---|---|
| Starting kit: Scimitar, Leather Shield, Wanderer Set | 11.6 | 10 (where you start) |
| Wanderer Set, Falchion, Leather Shield | 12.6 | 11 |
| Wanderer Set, Scimitar, Heater Shield | 12.6 | 11 |
| Wanderer Set, Quelaag's Furysword, Leather Shield | 13.6 | 15 |
| Shadow Set, Painting Guardian Sword, Leather Shield | 8.5 | 10 (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.
| Stage | Blade | What you need |
|---|---|---|
| I. The Scimitar | Scimitar (starting weapon) | STR 7 / DEX 13, 1.5 weight. Also sold by the Undead Merchant (Male) |
| II. The Falchion | Falchion or Shotel | Falchion: 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 Guardian | Painting Guardian Sword | STR 7 / DEX 20, Dexterity A at +0, Bleed 300. A rare drop from Painting Guardians |
| IV. The Fury | Quelaag's Furysword | A +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 |
| 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 |
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.
| Stage | Level | Raise to | What it unlocks | Souls |
|---|---|---|---|---|
| I. The Traveller | 3 to 13 | VIT 15, END 15 | More HP, and a fast roll with any curved sword in the Wanderer Set | 8,024 |
| II. The Blade | 13 to 20 | STR 11, DEX 20 | The Painting Guardian Sword and Quelaag's Furysword, and Dexterity's first soft cap | 13,294 |
| III. The Long Road | 20 to 35 | VIT 25, END 20 | HP for the middle of the game, and room for a heavier shield | 74,826 |
| IV. The Edge | 35 to 45 | DEX 30 | More damage from every Standard-path curved sword | 97,748 |
| V. The Far Country | 45 to 65 | VIT 30, END 25, DEX 40 | Vitality's first soft cap and Dexterity's second | 360,458 |
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
| Blade | Your stats | Attack rating (about) | Riposte number |
|---|---|---|---|
| Scimitar +5 | STR 10 / DEX 14 | 140 | 308 |
| Scimitar +5 | STR 11 / DEX 20 | 162 | 357 |
| Falchion +10 | STR 11 / DEX 30 | 253 | 556 |
| Painting Guardian Sword +10 | STR 11 / DEX 30 | 257 | 565 |
| Scimitar +15 | STR 11 / DEX 30 | 308 | 679 |
| Lightning Scimitar +5 | STR 11 / DEX 30 | 400 (200 + 200 lightning) | 880 |
| Quelaag's Furysword +5 | STR 11 / DEX 30 | 398 (143 + 255 fire) | not recorded |
| Painting Guardian Sword +15 | STR 11 / DEX 40 | 367 | 808 |
| Gold Tracer +5 (DLC) | STR 11 / DEX 40 | 372 | 819 |
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
- Undead Asylum 1: In the courtyard.
- Undead Asylum 2: Just past the boss room.
- Shortcuts: One, on the return trip: the ladder in the corner of the Stray Demon's room climbs back to where the journey started.
The Wanderer's Kit
- The Peculiar Doll. In your old cell, on your return. It opens the Painted World (Chapter 8).
- Rusted Iron Ring. Also on the return trip: on a broken staircase behind a locked door on the west side of the second floor. The key, the Undead Asylum F2 West Key, is on the roof above Petrus at Firelink Shrine. It takes away the slowdown in water and swamp, which matters in Blighttown.
- Black Knights (on your return). They drop a Red Titanite Chunk and can drop the Black Knight Sword (STR 20 / DEX 18), which the Wanderer won't use for a long time.
Foes and Bosses
- Asylum Demon. Drop onto him with the plunge, then stay behind him; his overhead slams leave a long recovery.
Wanderer's answer: Plunge, then stay behind him. The Scimitar is quick enough to get a chain in after every slam. - Stray Demon. On the return trip. His hammer swings are physical but his explosions are magic, and the Leather Shield stops only 35% of magic. Roll away from the butt slam, and get behind or under him for the blasts.
