Starting a fresh character in Drangleic usually raises the same handful of questions: which class to pick, how to spend early souls, when to enter the Forest of Fallen Giants, and which boss is the real wall. A practical dark souls 2 walkthrough should answer those questions in the order a player actually faces them, not in the order a strategy guide happens to list them. This page is built for players who want a working route, a defensible build, and a clear plan for the four main bosses that block first-time progress, with enough mechanical detail to support replays and challenge runs.
Dark Souls 2 is a separate design from the original Dark Souls and from Dark Souls 3. Movement feels heavier, healing is a finite resource rather than a regenerating flask, and many encounters reward patience over aggression. A walkthrough that ignores those differences tends to oversimplify the early hours. The advice below is organized so you can read it once for an overview, then jump straight to the section you need when you are stuck.
Dark Souls 2 walkthrough: planning the first twenty hours
The first twenty hours of a new character are mostly about establishing a level curve, a weapons upgrade path, and a habit of using soul memory and boss souls with intent. Drangleic is non-linear, but it is not random: each major hub connects to a small number of regions, and each region has a soft level window where enemies stop one-shotting and bosses become survivable with a few estus flasks. The goal of an early walkthrough is to stay inside that window, not to race the main path.
Before you choose a class, decide whether you are playing a strength, dexterity, magic, or hybrid build. The class you pick only matters for the first ten or fifteen levels, because stats and equipment will define the build long before the class label does. Pick a class whose starting equipment does not lock you into a playstyle you do not want. A Knight with a broadsword, a Swordsman with a scimitar, and a Sorcerer with a starter staff are all viable foundations for very different runs, and the early game supports all three.
Souls are your leveling currency, your upgrade currency, and your shopping currency, and the game is tuned so that spending them in the wrong order can leave you underpowered for several areas in a row. A reasonable default is to spend the first 20,000 souls on levels that raise your damage stat and your most-used damage scaling, then reserve the next 20,000 for weapon and shield upgrades, then return to leveling once your equipment is current for the next area. Players who spend every soul on levels before upgrading their weapon often hit a wall at the Lost Bastille or the No-Man’s Wharf.
Choosing a starting class and defining a build
The starting class sets your level, your starting equipment, and a small stat floor, but the build is decided by where you put the next forty stat points. A strength-focused run usually raises Strength to 20 by the time you reach the first major boss, then adds 10 to Vigor and Endurance. A dexterity run does the same with Dexterity as the damage anchor. A magic run keeps Intelligence or Faith ahead of Strength and Dexterity and only raises them enough to wield a staff or chime. A balanced “quality” run splits points between Strength and Dexterity and accepts slower scaling in exchange for weapon variety later.
The class list below is the practical set of starting points that most walkthroughs recommend. Each entry describes the equipment you actually start with, not a class fantasy.
- Knight: Broadsword, standard shield, heavy armor. Highest survivability of any class and the simplest start for a strength build.
- Swordsman: Scimitar, small shield, light armor. A natural dexterity and parry foundation that is forgiving in PvE and useful in PvP if the character is replayed.
- Sorcerer: Starter staff, three soul arrows, light robes. Fastest clear of the early game for players who manage mana and cast distance carefully.
- Cleric: Mace, small shield, a heal miracle and a lightning spell. A solid faith hybrid that becomes powerful at the halfway point without demanding expert play early.
- Explorer: Shortsword and a wide selection of consumables. The weakest combat start, but useful for players who want to rush to a specific build using early merchant inventory.
- Bandit: Scimitar and a hand axe, light armor. A close cousin of the Swordsman with a second melee option, useful for players who want to experiment with dual wielding from the start.
For a first playthrough, Knight and Swordsman are the two safest picks because their starting equipment scales with stats that the game rewards early. Sorcerer is the fastest route through the first half if the player is comfortable managing cast range and soul levels, but it requires a different playstyle than the rest of the game encourages, which is one reason many walkthroughs recommend it only for experienced players or for replays.
How to spend early souls and estus flasks
Estus flasks are the most important resource in Dark Souls 2, and they are not free. Each upgrade to the Estus Flask requires an Estus Flask Shard, and each upgrade to the healing power requires a Sublime Bone Dust. The game has a fixed number of both. The order in which you collect them is the order in which your heals scale, and it is a real strategic decision.
