Iron Passage

 

Iron Passage is a Location in Dark Souls 2. It is part of the Crown of the Old Iron King DLC.

 

 

 

Ps4/X1/Dx11
Ps3/360/Dx9

General Information

 

Iron Passage Map

 

NPCs in the Iron Passage

  • N/A

Items

Consumables
Equipment

Enemies

 

Boss

 

Notes

  • ??

Iron Passage Walkthrough

Access

Obtain the Tower Key from Brume Tower to gain access to the Iron Passage.

ds2_dlc22lift1

From the Foyer bonfire, take the elevator that goes down then use the Tower Key on the small metal door. Head down the two staircases then pick up the 2x Twilight Herb on the right, before you  take the elevator down. Once down, enter the doorway to prompt the "Iron Passage" title, letting you know you've arrived.

Blue Big Bad

Light the Iron Hallway Entrance bonfire, then drop down to the next floor. This is one of the areas where summon signs are available for players that don't have this DLC can be summoned, as well as the NPC summon signs for Steel-willed Lorrie and Drifter Swordsman Aidel.

Continue to find a lever, a path ahead, and a path to the left. Pulling the lever opens the cell doors in the path ahead, and will release 4 Ashen Warriors will be released, after killing them the last cell to the right will contain a corpse holding 7x Large Titanite Shard. This lever has another use that is not essential to complete the area, and will be described under "Optional Content".

Take the path to the left and drop down the hole. Around the corner is a room with two more Ashen Warriors, and a  Fume Sorcerer providing lightning cover fire for them, when you engage. You will see an item in a body out of reach, ignore it for now. After killing the enemies, head through the doorway and drop down again. You'll find another drop with an Ashen Warrior waiting below, drop and kill it. Continue to the next room with the Sorcerer, a Possessed Armor, and two Ashen Warriors (one of which hides in an attempt to ambush you). After dealing with them, continue to yet another drop. This final room contains a Possessed Armor, a Sorcerer, and an Iron Warrior. After killing them all, pick up a Dried Root from the body and enter the mist to fight the boss.

Boss Fight: Blue Smelter Demon

ds2_dlc22bosssmelt

After defeating the boss, continue to the next division and pick up the Pharros Mask from the corpse. Take the elevator here, and drop down to the walkway to find yourself back at the entrance of Iron Passage.

Clearing the Run

It's worth clearing one room at a time, then feathering back, since you can earn a lot of souls as well as collect the Jester Gloves and Covetous Serpent Ring; it's also a very short distance from room to room, and dying deep feels bad when you've collected 40k souls. 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.

 

Lever Room

Clear the Skeletons. It's worth just doing this 12 times if you want to clear the run easily. Once they're stop respawning pull the lever, and run down the corridor, ensuring to hug 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 Sorcerer through a doorway.You can then take on the Warriors, and feather back, or stay on this path.

 

Low Path

Room 1:

  • Bait out the Warriors, and take them away from line of sight of the Sorcerer. While doing this, the Priestess will likely run down to you. Generally, the Priestesses will drop down if you've aggroed them but are unable to see you. Stand at the end of the ridge that the Sorcerer is on and take him out with wooden arrows. His spells will crash into the ground.

Room 2:

  • Dive attack the Warrior. Then roll forward to bait the next Warrior behind the wall. Pull him back out of line of sight of the archer, then wait for the archer to shoot, to run to aggro the next Warrior and Priestess. Once again, remove yourself from the Archer's line of sight before you kill them both. Deal with the Archer at range, if you like. Watch for the final Warrior hiding out of sight at the end of the room.

Room 3:

  • Aggro the Priestess then break her line of sight, and 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.

 

High Path

Room 1:

  • After killing the Priestess, kill the Sorcerer. Ignore the Warrior, and head back into the fireball room. Go through the archway, and you're into the second room.

Room 2:

  • Find another lever here, and a few more Warriors. Also watch for the Sorcerer who spawns near the lever. You can stunlock it pretty easily , once you know where it's spawning. Pull the lever, then 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 Armor'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 while hiding in cover. Once they've fired their shot, take care of the Priestess, and just suck up the arrows (two handing a katana takes ~6 light hits). Once again take cover to heal up or simply catch your breath, then use poison arrows to take care of the Giant (or let the NPCs do it). Snipe the archer.
  • If you did go through the gate, you'll arrive out by the Archer. Kill him then drop down to kill the Priestess. Snipe the Giant with poison arrows (5-6 arrows), take him on hand-to-hand, or let the NPCs do the work.

