Scaduview (Hinterlands) - Essential Path Walkthrough
The Scaduview Hinterlands area is an optional sub-region found in the far north-east of Elden Ring’s Shadow of the Erdtree DLC. While it is technically optional and only accssible via a secret path from the Shadow Keep, this region is home to a major Remembrance Boss, and the final objective of Count Ymir's Sidequest, which can unlock another Remembrance Boss to defeat. This page contains an essential path walkthrough and guide to Scaduview, including important character questlines, powerful blessings, items, and weapons.
Note that this page will also contain information on returning to the Cathedral of Manus Metyr to complete Count Ymir's Quest.
Learn more about the Scaduview, the second Finger Ruins, and completing Ymir's Quest in our full walkthrough below:
- Jump to A Section:
- Getting to Scaduview
- Commander Gaius Boss Fight
- Scaduview Hinterlands
- Finger Ruins
- Completing Ymir's Questline and Boss Fight
How to Reach Scaduview
The Scaduview area can only be accessed by traversing through a specific part of the Shadow Keep Legacy Dungeon's Church District, but before you attempt that, there’s an important item you’ll need to find first.
In the Scadu Altus region, head to the Moorth Ruins near the center of the region, and search the eastern part of the ruins for a smaller hole in the ground you can drop down into. This tunnel will lead down to a ladder you can climb up to reach Bonny Village to the east, far below Moorth Ruins.
Once in Bonny Village, cross over the ditch running through the town, and then ride north out of the pot village.
Just a little ways north across a field, you’ll find an abandoned statue in a certain pose, and interacting with it will give you the O Mother Emote - which will be very important later.
Next, you’ll need to enter the Shadow Keep Legacy Dungeon through a very certain entrance. Head east through Bonny Village to find a road that circles around north toward the Cathedral of Manus Metyr, and just north of it is a large entrance to the Church District of Shadow Keep.
The flooded area must be traversed by jumping along the rooftops, and you’ll need to stick to the northern edge until you can jump onto the roof of the large church in this dungeon.
From the rooftops of the church, look inside to find a large hole with beams you can fall onto, and carefully drop down on the far side through another hole in an upper platform.
As you explore the back of the church, you’ll find two exits - one to the west that can lower the water level, and another exit to the north (right in front of a Fire Knight), that leads to a lift taking you up into the Specimen Storage tower, in a separate area from the rest of the dungeon.
Look for a ladder to take you high up into the Specimen Storage tower, then travel up the stairs into a room filled with bookshelves.
Move along the southeast to find a broken bookshelf on the wall with a hole through it, allowing you to step onto the scaffolding outside the tower.
Follow the scaffolding to reach the loft section of the Specimen Storehouse, and you’ll find a lift to take you up into the rafters. You’ll need to carefully navigate the beams and avoid the Vampire Bats to reach the northern edge of the loft, where you’ll find another exit leading outside.
Take the lift down, and then cross some scaffolding to another lift in the northwest, which will take you all the way down to the Shadow Keep’s Back Gate. Be sure to check the altar to the right of the Site of Grace where you can find a Scadutree Fragment. You can now face the boss outside, or skip ahead to unlocking a secret path in this room to Scaduview's Hinterlands.
Shadow Keep, Back Gate Site of Grace Scadutree FragmentCommander Gaius Boss Guide
Recommended Scadutree Blessing 8 - 10Of the recent bosses we have battled, Commander Gaius is most similar to the Golden Hippopotamus. His attacks are slow, but deal massive damage. His combos are short, but have big range. He dashes around the battlefield, rarely giving you a chance to heal or rest. Stagger and bleed are both highly effective, I recommend a weapon that specializes in one or both of these effects.
Gaius always opens the battle with his long range charge. This attack can be a little weird to dodge due to its wide hitbox, you need to wait until the very last second before the boars tusk is about to hit you, then dodge diagonally forward and away from the boar. If done correctly you can immediately turn around and do a jump attack on Gaius as he turns around.
Next up are his various boar attacks. The boar has three: head slam, body slam, and kick. The head slam and body slam are just like the Golden Hippo’s. The boar will raise its head/body, wait out the delay, then dodge roll into the attack as the boar brings its body down. The head slam is usually a two hit combo, wait for the boar to shake its head before attacking.
The kick will only happen when you stand behind the boar. When it raises its rump, get ready to dodge toward the kick to avoid it, then get in some more attacks.