A safe default is to collect three or four Estus Flask Shards before the first major boss and one or two Sublime Bone Dust pieces in the same window. That gives you a usable number of mid-strength heals for the first walls without losing the opportunity to spend shards in the later areas where they are harder to find. Players who save every shard for the second half of the game will struggle to clear the first few bosses with the default one or two heals they start with.
Healing is also the only way to interact with lifegems, which are consumable heals that drop from enemies and can be carried as a backup resource. The early game does not need them, but they become useful in the second half when one-shots from ambushes are common. A walkthrough that ignores lifegems is not wrong, but it is missing a real tool.
Best early game route through the Forest of Fallen Giants
The Forest of Fallen Giants is the first major region, and the route through it teaches most of the core mechanics: rolling through enemy attack arcs, pulling single enemies out of a group, and respecting ambushes around corners. Most players spend their first two or three hours here. The walkthrough below assumes a Knight or Swordsman build, but the route and order of bosses are the same for any class.
The Forest of Fallen Giants has two major boss fights. The first, the Last Giant, sits behind a fog gate that is reached through a long path that passes a merchant, a bonfire, and several ambushes. The second, the Pursuer, can be fought in the Forest of Fallen Giants or skipped until the second major area. The Pursuer is one of the most commonly cited walls for new players, and the order in which you face him is a real choice.
From Things Betwixt, the game’s tutorial area, the route is short and worth memorizing.
- Cross the bridge into Majula, the central hub. Talk to the Emerald Herald to receive the Estus Flask.
- Take the path down to the Forest of Fallen Giants through the Cardinal Tower bonfire, lighting the bonfire first.
- From Cardinal Tower, follow the main path past the soldier enemies until you reach the Soldier’s Rest bonfire, lighting it before you fight any boss.
- Continue past Soldier’s Rest toward the large open area with the ballistae and the hollow soldiers. Clear the area carefully; it is a common place to lose estus flasks.
- Take the side path that leads to the Last Giant’s fog gate. Use the ladders and short cuts to fall back toward the bonfire if the run is going badly.
- Defeat the Last Giant, return to Majula, and decide whether to continue into the Forest or to detour toward the Lost Bastille through the route described below.
The Pursuer can be fought in the Forest of Fallen Giants by descending into a lower area, or he can be fought in the Lost Bastille. The Lost Bastille route is usually easier because the path to his fog gate is shorter and the player is more likely to have a higher-level weapon by the time they reach him. A walkthrough that recommends the Forest fight for the early Pursuer usually does so to unlock his armor set early, not because it is the safer route.
The Last Giant: a forgiving first boss
The Last Giant is the easiest major boss in the game and is meant to teach the basic loop of dodging, punishing, and healing. He is a tall enemy with long reach and a slow attack cycle. The standard strategy is to stay near his legs, dodge his stomp attacks, and hit his ankles two or three times between each of his swings. Hitting his arms is tempting because the hitbox looks exposed, but the recovery windows are shorter and the damage is not meaningfully higher.
What makes this fight forgiving is the design of the arena and the boss’s recovery. The arena is wide and flat, so there is room to retreat and reposition. The boss spends a long time in the recovery animation of his heaviest attacks, which gives the player time to heal. The Last Giant also has no second phase and no adds. As long as the player keeps the camera in a position that shows the boss’s legs and avoids standing in the path of the falling arm, the fight usually ends in fewer than ten estus flask uses.
The Pursuer: the first real wall
The Pursuer is a mounted knight with a halberd and a shield, and he is the first boss that punishes a passive playstyle. His attacks cover a wide arc, his shield blocks most frontal damage, and his shield bash can be hard to read on a first attempt. Players who try to circle him and hit his back will succeed; players who stand in front of him and trade hits will lose.
The cleanest strategy is to wait for his three-attack combo, dodge through the third swing, and land one or two hits on his back before he turns. His shield bash can be punished with a roll to the side. When he raises his halberd for an overhead strike, the recovery is long enough for a fully charged strong attack from a strength weapon. The fight becomes a cycle of waiting, dodging, punishing, and resetting the camera so the Pursuer does not get behind the player.
If the player has access to lightning damage, the fight becomes much easier. The Old Knight Halberd and the Mace are both common early weapons that deal lightning or strike damage, and the Cleric class starts with a mace. The Pursuer’s weakness to lightning is large enough that it changes the fight from a parry-and-punish exercise to a damage race.