Wanderer's answer: Don't block the blasts; roll them. The Leather Shield keeps out too little magic to matter.
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.
Chapter 2: Firelink Shrine
Firelink is where the roads meet, and where most of them come back.
Suggested level: 3–8
The Map
- Firelink Shrine: The central hub. Anastacia of Astora is its Fire Keeper, and the Way of White covenant is here.
- Lordvessel: At the Firelink Altar, once you place the Lordvessel from Anor Londo there; it can't be kindled.
- Shortcuts: The elevator to the Undead Parish, opened from the Parish side. The gate at the end of the Lower Burg's sewer corridor also brings you back here (Chapter 3).
The Wanderer's Kit
- The starting gift. The Wanderer can pick the Master Key, which opens the door off the New Londo stairs into the Valley of Drakes and puts Blighttown within reach early. I took the Twin Humanities: two more chances, or kindling for a bonfire you'll rest at often.
- Petrus offers the Way of White here. It changes little for the Wanderer. Join or don't; the road is the same.
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
- Undead Burg: Below the bridge where the Hellkite Dragon lands.
- Sunlight Altar: Past the Hellkite Dragon. The Warrior of Sunlight covenant is here.
- Shortcuts: Three. The ladder after the Taurus Demon drops you back to the bonfire under the bridge. The Basement Key door at the start of the dragon bridge leads down into the Lower Burg, and the gate at the bottom brings you back to the Burg bonfire. In the Lower Burg, the gate at the end of the sewer corridor opens the way back to Firelink.
The Wanderer's Kit
- Undead Merchant (Male). Sells a second Scimitar, Firebombs, the Repairbox and the Bottomless Box. Killing him drops the Uchigatana but closes his shop for good.
- Blue Tearstone Ring. On a corpse behind a Black Knight. Boosts defense by 50% while your HP is below 20%.
- Havel's watchtower. Reached from Darkroot Basin with the Watchtower Basement Key, or the Master Key if you took it.
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.
Wanderer's answer: Plunge from the tower, then stay under him and chain the Scimitar. - 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.
Wanderer's answer: Up the stairs, dogs first, then roll past his swings and cut on the way out. - Hellkite Dragon. At this level, run. Sprint down the middle of the bridge when he lands and don't stop.
Wanderer's answer: Run when he lands, not before. The bridge is for later, when you have a reason to stand on it.
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
- Undead Parish: Beside Andre of Astora, the blacksmith. Wikidot notes it was added with patch 1.06 and the Prepare to Die Edition; it's in Remastered too (checked in game).
- Shortcuts: Two. The elevator down to Firelink, ridden once from this end. And from the room full of Hollows below the church, climb the ladders and go through the fog wall: it brings you back out on the bridge you dropped from earlier.
The Wanderer's Kit
- Andre takes Standard weapons to +5 with Titanite Shards; +6 and up need the Large Ember from the Depths.
- Balder Knights can drop the Balder Side Sword (STR 10 / DEX 14) and the Buckler, which has a longer parry window: 8 frames against the usual 6 (Wikidot).
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.
Wanderer's answer: Cut the tail early, while there's only one. Two gargoyles leave no room to linger.
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
- Darkroot Garden: Behind an illusory wall by the Crest of Artorias door. The Forest Hunter covenant is here.
- Darkroot Basin: By the elevator down to the Valley of Drakes, near the Hydra.
- Shortcuts: Two. The bonfire in the Garden hides behind an illusory wall beside the Crest door. In the Basin, the lift in the cave goes down to the Valley of Drakes.
The Wanderer's Kit
- Dark Wood Grain Ring. Dropped by Shiva of the East's bodyguard (Forest Hunter covenant). It turns the fast roll into a cartwheel, but only while you stay under 25% equip load.
- Shiva of the East sells the Shotel (10,000 souls) and the Uchigatana (5,000).
- Hornet Ring. On a corpse behind Artorias's grave in Sif's arena. Critical attacks do 30% more.
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.
Wanderer's answer: Wait for the landing, then cut. A curved sword gets a full chain in before it lifts. - 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.