The safest place to attack Gaius from is usually the side. This avoids some of the forward facing boar attacks, and leads him to use some of his easier to dodge spear attacks. Almost all of them are telegraphed by him raising his spear and looking down at you. Dodge toward Gaius as he swings downward to dodge these attacks.
What makes this tricky is sometimes Gaius likes to combo off of the boars attacks. He will frequently follow one of his side stabs with a boar headbutt, then body slam. Use quick attacks to punish these swings unless you are sure the combo is over. As I said before, the body slam or the boar head shake are both clear signs the current combo has finished.
Another combo is the double side slash, where Gaius does sort of a drive by slash, turns around, then comes back to do another. The swings are slow, so as long as you watch him closely you can simply dodge roll through them, then get an attack in after the second slash.
When you see the boar raise its head and Gaius raise his spear he is about to execute his long, seven hit combo. This is a series of alternating headbutts and spear slashes, you can either dodge roll them all, throw up your shield, or simply run away. Just make sure you react quickly if you are going to run, because this combo has huge range.
When the boar head kicks up a cloud of dust, that is the second to last attack. Gaius will end with one final spear slam, and after that you have a 2-3 second opening to attack him.
Another tricky attack is the tackle. Gaius will dash around you in a circle, but then stop and execute a side tackle with the boar. Keep a close eye on his movements to predict this one, you can see him stop abruptly and the boar rears its head back before the tackle happens.
Gaius also has two charged spear attacks, telegraphed by his spear glowing purple. One is a melee stab, which creates a melee blast on the ground. You can avoid this by dodge rolling through it just as the spear is about to connect with you.
The second is a ranged spear blast. This one usually happens when you are a short range away from Gaius. He will jab the spear toward you, sending a blast of electricity your way. You can avoid this by simply dodging to the side as it approaches.
The final gravity magic is the easiest to avoid. Gaius will summon a volley of rocks from the ground, which whip around his head then fly toward you. He usually does this when he is out of melee range, so run toward him, then dodge roll through the rocks, and you might be able to close the gap and attack.
At about 60% health Gaius will enter phase two, charging himself up with gravity magic and unleashing a blast of energy. You need to run away from him as soon as you see his body begin sparking or else you will get caught in the blast. From there, just keep running because he is going to do a long flying slam attack. You just want to get as far away from it as possible, use the opening to buff or heal yourself.
In phase two he has some new attacks. First is his flying dash attack, where he lifts off the ground for a few seconds before dashing toward you at ridiculous speed. The dash is fast, but as long as you see it coming it is easy to dodge. Roll toward him as he flies toward you to avoid it.
Second is the earth spikes. Gaius raises his spear above his head, causing the ground around him to glow, summoning earth spikes from the ground. You need to start running and strafing around him in a circle to avoid the spikes that burst up from under you. If you slow down at all you will be caught and possibly instantly killed.
The final new attack is the gravity well. Gaius raises his sword, then places a gravity orb on the battle field which pulls you toward it and deals damage in intervals. To avoid this simply run away from it until you are out of its range. Getting caught in the well makes it nearly impossible to avoid his attacks, and is likely to result in a stun lock death.
Beyond that, the fight remains exactly the same. Keep an eye out for those new super attacks, and keep up the same strategy from phase one. Generally, staying as close to Gaius as possible is good because his melee attacks are more predictable than the ranged ones (and of course more punishable as well).
Defeating Gaius gets you the Remembrance of the Wild Boar Rider and 230,000 runes.
Commander GaiusFrom here, be sure to explore the area just past the arena where Commander Gaius was in, as there's even more rewards to pick up.
As you make your way up the path toward the large archway in front of the Scadutree, look along the left for an Albinauric's Shack. A lone Albinauric Archer can be found here on wolfback, and defeating her will get you Gaius's Greaves (the rest of his set can be bought from Finger Reader Enia.
You can also check the shack itself to find the Sharpshot Talisman.
On the other side of the large archway, you'll come to the Scadutree Chalice. While you can't physically reach the Scadutree from here, you can find 5(!) Scadutree Fragments all in a pile at the base of the bowl, which should give you 1-2 blessing levels!
Scadutree Chalice Scadutree FragmentScaduview (Hinterlands) Walkthrough
If youhaven't already, be sure to complete the first part ofYmir's Questlineat the Cathedral of Manus Metyr to the south. After sounding the bell at the Finger Ruins by theCerulean Coast, you can return to Ymir to get a newRuins MapandBeloved Stardust Talisman, as well as theSwordhand of Night Jolan'ssupport.The big secret lies just to the side of the Back Gate Site of Grace. A small chapel room here has a statue and a note that reads “Have Mercy. For the spirited-away shamans.”