Lost Bastille and Sinners’ Rise: a second major route
After clearing the Forest of Fallen Giants, the next region most walkthroughs recommend is the Lost Bastille, accessed through a route in Majula that leads to a coastal castle. The Lost Bastille is shorter than the Forest and is a tutorial in a different sense: it teaches the player how to handle multiple enemies at once, how to deal with enemies that can grab, and how to manage a boss with two distinct phases.
The boss at the end of the Lost Bastille is the Lost Sinner, a fire-based boss who can summon additional enemies if the player does not clear the surrounding area first. The walkthrough for the Lost Sinner always includes a pre-fight step: kill the servants in the room before entering the fog gate, or the fight becomes much harder. That pre-fight step is one of the most common pieces of advice in the entire game, and it is the kind of detail that separates a generic guide from a real walkthrough.
After the Lost Sinner, the next region is Sinners’ Rise, a vertical tower that leads to a boss called the Flexile Sentry. The Flexile Sentry is a fast-moving enemy with a scythe and a long grab animation. The fight is short and is a good test of timing and camera control. Players who can roll through the grab and punish the recovery will clear the fight in two or three estus uses.
Lost Sinner strategy: pre-fight cleanup and positioning
The Lost Sinner begins the fight in a wide, dark room with a row of servant enemies in the back. The servants are not optional. If they are alive when the boss spawns, they will aggro on the player during the fight and split attention between them and the boss. The correct pre-fight step is to walk into the room before the boss fight, kill the servants, and then return to the fog gate. The walkthrough step is so important that several guides treat it as a prerequisite rather than a tip.
During the fight, the Lost Sinner uses a flame-infused sword and a projectile attack. The flame projectile has a long wind-up and can be rolled through. The sword attacks are fast and cover a wide arc, so staying close to the boss and rolling through the swing is safer than trying to circle at mid range. The boss is weak to magic and to strike damage, which makes a Mace or a Lightning-infused weapon the best melee option. The fight has no second phase, but the boss becomes more aggressive as her health drops, so the last 30 percent of the fight is the most dangerous part.
Heide’s Tower of Flame and the Dragonrider
Heide’s Tower of Flame is the alternative to the Lost Bastille and is the recommended route for players who want a different boss order. It is a coastal ruin with several knights, a small number of archers, and a boss called the Dragonrider who has an optional second phase if a particular NPC is alive at the time of the fight. The walkthrough for this area is short and is more about positioning than boss strategy.
The Dragonrider is a tall, slow boss with a spear. The first phase is a one-on-one fight in a flat arena. The second phase adds a second Dragonrider if a particular NPC has not been killed before the fight. The standard walkthrough advice is to kill the NPC before the fight so the second Dragonrider does not spawn, which makes the fight a clean one-on-one.
If the second Dragonrider is present, the fight is a real challenge. The two bosses will both aggro on the player, and the player will need to keep them on the same screen and trade hits carefully. The fight is still winnable, and several walkthroughs document the strategy, but it is much harder than the one-on-one version.
Building around a Dragonrider weakness
The Dragonrider is weak to strike damage and to lightning, which makes a Mace or a Lightning-infused spear the best weapon choice. Players who cleared the Forest of Fallen Giants with a broadsword or scimitar should consider switching to a Mace for the Dragonrider fight and then returning to their preferred weapon for the rest of the game. The switch costs one or two upgrade materials, but the damage gain is large enough to make the fight noticeably shorter.
Mid-game progression: Huntsman’s Copse, Undead Purgatory, and the Skeleton Lords
By the time the player has cleared the Forest, the Lost Bastille, and either the Dragonrider or the Lost Sinner, the character is usually between level 40 and 60, and the weapon is at least at the +6 or +7 upgrade level. The mid-game regions are harder, the enemies hit harder, and the bosses require more setup. The mid-game walkthrough is mostly about preparation, not about reaction time.
Huntsman’s Copse is a swampy region with a high density of undead and ranged enemies. The walkthrough advice for this region is to move slowly, use the ranged enemies to pull single melee enemies, and avoid the area where the ground is unstable. The boss at the end of the area is the Skeleton Lords, a three-skeleton fight that rewards area-of-effect damage and patience.
