Dark Souls 3: Anor Londo to Aldrich, Devourer of Gods
One more covenant, another Lord of Cinder. Just another day for your regular world-saving ashen one.
Dark Souls 3: Anor Londo to Aldrich, Devourer of Gods
We recommence at the Anor Londo bonfire. Check out the sky here; see how it changes? Souls fans already know where they are.
Right! Before we venture into Anor Londo, let’s go join the Blades of the Darkmoon. Skip down if you’re not interested.
Return to the tower and ply the crank, winding the structure back down. Walk to the bridge stub that seems to point nowhere, and just – step out. Keep walking till you reach the nearby tower, then roll off the side towards it.
Here you can chat with Company Captain Yorshka. If you have the Darkmoon Loyalty gesture, obtained by chatting with Sirris (see the NPC guide for details), you can join the covenant. See our covenant guide for more information.
Activate the Prison Tower bonfire inside the tower. Now for a bit of treasure hunting. Equip the Silvercat Ring or ply Spook in case everything goes horrible wrong, then begin falling down from ledge to ledge through the centre of the tower.
The first item glow is the Painting Guardian’s Curved Sword. The second is the Painting Guardian’s armour set. Keep on falling down and you’ll reach the Church of Yorskha, and can use the bonfire to travel back to Anor Londo.
This is not a large area but it is terrible, because it is full of Silver Knights. These guys are tough as nails, and if you’re playing a cheesy ranged character, you’ll have a terrible time; the knights have long sight lines, and there’s nowhere to hide.
If combat is causing you despair, you have two options. First: summon help. Second: use a Young White Branch or the Chameleon spell, which you’ve had two opportunities to obtain so far. As long as an enemy isn’t looking at you, you can just keep on walking. When you interact with loot or doors your cover will be blown, so be careful – and unequip any auto-summoning covenants.
As you proceed up the stairs you’ll be attacked by a Silver Knight with a spear. A second Silver Knight follows right on his heels, so if you are battling your way through these shitheads, you'll need to be aggressive.
At the top of the stairs you can collect a Soul of a Weary Warrior just to your left. The right hand path is a dead end guarded by a red-eyed Silver Knight, with only a Soul of a Crestfallen Knight as compensation.
The big doors in the middle don’t open; the other path is the one we need. There’s nothing down the lower ledges, so head through the door and take the Giant’s Coal for Andre. This is the last one, so you can know access every kind of infusion.
Climb the gross stairs forever and ever until you emerge in another church. There are stairs leading down to the ground floor on both sides of the area, and loads of deacons below. However, there’s something we should do up here before we start tangling with that nonsense. Stand in the middle of the two staircases, and look at the ceiling above… An arrow will send the horrible spidery catty thing plummeting to the bottom floor now, rather than at a time inconvenient to you (ie, on your head).
So! Let's take stock of the situation first. There are three deacons in a group on the left balcony, two in front of the boss door, and two more just standing about in the centre of the chamber. Less obviously, there are probably a dozen slimes or so in here, including many waiting to drop on you from the ceiling.
In our opinion, the best way to clear this area is to take the left stairs and beat up the three deacons, grabbing the soul they’re guarding. Snipe the two deacons on the bottom floor using the second flight of stairs, then go around the top to the other set. Grab the Moonlight Arrows and snipe the remaining two deacons. As for the slimes, clear them if they get close to you and try not to walk under them (difficult, as you can barely look that high), but otherwise you can mostly ignore them.
As for the horrible spidery catty thing; it should have retreated back towards the main doors. Stand on the lowest landing of the right hand stairs and snipe it, then run up one more flight. It cannot seem to figure out how to get up here, and its leap attack won’t bring it high enough to hurt you. Murder it at your leisure, and if ti somehow figures out how to get to you, sprint around to the other stairs to baffle it. It’s carrying Aldrich’s Ruby. If you killed its buddy back at the Cathedral of the Deep, you'll have a matching pair of Aldrich's rings.
With this room clear, you can use the crank that’s in a niche to the left of the doors (facing them on the inside) to open the doors. Your path to the boss is now a very simple run from the Anor Londo bonfire – especially if you’re happy to Chameleon right past the knights and deacons. Prepare yourself to battle the third Lord of Cinder; this marks a major turning point in the game, so you must have completed any NPC and side questing you want to do before this.