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No-man's Wharf

 

No-man's Wharf is a location in Dark Souls 2. It is a port town with undead pirates and plenty of treasure. The area makes use of the torch and fire features for enemy attacks and defenses, so be on the lookout for useful contraptions and bring a torch with you.

 

 

 

Ps3/360/Dx9
Ps4/X1/Dx11

 

General Information

 

No-man's Wharf Map

 

 

NPCs


  1. Carhillion of the Fold, sorcery trainer, on the pier to the right of the ghost ship.
  2. Gavlan, merchant for poison items, also buys your items for a fair price. In a house above of where you drop down to the shortcut gate.
  3. Lucatiel of Mirrah, summon for boss fight. Her sign is near the shortcut gate.

Items

Consumables
Equipment
  • Greatsword next to a trapped chest near Gavlan
  • Varangian Set
  • Royal Soldier's Ring on the ground floor of the house under the bell lever used to dock the boat, inside a room with poison pots. A chest behind a wall that must be attacked.
  • Brigand Set in a chest in house near Pharros Lockstone Contraption;
  • Bandit Axe in a chest in house near Pharros Lockstone Contraption;
  • Ring of life protection There's a larger area on the bottom level where you'll be ambushed by three bandits. Between two houses is a flight of stairs, go up the stairs. At the first landing, go through the door to your left. Go upstairs, kill the bandit, break the shelves

Enemies


>

Lore Notes:

  1. Example lore note
  2. Example lore note
  3. Example lore note

Notes

  • ??
  • ??
  • ??
  • ??
  • ??

No-man's Wharf Walkthrough

A full walkthrough including all the items, enemies and bosses goes here. You can add links, images. and other details. 

Players can unlock No-Man's Wharf shortly after the Dragonrider in Heide's Tower of Flame. Walk across the stone bridge from the bonfire above the stage of the Dragon Rider boss. From there, follow the path through the underground area and take the elevator, which will bring you down into a partially submerged tunnel. Farther down the path, you will encounter another bonfire in a cave with stalagmites preceding the tunnel to the Wharf. That being said, No Man's Wharf could be considered an "optional" area as players can opt to take the large eagle behind The Pursuer instead of taking the boat to The Lost Bastille.


Note: There's no bonfire in No Man's Warf. The one coming from Heide's Tower of Flame is it.

Edit: The Bonfire for No Man's Warf can be found in the sewers/aqueducts, right after descending the elevator and taking the stairway down into the semi-circular, water-filled hallway. Instead of taking the stairs leading upward, run past to the end of the hall. There you fill find a hole in the brick wall. This hole leads to a narrow path through a cavern with stalagmites along the sides until finally ending at the center of the Cavern where the Bonfire (Unseen Path to Heide) can be found. No-Man's Warf will now appear under fast travel destinations.
Coming from Heide's Tower of Flame
From the bonfire, continue straight towards some steps that begin to curve to the left. Be careful here, as there is an archer on the dock straight ahead who will continue to shoot fire arrows at you until you kill him. Note that throughout this area, the Varangian Bandits will try to douse you with thrown oil bombs, while archers try to snipe you with flaming arrows. When they get it right, it hurts. In any case, if the archer he hits you, take a step back until his arrows no longer reach you. From here you can snipe him with a bow and arrows. Continuing down the steps, there will be a hollow soldier sleeping on the ground. Here is a fork, you can continue straight (to the left) or take a right down the dock. Keep left (go straight) towards a structure. When you enter, on the left will be two more hollow soldiers pretending to sleep. Continue up the stairs where there is a chest with 1x Titanite Shard. After opening the chest, step outside and kill the Varangian Bandit on the roof. There's a corpse here with Soul of a Proud Knight x1. From here you can snipe the Varangian Bandit standing on the dock to the left.

Now continue along the dock towards the beach. Beware, there is a hollow soldier in each of the structures on the beach and a Varangian Bandit on one of the roofs who will jump down if you attack a hollow soldier. I recommend sniping one or both of the hollow soldiers from the docks. You may need to retreat back a little ways to keep the Varangian Bandit from coming after you. Once you dispatch these three enemies, you can take the steps down into the water to collect the item from a corpse in the water, 1x Large Soul of a lost Undead, 1x Lifegem. Be careful exploring this area. The brick building on the far right (when looking from the dock) has a Darkdweller inside. He will not come out if you have a lit torch, or unless you get pretty close. The house contains a corpse with Iron Arrows.


