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ASHENBORNEELDEN RING REFERENCE

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Game data · App / Regulation 1.17

World · Boss

Death Knight (Scorpion River Catacombs)

This Death Knight uses a longhaft axe at the end of the Death Blight-filled catacombs.

Location and access

Scorpion River Catacombs

Death Knight (Scorpion River Catacombs)

Scorpion River Catacombs

Starting Site of Grace: Scorpion River Catacombs

Before you go

  • To enter the Realm of Shadow, defeat Starscourge Radahn and Mohg, Lord of Blood, then touch the withered arm in Mohg's arena at Mohgwyn Palace.
  • Access the Realm of Shadow and reach Rauh Base.
  1. To enter the Realm of Shadow, defeat Starscourge Radahn and Mohg, Lord of Blood, then touch the withered arm in Mohg's arena at Mohgwyn Palace.
  2. From Moorth Ruins grace in Scadu Altus, ride northeast to the small triangular pool. Look for the cave beside a statue of Marika and a Scadutree Fragment.
  3. Enter the cave and follow it past the perfumers to the glowing golden tree. Take the path to its right down into the swamp.
  4. Turn left through the route beneath the rock and continue until you emerge into Rauh Base. Activate Ancient Ruins Base grace ahead.
  5. Follow the valley southwest toward Temple Town Ruins. A bow golem and an axe golem guard the approach; fighting them is optional if you can pass their attacks.
  6. Collect the map beneath the stele near the ruined town. This is the lower valley, not the upper ruins reached through Shadow Keep.
  7. From Temple Town Ruins, follow the lower river north and northwest past the Pests and Gravebird platforms. Keep following the ravine until you can climb to Ravine North grace.
  8. Return to the river and follow it west, then south around the bend through the spider scorpions. At the coffin-filled end of the ravine, find the catacomb doors in the cliff. Watch for the militiamen guarding the entrance.
  9. Enter Scorpion River Catacombs, take the entrance lift down and activate its grace. Bring Rejuvenating Boluses if available; the floating eyes inside build Death Blight, which kills you when its meter fills.
  10. Pass the cannon-headed Imp and take the left stairs into the larger room. Cross the narrow bridge promptly and get beneath the Basilisk statue at its far end, using the stonework to block its eyes.
  11. Continue downstairs through the rooms with Imps hiding beside their doorways. Beyond the next cannon Imp, follow the right-hand route down to the first falling spike ceiling.
  12. Step near the trap to trigger it, retreat until it falls, then cross as it rises. Use the covered archways between the traps and repeat for the second ceiling. Do not wait beneath the spikes.
  13. Beside the second crusher, climb the ladder in the safe recess on the eastern wall. At the top, the crusher immediately to the left leads to a glovewort detour; it is not the helmet's upper room.
  14. Continue to the walkway facing the Basilisk eyes. At the corner where the wall meets the railing, edge close enough to trigger the other spike ceiling, then jump onto its flat top after it falls.
  15. Ride that ceiling upward. The upper ledge to the left holds Imp Head (Lion). For the route onward, return to the trap and step down behind the Basilisk statue, where its eyes cannot see you.
  16. Behind the Basilisk statue, take the stairs beside the passage containing Knight's Lightning Spear. Clear the two Imps upstairs, including the one hiding to the right, and drop from the western side onto the walkway beyond the bridge.
  17. Take the lift down. In the next corridor, wait in the side recess until the wandering eyes pass, then follow behind them. Use the ramp and rubble to reach the far end while keeping out of their sight.
  18. Turn right through the large corner room with the cannon Imp. Continue into the next room, where two Imps and a sorcerer attack. The floor drop and ladder here lead to an optional Great Ghost Glovewort.
  19. Continue upstairs to the long bridge patrolled by another pair of eyes. Wait for them to move away and follow behind them, using the doorway as cover when they turn.
  20. Cross the whole bridge behind the moving eyes. At its far end, take the side corridor on the right to the final lift. The lower-bridge cookbook detour is optional.
  21. Ride down and follow the passage to the fog. Defeat the Death Knight for both Death Knight's Longhaft Axe and Cerulean Amber Medallion +3. These are direct rewards, rather than pickups in an earlier side room.

HP and damage negation

Values below are for solo play on the first playthrough. HP is maximum health. Temporary protection and other state changes are explained in the notes.

Death Knight (Scorpion River Catacombs)

Solo, first playthrough

HP is still being verified for this phase or encounter.

Damage typeDamage negation
Standard40%
Strike40%
Slash40%
Pierce20%
Magic40%
Fire20%
Lightning40%
Holy0%

Notes

  • Victory awards Death Knight’s Longhaft Axe and Cerulean Amber Medallion +3.
  • The twin axes and Crimson Amber Medallion +3 come from Fog Rift Catacombs instead.
  • The healing grab is a major threat. Save a dodge for the charged approach instead of spending the whole opening on an attack.
  • Keep the long axe’s reach in mind after a backward dodge. A comfortable gap from a smaller weapon may still be inside its swing.
  • Use cover from the floating Basilisk eyes on the route in. A full Death Blight meter kills regardless of remaining HP.
  • The lower Great Ghost Glovewort detour is optional. Continue upstairs and across the moving-eye bridge to the final lift.
  • The dungeon lies in Rauh Base’s river valley, below the upper ancient ruins.
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