Wanderer's answer: Stay under him and keep moving; the fast roll is what gets you out from under his sword.
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
- Depths: Behind a door past the slimes and the Hollows with torches. It takes the Sewer Chamber Key or the Master Key. Wikidot notes it was added with patch 1.06 and the Prepare to Die Edition; it's in Remastered too (checked in game).
- Blighttown Catwalk: On the swaying catwalk.
- Blighttown Swamp: By a drain pipe near the elevator.
- Daughter of Chaos: Behind the illusory wall below the bell. Quelaag's Sister is its Fire Keeper, and the Chaos Servant covenant is here.
- The Great Hollow: Before the climb down the tree.
- Shortcuts: Three. In the Depths, slide down the drop at the back of the Giant Undead Rat room (hug the left wall), take the stairs on the right, and climb the ladder: it comes up at the Depths bonfire. The Master Key door from the Valley of Drakes is the back way into Blighttown. And in Quelaag's Domain, hit the wall below the bell to reach the Daughter of Chaos bonfire.
The Wanderer's Kit
- 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.
- Falchion (STR 9 / DEX 13): Blighttown treasure. A touch more damage than the Scimitar for 1.0 more weight.
- Shadow Set. On a corpse in Blighttown. From the Blighttown Catwalk bonfire, climb back up the nearby ladder to the higher wooden platforms and deal with the Ghoul by the pot and its neighbours. Turn away from the way back to the entrance, follow the narrow dirt ledge around the wall down to a small platform, and take the ladder up to the corpse. 6.0 weight against the Wanderer Set's 9.1.
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.
Wanderer's answer: Flank and keep moving; get your cuts in, then be gone the moment he turns. - Chaos Witch Quelaag. Her fire is the danger. Stay close, strike between her sweeps, and back away when she rears to spit lava.
Wanderer's answer: Stay at her side, chain between sweeps, and roll out when she rears. The Leather Shield won't hold her fire.
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
- Sen's Fortress: On the upper path.
- Shortcuts: One: the cage on the floor below the Iron Golem's fog, opened with the Cage Key (or the Master Key), drops you back to the beginning of the fortress. A Serpent Mage guards it.
The Wanderer's Kit
- Shotel. On a corpse in Sen's Fortress, if you didn't buy it from Shiva. STR 9 / DEX 14.
- 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.
Wanderer's answer: Go for his ankles and keep your roll for the grab. A light Wanderer goes off the edge as easily as anyone.
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
- Anor Londo: Downstairs from the large open area. The Lady of the Darkling is its Fire Keeper.
- Darkmoon Tomb: In the statue room near the spiral staircase. The Blade of the Darkmoon covenant is here.
- Anor Londo Residence: In the room with the fireplace. Solaire of Astora can be found here.
- Chamber of the Princess: After Ornstein and Smough. The Princess's Guard covenant is here.
- Painted World of Ariamis: Past the entrance bridge, close to the shortcut door by the Phalanx. Wikidot notes it was added with patch 1.06 and the Prepare to Die Edition; it's in Remastered too (checked in game).
- Shortcuts: Three. In Anor Londo, after the two Silver Knights on the lower staircase (the chests with the Silver Knight Set), open the door: it leads straight back to the bonfire. In the Painted World, the door off the courtyard leads back to the bonfire, and on the long bridge past the Soul of a Proud Knight you can cut the hanging chain on the right and drop into that courtyard.
The Wanderer's Kit
- Painting Guardian Sword. Dropped by Painting Guardians. STR 7 / DEX 20, Dexterity A at +0, Bleed 300. A rare drop.
- The Giant Blacksmith makes boss-soul weapons, Quelaag's Furysword among them, and the Lightning path.
- The Painted World, through the Peculiar Doll: cut Priscilla's tail before she dies, or her dagger is gone for the playthrough.
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.
Wanderer's answer: Cut the tail first, while she's still standing still; after that she's hard to find. - Ornstein and Smough. Split them with the pillars, and never trade blows with Smough's hammer. Kill Ornstein last for his Soul and the Leo Ring, or Smough last for his.
