FAQ/Walkthrough by Damthiel

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    FAQ/Walkthrough by Damthiel

    Version: 2.00 | Updated: 06/13/16 | Search Guide | Bookmark Guide

    Table of Contents

    1. Introduction
    2. About this Guide (Please Read)
    3. Controls
      1. Menu Interface
      2. Equipment and Inventory
    4. Game Mechanics
      1. Status Attributes
      2. HUD
      3. Combat Mechanics
    5. Getting Started
    6. Character Creation
    7. Prologue: The Ship
    8. The Shivering Shore
      1. Sanctuary: The Shivering Shore
    9. The Festering Banquet
      1. Boss Fight: The Sodden Knight
    10. Bandit's Pass
      1. Sanctuary: Bandit's Pass
      2. Traveling to the Village of Smiles
    11. The Village of Smiles
      1. Sanctuary: The Village of Smiles
      2. Boss Fight: The Queen of Smiles
      3. Traveling to the Watching Woods
    12. The Watching Woods
      1. Sanctuary: The Watching Woods
      2. Boss Fight: The Mad Alchemist
    13. The Sunken Keep
      1. Sanctuary: Sunken Keep
      2. Boss Fight: The False Jester
      3. The Vertigo Brand
      4. Backtracking: The Black Obelisks - Festering Banquet and Bandit's Pass
    14. The Sunken Keep (Part 2)
      1. Boss Fight: Kraeken Cyclops (Optional Boss)
      2. Bandit's Pass: Traveling to The Castle of Storms
    15. The Castle of Storms
      1. Sanctuary: The Castle of Storms
      2. Boss Fight: Kraekan Wyrm
      3. The Shadowflip Brand
    16. The Red Hall of Cages
      1. Sanctuary: The Red Hall of Cages
      2. Sanctuary: The Red Hall of Cages/Cran's Pass
      3. Boss Fight: The Tree of Men
    17. Hager's Cavern
      1. Sanctuary: Hager's Cavern
      2. Boss Fight: The Disemboweled Husk
      3. Traveling to the Mire of Stench
    18. The Mire of Stench
      1. Sanctuary: The Mire of Stench
      2. Boss Fight: That Stench Most Foul
      3. The Redshift Brand
    19. The-Fort-Beyond-The-Mire
      1. Sanctuary: The-Fort-Beyond-The-Mire
      2. Sanctuary: The Far Beach
      3. Sanctuary: The Ziggurat of Dust
      4. Backtracking: The Village of Smiles
    20. The Dome of the Forgotten
      1. Sanctuary: Dome of the Forgotten
      2. Boss Fight: The Untouched Inquisitor
      3. Dome of the Forgotten (Part 2)
      4. Boss Fight: The Third Lamb
      5. The Hardlight Brand
      6. Backtracking: Hardlight - The Castle of Storms
      7. Traveling (back) to the Ziggurat of Dust
    21. The Ziggurat of Dust
      1. Sancutary: Ziggurat of Dust (Part 2)
      2. Boss Fight: The Dried King
      3. The Dart Brand
      4. The Ziggurat of Dust (Part 2)
      5. Boss Fight: The Bloodless Prince
    22. The Ruined Temple
      1. Sanctuary: The Ruined Temple
      2. Boss Fight: The Coveted
    23. Siam Lake
      1. Sanctuary: Siam Lake
    24. Pitchwoods (Optional Area)
      1. Boss Fight: Carsejaw the Cruel (Optional Boss)
      2. Creed: Keepers of Fire and Sky
      3. Sanctuary: Pitchwoods
    25. Siam Lake (Part Two)
      1. Boss Fight: The Witch of the Lake
      2. Backtracking: The Shivering Shore
      3. Backtracking: Mire of Stench
      4. Backtracking: Cran's Pass
      5. Boss Fight: Ronin Cran (Optional Boss)
      6. Backtracking: The Ruined Temple
      7. Backtracking: Hager's Cavern
    26. Mal's Floating Castle (Optional Area)
      1. Sanctuary: Mal's Floating Castle
      2. Boss Fight: Murdiella Mal (Optional Boss)
    27. Salt Alkymancery
      1. Sanctuary: Salt Alkymancery
      2. Boss Fight: The Architect and The Unskinned
    28. Crypt of Dead Gods
      1. Sanctuary: Crypt of Dead Gods
      2. Boss Fight: The Forgotten Three
      3. Boss Fight: Kraekan Dragon Skourzh
    29. The Still Palace
      1. Boss Fight: The Nameless God
    30. New Game Plus
    31. Trophy Guide
      1. Overview
      2. Trophy Guideline
      3. Trophy List
    32. Creeds
      1. Devotion Rank
      2. Creed: The Three
      3. Creed: Devara's Light (Goddess of Light)
      4. Creed: Mountainsmiths (Iron Ones)
      5. Creed: The Stone Roots
      6. Creed: House of Splendor
      7. Creed: Order of the Betrayer
      8. Creed: Order of Fire and Sky
    33. Sanctuaries
      1. Offerings
      2. Clearing Claimed Sanctuaries
    34. Spells
      1. Spells: Class 1
      2. Spells: Class 2
      3. Spells: Class 3
      4. Spells: Class 4
    35. Incantations
      1. Incantations: Class 1
      2. Incantations: Class 2
      3. Incantations: Class 3
      4. Incantations: Class 4
    36. Prayers
      1. Prayers: Class 1
      2. Prayers: Class 2
      3. Prayers: Class 3
      4. Prayers: Class 4
      5. Prayers: Class 5
    37. Version History and Updates
    38. Legal Information, Copyright, and Contact Information
      1. Contact Information


    Hello, and welcome to my guide for Salt and Sanctuary. Since there are currently no guides up for this particular game, I thought I might try to do my first ever full-walkthrough in hopes to harness some of the various information. The game itself doesn't describe much about how a lot of things work, and there are mechanics that may confuse players due to the lack of description and a formal tutorial.

    View as a Single Page

    You may want to scroll down to the bottom of this first page and select the "View as Single Page" option. With this, it's much easier to use the search function to find specific things, as it doesn't search across multiple pages. Personally, I think it helps to utilize the "Back to Top" link you see while you scroll, as then you have easier access to the Table of Contents at all times.

    It's just a suggestion though, and you're free to view this guide however way you wish.

    Note: This guide is going to cover the game as of patch version 1.03. (Ver. 1.03.A at the title screen).

    I will be starting this guide with that patch, as it is the most current. Changes may or may not be made depending on the patch, as there may be patches while I am writing, as well as patches long after the guide has been completed. All readers should be aware of their current patch, and this guide may not properly reflect future patches.

