Dark Souls Walkthrough
Praise the sun. Our Dark Souls Walkthrough provides tips for surviving the adventure, a guide to the entire world, and hints for slaying bosses.
- Getting Started: Learn how the game works and joining with other players
- Walkthrough: A guide to Dark Soul's giant world and intense boss fights
- Xbox 360 Achievements: Boost your Gamerscore with a huge list of Achievements
- PlayStation 3 Trophies: Gain new Trophies for your collection
What's New:
- October 18, 2011: Version 1.3. The walkthrough now covers all of the areas for the standard (good guy) storyline.
- October 10, 2011: Version 1.2. Our walkthrough takes you all the way into Anor Londo.
- October 5, 2011: Version 1.1. Updated the Equipping section with info about armor defenses and how to cure status effects.
- October 4, 2011: Version 1.0 of the Dark Souls Walkthrough is here. We are starting with a Primer to get you started, but will be updating to a full walkthrough. Check back later for more info.
Character Stats
In Dark Souls, each of your character's eight statistics determines your overall level. Instead of being limited to the RPG norm of level 99, you can gain upwards of 700 levels. You can level up at Bonfires and spend accumulated Souls that improve your abilities. Each overall character level costs more Souls than the last, so you should be mindful of which stats you build up.
Because you can lose your cache of Souls easily, it is handy to hold onto consumable items such as Soul of a Nameless Soldier or Soul of a Proud Knight. Using these items will instantly fill your Soul counter with several hundred or thousand Souls, topping you off for a new level or two.
Each level raises your defense against Physical, Magical, Flame, and Lightning attacks. Because of this, leveling in general makes things defensively easier.
Vitality
Vitality improves your HPs, allowing you to survive longer in battle. The best strategy is to avoid taking damage all together, but even with the best evasion and shields you'll still probably wind up getting hit at some point. Because of this Vitality is recommended for all builds, but should be left alone until after both your primary offensive stat and Endurance are high enough.
Attunement
A higher Attunement score will allow your character to equip more types of magic. Unlike in Demon's Souls, where this was only needed for Sorceries, Miracle users will also need to boost Attunement to have more magic slots (Instead of just relying on Faith alone). Obviously, you should raise this stat to allow you to equip new spells; however, if you don't have an additional studied magic, leave Attunement alone. It's a useless stat for characters that plan on never casting at all.
Endurance
Determines your Stamina and Equip Load. This is probably the most universal stat, as any build can make use of more Stamina. Your Stamina meter allows you to withstand block hits, swing weapons, dash, and roll out of the way. Your big weapon or shield won't do you much good if you lack the Stamina to use them. Likewise, being able to escape an enemy's attacks will save the need to stop and heal; dodging should always be the prime strategy for those lacking heavy armor.
Equip Load is also great as it can allow you to move quicker with heavier items, but you need to put in a lot of points into Endurance: you might need upwards of 20 or 50 levels worth of Endurance to make a piece of armor lighter.
As an added bonus Endurance will also raise your resistance to Bleeding. Overall, raise Stamina after your main attack stat is a decent level (around 30 is a good start).
Strength
Strength is required to wield "powerful" type weapons such as swords and axes. Each point of Strength will also increase the damage of most melee weapons, even some which depend on Dexterity to equip. With enough Strength you can also hold two-handed weapons in one hand with a small damage penalty.
Strength is one of the key offensive stats. Because of this, you should either build up Strength quickly or forget it entirely. If you prefer to use brutish large weapon, consider a Strength build.
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Dexterity
Dexterity is needed to effectively wield more "advanced weapons" such as bows, spears, and daggers. These weapon types have the advantage of being much quicker or having range. Because of this, they are best paired when carry a lighter Equip Load, allowing you to move quickly and roll. This stat is also well suited for riposte counters and getting in back stabs.
Dexterity is one of the four main offensive stats, so much like the other three, you should either max out this stat or leave it alone. If you want a speedy, agile character go with a Dexterity focus.
Resistance
Resistance boosts your protection against poison. It also gives a few extra points of Physical Defense (But does not provide extra protection from Magic, Flame, or Lightning). Overall the worst stat, not because it's bad, but because every other stat has so many more uses. Still, you should raise this in places where you know there will be an absurd amount of unavoidable poison and you lack another means of healing.