Optional Content

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, which makes it more challenging than the lower areas.

ds2_dlc22lizardfire

When you manage to run past the closing grate, an Astrologist will be waiting for you. Deal with it, and go left to face the Fume Sorcerer and pick up 2x Crimson Water from the body at the end.

Head back to where you dropped but this time, head forward. 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. The two bodies holding items 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 open the cells, you'll find three Ashen Warriors, a Simpleton's Spice, and 5x Torch. If you decide to run past the grate, you will find yourself in a room with 2 exits.

Co-Op Strategy

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!

General Information

 

Iron Passage Map

 

NPCs in the Iron Passage

  • N/A

Items

Consumables
Equipment

Enemies

 

Boss

 

Notes

  • ??

Iron Passage Walkthrough

Access

Obtain the Tower Key from Brume Tower to gain access to the Iron Passage.

ds2_dlc22lift1

From the Foyer bonfire, take the elevator that goes down then use the Tower Key on the small metal door. Head down the two staircases then pick up the 2x Twilight Herb on the right, before you  take the elevator down. Once down, enter the doorway to prompt the "Iron Passage" title, letting you know you've arrived.

Blue Big Bad

Light the Iron Hallway Entrance bonfire, then drop down to the next floor. This is one of the areas where summon signs are available for players that don't have this DLC can be summoned, as well as the NPC summon signs for Steel-willed Lorrie and Drifter Swordsman Aidel.

Continue to find a lever, a path ahead, and a path to the left. Pulling the lever opens the cell doors in the path ahead, and will release 4 Ashen Warriors will be released, after killing them the last cell to the right will contain a corpse holding 7x Large Titanite Shard. This lever has another use that is not essential to complete the area, and will be described under "Optional Content".

Take the path to the left and drop down the hole. Around the corner is a room with two more Ashen Warriors, and a  Fume Sorcerer providing lightning cover fire for them, when you engage. You will see an item in a body out of reach, ignore it for now. After killing the enemies, head through the doorway and drop down again. You'll find another drop with an Ashen Warrior waiting below, drop and kill it. Continue to the next room with the Sorcerer, a Possessed Armor, and two Ashen Warriors (one of which hides in an attempt to ambush you). After dealing with them, continue to yet another drop. This final room contains a Possessed Armor, a Sorcerer, and an Iron Warrior. After killing them all, pick up a Dried Root from the body and enter the mist to fight the boss.

Boss Fight: Blue Smelter Demon

ds2_dlc22bosssmelt

After defeating the boss, continue to the next division and pick up the Pharros Mask from the corpse. Take the elevator here, and drop down to the walkway to find yourself back at the entrance of Iron Passage.

Clearing the Run

It's worth clearing one room at a time, then feathering back, since you can earn a lot of souls as well as collect the Jester Gloves and Covetous Serpent Ring; it's also a very short distance from room to room, and dying deep feels bad when you've collected 40k souls. 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.

 

Lever Room

Clear the Skeletons. It's worth just doing this 12 times if you want to clear the run easily. Once they're stop respawning pull the lever, and run down the corridor, ensuring to hug 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 Sorcerer through a doorway.You can then take on the Warriors, and feather back, or stay on this path.

 

Low Path

Room 1:

  • Bait out the Warriors, and take them away from line of sight of the Sorcerer. While doing this, the Priestess will likely run down to you. Generally, the Priestesses will drop down if you've aggroed them but are unable to see you. Stand at the end of the ridge that the Sorcerer is on and take him out with wooden arrows. His spells will crash into the ground.

Room 2:

  • Dive attack the Warrior. Then roll forward to bait the next Warrior behind the wall. Pull him back out of line of sight of the archer, then wait for the archer to shoot, to run to aggro the next Warrior and Priestess. Once again, remove yourself from the Archer's line of sight before you kill them both. Deal with the Archer at range, if you like. Watch for the final Warrior hiding out of sight at the end of the room.

Room 3:

  • Aggro the Priestess then break her line of sight, and 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.