    However, I do not abide by using any particular glitch or exploit in order to complete this game (and I'm not sure if any exist for this particular game). I will never recommend any exploit that may be patched later.

    About this Guide (Please Read)

    I think it's always important to put in a section about how this guide was written. You may have questions about my choices in how I formatted, or you may disagree with the order in which I approach things, or how to deal with a boss.

    If a word is in bold it is either important, or it is an item.

    If a word is bold and in italics that means it is an enemy.

    If a word is in italics that means it is a name of a location most of the time. I also used italics to indicate previously killed bosses in a few instances.

    Blue Boxes represent sections I find important - this may include opportunities to earn a trophy; NPCs to interact with; information about enemies, among other things.

    My strategies and suggestions are based on my own personal style. So this means that any advice I give may not work for you and that's just something to keep in mind. I write guides the same way I read guides; I consult them when I am looking for suggestions on how to approach or complete a given situation. With that in mind, I write in that same style; I give suggestions based on how I completed the game, in a hope that it may facilitate some ideas on how my readers can approach the situation.

    My advice may not be the best advice. I don't claim at any point that any of my methods are fool-proof. This game in particular forces you to act quickly and think quickly, otherwise you may just end up getting hit by some boss's instant-death attack. As a result, although I have now completed this game 4 times with various classes, a lot of my strategy sections are written in an attempt to describe what I was doing while I was fighting the boss. This means that I may suggest something like "stay in melee range" but this may be a more generalized suggestion, as it may be difficult to accomplish at all times depending on what the boss AI decides to do, and you'll have to adjust accordingly.

    Archers: If I did not write a section for you in a boss fight, that means there is not much to mention. There isn't much to mention because the fight shouldn't be much different than what you have been doing in every other encounter. As I will state later, I feel Archers are the most viable in terms of their positioning; by using a Pistol and a one-handed weapon, you can be viable in both close and mid-range. The boss section strategies are described in both melee range and long range (since Casters are primarily at long range), so all of the advice applies, it just depends on how you approach the fight.

    All that said, I hope you enjoy.


    Here's a list of the controls found in regular play. The controls are slightly different when navigating the menu, and a more detailed section of that will be below this section.

    Square: Attack (Melee: Light Attack)

    • This varies depending on what is currently equipped. For example, if a melee weapon is equipped (a dagger, sword, etc.) your character will attack with that weapon. If you are using a weapon that is used to cast spells (i.e. a staff) you will use the equipped spell instead.
    • For Bow users (as well as magic) the Square button can be held down to "aim" the attack.

    Triangle: Attack (Melee: Heavy Attack)

    • As with pressing the Square button, the same mechanic applies. For melee, a Heavy Attack uses more Stamina, but does more damage. For casters, you will use whichever spell you have equipped in your second slot. Note: For casters, Triangle only becomes available with the usage of a staff. Equipping a staff will allow you to equip a second spell, which will be mapped to Triangle.
    • Similar to Square, Triangle can be held down to aim ranged attacks.

    Circle: Use/Execute/Confirm

    • Pressing Circles is your "interact" button. The only use it has that isn't so obvious is opening up "secret doors"; press Circle by one of these doors to "reveal" the doorway.

    X: Jump

    Options: Opens the menu

    • The menu shows your character's status, as well as your equipment and inventory. The menu also has a Bestiary list and a short Options menu, which will be covered in the "Menu Interface" section of this guide.

    Directional Pad (Left and Right): Cycles through your currently equipped inventory

    Directional Pad (Down): Light Torch (Hold down)

    • This is only applicable if you have a Torch in the first place. It must be held down until the Torch is lit, otherwise it will cancel.

    R1: Use Item/Incantation/Prayer

    • The item/spell used will be whatever one that is currently highlighted under your HP/Stamina bar.

    R2: Roll

    • Hold R2 while on a ladder to slide down it
    • Pressing Square immediately after executing a Roll will initiate a "dodge attack".

    L1: Swap weapon set

    L2: Block/Use Offhand

    • Block can be used with a shield or a weapon.
    • Just like Square and Triangle, if a weapon (or spell) is equipped in the Offhand slot, L2 can be held down to aim.

    L2 (Hold) + Square: Parry

    • This has to be done with proper timing, right as the enemy's hit connects. This can be done with a weapon as well as a shield.

    Left Analog: Movement

    Right Analog: Pan Camera

    Menu Interface

    Press the Options button to bring up the Menu. The Menu shows two different windows, one on the right and one on the left.

    Left Window: This is where you can view your current status. Pressing L2 or R2 will cycle through the different pages. The first (leftmost) is where you will see your attributes (level, strength, etc.). The middle page is your general status (current/max health, focus, stamina, etc.) as well as your current Creed you belong to, and its current Devotion level. The rightmost page is your defensive statistics.

    • Pressing L3 while browsing the menu displays the percentage of your current equipment load, as well as your defense percentages in its respective tab. Similar to the Demon's Souls series, "equipment burden" affects stamina and how quick you are, including jumping ability. This correlates to different percentage thresholds, which increase in quarters: 25% and below is the fastest, and your character will get slower with every 25% increase. For example, 25.1% - 50% is the second fastest, 50.1% - 75% is the third, and so on.

    Right Window: At the top of this window are three options - Inventory, Bestiary, and Menu (options).

    • Inventory: This gives you an overview of all your items, including spells, equipment, keys, materials, and brands. Use L1 and R1 to cycle through the pages.
    • Bestiary: This lists all the enemies encountered in the game, and enemies will be registered if you kill them or are killed by them. There is a short description of each enemy and the items they drop. If the list shows a "???" that means that they have not dropped that particular item yet (or you didn't pick it up). The two icons in the upper right indicate how many times you have killed them (the Sword icon), as well as how many times they have killed you (the Skull icon). Each entry can be cycled through with L1 and R1.
    • Menu: There are only three options here. Audio allows you to adjust sound effects and music. Game allows you to view controls and toggle the vibration effect. End Game quits to the Main Menu; the game will save as you quit your game.

    Read on to learn more about equipping items, weapons, armor, and spells.

    Equipment and Inventory

    This section will detail a little more about your Equipment menu, as it can be slightly confusing at first.

    First row: The first four slots are your armor. They are, in this order: Head, Chest, Hands, and Legs. The next four slots are for Rings.

    Second row: There are two "weapon sets" in this second row. There are some things to know about equipping weapons - There are two categories of weapons, weapons that are used for melee combat, and weapons that are used for ranged attacks. I'm going to go by each slot, from left to right, to show what is equipped in each one.