The Skeleton Lords fight is a real test of the player’s ability to track multiple enemies at once. Each of the three bosses can be killed independently, and the standard walkthrough strategy is to focus one at a time. The fight becomes much easier if the player has an area-of-effect weapon or a strong crowd-control miracle. The skeletons are weak to strike and to fire, which makes a Mace or a Fire-infused weapon the best choice.
Skeleton Lords: positioning and add management
The Skeleton Lords fight takes place in a wide, flat arena. The three bosses are spaced around the room and will aggro one at a time if the player approaches carefully. The first boss uses a scythe, the second uses a hammer, and the third uses a bow. The standard walkthrough strategy is to clear the room of the two melee bosses first, then deal with the ranged boss. The bow-wielding boss is the most dangerous if the player ignores him because his arrows stagger the player and prevent healing.
The skeletons respawn during the fight if the player does not kill them fast enough, which is one of the more unusual mechanics in the game. The mechanic rewards burst damage and discourages passive play. A player who tries to heal between every hit will end the fight with no flasks, while a player who commits to a short burst of damage between heals will end the fight with several flasks left.
Shaded Woods, Shrine of Amana, and the mid-game wall
The Shaded Woods is a forest area with several paths and a long, quiet walk to the Shrine of Amana. The Shrine of Amana is a waterlogged area with several mages who cast homing soul arrows and a boss called the Old Demon King, a fire-based boss with a large health pool. The Shrine of Amana is one of the most commonly cited walls in the game because the mages are accurate, the water is slow, and the boss at the end is hard to approach without a long run from the bonfire.
The walkthrough advice for the Shrine of Amana is to move slowly, use the side paths to avoid the mages, and approach the boss with at least a full set of estus flasks. The Old Demon King is weak to lightning and to magic, but he is also weak to a player who can stay close to him and dodge his flame attacks. The fight becomes a cycle of dodging, punishing, and resetting the camera so the player does not end up in the corner of the arena.
Old Demon King strategy: patience and burst windows
The Old Demon King is a fire-based boss with a large health pool and a small number of attack patterns. The boss’s most dangerous attack is a forward flame breath that covers a long arc and can be hard to read on a first attempt. The standard walkthrough strategy is to stay close to the boss’s back leg, dodge the flame breath by rolling through the boss rather than away from him, and hit his back leg between attacks. The fight has no second phase, but the boss becomes more aggressive as his health drops, so the last 30 percent of the fight is the most dangerous part.
The Old Demon King is weak to lightning and to magic, which makes a Lightning-infused weapon or a high-Intelligence sorcery build the best choice. A player who has been using a Mace or a Fire-infused weapon should consider switching to a Lightning-infused weapon for this fight and then returning to their preferred weapon for the rest of the game.
Late game: Drangleic Castle, Throne of Want, and the final bosses
The late game walkthrough is shorter than the early game because most of the game’s content is in the first half. The late game regions are Drangleic Castle, Throne of Want, and a final area that is reached through a series of short paths. The bosses in these regions are harder than the early game bosses, but the player has more tools, more levels, and more estus flasks. The late game walkthrough is mostly about preparation and route planning, not about reaction time.
The final boss of the main game is Nashandra, a magic-based boss with a long range and a long recovery. The fight is a test of the player’s ability to manage the arena, dodge the boss’s magic attacks, and punish the recovery windows. The fight has no second phase, but the boss becomes more aggressive as her health drops, so the last 30 percent of the fight is the most dangerous part.
Nashandra strategy: staying close and managing magic
Nashandra is a magic-based boss with a long range and a long recovery. The boss’s most dangerous attack is a homing soul arrow that tracks the player and deals heavy damage. The standard walkthrough strategy is to stay close to the boss, dodge the soul arrow by rolling through the boss rather than away from him, and hit his back between attacks. The fight has no second phase, but the boss becomes more aggressive as her health drops, so the last 30 percent of the fight is the most dangerous part.
Nashandra is weak to strike and to lightning, which makes a Mace or a Lightning-infused weapon the best choice. A player who has been using a Broadsword or a Scimitar should consider switching to a Mace for the final boss and then returning to their preferred weapon for the rest of the game.