You’ll need to use the emote you found north of Bonny Village, O Mother.
This will move the statue and reveal a new path to the Hinterlands of Scaduview, and several new points of interest only accessible by this path. The Hinterlands is comprised of verdant flower fields that are in stark contrast to the rest of the Shadow Realm, but aren't completely devoid of danger.
Not far from the Hinterland Site of Grace, you'll be ambushed by one of two Tree Sentinels. The first will careen around a corner to ambush you and holds a torch, while a second waits further up the main road carrying a greatshield.
Note that there is a summon sign for Swordhand of Night Jolan if you've gained her trust in Ymir's Questline, and she can be used to help fend off the Tree Sentinels (as well as summoning Spirit Ashes). However, if you don't lure the second Tree Sentinel over, she and any spirit summons can disappear after the first battle, making them unusable when facing the second foe.
Each of the Tree Sentinels drop a Blessing of Marika, which should put your total at 4 incredibly rare and powerful full-restores - use them wisely!
Be sure to look up the sloping path the first Tree Sentinel came from and head southeast. You'll come upon an abandoned but beautifully pristine Shaman Village - the birthplace of Marika. In the center of a field bathed in golden rays, you can find a small sapling where the legendary incantation Minor Erdtree can be found.
Head up the path past the abandoned and dilapidated homes, and look for a large gnarled tree. Nestled at the base is a body (or statue?) of a woman that holds a talisman, the Golden Braid. Both items can give you some important clues about Marika's origins, but you won't find much else in the abandoned village.
If you check the southern tip of the area behind the village, you can find a series of small platforms going down the cliff. Carefully navigate down them one at a time to find the next appropriate platform, which will put you right above Rabbath's Rise.
From here, it's possible to carefully jump onto the tower's balcony, and find an alternate way into the rise. Even if you explored it earlier and got the cannon, you can find a Puppet of Anna, another Swordhand of Night, and dropping down you'll find a body holding a Spellmachinist's Bell Bearing to create specialized ammo for the jar cannon.
Back on the main road, continue ahead to find the Hinterland Bridge Site of Grace. Aside from the main path leading down to where an army of Lamprey enemies are sleeping in the road, you can also find a path to the left leading to a large crater.
Investigating the crater will cause a Fallingstar Beast to appear, who will charge across the area to attack with its massive fangs and spiked tail (striking weapons like maces work well against its stone-like hide!). Defeating it will earn you the Gravitational Missile sorcery.
Beyond the large groups of sleeping Lamprey (which you can ignore or defeat in small groups), you'll soon crome across what can only be described as herds of Fingercreepers. If you give them a wide berth, they'll largely ignore you, but you can also defeat them quickly with fire attacks.
As you head down the hill, be sure to navigate to the northern edges of the area before the main Finger Ruins. Here you can find another of the Remembrance Duplication Altars to duplicate a boss soul should you wish.
A little bit to the south of the Remembrance Duplication, keep an eye out for a low ridge with an opening below it that you can drop down into.
This large cave holds the Fingercreeper Ashes, but it's guarded by a Giant Fingercreeper. While it's incredibly huge and deals more damage, its attacks will remain the same. Dodging can be a bit more difficult, but it's still very vulnerable to fire damage.
Finger Ruins of Dheo
You can reach the main Finger Ruins of Dheo either by the main path down from Fingerstone Hill past the legions of Fingercreepers, or by exiting the cave with the giant Fingercreeper into a small valley to the east.
Like the Finger Ruins found in the Cerulean Coast, the place is lousy with Lampreys that hide among the giant fingers, cling to the sides, and several that cast stunning magic from afar.
While the other ruins only had one flinging the stunning spell, you'll likely find two down the main path toward the center of the ruins, which can make infiltrating from the eastern valley an easier task. Still, use the giant fingers as cover from the seeking spell to avoid getting stunned and grabbed.
These Finger Ruins are also similar to the previous ruins in that there isn't much to see or do here aside from the center, where you can use the Hold-Laden Necklace to ring the bell. Doing so will grant you theCerulean Seed Talisman +1, and complete Count Ymir's second task.
From here you can either teleport back to the cathedral, or use the cliffs south of the Shaman Village to carefully drop down into Rabbath's Rise and then south to Ymir's cathedral.
Return to Count Ymir, who will be elated at your progress. His final gift is simply a third Ruins Map, which upon closer inspection seems to simply depict the outline of the cathedral you're currently in.