    • The first slot is your main weapon. Highlight this slot and press "X" will open up your Inventory to see what weapons can be equipped in this slot. Once a weapon is equipped, it will default to your character using it in both hands.
    • The second slot is for your offhand. As before, press "X" to open up the inventory to see what you can equip. Wands, Crossbows, and Shields are all considered offhand weapons, and cannot be equipped in your primary (first) slot.
    • The third slot is for your Charms, Arrows, or Spells, depending on what you have equipped in your primary and offhand slots. It's slightly strange how each gets prioritized, so lets go through a few examples of what happens:
      • If you have a melee weapon equipped, it is possible to equip a Charm, but only if you are not using Crossbow or Wand.
      • If you are using a Crossbow or Wand, then the third slot is reserved for Arrow type or Spell, respectively.
      • If you are using a Staff, you cannot use Charms, but can equip two Spells.
      • If you are using a Bow, you cannot use Charms, but can equip two kinds of Arrows.
      • You are allowed to equip a two-handed weapon and an offhand, but using your two-handed weapon might be less effective, depending on how you have leveled your character.
      • The second "weapon set", which is the second group of three slots on this row abide by the same rules and restrictions that are listed above

    Third Row: These are your equipped items, which should be fairly self-explanatory. You can equip a total of 6 items at once.

    Fourth Row: These are where Incantations and Prayers can be equipped. A total of 6 Incantations/Prayers can be equipped. These are equipped along the same "line" as your items, so if you equip 6 Items and 6 Spells, you will have much to cycle through during combat. A quick description of these:

    • Incantations: These are spells that are equipped differently than the ones equipped with your weapon. I suppose that the designers used this system so the player can have more viability (this goes for Prayers as well). Incantations have a Magic stat requirement, and have various uses. There are some that do direct damage (Wildfire), some that inflict status ailments (Poison Gas), and some that enchant your weapon to change its affinity (Venomous Blade).
    • Prayers: These are the Wisdom based spells, and have a variety of uses, but tend to be geared more towards a defensive playstyle. Prayers include heals, buffs to improve damage mitigation, enchanting your weapon (specifically Holy), and a couple of damage spells.

    Equipment Note - What is with these Red Lines?

    As you browse through your inventory, you will probably notice that some equipment, whether it is armor or a weapon, has either a single red diagonal going through it, or two red diagonals (making an "X"). This denotes two different things:

    1) A single red diagonal is only seen on weapons (I think), and means that you can equip the weapon, but it will become nearly useless trying to use it with one hand. This can be overcome by certain Skills; for example, having the "Class 2 Swordfighter" Skill will allow you to equip any Class 1 Greatsword with one hand. It may be important to note that all Class 5 two-handed melee weapons are only effective while used with both hands.

    How is this important? Well it may be more or less irrelevant, because even if you do use a two-handed weapon with say a shield, your damage will be slightly decreased. It can be nice in terms of defense to use a shield with a two-handed weapon, but it really depends on playstyle. What is more important is using the weapon while carrying a Torch. Some areas are incredibly dark to the point where you can't see at all without some light source, and the Torch is usually the way to go. If you can use the weapon in one-hand, you can still battle effectively while you explore. If you cannot use the weapon effectively in one-hand, it might be more wise to find a different way to see (the Light prayer for example).

    2) Two diagonal red lines indicate you cannot use the weapon or armor at all. This can be changed if you devote Skill points to the necessary Skill to equip said item(s).

    Game Mechanics

    This section is dedicated to explaining some of the mechanics found in the game. The game itself doesn't explain much, so the majority of the information that is found in these sections is from my own testing and understanding of how these things work. In other words, my explanations could be wrong, but at the very least I hope it will give readers an idea about mechanics found in the game.

    Status Attributes

    A list of what the status attributes are and what they do:

    • Health: Self-explanatory, it is how many hit points you have. If your health reaches zero, you die. Health is gained with every level, but the amount gained begins to decrease around level 150 or so.
      • Wounding: Although this isn't really an attribute, wounding occurs every time you take damage (even from falls). In turn, the amount of total health you have is reduced. Wounding is not permanent; it can be removed when you use a Sanctuary altar, and certain Prayers can recover wounding as well.
    • Stamina: Almost every action costs Stamina; attacking, casting spells, rolling, and jumping. Stamina regenerates automatically when you stand still (it also regenerates while blocking, but at a slower rate). Some platforming actions, such as climbing do not cost Stamina, but will stop its regeneration momentarily. Stamina is increased by increasing Willpower.
      • Stamina Reduction: Similar to Wounding, your total amount of Stamina can be reduced with prolonged actions. Stamina reduction doesn't happen nearly as often as Wounding does, and it occurs when you have defeated numerous enemies without using an altar, or when using Spells. Again, stamina reduction isn't permanent, and can be removed if you use a Sanctuary altar. Sanctuary items that restore Focus and Stamina will also cure stamina reduction.
    • Focus: Focus is considered your "mana" for this game; it's the attribute necessary to cast Spells and Prayers. Although the game initially grants you health restoration items, but you have to invest in the "Phial" skills in the Skill Tree to gain access to items that restore Focus. Focus is increased by increasing Willpower.
    • Strength: Strength governs attack power with any weapon that scales with Strength.
    • Endurance: Endurance determines how much weight you can carry. All weapons and armor have a certain amount of weight; how "heavy" you are determines how fast (and far) you can roll, how fast you run, and how far you jump. By increasing your Endurance, you can equip heavier items and not be slowed down as much by them.
      • Equip Load: This is a value found in your status menu. The first number is how much weight you currently have equipped, and the second number is your maximum equipment load, determined by your Endurance. The closer you are to your maximum equipment load, the slower you will become. This is broken down into different percentage brackets (press L3 while viewing your Equip Load to see your percentage): 0% - 24.9%, 25% - 49.9%, 50% - 74.9%, 75% - 100%. If you are over 100%, you will not be able to jump, roll, and you will also move extremely slowly, but you will be able to attack normally.
    • Dexterity: Dexterity governs attack power with any weapon that scales with Dexterity.
    • Willpower: Willpower determines your total Stamina, Focus, and Drop Rate.
    • Magic: Magic governs the attack power of any Spell (not Prayers), as well as weapons that scale with Magic.
    • Wisdom: Wisdom governs the attack power of Prayers (and effectiveness of defensive/healing Prayers), as well as weapons that scale with Wisdom.

    Damage Resistances: This is the last tab in your status menu, and it shows how much resistance you have for each damage type. It's initially displayed with a numerical value, but if you press L3 while viewing your resistances you can view them as percentages to see how much damage is being reduced.