Fighting Darkdwellers
The Darkdwellers are not very hard unless you are impatient or overencumbered. The best strategy for fighting them is to activate the Pharros contraption to raise the lantern and then bait them out one by one. Either way, as long as you avoid fighting multiple at the same time, they are still quite manageable.
If you're having trouble, try using lightning or fire. If you don't have access to these or you're a melee build, try wearing light armor (Under 30% load for the most agile rolls) and a reasonable shield (tested using Crimson Parma & Large Leather shields). Simply move within range of their attack and then immediately retreat several steps. As with most enemies, they will telegraph their attacks. When you see them hunching their shoulders before a swing, roll away then jump in and swing for one hit. If they stagger, which they generally will, continue to swing until your stamina is low or they die, then repeat. Watch your stamina to be sure you have enough stamina left to roll back and NEVER take on more than one at once. If you do, they will essentially stunlock you by trading off attacks and you'll be helpless against the cumulative Bleed damage.
Every single one of them can be baited out on their own. Standard practice applies :If a second follows, simply back up until the second returns to their hidey-hole. If the target returns too, re-aggro it via melee or long-range attack. Arrows are useful for this.


Note: They will not cower from the light of a torch forever. Once they flee for long enough, or are backed into a corner with nowhere to go, they will become aggressive and the torch will no longer protect you.


Because of the Darkdwellers, players should prioritize traveling this area with a torch. From the beach, where you are ambushed by two hollows and a Varangian bandit, light your torch, travel halfway up the stairs, turn right and slay the Varangian bandit and his Stray Hound guard dog. There's a Varangian Archer on the roof to your left, so be wary of him. Enter the building on your left to dispatch two sleeping Varangians. There's a chest here containing Brigand set and a Bandit Axe. Dash up the stairs and take out another: if you're too cautious here, the bandit will hit you with a plunging attack on the stairs. In the room at the top of the stairs is a chest with 1x Repair Powder, 1x Titanite Shard. Outside this room are two more Varangians (archers). Dispatch them and note the locked gate here -- we'll open this later for a handy shortcut.

Once all the bandits in the building have been eliminated, go back down to the courtyard outside the ground floor and move towards the cliff overlooking the beach. You should see a stone face ( Pharros' Contraption) on the ground. If you use a Pharros' Lockstone here, the overhead lantern will light and the Darkdwellers will be largely confined to building interiors. This makes travel significantly easier through No-man's Wharf. The rest of this walkthrough assumes you have lit this lantern.


Note: Engaging the lantern will confine the Darkdwellers to the shadowy rooms allowing you to bait them out one at a time! See above for details.

Dropping off a short ledge onto a roof after the Pharros' Contraption, head left to a corpse with 1x Small Smooth & Silky Stone, 1x. Soul of a Proud Knight. Drop back down to the beach, taking care to avoid the Darkdweller in the room below. Heading back up the stairs to the landing in the middle, snipe/pull the Varangian Bandit at the top of the stairs. Then, instead of continuing up the stairs, head left and up a flight of stairs to a waiting Varangian. There's a pantry shelf in the corner of the room, which you can destroy to expose a corpse with Ring of Life Protection. Head out the doorway, taking care to deal with the Varangian just outside in an alcove on your left. Continuing ahead is another Varangian and a Stray Hound.

Passing a small room on your left, you'll come to the base of a stairway, which you should ascend. At the top, follow a pathway to the right. You'll see a room ahead, filled with Darkdwellers. Unfortunately, you want to get in that room, because once you clear out all the Darkdwellers, you'll be able to head up the stairs and find Lonesome Gavlan, to whom you can sell for souls anything you don't want. Note that you only get one shot in No-Man's Warf to sell things to Gavlan; he will again appear later, but not too soon, and not here. Anyhow, back to the Darkdwellers, be patient, pulling them out with ranged attacks one at a time, and taking care with their long reach. DO NOT try to run past them to Gavlan; They will tear down the wall! A spear or halberd can be helpful.