Wanderer's answer: A pillar between you and Smough, and the curved sword's speed for whichever one you're fighting. Never stand where both can reach you. - Dark Sun Gwyndolin. Optional, in the Darkmoon Tomb. His bow shots are the safest attack to advance through, pillar to pillar; his large magic blasts go straight through the pillars.
Wanderer's answer: Advance on the bow shots, pillar to pillar; the fast roll covers the gaps.
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
- New Londo Ruins: No bonfire anywhere in the ruins. The only one is down in the Abyss.
- The Abyss: After the Four Kings. The Darkwraith covenant is here.
- Valley of Drakes: No bonfire in the Ledger's records. The one you want is in the tunnel between Darkroot Basin and the Valley; Wikidot lists it under Darkroot Basin.
- Shortcuts: Three. Past the first fog wall, head up the stairs and kick the ladder down. Once New Londo is drained, run around the first staircase and drop down into the courtyard. Draining it also opens the big gate behind the drakes to the Valley of Drakes; the Master Key opens that gate early.
The Wanderer's Kit
- Red Tearstone Ring. Valley of Drakes, atop a ladder beside the New Londo flood gates. At least +50% attack while your HP is below 20%.
- Jagged Ghost Blade. A ghost drop here: a curved sword that hits ghosts without a curse. STR 7, Bleed 300.
- Ghosts can only be hit while cursed or under a Transient Curse (Undead Merchant Female, 4,000 souls each; Ingward, 1,000), or with a ghost-hitting weapon.
- Very Large Ember. In the lower ruins after the water is drained. Unlocks +11 to +15.
- The Abyss kills you outright unless you wear the Covenant of Artorias; 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.
Wanderer's answer: The Covenant of Artorias on, then race them. Finish each king before the next one arrives.
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
- Duke's Archives 1: Before your first fight with Seath.
- Duke's Archives 2: In the prison cell.
- Duke's Archives 3: On the balcony near the Crystal Cave. Wikidot notes it was added with patch 1.06 and the Prepare to Die Edition; it's in Remastered too (checked in game).
- Crystal Cave: After you defeat Seath.
- Shortcuts: Two. Early on, after the first Crystal Soldier past the narrow corridor, send the lift down without riding it; it will be waiting when you come back. In the prison tower, after the shelves with the Maiden Set and the White Seance Ring, drop straight down to your cell's bonfire.
The Wanderer's Kit
- Crystal Lizards live in the Duke's Archives, among other places (the Undead Burg and Darkroot Basin have them too); 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.
Wanderer's answer: Break the crystal first, then keep moving; cut in the pauses between his breaths.
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
- Catacombs 1: By the first Necromancer.
- Catacombs 2: Behind an illusory wall.
- Catacombs 3: Beside Vamos, the blacksmith. Wikidot says it's only in Remastered.
- Tomb of Giants 1: Beside Patches. Wikidot notes it was added with patch 1.06 and the Prepare to Die Edition; it's in Remastered too (checked in game).
- Tomb of Giants 2: Near the Effigy Shield*.
- Altar of the Gravelord: After Gravelord Nito. The Gravelord Servant covenant is here.
- Shortcuts: Two. In the Catacombs, the lever beside the first bonfire opens a door further on. In the Tomb, go through the long tunnel beside Rhea, climb the ladder and hit the illusory wall: you come out by the Patches bonfire.
* 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
- The Rite of Kindling and the Skull Lantern. Pinwheel drops the Rite of Kindling, which lets you kindle a bonfire further than you otherwise can. The Skull Lantern lies at the pit where Patches kicks you, and it lights the Tomb.
Foes and Bosses
- Pinwheel. Past the Skeleton Wheel valley. He falls fast, but his clones add up if you give him time.
Wanderer's answer: Rush him before the clones multiply; a light blade gets there first. - 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.
Wanderer's answer: Get behind him and keep cutting. Move the moment he screams.
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
- Demon Ruins Entrance: Before Ceaseless Discharge.
