- Previous: Brume Tower
- Next: Memory of the Old Iron King
- Recommended Levels: ?? to ??
- Bosses: Smelter Demon
- Bonfires: Example, Example
- Clearing this area opens ??
- Must unlock ?? for multiplayer
Iron Passage Map
- 7x Large Titanite Shard
- Dried Root
- 2x Crimson Water
- Simpleton's Spice
- 5x Torch
- 2x Wilted Dusk Herb
- 3x Cracked Eye Orb
- 3x Old Growth Balm
- Example lore note
- Example lore note
- Example lore note
Iron Passage WalkthroughA full walkthrough including all the items, enemies and bosses goes here. You can add links, images. and other details.
How to get to Iron Passage
Required items: Tower Key from Brume Tower
From the Foyer bonfire take the elevator that goes down then use the Tower Key in the small metal door. Go down the 2 staircases and take the elevator down. From here enter the doorway and you will be in Iron Passage.
Light the bonfire and drop down to the next floor, this is one of the areas where players that don´t have this DLC can be summoned into also the NPC summon signs of Steel-willed Lorrie and Drifter Swordsman Aidel are located here.
Continue and you will see a lever, a path ahead and a path to the left. If you pull the lever the cells in the path ahead will open and 4 Ashen Warriors will be released, after killing them the last cell to the right will have a body holding 7x Large Titanite Shard. This lever has another use that is not essential to complete the area, it will be described in the end of the walkthrough.
Take the path to the left and drop down the hole. Around the corner is a room with 2 Ashen Warriors waiting and a Fume Sorcerer shooting lightning while you fight them. You will see an item in a body out of reach, ignore it for now. After killing the enemies go to through the doorway and drop down again. There will another drop with an Ashen Warrior waiting for you, drop and kill it. Continue to another room with a caster, a Possessed Armor and 2 Ashen Warriors. One of them is hiding to the right ready to ambush you as you enter the room. After killing them all continue to yet another drop. This final room has a Possessed Armor, a caster and an Iron Warrior. After killing them all, pick up a Dried Root from the body and enter the mist to fight the boss, the Smelter Demon.
After the boss, continue to the next division and pick up the Pharros Mask from the body, take the elevator and drop down to the walkway. You're back at the entrance of Iron Passage.
It's worth clearing one room at a time, then feathering back, since you can earn a lot of souls ( Jester Gloves + Covetous Serpent Ring), and it's a very short distance from room to room, and dying deep sucks when you've collected 40k souls, and just done something stupid. It also means you only use one effigy if you're bringing the summons along.
Consider using the NPCs, combined with Aged Feather & Black Separation Crystal. It's considerably safer. They'll always take the low path. And if you take the high path, they'll just rush to the last room.
Clear the skeletons. It's worth just doing this 12 times if you want to clear the run easily. Once they're not respawning, pull the lever, and run down the corridor hugging the right wall. Roll through the first two fireballs, and simply run past the remainder. You'll drop into a pit with the priestess and sorceror through a doorway.You can then beat the warriors up, and feather back, or stay on this path.
Room 1: Bait out the warriors, and take them away from line of sight of the sorceror. While doing this, the priestess will likely run down to see you. Generally, the priestesses will drop down if you've aggroed them but they can't see you. Then stand at the end of the ridge that the sorceror is on and shoot him with wooden arrows. His spells will crash into the ground. Watch for him ducking as he casts.
Room 2: Dropkill the Warrior. Then roll forward to bait the warrior behind the wall. Pull him back out of line of sight of the archer. Wait for the archer to shoot, run forward, aggro the next warrior and priestess. Return to out of sight of the archer. Kill them both. Kill the archer with range, if you like. Count to three (one-thousand-and-one, one-thousand-and-two..) after his bow goes up, then roll. Watch for the final warrior hiding out of sight at the end of the room.
Room 3: Aggro the priest, break line of sight, kill her when she approaches. Let the NPCs do the hard work on the Giant (5-6 poison arrows will also take 2/3 of his health). Snipe the archer.
Room 1: After killing the priestess, kill the sorceror. Ignore the warrior, and head back into the fireball room. Go through the archway, and you're into
Room 2: Another lever. More Warriors. Also watch for the Sorceror who spawns near the lever. You can stunlock him (her?) pretty easily once you know where it's spawning. Pull the lever. Clear the warriors. As before, consider doing this 12 times before moving on. Running through this gate is the only way to access the Possessed Armour's platform in the final room.
Room 3: If you didn't take the gate on the previous room, you'll come out by the priestess. Bait the archer to shoot, hide in cover, when it goes clink, go beat the priestess, and just suck up the arrows (two handing a katana takes ~6 light hits). Run back for cover, heal up, poison arrow the giant (or let the NPCs do it). Snipe the archer.
Room 3 (through gate). You'll come out by the archer. Kill him. Drop down, kill the priestess. Poison Snipe the giant (5-6 arrows). Or melee him. Or let the NPCs do the work.
It is not possible to get all items in this area in one run. You will need to use Aged Feather or Homeward Bone and rest at a bonfire a few times to reset the area and come back for missing items.
The lever in the first room that open the cells, also opens the grate at the end for the stone lizard to shoot fireballs. If you pull the lever and run (and manage to dodge the fireballs) you can go past the grate before it closes and have access to the upper areas with items you could see, but not reach. Even these upper area have many enemies, its not easier than lower part.
When you manage to run past the closing grate, an Astrologist enemy will be waiting for you. Kill and go left. Kill the Fume Sorcerer and pick up 2x Crimson Water from the body at the end.
Go back to where you dropped and go forward this time. You will see another lever and a Fume Sorcerer will emerge. Kill the sorcerer and look ahead of the lever. Its another block of cells with a grate and a salamander at the end. There are 2 bodies holding itmes in the cells, but to pick those up you can't progress more in this area, you will need to return to the bonfire to reset the area and come here again.
If you decide to run past the grate you will be in a room with 2 exits. The exit on the left has an Astrologist waiting for you. Here you can see an item below and a Possessed Armor close to it, but if you drop to pick it up you have to repeat the process all over again. If you drop down, kill the Armor and pick up 2x Wilted Dusk Herb.
If you are summoning help, or being summoned, Iron Passage becomes a lot more manageable. Rather than choosing one path, it is best to split up, with two players passing through the first gate, while the other two, preferably the host and either another player or an NPC summon, stay behind and go through the "main" route using the passage to the left.
The two players going through the gate can simply wait next to the gate while the host pulls the lever. The two players taking the high route can split up a second time at the second gate, with one going through while the other pulls the lever again. Doing this allows all of the enemies on each level to be engaged directly, and doesn't require anyone to attempt to dash through the gauntlet.
If you have less than four players, it is generally better for players to go through gates when possible, since the players on the higher levels can easily support the player on the lower level with archery or spells once they have defeated the enemies on their part.
Also note that, if you are the host, it is preferable if you don't engage the Iron Warrior outside the boss gate until the players on the higher levels have dealt with their enemies, and are able to come down and assist. Remember, if a phantom dies, you're down one phantom, but if the host dies, it's all over!