There are some Stalkers in the room below, more in the adjacent room, and more again upstairs. Once you get through them all there's a chest with 1x Greatsword, and another POISONED chest ( Had crossbow trap instead)( Trap type can vary, maybe randomly) on the right with 2x Silver Talisman, and Gavlan.
Heading back out of the Gavlan building, note the corpse with Emit Force, and a possible drop here to the next section. Better to head left to a wooden platform with a door on your left. Dispatch a Varangian Bandit here, and head (carefully) up the stairs to another who is ready to pounce. Go out the doorway, then left up a set of stairs to a platform. There's a bell here with a lever. Pulling the lever will cause the bell to ring and the ghost ship in the harbor to move towards the dock, so that you can eventually access it, and ultimately the Flexile Sentry boss.

Continue on, dropping down the gap to the left of the bell. There's a corpse here with 2x Lifegem, 1x Homeward Bone. Heading back to where you just dropped onto this roof, take another short drop. Turn around, and head into a small room with stairs heading down. There are two Darkdwellers below. Halfway down the stairs is a corpse with 10x Fire Arrow. You should be able to scoot down, grab the stuff from the corpse, and get out of there. If you want to kill the Stalkers, you can try to lure them up the stairs, and/or head back out of the room and drop down to the rocky ledge below, which gives you access to a doorway leading into the same lower room where the Stalkers are. Note that if you drop down, you can attack the Stalkers through the wall.

Head down the rock ramp and drop down to the stone-paved yard. Head straight past the brazier on your right, to an archway leading to a door and a room. Opening the door, go straight ahead to an Illusory Wall. Inside are two chests with 1x Large Titanite Shard, 3x Firebombs. Head back out and left up the stairs to a waiting Vangarian. Continue up the stairs to a short hallway, and open the shortcut gate by pulling the chain, which leads back to a ledge above the courtyard with the Pharros' Contraption.

Now backtrack to the ground floor and head back to where you originally dropped down. Just past here on the left is a small room with two sleeping Varangians, and a bunch of urns filled with poison. Take care to lure the Varangians outside, and dispatch them. Once back in the room, don't break any urns unless you do so from a distance with a long spear or such. Entering the room, on the left are two urns blocking a corpse with 7x Throwing Knife, 1x Flame Butterfly. In the right corner, behind some other urns is a chest with 1x Estus Flask Shard. To the left of the chest is an unstable wall which you can shatter with a strong leaping attack or a spell. Behind the wall is a Crystal Lizard, so move quick. There's also a chest in here with a Royal Soldier's Ring.

Head back out of the room and right to a stone stairway heading down. As you near the bottom, you'll see to Darkdwellers with their butts sticking out of a large hole in the wall. In the room is [?? nothing]. Past the room, continue straight onto a dock. You'll see a corpse hanging off a boat to your right. Head past that for now, and turn right. There are two Varangian Bandits hiding here, hanging off the side of the dock. Take care with them -- falling off the far side of the dock is instant death. Once they're gone turn right back towards the beach; there's another Varangian playing dead in the water here. Take him out, and you're clear to loot the corpse hanging on the dinghy, for 2x Lifegem, 1x Human Effigy.

Continue on, past where the Bandits were hanging, and then left down a narrow dock and up some stairs. At the top sits Carhillion of the Fold, and if your intelligence is 8 or above, he'll sell to you, and exhausting his dialogue will prompt him to go to Majula. Heading back the way you came, now head down the dock towards the ghost ship. Once you board the ship, head immediately left and up onto the raised platform on the bow, and take out the Varangian Archer here quickly. Two sword wielding Bandits will come running from the other end of the ship. Deal with them, and then head toward the ship stern, watching out for a Varangian Archer shooting flaming arrows. Once he's down, head through a small doorway and down the stairs into the hold to the fog gate of the

You can summon the NPC Lucatiel of Mirrah for this boss. Her sign is near the shortcut gate. In fact, you should summon and keep her alive through the boss fight to progress with her story line.

Boss: Flexile Sentry


After defeating the Flexile Sentry, proceed to the next room and up a ladder to find a chest and a strange contraption. First open the chest to find Pyromancy Flame and Fireball. Then examine the contraption to sail the ship to the next area, Lost Bastille.

Notes/Tips:

  • Shooting an arrow at the bell will also call the ship. This can be used to skip certain sections of the area as you have no need to travel to the bell yourself this way.
  • The area is completely optional if you take the Pursuer's bird nest to reach here.