- Demon Ruins Staircase: Before the Demon Firesage, guarded by a rockworm.
- Demon Ruins Catacombs: Before the Centipede Demon, below the elevator from the Daughter of Chaos.
- Lost Izalith Lava Pits: After the Centipede Demon. Solaire of Astora can be found here.
- Lost Izalith 2: Behind an illusory wall in the dino pool, as the wiki calls it.
- Heart of Chaos: After the Bed of Chaos.
- Shortcuts: Two. The elevator from the Demon Ruins up to the Daughter of Chaos. And at rank 2 in the Chaos Servant covenant, a shortcut opens from the Demon Ruins into Lost Izalith.
The Wanderer's Kit
- The Gold-Hemmed Black Set waits here, and the Centipede Demon holds the Orange Charred Ring.
- The Large Flame Ember is in a chest in the Demon Ruins, between Ceaseless Discharge and the Demon Firesage. The Red Titanite Slab is 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.
Wanderer's answer: Let him grab the cliff, then cut the hand until he lets go. - Demon Firesage and Centipede Demon. Cut off the Centipede's tail and kill the small worm that falls from it for the Orange Charred Ring early, which lets you endure the lava in his arena; otherwise he drops it when he dies. Stay between his legs, where his leaps are weakest.
Wanderer's answer: Tail first for the ring, then stay between his legs and chain. - 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.
Wanderer's answer: Treat it like a route, not a fight: left roots, right roots, then down to the Chaos Bug.
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
- Kiln of the First Flame: The bonfire past Gwyn isn't a rest stop. Lighting it is the To Link the Fire ending (Wikidot). The last bonfire before the Kiln is the Lordvessel at the Firelink Altar.
- Shortcuts: None. The Kiln is one road down.
The Wanderer's Kit
- Five Black Knights, respawning. They can be backstabbed and parried. Use them for parry practice until you're ready for Gwyn.
Foes and Bosses
- Gwyn, Lord of Cinder. Parryable: his opening jump and any swing you can read. Otherwise wait for a combo to end.
Wanderer's answer: Parry the jump. Riposte. Repeat.
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
- Sanctuary Garden: Just through the portal from Darkroot Basin, right before the Sanctuary Guardian's fog*.
- Oolacile Sanctuary: Just past the Sanctuary Guardian.
- Royal Wood: No bonfire on Wikidot's bonfire list; the nearest are Oolacile Sanctuary and Oolacile Township.
- Oolacile Township: After Artorias.
- Oolacile Township Dungeon: Past the Chained Prisoner.
- Chasm of the Abyss: After Manus.
- Shortcuts: Three. From Chester, outside Artorias's fog, follow the path to its end: an elevator takes you back up to the ruin where the Guardian Gauntlets were. In the Chasm of the Abyss, the elevator in the ruin off the path leads back up to Royal Wood, by Artorias's fog; switch it on as you pass. In the Township, after dropping down the roofs (Twin Humanities, then the Dark Fog sorcery), the door behind you leads to an elevator back to the start of the Township.
* 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
- 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 (a curved sword, STR 9 / DEX 25) and the Dark Silver Tracer; kill her before trading and she drops both. Refuse, and she's gone the next time the area reloads.
Foes and Bosses
- Knight Artorias. Fought in a stone building in Royal Wood. Punish him after his leaps and slams, and when he kneels to gather darkness, strike hard to break the gathering.
Wanderer's answer: Spend a life watching. Punish the recovery after his leaps, and only go for the gathering when you have the stamina to finish it. - Black Dragon Kalameet. Hawkeye Gough can ground the dragon, but only if you set it up: his tower is in Royal Wood, reached with the Crest Key from a Mimic in Oolacile Township.
Wanderer's answer: Set up Gough first, or don't come at all. - Manus, Father of the Abyss. The Silver Pendant, in a hidden room early in Oolacile Township, repels some of his dark attacks.
Wanderer's answer: The Silver Pendant for the dark, then stay close and chain between his combos.