Build-specific routes and how to adapt a walkthrough
Most published walkthroughs are written around a strength or dexterity build, because those are the easiest for first-time players. A magic build, a faith build, or a hybrid build changes the route in small but real ways. The table below shows the main trade-offs for each build and the route adjustments that make the most sense.
| Build | Best early weapon | Recommended early boss order | Main trade-off | Route adjustment |
|---|---|---|---|---|
| Strength | Mace or Broadsword | Last Giant, Pursuer, Dragonrider | Slow swings, high stagger | Prioritize Last Giant and Dragonrider; skip Pursuer until Lost Bastille if possible |
| Dexterity | Scimitar or Rapier | Last Giant, Pursuer, Lost Sinner | Fast swings, lower damage per hit | Prioritize Pursuer and Lost Sinner; use parries on humanoid bosses |
| Magic | Starter staff + Soul Arrow | Last Giant, Dragonrider, Lost Sinner | Limited mana, long cast time | Save mana for bosses; use melee for trash |
| Faith | Mace + Heal miracle | Last Giant, Pursuer, Old Demon King | Slower scaling, strong heals | Prioritize Old Demon King and Shrine of Amana |
| Hybrid | Broadsword + Soul Arrow | Last Giant, Pursuer, Dragonrider | Requires more levels to scale both | Avoid spreading levels too thin; commit to one path by level 30 |
The route adjustment column is the part most walkthroughs skip, and it is the part that matters most for replay value. A strength run that skips the Pursuer until the Lost Bastille will have a smoother first ten hours than a strength run that fights the Pursuer in the Forest. A magic run that saves mana for bosses will clear the early areas faster than a magic run that uses soul arrows on trash enemies. The route is not fixed; it is a response to the build.
Common mistakes that block a first walkthrough
Most first-time walkthroughs stall for the same handful of reasons. The list below is the practical set of mistakes that block new players, with the corrective action for each. The list is not exhaustive, but it covers the failures that show up in the majority of stuck runs.
- Upgrading the weapon before leveling. The first two upgrade materials usually give less damage than two levels in the damage stat, so leveling first is almost always the better spend.
- Spending all estus shards at once. The shards are a limited resource, and collecting them out of order leaves the player with a few mid-strength heals when they need a full bar of strong heals.
- Fighting the Pursuer in the Forest of Fallen Giants. The fight is harder there than in the Lost Bastille, and the rewards are similar.
- Ignoring lifegems. Lifegems are a backup heal that the game gives for free, and using them in the mid-game saves estus flasks for the late game.
- Standing in front of humanoid bosses. The Pursuer, the Dragonrider, and the Lost Sinner all have shields or wide arcs, and the back of the boss is the safe place to be.
- Healing at the wrong time. The mid-game bosses have long recovery animations that are the only safe heal windows. Healing between every hit uses flasks faster than the player can recover them.
- Spreading levels across many stats. A build that has 10 points in five different stats will underperform a build that has 40 points in two stats. The first 40 stat points should go into one or two damage stats and one or two survivability stats, not into a long list of small investments.
Each of these mistakes is recoverable. A player who has been upgrading the weapon first can switch to leveling after the next boss, and the cost is a few hours of catch-up, not a broken run. A player who has been fighting the Pursuer in the Forest can skip the fight, clear the Lost Bastille, and come back later. The mistakes are not failures; they are just inefficient choices that a walkthrough can correct.
How soul memory affects the walkthrough
Soul memory is the running total of every soul the player has collected, regardless of whether the souls were spent. Soul memory determines the matchmaking range for PvP, but it also affects how the game is balanced in subtle ways. Higher soul memory characters find fewer co-op partners and are matched against more experienced PvP opponents, but the PvE difficulty does not change based on soul memory. The mechanic is a PvP mechanic, not a PvE mechanic, and a walkthrough for the PvE side of the game does not need to optimize for soul memory beyond the basic “spend your souls so they are not lost” advice.
For players who intend to do any PvP, the recommendation is to keep soul memory as low as possible during the first playthrough. The first cycle through the game can be done at soul memory levels that are comfortable for matchmaking, and a second cycle through the game can be done at a higher soul memory level. The walkthrough advice for PvP-focused players is to spend every soul on levels or upgrades, and to avoid the soul-consuming items that are not part of the build.
New Game Plus and the second cycle
New Game Plus in Dark Souls 2 carries over levels, equipment, and most key items, but it increases the difficulty of every enemy and boss in the game. The enemies hit harder, have more health, and in some cases gain new attack patterns. The walkthrough for New Game Plus is similar to the first playthrough, but the boss strategies change because the recovery windows get shorter and the damage output of the player needs to scale faster.