    • Diminishing Returns: All damage resistances have diminishing returns, which means that the more that you have, the higher value added onto it will have a diminished effect. For an example: Having 205.7 Slash Resistance equates to having 50.7% Slash damage reduction. If I then equip a Dancing Ring, I will then have 255.7 Slash Resistance, which is 56.1% Slash damage reduction. In comparison, if I have 63.5 Slash Resistance (24.1% reduction) and then equip a Dancing Ring, I will have 113.5 Slash Resistance (36.2% reduction). As you can see, although the Dancing Ring always gives 50 points of Slash Resistance, but when I had a lower initial value, I gained 12.1% reduction. When I had the higher value, I gained 5.4% reduction.

    Balance: I believe this value indicates how easily staggered you are. In my personal opinion, this number is mostly irrelevant, as the vast majority of the attacks coming your way will stagger you regardless of how much you have (although I haven't done a lot of testing with it).


    These are the things that you'll find displayed on screen.

    Upper left:

    • The red bar is your Health.
    • The light blue bar is your Stamina.
    • The grey bar under the light blue bar is your Focus.
    • The number inside the circle that is connected to these bars is your level. The small bars underneath your level is a summary of your primary stats; the first bar is Strength, the second bar is Dexterity, and the third bar is Magic. These bars will grow depending on how many skill points have been allocated to each stat.
    • The boxes underneath your Health, Stamina, and Focus bars are your equipped items. The boxes on the left indicate your equipped weapons, and the boxes on the right indicate the items you have equipped.

    Lower left:

    • The line with the yellow coin is how much gold you currently have.
    • The line with the white pyramid shape is how much Salt you currently have. The "bar" associated with this line is your progress to your next level; once it fills, it will turn from grey to white, which indicates you have enough Salt to level up.
    • The small icon above these lines is how many Torches you are carrying. The directional pad to the right of this icon indicates that you are supposed to hold the direction button (Down) to light a Torch.
    • The small icons to the right of your current gold are your buffs; these generally will appear when you equip rings that give you special abilities (i.e. Increased Salt gain).
    • The small icons to the right of your current Salt are the buffs granted by Stone Offerings. You can read the information on each Stone Offering to see what buffs they give (such as increased gold find).

    Combat Mechanics


    • Weapon Differences: Each category of weapon behaves differently. The differences include attack range, attack speed, Stamina consumption, the delay between consecutive attacks, and what the animation looks like (which effects the range of the weapon).
    • One-handed versus two-handed: One handed weapons are generally a little faster in attack speed and consume less Stamina, but do less damage. Two-handed weapons are generally the opposite; they are slower in attack speed and cost more Stamina, but do more damage.
      • Using a two-handed weapon in one hand: If you have the necessary skill to equip a two-handed weapon in one hand, the primary thing that changes is your damage output; it will always be slightly lower in comparison to using it in both hands. The attack animations also change, but I don't think they change significantly enough to make much difference. If you try to use a two-handed weapon in one hand without the necessary skill, your damage and attack speed are significantly reduced.

    Attack Scaling

    You may wonder what the term "scaling" is all about. Scaling is how well a given weapon increases your attack power, relative to what your status attributes are.

    In this game there is a "Scale Rating" to indicate how well the weapon scales with its given attribute. These ratings are ranked from "E" to "S", with E being the lowest, and S being the highest.

    What the Scale Ratings mean is that with every point in that given attribute, you get a different increase in your attack power. As an imaginary example (not a real example, the numbers in the game will differ), let's say we have a weapon that has "E" Strength scaling, and we have 20 points in Strength. If I gain 1 more point in Strength, my attack power with that weapon goes up by 1. Now, let's say we also have a weapon with "S" Strength scaling, and we still have 20 points in Strength. Again, if I gain 1 more point in Strength, with this weapon, my attack power goes up by 10.

    In other words, having a higher Scale Rating is generally better.

    How is it ever not better? That's a question about base damage. In the information on a weapon, it also indicates the base damage of that weapon. In some cases, the base damage of a weapon with a lower Scale Rating may be higher which can potentially compensate the Scale Rating. What this means is that it is possible that the base damage can outperform higher Scale Ratings, but it depends on how many points you have in the given attribute.

    It also is important to note that having a higher Scale Rating may be less important when you have a weapon with multiple Scale Ratings (and if you have skill points allocated into each attribute with the scale). For example, having a weapon with a Scale Rating in Strength, Magic, and Dexterity all at "C" may be better than having a weapon that has only a "S" rating in Strength. For the first weapon, you have three separate sources to increase your attack power, whereas the second weapon only has one. Again, this depends on how you have allocated your status points; clearly, if you have 50 Strength, 0 Magic, and 0 Dexterity, chances are the first weapon will give you less attack power than the second.

    Elemental Damage

    Enemies have elemental weaknesses just like you do, but it takes a little bit of trial-and-error to figure out what their primary weaknesses are. Boss enemies already have their weaknesses listed in their appropriate sections (at least the weaknesses that I know about), and although regular enemies shouldn't really need you to exploit their weaknesses, here are a couple of things to know:

    • Weapon enchantments are almost always beneficial. If you're playing with a character that deals physical damage, enchanting your weapon with any kind of elemental property will almost always give you a damage increase. I believe this is because you're adding an element on top of your base damage; you're not "changing" your hits from physical to say Arcane, but rather you're adding Arcane on top of your physical damage.
    • With the exception of elemental Ammunition, elements do not stack. The exception is with ammunition such as Fire Arrows - The Fire/Poison ammunition primarily adds the damage-over-time effect that the element normally gives, but it still gives a slight elemental damage boost. Just to clarify, it is possible to enchant a Bow with Pitchfire, then use Fire Arrows for a cumulative damage bonus. It is not possible however to use a Stained Page and a Shockstone on a melee weapon, and expect to have both Arcane and Lightning damage bonuses.

    Getting Started

    This game has multiple ways to approach combat; you can cast spells, fight with a quick or slow weapon, use a bow at longer ranges, and mix things together. Due to this, it's nearly impossible for me to give a walkthrough for every single possibility.

    That said, this guide will be using the initial Knight class, which is a melee fighter. Strategies will be based primarily around melee, but that should not stop you from choosing a different playstyle if you wish. I have played the game multiple times, and will try to put forth different strategies if need be.

    Playing melee might be viewed as more difficult. Why? Because you have to be in melee range, and the vast majority of enemies fight in melee range (they normally don't have a lot of long range attacks). Even when they do have long range attacks, it generally covers a long enough area that actually includes melee as well, so playing as melee can increase the amount of attacks you have to look out for and dodge them appropriately. By playing at long range, it decreases the amount of attacks you have to deal with (generally speaking).

