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Iron Keep is a longer and more satisfying prospect when compared to Sinner’s Rise and you’ll find not one but two bosses waiting for you deeper inside. The inner walkways are very precarious, there are traps everywhere, and in terms of PvP activity, the entry bridge is a spot that’s just as hot as the lava that surrounds it. I say memorable rather than best because there will be some players who detest walking its scorched battlements as countless Alonne knights and ironclad soldiers close in for the kill. Iron Keep doesn’t fit into this world in any logical sense, so it’s very fortunate that the location as a whole is still one of the most memorable in all of Dark Souls II. Similar to when we toured Heide’s Tower of Flame (see Part 4), there is a definite sense of incongruity with players going from a vertical windmill ride all the way to a lava-filled stronghold seemingly residing above the clouds. The short-sighted king was incinerated by the creature in one swing, and his castle devoured in a sea of flames.” “The earth spouted fire, and a beast arose from the flames. Be sure to check out the introduction post first if you haven’t already, otherwise continue reading for Part 12 which explores Iron Keep. Welcome to See Drangleic, an episodic playthrough journal exploring the world of Dark Souls II.
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