For most players, New Game Plus is a place to finish a build that was started in the first playthrough. A strength run that focused on levels in the first cycle can focus on weapon upgrades in the second cycle. A magic run that focused on equipment in the first cycle can focus on attunement slots in the second cycle. The walkthrough advice is to identify the part of the build that was neglected in the first cycle and to focus on that in the second cycle.
Leveling and soul budget table
The table below is a reference for the soul budget at each stage of a first playthrough. The numbers are approximate and assume a character who levels on a steady curve. The soul budget is a guide, not a target, and a player who falls behind the curve is not failing; they are just playing a different style.
| Game stage | Approximate level | Approximate soul reserve | What to spend souls on | What to avoid spending on |
|---|---|---|---|---|
| Things Betwixt and Majula | 1-10 | 0-5,000 | Levels in primary stat and Vigor | Equipment, materials, consumables |
| Forest of Fallen Giants | 10-30 | 5,000-25,000 | Weapon upgrade +3, levels in primary stat | Armor, consumables, vendor items |
| Lost Bastille and Sinners’ Rise | 30-50 | 25,000-50,000 | Weapon upgrade +6, levels in primary and Vigor | Vendor items, low-value upgrades |
| Heide’s Tower of Flame | 30-50 | 25,000-60,000 | Weapon upgrade +7, levels in Endurance and Vigor | Magic or Faith stats if not committed to a caster build |
| Huntsman’s Copse and Undead Purgatory | 50-70 | 60,000-100,000 | Weapon upgrade +9, levels in primary stat | Consumables, vendor items, low-value miracles |
| Shaded Woods and Shrine of Amana | 60-80 | 100,000-150,000 | Weapon upgrade +10, levels in primary stat | Armor, consumables, vendor items |
| Drangleic Castle and Throne of Want | 80-100 | 150,000-200,000 | Weapon upgrade +10, levels in primary stat | Consumables, vendor items, low-value upgrades |
| Final boss and DLC | 100+ | 200,000+ | Build-defining stats, attunement slots, miracles | Vendor items, low-value upgrades |
The soul budget column is a guide, not a target, and a player who falls behind the curve is not failing; they are just playing a different style. The point of the table is to show that the early game is mostly about levels, the mid-game is mostly about upgrades, and the late game is mostly about the build-defining stats that the player committed to in the first ten hours.
How the design differences from other Dark Souls games affect the walkthrough
Dark Souls 2 is a different design from the original Dark Souls and from Dark Souls 3, and a walkthrough that ignores those differences tends to oversimplify the early hours. The list below is the practical set of mechanical differences that affect how a walkthrough is structured. The list is not exhaustive, but it covers the differences that show up in the first twenty hours.
- Healing is a finite resource. Estus flasks do not regenerate on rest, and the player must collect shards and dust to expand the heal pool. The walkthrough must plan the order in which the player finds shards.
- Movement is heavier. The roll has a longer recovery animation, and stamina management is a real part of combat. The walkthrough must teach stamina budgeting.
- Adaptability affects agility. The i-frames during a roll are tied to the Adaptability stat, and a player who does not level Adaptability will be hit by attacks that look like they should be dodged. The walkthrough must recommend a minimum Adaptability level.
- Soul memory affects PvP matchmaking. The walkthrough must mention soul memory for PvP-focused players, even if the PvE walkthrough does not need to optimize for it.
- Lifegems are a real resource. The walkthrough should mention lifegems as a backup heal, especially for the mid-game areas where one-shots are common.
- Bosses have multiple phases in some cases. The walkthrough must call out the second-phase triggers and the strategy for each phase.
- The online covenant systems are more complex. The walkthrough should mention the Bell Keeper and the Blue Sentinels covenants if the player is interested in co-op or PvP, but it should not force the player into a covenant they do not want.
Each of these differences is a real piece of the walkthrough, not a footnote. A walkthrough that treats Dark Souls 2 as if it were Dark Souls 1 will give advice that does not work, and the player will get stuck.
Practical walkthrough checklist for a first run
The checklist below is the practical set of steps a first-time player should follow to make a clean run through the first half of the game. The checklist is not a substitute for the route details above, but it is a useful summary that a player can keep open while playing.
- Pick a class that matches the build you want. Knight for strength, Swordsman for dexterity, Sorcerer for magic, Cleric for faith.