    Personally, I think Archers are more of a hybrid class, and also end up spending more gold. Not only do you have to worry about ammunition, but the enchantments that give you extra elemental damage are quite helpful for ranged weapons. Further, you may be switching back and forth between melee and ranged more often, as although bows and pistols may work at range, they're not quite as fast and consume more Stamina.

    Generally speaking, it shouldn't make a huge difference of how you play in terms of actual combat in practice. In other words, you're going to be doing relatively the same thing, which is avoiding attacks and dealing damage when you have an opening. The difference between the two major playstyles (close versus long range) in my opinion, is mostly where you position yourself. Clearly, you'll be right next to enemies in melee, but while playing as ranged, you simply want to continue to be at maximum attacking distance at pretty much all times.

    I am writing this guide as a melee class in an attempt to be thorough. Chances are, if you can handle a boss as melee, you can handle is a caster. As already stated, casters and ranged generally get more breathing room, so don't feel as though you're getting short-changed with this guide if you decide to play as one of those classes. Enemy attacks do not really change, and the primary difference is that being at long ranged, you may not need to do anything at all to avoid the attack.

    Remember, results may (and will) vary. There is a bit of randomness with boss encounters (sometimes they'll stand and do nothing, or do the same easily-avoidable attack 3-4 times in a row), so it's difficult to give an exact play-by-play with each encounter. Although I will list my level that I first defeated a boss, realize it is not necessary to even be my level, and you're more than welcome to even be a higher level if you so desire. I do believe it's entirely possible to beat the majority (if not all) of the bosses at level 1, if you know what you're doing.

    Character Creation

    Customize your character as you wish. There are only two options here that make a difference, the "Class" and "Effects" option.

    Class only affects your start-off gear and some of your initial Skill point allocations. Almost all characters start out at either level 2 or 3, so the game doesn't really set anything in stone for you. The Skill tree is very viable from the start, so even though the Mage might start off edged towards the Magic tree (that allows them to equip higher Staves and Wands), it's still a very easy option to go a different way with the Skill tree and have him/her specialize into something completely different.

    In terms of equipment, none of the initial gear is incredibly stellar, and you'll be able to acquire all sets as you venture through the rest of the game. Some of the initial items (like the Thief has some Grenades and Poison Knives) aren't special whatsoever either, and they pretty much all can be bought from merchants at some point.

    Ultimately, it doesn't matter! At least not really. If you have an idea of what you may want to play as, select that and just go for it, because you'll be able to be flexible in your playstyle until you start devoting a large amount of Skill points in a particular part of the Skill tree.

    Remember that this guide will be using the Knight class and will be following a melee combat style.

    Effects is a single item that can be selected at the beginning of the game, similar to the Demon's Souls series. These items can have varying usefulness, but it's nothing groundbreaking, so if you don't even pick one you really won't be any worse off. Here's a list of what they are:

    Red Shard:A minor healing item (a worthless choice).
    Stone Sellsword:When used at a Sanctuary, summons a NPC that gives local (second player) PvP/Co-op options.
    Amber Idol:A material (single-use) used in Transmutations. This is decently useful, as Amber Idols don't appear much until you're around halfway through the game.
    Grasping Ring:This ring grants more Salt (which is experience) for every kill. The bonus seems to be 10%, which is good. I always choose this, but realize you can find one later.
    Crystal Sphere:This changes the Sanctuary to whatever Creed you currently are a part of. Although this is useful, it's a single-use item and you'll find a few during the game.

    Choose "Venture Forth" to start your game.

    Prologue: The Ship

    This is just your introductory sequence, so try to get a feel for the controls and whatnot.

    Start out by heading right. The urns (and various other things, like boxes) are breakable, and usually drop gold. You'll be stopped by a NPC who talks to you for a bit. You are then attacked by a Marauder. In your first playthrough, they should have around 35hp, so just keep attacking or dodge/block as necessary. Running away is also an option (by running past him), as he won't follow you up the nearby ladder.

    Either way, just beyond the Marauder there is a ladder. Climb up and you'll see a line of Marauders fighting with some other NPCs. All of the NPCs die as you get closer, so you can either go one-by-one picking off the Marauders, or another option is to simply run to the end. The Marauders will follow you until you get to the boss area, so unless you're looking to kill this introductory boss (netting you a PSN trophy), you're probably better off just killing all of them.

    If you're interested in killing the Prologue boss, which grants you a PSN trophy, read below. It does also reward you with a lot of experience (about 10 levels worth), and a few materials needed for upgrades for higher tier weapons, but it's nothing to be concerned over. Experience can simply be farmed, and the materials can be found. Although having the materials may be nice for extras, they are only used for the highest tier weapons, so you will not even be using them until near the end of the game.

    If you're not interested in killing this completely optional boss, just run up to the deck of the ship and get yourself killed.

    Trophy Opportunity - The Unspeakable Deep

    This trophy is only available during the Prologue, and although there is New Game+ feature, the only time the Prologue is available is when you create a new character. I would say it's only particularly difficult when you're relatively new to the fight and don't know his attacks.

    Before you even get to the fight, take off whatever you need to get below 25% equipment weight (press L3 when you have the Menu opened). This will probably mean taking off the majority (if not all) of your armor, and only using a single weapon with both hands. Pressing Triangle in the Menu will unequip any gear you have currently selected.

    Boss - The Unspeakable Deep (Optional)