 

 

Video Walk-throughs

No-Man's Wharf: Complete Walkthrough w/ Lore
No-man's Wharf 100% Walkthrough

General Information

 

No-man's Wharf Map

 

 

NPCs


  1. Carhillion of the Fold, sorcery trainer, on the pier to the right of the ghost ship.
  2. Gavlan, merchant for poison items, also buys your items for a fair price. In a house above of where you drop down to the shortcut gate.
  3. Lucatiel of Mirrah, summon for boss fight. Her sign is on the platform that leads to the boat.
  4. Bradley of the Old Guard, summon sign near new shortcut, on starting side.

Items

Enemies


Lore Notes:

  1. Example lore note
  2. Example lore note
  3. Example lore note

Notes

  • ??
  • ??
  • ??
  • ??
  • ??

No-man's Wharf Walkthrough

A full walkthrough including all the items, enemies and bosses goes here. You can add links, images. and other details. 

Players can unlock No-Man's Wharf shortly after the Dragonrider in Heide's Tower of Flame. Walk across the stone bridge from the bonfire above the stage of the Dragon Rider boss. From there, follow the path through the underground area and take the elevator, which will bring you down into a partially submerged tunnel. Farther down the path, you will encounter another bonfire in a cave with stalagmites preceding the tunnel to the Wharf. That being said, No Man's Wharf could be considered an "optional" area as players can opt to take the large eagle behind The Pursuer instead of taking the boat to The Lost Bastille.


Note: There's no bonfire in No Man's Warf. The one coming from Heide's Tower of Flame is it.
The Bonfire for No Man's Warf can be found in the sewers/aqueducts, right after descending the elevator and taking the stairway down into the semi-circular, water-filled hallway. Instead of taking the stairs leading upward, run past to the end of the hall. There you fill find a hole in the brick wall. This hole leads to a narrow path through a cavern with stalagmites along the sides until finally ending at the center of the Cavern where the Bonfire (Unseen Path to Heide) can be found. No-Man's Warf will now appear under fast travel destinations.
Coming from Heide's Tower of Flame
From the bonfire, continue straight towards some steps that begin to curve to the left. Be careful here, as there is an archer on the dock straight ahead who will continue to shoot fire arrows at you until you kill him. Note that throughout this area, the Varangian Bandits will try to douse you with thrown oil bombs, while archers try to snipe you with flaming arrows. When they get it right, it hurts. In any case, if the archer he hits you, take a step back until his arrows no longer reach you. From here you can snipe him with a bow and arrows. Continuing down the steps, there will be a hollow soldier sleeping on the ground. Here is a fork, you can continue straight (to the left) or take a right down the dock. Keep left (go straight) towards a structure, a Dog will be waiting before the bridge. When you enter, on the left will be two more hollow soldiers pretending to sleep. Continue up the stairs where there is a chest with 1x Titanite Shard. After opening the chest, step outside and kill the Varangian Bandit on the roof. There's a corpse here with Soul of a Proud Knight x1. From here you can snipe the Varangian Bandit standing on the dock to the left.

Now continue along the dock towards the beach. Beware, there is a hollow soldier in each of the structures on the beach and a Varangian Bandit on one of the roofs who will jump down if you attack a hollow soldier. I recommend sniping one or both of the hollow soldiers from the docks. You may need to retreat back a little ways to keep the Varangian Bandit from coming after you. Once you dispatch these three enemies, you can take the steps down into the water to collect the item from a corpse in the water, 1x Large Soul of a lost Undead, 1x Lifegem. Be careful exploring this area. The Darkdweller in the building to the right has been replaced by a neutral torch wielding hollow similar to the one in Undead Crypt. He is targetable, but will not attack the player, instead just following you around providing a mobile torch. The building on the right has 2 hollows and a body holding 3x Dark Pine Resin.
Go up the stairs, kill the enemies that approach you and enter the building on the left. Go up the stairs and you will find Lucatiel of Mirrah.
Near the doorway, destroy the wooden structures to reveal a little room with a body holding Human Effigy.
Outside 2 Varangian soldiers wait (1 inside the nearby building). Ahead 2 dogs and another Varangian Soldier wait. The stairs on the left will lead to the Darkdwellers area, before heading to that area, read the paragraphs below that teach how to illuminate the area.