- Choose a primary damage stat and a primary survivability stat. Raise the damage stat first, then the survivability stat, then repeat.
- Collect at least three Estus Flask Shards before the first major boss. Spend souls on weapon upgrades and levels in that order.
- Clear the Forest of Fallen Giants in the order described above. Use the Cardinal Tower and Soldier’s Rest bonfires to reset the run.
- Fight the Last Giant first. He is the easiest major boss and is a good introduction to the combat loop.
- Decide whether to fight the Pursuer in the Forest or in the Lost Bastille. The Lost Bastille fight is easier and gives the same rewards.
- Clear the Lost Bastille and Sinners’ Rise before the Shrine of Amana. The Shrine of Amana is the mid-game wall and is easier with a higher-level weapon.
- Kill the servants in the Lost Sinner’s room before the fight. This is a real prerequisite, not a tip.
- Use the bonfires to reset the run between boss attempts. A run that has been cleared of trash enemies is much easier than a run that has been cleared of boss only.
- Save at least one lifegem for the mid-game. The Shrine of Amana and the Shaded Woods are areas where one-shots are common, and a lifegem can save a run.
The checklist is a summary, not a replacement for the route details. The route details are the substance; the checklist is the memory aid.
Verifying the route against in-game signals
One of the most useful skills a player can develop for a walkthrough is the ability to verify the route against the game itself. The game has several in-game signals that tell the player when the route is correct, and a walkthrough that ignores those signals tends to give advice that is correct in general but wrong in detail.
The signals below are the practical set of cues a player can use to confirm that the route is on track. The signals are not exhaustive, but they cover the cues that show up in the first twenty hours.
- If the enemies hit for one-third of your health bar with a single attack, the area is above the soft level window and the player should detour to a different region.
- If the enemies hit for one-tenth of your health bar with a single attack, the area is below the soft level window and the player can clear it without healing.
- If a boss kills the player in two hits, the boss is above the soft level window and the player should level before retrying.
- If a boss takes more than ten estus flasks to defeat, the player is under-leveled for the boss and should consider a weapon upgrade or a different build.
- If a path leads to a dead end with a high-value item, the path is a side area and the player should return to the main route after collecting the item.
- If a merchant sells a weapon or shield that scales with the player’s primary stat, the weapon or shield is part of the build and is worth the souls.
Each of these signals is a piece of feedback the game gives the player, and a walkthrough that teaches the player to read the signals is more useful than a walkthrough that gives a fixed route. The fixed route is a starting point; the signals are the long-term skill.
When to deviate from the walkthrough
A walkthrough is a guide, not a contract. There are several situations in which a player should deviate from a published walkthrough, and the list below is the practical set of conditions that justify a deviation. The list is not exhaustive, but it covers the conditions that show up in the first twenty hours.
- If the player is playing a magic or faith build, the route that prioritizes the Lost Bastille and Sinners’ Rise is the better default. Magic and faith builds scale with attunement slots and miracle or sorcery damage, and those stats are most useful in the Lost Bastille and Sinners’ Rise.
- If the player is playing a strength or dexterity build, the route that prioritizes the Forest of Fallen Giants and the Dragonrider is the better default. Strength and dexterity builds scale with weapon upgrades, and those upgrades are most useful in the Forest and Heide’s Tower.
- If the player is playing a hybrid build, the route that balances the two halves of the build is the better default. Hybrid builds scale with both weapon upgrades and attunement slots, and those stats are most useful in the Lost Bastille and the Forest in equal measure.
- If the player is playing a challenge run (no death, no estus, no leveling), the route that avoids the hardest bosses first is the better default. Challenge runs are most successful when the player clears the easiest content first and builds confidence before the harder content.
- If the player is playing a soul memory-controlled run for PvP, the route that minimizes soul spending is the better default. PvP-focused runs are most successful when the player keeps soul memory low and uses the early game to build a level cap.
Each of these deviations is a response to a specific playstyle, and a walkthrough that ignores the playstyle will give advice that is correct in general but wrong in detail.
Frequently asked questions
What is the best class for a first playthrough of Dark Souls 2?
The Knight is the most forgiving class for a first playthrough because it starts with a high-vitality stat, heavy armor, a broadsword, and a shield. The broadsword scales with Strength, which is the simplest stat to build around, and the shield gives the player a way to block damage in tight spaces. The Swordsman is a close second and is the best class for a dexterity build. The Sorcerer is the fastest class through the early game, but it requires more mechanical skill and a different playstyle than the rest of the game encourages.