Intelligence
Intelligence determines the power of your Sorceries and Pyromancies. This stat can also improve the damage of magic based weapons. Obviously this is the stat to improve if you plan on using either type of offensive spell or are looking to fight with magic weapons.
You will also need a Sorcerer's staff or Pyromancer's flame to cast your respective school of magic. Because of this you need to switch out your melee weapon often to cast destructive spells. In general, Sorcery catalysts gain large bonuses from Intelligence (A rank for even the most basic staff), while Pyromancy catalysts gain far less (E or no rank for early flames, C and B rank for very strong ones).
Like with Strength and Dexterity, either max this stat quickly or ignore it if you don't want to cast magic.
Faith
Faith controls of the power of your Miracles and divine weapons. The main stat for a defensive caster or healer. To use Miracles you'll need a Cleric Talisman in your right hand. Also, some Miracles will require you to kneel and pray, making them risky to use while already in combat.
You should either make your character based on Faith or leave the stat at the default level. Because Miracles are mostly defensive in nature, Faith builds can be challenging. However, you'll be a giant help when teaming up with other players.
Starting Classes
The starting classes come with various equipment, possibly magic, and stats. They also have different levels, making leveling up further easier or harder.
Because of this, each class makes it slightly easier to specialize in something, or have some backup skills. For example, the hearty Warrior can be built to use both melee and range weapons, while a Thief might be able to dabble with magic after some training. Still, with enough grinding you can level every stat and gain all spells. It's just a question of how much of a starting boost you desire.
Class | Level | Vital | Attune | Endure | Strength | Dex | Resist | Intel | Faith | Notable Equipment |
---|---|---|---|---|---|---|---|---|---|---|
Warrior | 4 | 11 | 8 | 12 | 13 | 13 | 11 | 9 | 9 | Longsword, Leather Armor |
Knight | 5 | 14 | 10 | 10 | 11 | 11 | 10 | 9 | 11 | Heavy Armor, Heavy Shield |
Wanderer | 3 | 10 | 11 | 10 | 10 | 14 | 12 | 11 | 8 | Scimitar |
Thief | 5 | 9 | 11 | 9 | 9 | 15 | 10 | 12 | 11 | Dagger, Master Key |
Bandit | 4 | 12 | 8 | 14 | 14 | 9 | 11 | 8 | 10 | Battle Axe |
Hunter | 4 | 11 | 9 | 11 | 12 | 14 | 11 | 9 | 9 | Bow and Arrow |
Sorcerer | 3 | 8 | 15 | 8 | 9 | 11 | 8 | 15 | 8 | Soul Arrow Sorcery |
Pyromancer | 1 | 10 | 12 | 11 | 12 | 9 | 12 | 10 | 8 | Fireball Pyromancy |
Cleric | 2 | 11 | 11 | 9 | 12 | 8 | 11 | 8 | 14 | Mace, Heal Miracle |
Deprived | 6 | 11 | 11 | 11 | 11 | 11 | 11 | 11 | 11 | Unclothed! |
Bonfires
Dark Souls no longer contains the Nexus of Demon's Souls. Instead, your safe havens are Bonfires placed around the world. These have several functions to help you on your journey, or may actually hinder your efforts.
Bonfires have three main functions just by resting at them: they will restore lost health, stamina and spells; upon death you will respawn at the last Bonfire you rested at; and most unfortunately, it will revive every non-boss enemy. Yes, the Bonfires are a double edged sword: you'll be restored to full, but in turn will have to battle through deadly opposition over again.
Additionally, resting at a Bonfire opens up a menu for various functions.
Leveling Up and Attuning Spells
The Bonfire's main function is to customize your character. Any stored Souls you have can be spent on various stats to level up your skills. You should save consumable Soul items--such as the Soul of an Undead--until you're ready to spend them on a level up. After all, you don't want to lose those unlocked Souls to a careless death.
You can also use the Bonfire to equip spells to any free Attunement Slots. In a change from Demon's Souls system, both Magic and Miracles in Dark Souls use the same slots. Another major change from Demon's is the removal of MP. Instead, each spell that is Attuned has a limited amount of casts. For example you can only use Heal five times before you will need to return to the Bonfire and replenish your supply.
However, you can Attune multiple scrolls to different slots for more casting. If you purchase two Heal spells, you may equip both for ten casts.