Fighting Darkdwellers
The Darkdwellers are not very hard unless you are impatient or overencumbered. The best strategy for fighting them is to activate the Pharros contraption to raise the lantern and then bait them out one by one. Either way, as long as you avoid fighting multiple at the same time, they are still quite manageable.
If you're having trouble, try using lightning or fire. If you don't have access to these or you're a melee build, try wearing light armor (25-50% load for the most agile rolls) and a reasonable shield (tested using Crimson Parma & Large Leather shields). Simply move within range of their attack and then immediately retreat several steps. As with most enemies, they will telegraph their attacks. When you see them hunching their shoulders before a swing, roll away then jump in and swing for one hit. If they stagger, which they generally will, continue to swing until your stamina is low or they die, then repeat. Watch your stamina to be sure you have enough stamina left to roll back and NEVER take on more than one at once. If you do, they will essentially stunlock you by trading off attacks and you'll be helpless against the cumulative Bleed damage.
Every single one of them can be baited out on their own. Standard practice applies :If a second follows, simply back up until the second returns to their hidey-hole. If the target returns too, re-aggro it via melee or long-range attack. Arrows are useful for this.


Note: They will not cower from the light of a torch forever. Once they flee for long enough, or are backed into a corner with nowhere to go, they will become aggressive and the torch will no longer protect you.


Because of the Darkdwellers, players should prioritize traveling this area with a torch. From the beach, where you are ambushed by two hollows and a Varangian bandit, light your torch, travel halfway up the stairs, turn right, the path will be blocked by 2 carriages. Break them and slay the dogs and the 2 Varangian bandit and his. There's a Varangian Archer on the roof to your left, so be wary of him. Enter the building on your left to dispatch two sleeping Varangians. There's a chest here containing Brigand set and a Bandit Axe. Dash up the stairs and take out another: if you're too cautious here, the bandit will hit you with a plunging attack on the stairs. In the room at the top of the stairs is a chest with 1x Repair Powder, 1x Titanite Shard. Outside this room are two more Varangians (archers). Dispatch them and note the locked gate here -- we'll open this later for a handy shortcut.

Once all the bandits in the building have been eliminated, go back down to the courtyard outside the ground floor and move towards the cliff overlooking the beach. You should see a stone face ( Pharros' Contraption) on the ground and another Varangian bandit. If you use a Pharros' Lockstone here, the overhead lantern will light and the Darkdwellers will be largely confined to building interiors. This makes travel significantly easier through No-man's Wharf. The rest of this walkthrough assumes you have lit this lantern.


Note: Engaging the lantern will confine the Darkdwellers to the shadowy rooms allowing you to bait them out one at a time! See above for details.

Dropping off a short ledge onto a roof after the Pharros' Contraption, head left to a corpse with 1x Small Smooth & Silky Stone, 1x. Soul of a Proud Knight. Drop back down to the beach. Heading back up the stairs to the landing in the middle, snipe/pull the Varangian Bandit at the top of the stairs. Then, instead of continuing up the stairs, head left and up a flight of stairs to the area where Lucatiel of Mirrah is. Head out the doorway, taking care to deal with the 2 Varangians just outside in an alcove on your left. Continuing ahead is another Varangian and a Stray Hound.

Passing a small room on your left, you'll come to the base of a stairway, which you should ascend. At the top, follow a pathway to the right. You'll see a room ahead, filled with Darkdwellers. Unfortunately, you want to get in that room, because once you clear out all the Darkdwellers, you'll be able to head up the stairs where 2 Darkdwellers are, be patient, pulling them out with ranged attacks one at a time, and taking care with their long reach.
Once you get through them all there's a chest with 1x Greatsword and another POISONED chest ( Had crossbow trap instead)( Trap type can vary, maybe randomly)(Has Always in every play through been a crossbow for me though) on the right with 2x Silver Talisman.
Heading back out of the building, note the corpse with Emit Force, and a possible drop here to the next section. Better to head left to a wooden platform with a door on your left. Dispatch a Varangian Bandit here, and head (carefully) up the stairs to 2 others who are ready to pounce. Go out the doorway, then left up a set of stairs to a platform. There's a bell here with a lever. Pulling the lever will cause the bell to ring and the ghost ship in the harbor to move towards the dock, so that you can eventually access it, and ultimately the Flexile Sentry boss.