    • Attacks:
      • Lunge: The boss jumps towards you, and will damage you if you are anywhere underneath him as he lands. As he lands, there will also be a "shockwave" effect that will travel across the ground in both directions, which also do damage.
        • To Avoid: Rolling towards (through) the boss helps to avoid this.
      • Single Fist Slam: The boss raises his fist in the air and slams it back down onto the ground. You will be damaged if you are underneath his fist. This also has a shockwave effect, which travels in both directions and does damage.
        • To Avoid: Rolling towards (through) the boss helps to avoid this.
      • Double Fist Slam: The boss raises both of his fists in the air and slams it back down. This attack covers more range than the Single Fist, and its attack speed is a bit faster. Again, shockwaves that deal damage will emit from both directions after this attack lands.
        • To Avoid: Rolling towards (through) the boss helps to avoid this. Since the attack is faster, the window to avoid it is smaller.
    • Strategy:
      • Reduce your Equipment Load to under 25%. As you can see, all of the attacks are avoided the same way. What you want to do first is run up straight to the boss (don't attack) and immediately perform a single roll as soon as you see him attack. He more often than not starts with a Lunge, but he will use a Single Fist Slam on occasion. A single roll should get you directly behind him (assuming you're at 25% burden or lower), and you can safely get back into melee range without worrying about the shockwaves. You then attack him ONCE. And I mean once, twice if you're confident with the fight and understand how your stamina works.
      • Attack once then dodge. After attacking once, he will turn around and attack you again. Repeat the process and roll a single time behind him, and then turn around and hit him once. Keep repeating this process of rolling once then attacking once until he's dead.
      • Do not get overconfident. You can probably take a single hit from the boss and live, but twice usually means the fight is over. This makes the fight VERY long, and be prepared to do this for about 3-5 minutes.
      • Be careful of the walls. You really need to be careful if he starts to stick along the wall, particularly when he gets low on HP. If he does an attack right against the wall, sometimes it'll be impossible to dodge the shockwaves. If he's against the wall and uses a Slam, you can roll behind him to avoid the Slam itself, but the shockwave will get you instead since there won't be enough room to move.
      • His attacks get more frequent as his HP depletes. Ultimately it doesn't change the strategy, but it's something to be aware of.
    • Notes:
      • If you're only looking to earn this trophy, I personally would recommend the Pauper class to start out with. The Pitchfork's Triangle attack does decent damage (about 15) compared to other classes starting out (the other classes I have tried generally only do 5-6 damage per hit). It is entirely possible to do beat this boss on any class however.
      • You can use items like Grenades if you wish, but again I would never use more than one at a time, as your top priority should be rolling.
      • Again, if you're only interested in the trophy, I would also recommend unequipping everything you need right as you start the Prologue to get under 25% burden and just running past all of the Marauders. You'll need to roll past the ones that are engaged with the NPCs, which means stopping for a second to regain some stamina, but other than that the Marauders shouldn't even bother you much (if at all).
      • Just as a reminder, if you die to the boss and want the trophy/rewards, it means you'll have to back out and start a whole new character. The auto-save kicks in the second you die.

    If you manage to defeat him, you will earn the trophy, as well as a Shimmering Pearl, Drowned Tome, and Black Pearl.

    The Shivering Shore

    Item List
    Sanctuary Key

    My assumption is going to be you died at the boss (since that's what happened to me the first time). If you managed to kill him, nice job, the extra experience is certainly some nice padding.

    Head towards the right and you'll see a NPC to talk to. He'll ask you about Creeds which are particular groups that are found in the game. Some of them give access to certain items, and the freebie items that are granted from Sanctuaries are different depending on what Creed you belong to. Right now though, it's not really much of a concern. When you talk to this NPC, he'll ask you a Yes/No question:

    • Selecting Yes will lead him to ask you if you are a follower of The Three. Select Yes to follow this Creed.
      • Selecting No when he asks if you follow The Three will give you more options:
        • The Iron Ones (Mountainsmiths)
        • The Three
        • Goddess of Light (Devara's Light)
      • This is if you want a different option in Creeds to start off with. Ultimately it makes little difference what you choose here, as they are mostly all the same at the beginning of the game. You can change it later if you so desire (and you'll need to if you're looking for trophies).
    • Selecting No on his very first Yes/No question will simply default you to the choice of those three Creeds listed above.

    Choose whatever you wish to continue. You have to choose a Creed here, as there is no backing out once you start talking to this NPC. I personally chose the Creed Goddess of Light. When you have chosen, you will be given an item to claim Sanctuaries for whatever Creed you currently belong to.

    Trophy Earned! - The Three, Devara's Light, or The Iron Ones

    By taking an oath to one of the aforementioned Creeds, that should earn you their respective trophy. There is a single trophy for each Creed, so you will need to take an oath to all of them at some point to earn the platinum for this game.

    This isn't the only opportunity to take an oath for the other two Creeds, there will be opportunities for those later.

    Afterwards, continue on and you may see some bottles on the ground. Press Circle to pick them up and read the various notes. These first few are always there (I think) but the rest of them found littered around the game are almost always written by other players. You can write your own messages to be read by other players using a Jurney Bottle but we haven't picked one up yet.

    Continue forward and you'll see your first "real" enemy, the Rotten Walker. There are two here, so dispatch them and open the chest for a Sanctuary Key which you will need to progress. Continue to your right and open the door to your first Sanctuary.

    Sanctuary: The Shivering Shore

    Item List
    Red Shard (3)Pouch of SaltPouch of Salt

    Select the item that the NPC gave you (which will vary depending on the Creed you chose) by using the Directional buttons, then approach the middle of the room. Use the Creed item on the altar (by pressing R1) to claim it for your Creed.

    Creeds and Sanctuaries

    How Creeds and Sanctuaries work are a little peculiar. First, although you may have multiple Creed items to claim a Sanctuary for different Creeds (i.e. The Candelabrum for The Three and the Earthen Vessel for the Goddess of Light) you are only allowed to claim a Sanctuary for your current Creed. In other words, if you belong to The Three, you cannot equip the item for the Goddess of Light (The Earthen Vessel) and use it to claim it for the Goddess of Light.

    Also, the "Make Offering" selection is only available in the Sanctuary that coincides to your current Creed. So if you use the altar at a Sanctuary claimed by The Three while you are a follower of the Goddess of Light, the "Make Offering" selection will not be available. The "Level Up" and "Tree of Skill" are always available, no matter what your Creed is.

    There is much more about Sanctuaries and Creeds than this, and I'll have a section devoted to them for more information. As of right now, there's not much to do with them, so head to that section in the future when more things are available.

    You may have noticed that using the altar has given you a few healing items as well, and it will vary depending on what Creed you chose (for the first 3 Creeds, they are all basically the same). Coming back to an altar will give you a checkpoint, restock these healing items, save your game, and fully restore you. Chances are, you'll be frequently coming back to Sanctuaries and their altars to restore and level up.

    Trophy Earned! - Find Sanctuary

    This trophy should have been earned once you claim this Sanctuary for the first time.

    Not much else here, head right and outside. Once outside, jump up onto the wooden ledge (pressing the analog stick in the direction you are climbing makes climbing slightly faster), and head to the left. Open the chest here for Red Shard (3), Pouch of Salt. Head back to the right and drop back down to where you were.

    Continue right and you'll notice some stairs. Ignore the door, you can't open it. Head up and there will be a Rotten Walker and a Rotten Crossbowman on the wooden structure. Go on and dispatch them. The bag on the platform is a Pouch of Salt.