Humanity and Kindling
At the start of the adventure you will be a Hollow: an Undead that is slipping away into a mindless zombie state. You can very well play through the game in this state, although you have various restrictions regarding both single player and joining online. Hollow players have only the base drop rates and are easily hit by curses. Also you can only join other player's Worlds, but cannot act as a human host.
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As you explore through the world and fight, you can gain Humanity points. When at a Bonefire you can spend one Humanity to restore yourself to Human form. As a Human you will gain increased drops, and this bonus is increased as you gather even more stored Humanity. Also, you can invite Hollow players into your game or invade other worlds.
Additionally, as a Human you can spend extra Humanity to Kindle a Bonefire. At a normal fire you can store up five Estus Flasks to recover lost health. However, Kindled Bonfires yield ten of these healing items. It is very wise to Kindle a nearby Bonefire before lurking into a strong monster's domain.
Revival and Reclaiming Souls
Dying is a part of Dark Souls. Upon death you will return to your last Bonefire in Hollow form with no Souls or Humanity. However, back where you died will be a blood stain holding your lost goods. If you can make it back to this spot you may recover your lost Souls and Humanity.
However, if you fail to touch this blood stain, those Souls and Humanity will be lost forever. Because of this, try to lure your enemies as close to a Bonfire as you can. This way, you'll have an easier time recovering your Souls, while crossing paths with the least amount of danger.
Shopping and Forging
Souls are not only your means of improving stats, but also the currency in Dark Souls. Merchants and smiths will offer their services for your hard earned Souls, but most aren't interested in buying old equipment. Keep this in mind, as spending a few thousand souls on a neat piece of gear might be a waste if you can't resell it.
You'll eventually be able to sell items for Souls to one important NPC, though they only appear in Firelink Shrine after completing the game's first main objective: ringing the two bells and opening Sen's Fortress.
Some NPCs (typically ones that have already set up shop) will remain stationary, requiring you to travel in order to purchase their goods. Vendors that start captured and are rescued on your adventure will often journey back to the safety of Firelink Shrine.
The different retailers carry various amounts of items, including consumable items, gear, keys, and spells. Some of them are distrustful of Hollows, and may require you to be in Human form to sell items. Others are wary of outsiders and will only deal with members of their Covenant. Listen to the dialogue of an NPC to get an understanding to why they are avoiding business.
Other NPCs might be outright hostile to Hollows and rival Covenants. By changing into a Human form or joining another organization might turn an old foe friendly. Likewise, avoid outright attacking NPCs, as many will fight back, rending their services unavailable.
Forging
Blacksmiths around the world can help repair, reinforce, and modify equipment. Each piece of your equipment has durability, and as they are used or hit, will require Souls to repair. With some materials of your own and a grinding stone, you can also do some repairs at a Bonfire.
Most basic pieces of weapons and armor use Titanite to increase damage and defenses. More complex items might require other stones, or even exotic Embers to customize your weapon. A good smith will also trade you such materials for Souls. Of course a blacksmith's services are not free and may demand several hundred Souls for the labor. Still, it is generally better to upgrade old gear instead of buying basic wares from other merchants.
Each of the smiths specializes in a different ascension and only accepts embers they are comfortable with. If the blacksmith down in the Undead Parish doesn't want to work on Crystal or Flame weapons, consider donating the embers to the smith within Anor Londo.
Equipping
Before entering battle, you'll need to be armed for the fight. It is possible to fumble around the menus while already in combat, but will probably prove too distracting to be practical. The main thing to factor in is the size of your Equip Load, which will greatly affect your fighting style.
Equip Load
Your Endurance score will grant additional numbers to your max Equip Load. Each piece of armor your wear and weapon in your hands adds weight that will slow down your movement. When your Equip Load is less than 25%, you may run at high speed and will roll quiet far. At 26-49% your movement is slowed slightly, but still enough to dodge around enemies. When you have over 50% of your load, running is slowed down considerably, and your roll is more of a quick thud onto the ground. Finally, with over 100% of your Load, you will be unable to run and your rolling is replaced with a short forward stomp.
To help balance out your load, you need to be mindful of your equipment. Stronger weapons and better armor typically will weigh you down, but some of these items might be very powerful or prevent staggering. The Poise stat on heavy armor can help withstand the most potent attacks, allowing you to strike and heal even when being hit.