 

High Path

Room 1:

  • After killing the Priestess, kill the Sorcerer. Ignore the Warrior, and head back into the fireball room. Go through the archway, and you're into the second room.

Room 2:

  • Find another lever here, and a few more Warriors. Also watch for the Sorcerer who spawns near the lever. You can stunlock it pretty easily , once you know where it's spawning. Pull the lever, then 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 Armor'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 while hiding in cover. Once they've fired their shot, take care of the Priestess, and just suck up the arrows (two handing a katana takes ~6 light hits). Once again take cover to heal up or simply catch your breath, then use poison arrows to take care of the Giant (or let the NPCs do it). Snipe the archer.
  • If you did go through the gate, you'll arrive out by the Archer. Kill him then drop down to kill the Priestess. Snipe the Giant with poison arrows (5-6 arrows), take him on hand-to-hand, or let the NPCs do the work.

Optional Content

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, which makes it more challenging than the lower areas.

ds2_dlc22lizardfire

When you manage to run past the closing grate, an Astrologist will be waiting for you. Deal with it, and go left to face the Fume Sorcerer and pick up 2x Crimson Water from the body at the end.

Head back to where you dropped but this time, head forward. 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. The two bodies holding items 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 open the cells, you'll find three Ashen Warriors, a Simpleton's Spice, and 5x Torch. If you decide to run past the grate, you will find yourself in a room with 2 exits.

Co-Op Strategy

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!

 

Locations
Belfry Luna  ♦  Belfry Sol  ♦  Black Gulch  ♦  Brightstone Cove Tseldora  ♦  Brume Tower  ♦  Cathedral of Blue  ♦  Cave of the Dead  ♦  Dark Chasm of Old  ♦  Doors of Pharros  ♦  Dragon's Rest  ♦  Dragon's Sanctum  ♦  Dragon Aerie  ♦  Dragon Memories  ♦  Dragon Shrine  ♦  Drangleic Castle  ♦  Earthen Peak  ♦  Forest of Fallen Giants  ♦  Frigid Outskirts  ♦  Frozen Eleum Loyce  ♦  Grand Cathedral  ♦  Grave of Saints  ♦  Harvest Valley  ♦  Heide's Tower of Flame  ♦  Huntsman's Copse  ♦  Iron Keep  ♦  Lord's Private Chamber  ♦  Lost Bastille  ♦  Majula  ♦  Memory of Jeigh  ♦  Memory of Orro  ♦  Memory of the King  ♦  Memory of the Old Iron King  ♦  Memory of Vammar  ♦  No-man's Wharf  ♦  Old Chaos  ♦  Shaded Woods  ♦  Shrine of Amana  ♦  Shrine of Winter  ♦  Shulva - Sanctum City  ♦  Sinners' Rise  ♦  The Gutter  ♦  The Lost Bastille  ♦  The Pit  ♦  Things Betwixt  ♦  Throne of Want  ♦  Undead Crypt  ♦  Undead Purgatory



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    • Anonymous

      27 Jul 2021 21:39  

      CHEESE: Summon both phantoms, run straight to the boss and pray you'll get there with ~8 estus and enough lifegems. Then, alt+f4 so you can quit quickly. Open the game again, you should spawn in front of the boss room with no summons. You should be in the clear right now (except that ******* iron warrior who can sometimes come and pancake you), so you can buff yourself up if you want to.

      Now quit the game and back up your save file.

      Open the game again, and give an attempt at smelter. If you die, alt+f4 and replace your current file with the backup you just made.

      When you load up the game again, you should be still in front of the boss gate, and now you can do the boss again without having to go through hell.
      If you have a brightbug you can use them here. You won't be able to waste them since you're always going to loop back to the save before you use it, if you die.

      I know this is scummy, but the devs were kinda scummy too when they made this area, so in the end its all fair play.

      If you wanna know about making backup saves, just ask google.






      Oh and don't you ****ing dare 'git gud' me, i ****ing *****slapped sinh ivory king and fume first try without summons so i think i'm 'gud' already.

      • Anonymous

        19 Jun 2021 07:12  

        Pro tip if you want to get past the skeletons in the fireball corridors without killing them 12 times- Soul Appease. It can hit them whilst the cells are still closed and at 52 Faith with a Dragon Chime it kills them in 3-4 casts. Bring herbs or the Iron King Crown and some patience.