Should I fight the Pursuer in the Forest of Fallen Giants or in the Lost Bastille?
The Lost Bastille fight is easier. The path to the fog gate is shorter, the run back from the bonfire is more direct, and the player is more likely to have a higher-level weapon by the time they reach the fight. The Forest fight is not impossible, but it is harder, and the only real reason to do it first is to unlock the Pursuers armor set early. For a first playthrough, the Lost Bastille is the better default.
How important is Adaptability in a first walkthrough?
Adaptability is one of the most important stats in the game, and a first-time player who ignores it will be hit by attacks that look like they should be dodged. The stat affects the i-frames during a roll, and a player with low Adaptability has a much shorter i-frame window than a player with high Adaptability. The recommended minimum for a first playthrough is 20, and the recommended target for a comfortable roll is 30. A player who raises Adaptability to 30 by the mid-game will notice a real difference in how often they are hit by attacks.
Should I kill the servants before the Lost Sinner fight?
Yes. The servants in the Lost Sinner room are not optional, and they will aggro on the player during the boss fight if they are alive. The correct pre-fight step is to walk into the room before the fight, kill the servants, and then return to the fog gate. The walkthrough step is so important that several guides treat it as a prerequisite rather than a tip.
How do I beat the Skeleton Lords without running out of estus flasks?
The Skeleton Lords fight rewards burst damage. The standard strategy is to focus one boss at a time, kill the two melee bosses first, and then deal with the ranged boss. The fight becomes much easier if the player has an area-of-effect weapon or a strong crowd-control miracle, because the skeletons respawn during the fight if they are not killed fast enough. A player who tries to heal between every hit will end the fight with no flasks, while a player who commits to a short burst of damage between heals will end the fight with several flasks left.
Is soul memory a problem for a PvE-only walkthrough?
No. Soul memory is a PvP mechanic, not a PvE mechanic, and the PvE difficulty does not change based on soul memory. The only reason a PvE-only player would need to think about soul memory is if they want to do co-op or PvP later. For a pure PvE walkthrough, the recommendation is to spend every soul on levels or upgrades, and not to worry about soul memory beyond the basic spend-everything advice.
What is the best weapon upgrade path for a first run?
The best upgrade path for a first run depends on the build. A strength build should use a regular upgrade path on a Mace, Broadsword, or Greatsword. A dexterity build should use a regular upgrade path on a Scimitar, Rapier, or Uchigatana. A magic build should use a magic-infused upgrade path on a staff, chime, or magic-scaling weapon. A faith build should use a lightning or fire-infused upgrade path on a chime, mace, or faith-scaling weapon. The choice of upgrade path matters more than the choice of weapon, and a player who commits to a single path for the whole run will see more damage than a player who spreads upgrades across multiple paths.
When should I enter the DLC areas?
The DLC areas are designed for characters who are at or near the end of the base game. The Crown of the Sunken King is the first DLC, and the recommended character level is 100 or higher. The Crown of the Old Iron King is the second DLC, and the recommended level is 110 or higher. The Crown of the Ivory King is the third DLC, and the recommended level is 120 or higher. A player who enters the DLC areas too early will struggle with the enemies and bosses, and a player who enters them too late will not gain the build-defining items that make the rest of the game easier.
How do I deal with the Shrine of Amana mages?
The Shrine of Amana mages are accurate and can hit the player from long range. The standard walkthrough advice is to move slowly, use the side paths to avoid the mages, and approach the boss with at least a full set of estus flasks. The mages are weak to area-of-effect damage and to ranged attacks, so a magic or faith build has an easier time in this area than a strength or dexterity build. A player who is struggling with the mages should consider a ranged weapon or a bow, which can pick off the mages from a safe distance.
Is New Game Plus worth it for a first-time player?
New Game Plus is worth it for players who want to finish a build that was started in the first playthrough. The enemies hit harder, have more health, and in some cases gain new attack patterns, which makes the second cycle harder than the first. The walkthrough advice is to identify the part of the build that was neglected in the first cycle and to focus on that in the second cycle. A player who treats New Game Plus as a continuation of the first run will get more out of the game than a player who treats it as a fresh start.

Leave a Reply