    Warning! - Some enemies spawn from the ground. There may have been another Rotten Walker that has spawned. If not, it should as soon as you drop back down to ground level. It is possible to attack them (and just about every other regular enemy) as they spawn to get a hit in preemptively, but they are temporarily invincible when they first spawn. Dispatch this newly spawned one as well, and here's a quick note about ranged enemies:

    Archers and Casters

    One thing to note, and you may have noticed in this first encounter with the Crossbowman, is that projectiles (which includes spells) can go through these thinner platforms. They can't travel through all platforms, it mostly depends on the thickness. If you jump up onto this wooden platform again, you'll notice you can drop "through" it by pressing (Left Analog stick Down) + (X). Any platform that you can drop down, a projectile can move through.

    This actually goes for you as well, and you can even use melee through some platforms (but remember so can enemies). It doesn't work all of the time though.

    All that said, continue right and you'll reach a door. There are a lot of Rotten Walkers in this next area, as well as a couple of Rotten Crossbowman (one is on the second level to the right). Try to stay on the ground floor until you're ready to clear the second Crossbowman, and try not to jump up and to the left because there is a stronger Drowned Berzerker that is slightly more aggressive (and has more HP).

    When you're ready, open the door and clear out the surrounding Walkers and Crossbowmen.

    The Festering Banquet

    Item List
    Red Shard (3)Pouch of SaltStone MerchantBundle of SaltTorch (3)Throwing Dagger (3)Bell of ReturnRed Shard (3)
    Stone ClericRogue's Set (Armor)Grenado (5)Bandaged RingJurney BottleMend (Prayer)Red Shard (3)Stone Blacksmith

    Hopefully you've cleared out the group of Rotten Walkers and the two Rotten Crossbowman here. There will be more Walkers spawning from the ground so always pay attention to your surroundings. When you're clear, head over to the Drowned Berzerker on the left.

    He's a little more aggressive with a little more HP (~50), but if you're decently aggressive with him you should be okay. If you see him kind of drop to the floor (like he's kneeling) run up and press Circle to execute him. A few enemies can be executed this way. The Berzerker is guarding Red Shard (3).

    Over to the right, you'll see a doorway (the glowing part), head through it to pick up a Pouch of Salt. Head back inside, but before you start climbing back up, read the note below.

    Platforming - Collapsing Floors

    Here, if you are at the center of the room, you may want to look up at the various wooden platforms. You'll notice that graphically there are a couple that look a little different. These are graphical tells that the floor will collapse shortly after standing on them.

    As of this one we are going to jump on, it's not that big of a deal (as they respawn after a few seconds), but later you will find these in very dangerous positions, which may lead to a quick death. Sometimes they'll be strewn about areas with enemies around, and other times you have to do some very quick platforming with a series of these collapsing floors.

    Be mindful of your equipment burden. Wearing heavier armor will slow you down and your jump distance will be slightly reduced, and there are a couple of points in the game it's not even possible to make a jump unless you're under 25% burden. If you're having problems performing a platforming section, consider reducing your equipment burden.

    Jump up to the first wooden platform, then jump to the platform with the two collapsing floors. You're obviously heading left, but you should have plenty of time to make the jump before the floor breaks. You can always just use the stairs on the left side as well, either way. More Walkers will spawn right underneath the ladder so be careful about those.

    When they're dead, continue to head left through the doorway. Pick up the Stone Merchant, Bundle of Salt on the ground, and then walk up to the ladder and press Circle to kick the ladder down for a meager shortcut. Head back inside.

    Climb up the ladder, then jump across for the Torch (3), Throwing Dagger (20). Only one way to go, but don't rush into it. Outside there is a Feral Beast and a Rotten Crossbowman. For the Feral Beast, you'll want to be really aggressive, as they die in a few hits and can do some good damage if they grab you. You can simply start attacking them if you wish, but if you want to be super cautious, I may as well include another note:

    Combat - Pulling

    The term "pulling" is used in gaming to hit a single enemy to "lure" it to you, so the surrounding enemies won't engage. This can be done here with the Feral Beast that stands below the Rotten Crossbowman in this area. Select any long range weapon (a spell, a bow, a grenade, the Throwing Daggers you just picked up), and aim it (it will release automatically after a few seconds) by holding its corresponding button when equipped (either Square, Triangle, L2, or R1).

    If you managed to hit the Feral Beast, it should come charging at you. Be aggressive and take it out quickly. The Crossbowman shouldn't do anything (unless you dodged towards it), allowing you to safely dispatch him once the Beast is dead.

    Pulling will be a strategy mentioned in future encounters.

    Once clear, pick up the Bell of Return that was behind the Crossbowman. Head on up using the staircase to the left, but be aware that there are a couple of Skullbats right as you enter the next room.

    The bats are easy to take care of, as they usually die in one hit, and don't really do any damage. They can Poison you with their attacks, but it takes a number of strikes before you actually are Poisoned. They are very quick, so if they manage to get away from you they generally are more of an annoyance.

    With the bats down, keep heading left. Jump over the gap to pick up Red Shard (3) and then jump back across. You can safely drop down here, but don't drop on the collapsing floor to the left. To the right, you can drop down again to get a Stone Cleric. Drop down again and you'll have to make your way back up, head back to where you dropped down from.

    Back where we were, you can see there's a long ladder leading up, a doorway above the doorway you came from, and a carved out section of the wall between the two doorways. The middle part doesn't have anything, and the doorway above just leads back to where the bats were. Climb up the ladder instead, but be prepared for a few Rotten Walkers that will spawn from the ground, as well as a Rotten Crossbowman. Once cleared, pick up the Rogue's Set at the corpse.

    Head left, but more Skullbats await you inside. Dispatch them and climb up, exiting back outside to see Grenado (5) on the floor. Climb up to clearly see the Drowned Berzerker waiting for you at the top (there will be at least one Rotten Walker that will spawn). Once cleared, pick up the Bandaged Ring off the ground. Equip it since you probably don't have 4 rings yet anyway, and it's actually a decent ring for melee.

    The strange black obelisk cannot be interacted with yet (you can't interact with any of them for a while) so ignore it and head back down to the area with the stone stairs (which was the platform you were on after the long ladder).

    On this platform, continue right and you'll see a Feral Beast accompanied by a Drowned Berzerker. You should also see a small wooden platform jutting out of the wall. Get onto this platform and drop through it (Left Analog Down) + (X). You can either pull the Feral Beast using a long-ranged attack, or just dive right in and hope for the best.

    Going left just head backs to where you were, so head right. Watch out for more Rotten Walkers spawning, and head down the ladder. Once down, jump over to the ledge on the left, go through the doorway and find a Jurney Bottle (this allows you to write messages for other players to view). Head back through the doorway, and then continue down, using the next ladder.