Continue on, dropping down the gap to the left of the bell. There's a corpse here with 2x Lifegem, 1x Homeward Bone. Heading back to where you just dropped onto this roof, take another short drop. Turn around, and head into a small room with stairs heading down. There are two Darkdwellers below. Halfway down the stairs is a corpse with 10x Fire Arrow. You should be able to scoot down, grab the stuff from the corpse, and get out of there. If you want to kill the Stalkers, you can try to lure them up the stairs, and/or head back out of the room and drop down to the rocky ledge below, which gives you access to a doorway leading into the same lower room where the Stalkers are. Note that if you drop down, you can attack the Stalkers through the wall. A Shadow enemy will jump from his hiding place near the door.*CONFIRMED: THEY DROP THEIR GEAR, Rare drop though*

Head down the rock ramp and drop down to the stone-paved yard. Head straight past the brazier on your right, to an archway leading to a door and a room. Opening the door, go straight ahead to an Illusory Wall. Inside are two chests with 1x Large Titanite Shard, 3x Firebombs. Head back out and left up the stairs to a waiting Vangarian. Continue up the stairs to a short hallway, and open the shortcut gate by pulling the chain, which leads back to a ledge above the courtyard with the Pharros' Contraption.

Now backtrack to the ground floor and head back to where you originally dropped down. Just past here on the left is a small room with two sleeping Varangians, and a bunch of urns filled with poison. Another Shadow enemy will show up when you get near the door. Take care to lure the Varangians outside, and dispatch them. Once back in the room, don't break any urns unless you do so from a distance with a long spear or such. Entering the room, on the left are two urns blocking a corpse with 7x Throwing Knife, 1x Flame Butterfly. In the right corner, behind some other urns is a chest with 1x Fragrant Branch of Yore. To the left of the chest is an unstable wall which you can shatter with a strong leaping attack or a spell. Behind the wall is a Crystal Lizard, so move quick. There's also a chest in here with a Royal Soldier's Ring.

Head back out of the room and right to a stone stairway heading down. As you near the bottom, you'll see to Darkdwellers with their butts sticking out of a large hole in the wall. In the room is [?? nothing]. Past the room, continue straight onto a dock. You'll see a corpse hanging off a boat to your right. Head past that for now, and turn right. There are two Varangian Bandits hiding here, hanging off the side of the dock. Take care with them -- falling off the far side of the dock is instant death. Once they're gone turn right back towards the beach; there's another Varangian playing dead in the water here. Take him out, and you're clear to loot the corpse hanging on the dinghy, for 2x Lifegem, 1x Human Effigy.

Continue on, past where the Bandits were hanging you will see a summon sign for Lucatiel of Mirrah, go left down a narrow dock and kick the wooden platform to open a shortcut to the starting area. Go left and up some stairs. At the top sits Carhillion of the Fold, and if your intelligence is 8 or above, he'll sell to you, and exhausting his dialogue will prompt him to go to Majula. Heading back the way you came, now head down the dock towards the ghost ship. Once you board the ship, head immediately left and up onto the raised platform on the bow, and take out the Varangian Archer here quickly. A Varangian Bandit and a Scythe Mummy will come running from the other end of the ship. Deal with them, and then head toward the ship stern. Head through a small doorway and down the stairs into the hold to the fog gate of the

You can summon the NPC Lucatiel of Mirrah for this boss. Her sign is near the platform on the way to the ship. In fact, you should summon and keep her alive through the boss fight to progress with her story line.

Boss: Flexile Sentry


After defeating the Flexile Sentry, proceed to the next room and up a ladder to find a chest and a strange contraption. First open the chest to find Pyromancy Flame and Fireball. Then examine the contraption to sail the ship to the next area, Lost Bastille.

Notes/Tips:

  • Shooting an arrow at the bell will also call the ship. This can be used to skip certain sections of the area as you have no need to travel to the bell yourself this way.
  • The area is completely optional if you take the Pursuer's bird nest to reach here.

 

Video Walkthrough

 

Map

by Chris Brandt

no-mans-wharf_map_byCBrandt
Click to enlarge




Locations

|  Belfry Luna  | |  Black Gulch  | |  Brightstone Cove Tseldora  | |  Brume Tower  | |  Cathedral of Blue  | |  Cave of the Dead  | |  Dragon's Rest  | |  Dragon's Sanctum  | |  Dragon Memories  | |  Dragon Shrine  | |  Drangleic Castle  | |  Forest of Fallen Giants  | |  Grave of Saints  | |  Huntsman's Copse  | |  Iron passage  | |  Lost Bastille  | |  Memory of Jeigh  | |  Memory of Orro  | |  Memory of the King  | |  Memory of Vammar  | |  Shrine of Winter  | |  Sinner's Rise  | |  The Gutter  | |  The Pit  | |  Things Betwixt  | |  Throne of Want  | |  Undead Purgatory  |

 




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