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.
| Area | Bonfires | Shortcuts |
|---|---|---|
| Undead Asylum | 2 | Stray Demon room ladder, back to the start |
| Firelink Shrine | 1 | Elevator to the Undead Parish |
| Firelink Altar | 1 | None marked |
| Undead Burg | 2 | Taurus ladder; Basement Key door and gate; Lower Burg sewer gate to Firelink |
| Undead Parish | 1 | Elevator down to Firelink; ladders and fog wall back to the bridge |
| Darkroot Garden | 1 | Illusory wall to the bonfire, by the Crest door |
| Darkroot Basin | 1 | Cave lift down to the Valley of Drakes |
| The Depths | 1 | Ladder from the Giant Rat room up to the bonfire |
| Blighttown | 2 | Master Key door from the Valley of Drakes |
| The Great Hollow | 1 | None marked |
| Quelaag's Domain | 1 | Wall below the bell to the Daughter of Chaos; top of the Demon Ruins elevator |
| Sen's Fortress | 1 | Cage below the Iron Golem's fog, back to the start |
| Anor Londo | 4 | Door after the two Silver Knights, back to the bonfire |
| Painted World of Ariamis | 1 | Courtyard door to the bonfire; chain drop from the long bridge |
| New Londo Ruins | 0 | Kicked-down ladder; drop to the courtyard once drained; the gate to the Valley of Drakes |
| The Abyss | 1 | None marked |
| The Duke's Archives | 3 | Send the lift down; prison shelf drop to the cell bonfire |
| Crystal Cave | 1 | None marked |
| The Catacombs | 3 | Lever beside the first bonfire opens a door further on |
| Tomb of the Giants | 3 | Illusory wall past Rhea, out by the Patches bonfire |
| Demon Ruins | 3 | Elevator up to the Daughter of Chaos; Chaos Servant shortcut into Lost Izalith |
| Lost Izalith | 3 | The Chaos Servant shortcut from the Demon Ruins |
| Kiln of the First Flame | 1 (the ending) | None; one road down |
Curved Swords at a Glance
| Blade | Needs | Weight | Where |
|---|---|---|---|
| Scimitar | STR 7 / DEX 13 | 1.5 | Starting weapon; Undead Merchant (Male) |
| Falchion | STR 9 / DEX 13 | 2.5 | Blighttown treasure |
| Shotel | STR 9 / DEX 14 | 2.5 | Sen's Fortress corpse; Shiva of the East |
| Painting Guardian Sword | STR 7 / DEX 20 | 1.5 | Painting Guardians (rare) |
| Quelaag's Furysword | STR 11 / DEX 13 | 3.5 | Giant Blacksmith: +10 curved sword and the Soul of Quelaag |
| Jagged Ghost Blade | STR 7 | 1.5 | Ghost drop, New Londo Ruins |
| Gold Tracer | STR 9 / DEX 25 | 2.0 | Lord's Blade Ciaran (DLC) |
The Wanderer's Rings at a Glance
| Ring | What it does | Where |
|---|---|---|
| Ring of Favor and Protection | +20% HP, stamina and equip load. Taking it off destroys it | Lautrec's drop |
| Dark Wood Grain Ring | Cartwheel roll with more i-frames, only at 0–25% load | Shiva's bodyguard (Forest Hunter covenant) |
| Red Tearstone Ring | At least +50% attack below 20% HP | Valley of Drakes, by the New Londo flood gates |
| Blue Tearstone Ring | +50% defense below 20% HP | Undead Burg, behind a Black Knight |
| Hornet Ring | Critical attacks do 30% more | Sif's arena, behind Artorias's grave |
| Rusted Iron Ring | No slowdown in water, swamp or tar | Undead Asylum, return trip (F2 West Key) |
| Covenant of Artorias | Lets you walk the Abyss and fight the Four Kings; keep it on | Sif's reward; a spare in the chest behind Frampt if lost |
| Orange Charred Ring | 80% less lava damage | Centipede Demon, or the worm from his tail |
| Havel's Ring | +50% equip load, for a heavier set that still rolls | Havel 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.