    At the bottom you'll find Mend (Prayer), but if you may not be able to use it yet. Use the lever to open the gate, giving you quicker access back to the Sanctuary. The door on the right is currently locked, but we'll be getting the key next. Just a little more exploring to do.

    Tip: For future reference, it's possible to descend ladders faster by holding R2 to slide down them.

    Once you've climbed the ladder, climb the next one as well. Keep heading up until you see another glowing doorway on the right. Head through and pick up the Red Shard (3), Stone Blacksmith near the edge of the cliff. Head back into the tower, and drop down a single level. To the right, there should be another doorway that leads to a smaller room, with a candle to light in the very middle. This is a Shrine which serves as a checkpoint.

    Checkpoints - Shrines and Sanctuaries

    As you may have noticed, the "Shrines" are considered these smaller rest spots with a bunch of candles. They abide by the same altar rules; they will refresh your items in accordance to your Creed. However, they only serve as a minor resting spot for checkpoint purposes, as you cannot level at the altar and there will be no NPCs to interact with in a Shrine.

    If you haven't found out yet, any time you reach a checkpoint (whether it is a Shrine or Sanctuary) and use the altar, all enemies will refresh (with the exception of bosses). This can be annoyance if there is a large amount of enemies to clear, but it can also be very useful gaining levels.

    So now you have a couple of options:

    • Head to the boss.
    • Go back to the first Sanctuary to use whatever Salt you have accumulated to level up first (you cannot level up in a Shrine).

    I would recommend going back to the Sanctuary, just so you don't potentially lose the Salt you've gained. So all you have to do is exit left (there may be a Rotten Walker spawn), climb down the two ladders, head left beyond the gate you recently opened, and just continue left. You can either continue to kill the Rotten Walkers, Rotten Crossbowmen, Drowned Berzerkers, Skullbats, and Feral Beasts that have all refreshed if you wish, or just bypass them all to get to the Sanctuary.

    Once back at the Sanctuary, you should have enough Salt to level up at least once. Once you select the "Level Up" option, you can select to level up multiple times by pressing the Square button (actually, this is the mechanic to choose multiples for buying from shops too, Square increases and Triangle decreases the amount).

    Leveling Up - Personal Recommendation

    If you recall, I'm currently playing the Knight class. Regardless of what you're starting with, my own personal recommendation is to pick the tree that you'll be using for offensive purposes. For example, if you're a Mage, I would recommend going into the leftmost part of the tree, in order to get the level 5 Wand, Staff, and Magic Skills (whichever you prefer to go for).

    Speaking of Mages, the Phial skills are important, and I would recommend grabbing the first one in the Magic tree if you're playing a Mage. Phials restore your Focus (mana) as well as "broken" parts of your Stamina (spells have a Stamina cost as well, decreasing your maximum Stamina with every use). Although these Phials can also be helpful for melee classes, since prolonged combat can reduce your maximum Stamina as well, these ultimately are more suited for those that are using spells.

    Going clockwise, Magic oriented skills are to the left, followed by Dexterity, then Strength, then Endurance, then Wisdom. You may want to explore the tree a bit before deciding which pathway you want to choose. Again, I would recommend starting out with whatever category of weapon/spell you think you may want to use, and continue to follow it until you have a good portion of the skills.

    Melee weapons generally scale with Strength or Dexterity (depending on type, check the information on the weapon for scaling).

    Magic spells scale with...magic. Prayers scale with Wisdom (they are generally not spells for attacking anyway).

    Endurance helps with equipment burden, allowing you to wear heavier armor. In my opinion, this may have questionable usefulness. Sometimes this game abides by more of a "the best defense is a good offense" philosophy; if you are dealing enough damage, damage intake may almost be rendered irrelevant (until NG+ at least). Damage mitigation does still come into play during some fights however, so it's not entirely wasted by investing into the various Armor/Endurance skills.

    Will increases your Stamina and Focus (Focus is considered to be your "mana" for this game).

    You can also use your various bags of Salt that you've picked up for a little more experience. I would say it's best to use them as you acquire them, since the vast majority of the bags you come across don't actually give you all that much anyway. As of right now, the bags you have picked up may just net you another level.

    I would always recommend trying to level up before heading to a boss. If I was ever above 50% of my level (it's the grey/white bar below your Salt total in the bottom left), I would go kill more until I got another level, but trying to ensure that I never killed a large amount beyond the level requirement. This way if I ended up dying, it wouldn't be a big deal. If you're losing a minimal amount of Salt, you can continue to attempt the boss without having to worry about losing a large amount of experience.

    The Stone Offerings

    Since you're back here at the Sanctuary, if you're melee, I would actually recommend using the "Make Offering" function while you're here. Use the altar and make an offering, then select "Stone Merchant". This will allow summon a merchant to this specific Sanctuary that will sell you items. A couple of important things to note:

    1. The items the Merchant sells depends on your Creed. Although the majority of items are similar, usually one or two things vary.
    2. You cannot interact with some Offering NPCs if you are an apostate or belong to a different Creed. You become an apostate by taking an oath to another Creed. It is possible to clear the apostate status, but that won't be available for a little while longer (and it costs Salt).
      1. Note: It is difficult to determine who you can and cannot interact with when you have a different Creed or apostate status. It's very bizarre from my experience. It seems as though Stone Guides don't care but other ones might, so it's a little bit of a trial-and-error process to find which ones will talk to you regardless of your Creed or apostate status.
    3. All Offerings are in LIMITED quantities! So don't go using all of them without thinking! Personally I think this is a really poor feature of this game, but I would recommend being generally conservative with the majority of the Offerings, particularly the Stone Leaders. However, others are a bit more common; the Stone Guides, Merchants, Mages, and Clerics come in decent amounts throughout the game, but do keep in mind there will not be enough to cover all Sanctuaries.

    Once the merchant is there, I would recommend either buying the Blessed Page or Pitchfire (as many as you can) depending on your Creed. This will allow you to enchant a weapon (melee or bow) with a different element, which helps in general, but particularly helps on the majority of boss fights.

    When you're ready, head back to the other Shrine within the tower (head right, jump up to the third "floor" and head through the gate you unlocked with the lever, then head up the 2 ladders, then up a couple of platforms). Once at the Shrine, use the altar again to get the checkpoint. Once done, continue to head upwards and exit out the left doorway.

    Large Candelabrum

    You will always want to pay attention to these, as they function as "boss markers". Whenever you see one, know that you are close to a boss; sometimes its a bit further, like this one is up the ladder, other times it could be just a few steps from the Candelabrum.