        • 06 May 2021 03:56  

          Did this in one try in NG+2. I used alluring skulls before each section, then rushed to the next section. The last section is tough because there are 2 astrologists and 2 giant warriors with maces, accompanied by 1 possessed armor. Just bait the astrologists to come near the start of the section then smack them. Kill the possessed armor with ranged attacks, or get lucky and wait for it to fall, then melee kill. Buff and rush to the boss gate. If you got hit by the giant dudes, heal after entering the fog gate.

          • Anonymous

            22 Mar 2021 19:28  

            If anyone's played Castlevania Order of Ecclesia, I recommend playing 'RIDDLE' while running through here. Def gave me a boost lol

            • Anonymous

              13 Mar 2021 06:26  

              Whoever designed this crap needs to seppuku. Literally disgraced their family and the DS community. CANCER

              • Anonymous

                06 Mar 2021 10:55  

                Oh boy an optional dlc area, I sure do hope I won't be ganked repeatedly and be rewarded with a reused worse version of an already atrocious boss that doesn't even have it's own boss theme

                • Anonymous

                  22 Dec 2020 23:09  

                  people complain about the boss run here but its much better than iron keep, where you pretty much have to fight the enemies. With proper rolling its very doable to get to the end of each room, where there's an intermediary ledge you can heal up on before dropping to the next lowest room. Even blue smelter is nice enough to give you time for an estus before attacking.

                  • Anonymous

                    17 Dec 2020 22:10  

                    Followed somebody's recommendation to increase my magic resistance. Survive to blue magic sword phase and then it's a piece of cake. His magic blue sword caused 0 damage making the kill much easier

                    • Anonymous

                      17 Dec 2020 08:15  

                      Even the boss fight theme song is reused (Ruin Sentinels theme song). And THOSE ASHEN WARRIORS HAVE THE MOST ANNOYING SOUND I'VE EVER HEARD. I had to play this DLC on mute because i was getting sick of listening to those vomit sound effects they make all the time. I hope the other DLCs are better than this one.

                      • Anonymous

                        04 Nov 2020 08:48  

                        Just bring a bow. My lightning short bow with poison arrows said GG to the astrologists and anything else it could hit without any problem. My NPC summon stayed behind me the whole time. I don’t see what’s so massively different about this area to everyone. Twin blade NPC and I took care of blue boy no problem.

                        • Anonymous

                          15 Sep 2020 21:21  

                          The funniest part of this area is the mages who are out of range and cast spells that weight you and make you fat roll so you can't even rush through the area :D
                          Reused boss, reused assents, Gank of enemies, definitely worth the time

                          • Anonymous

                            13 Aug 2020 09:20  

                            SOTFS: If you throw a Alluring skull on the first prison cell before pulling the lever, the inmates will not rush out like crazy and you can run trough. Just watch the Fireballs , dodging is recommended. Praise the Sun!

                            • Anonymous

                              09 Aug 2020 23:07  

                              This area is a ****ing joke. Literally nothing of value unless you want a blue sword instead of a red one. How people praise the DLC in this game is beyond me. Miyazaki barely had a hand in it because he was working on Bloodborne and it shows.

                              • Anonymous

                                29 Jul 2020 04:47  

                                Wow, they really struggled to make dlc optional areas fun and fair, huh? First an area with infinitely respawning enemies, Petrification: the area, and iron cluster****, where you get 4 times the ganks in 1/4 the area size. And to add insult to injury, all the bosses are lazily designed or straight up reused bosses. It's like they had a quota for how much content they had to add, ran out of time and decided to make these lazy excuses for fun.

                                • Anonymous

                                  29 Jul 2020 04:46  

                                  How to make a good area 101: 1. Add enemies 2. Add more enemies 3. Add more ranged enemies that are impossible to hit with a melee weapon 4. Put a reused boss at the end, but this time with two shot attacks, somehow worse hitboxes, and a metric ****ton of health

                                  • Anonymous

                                    29 Jul 2020 04:46  

                                    How to make a good area 101: 1. Add enemies 2. Add more enemies 3. Add more ranged enemies that are impossible to hit with a melee weapon 4. Put a reused boss at the end, but this time with two shot attacks, somehow worse hitboxes, and a metric ****ton of health 5. 6.

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