Be sure to purchase the new spells that Count Ymir offers, and speak to him further about the "Nature of the World" until all dialogue has been exhausted.
When you rest at the nearby site of grace and return, Count Ymir will have vanished, but there's more to his throne than meets the eye. Interact with the chair and you'll reveal a secret passage leading down below the cathedral to the final Finger Ruins of Miyr.
As you begin to explore this area, you'll soon be invaded by the Swordhand of Night Anna. Like Jolan, she's clad in black armor, and uses semi-corporeal claws to attack quickly with huge bleed damage.
Watch for the projectile blades she can throw out from the claws, and try to dodge or block her attacks so you can riposte and keep her staggered until she falls. Defeating her will earn you her Claws of Night.
Claws of NightNote that you can return up to the cathedral and tell Jolan of what you witnessed, but after a moment of hesitation she will re-affirm her commitment to Ymir and will hear no more.
Head to the far end of the Finger Ruins, and be sure to check a slope on the left to find the Finger-Weaver's Cookbook 2. Head up to the final hanging bell, and use your Hole-Laden Necklace to be transported to a strange arena where the Mother of Fingers awaits.
Metyr, Mother of Fingers Boss Guide
Recommended Scadutree Blessing 10 - 12Metyr, Mother of Fingers is a large monstrosity made up of fingers, though she seems to have normal arms and a tail as well. She attacks primarily with her arms, legs, and by slamming you with her body. She also has a handful of spells she can use, though these become more prominent in phase 2.
Metyr’s weak point is the gash on her chest, so you want to stay in front of her and in melee range as much as possible. For this reason, a good shield and guard countering is a powerful strategy against her. As with most of the other bosses in this DLC, she is also very susceptible to bleed and stagger.
As you approach Metyr she will almost always open with her laser attack. Keep an eye on her head, as soon as you see it light burst outward the laser is about to fire. Simply roll through it to avoid, then keep approaching her. She will continue to use this throughout the fight even when you are up close, so keep an eye out for her glowing eye.
Her most common gap closing attack is her dashing headbutt. She will place her hands on the ground and slowly amble toward you, then swing her head upwards and jump toward you with a head slam. This attack has massive range so don’t expect to run away from it, instead dodge roll into her as her head makes impact.
This slam attack is a little tricky, since she will often follow it up with one or two jumping slams. You just need to react accordingly, do not attack if you see her getting ready to jump again. Roll into the jump attack and she slams into the ground, and stay in front of her. Once the jump attacks end, you can freely attack the weak point. Keep in mind she can also use these quicker jump slams at the start of the combo, you dodge them just the same.
Then there is Metyr’s true body slam, where she places her hands on her chest and lifts her entire torso high into the air, before slamming down on top of you. She takes her hands off her chest just before the drop, so be ready to roll forward then attack her weak point after.
Her final slam attack is a jumping slam where she leaps into the air above you and releases projectiles in the area around her. For this attack you simply want to roll left or right to get out from under her as she comes falling down on top of you.
She will often follow this up with a sweeping laser attack. For this attack all you need to do is watch the beam, then rolling into it as it comes toward you. Run toward Metyr as fast as you can any you can get a jumping attack as she recovers.
At melee range Metyr has a few arm attacks. One is a simple swipe attack, two hit combo where she lashes at you with both of her hands, from left then right. Block or dodge roll through both of these, then hit the weak spot after.
Another is the hand slam. Similar to the swipe, but instead she raises her hands then slams them down on top of you, one after the other. This is just the start of a longer combo though, after the initial slams she will put her hands together and slam them down three more times, two in quick succession then the third after a short delay. You will want to either shield up, or roll twice back to back, then wait a split second before rolling one more time.
She can also attack with the fingers/legs underneath her chest. She raises them up, then slams them down on top of you. This attack is tricky and quick because it looks similar to the body slam, however if you are just standing your ground with your shield it's an easy guard counter.
She also has a basic, single hit elbow slam she will do. She turns slightly, lifting the elbow into the air before slamming it down on top of you. This is another simple roll forward, then attack.
In general you never want to stand beside Metyr, not only because she takes less damage but because her legs have some very dangerous attacks. If you see her turn her side toward you, you want to roll or dodge away immediately or throw up your shield if you have one. She will either to a single jab attack with all of her legs, or a barrage of little kicks that cause her to approach you. One of the easiest ways to die here is to get caught up in her legs, so try to avoid that area at all costs.
Metyr will also occasionally rip open the gash on her chest, releasing three fingercreeps into the battle. These guys are quite weak but can be annoying to avoid as you try to deal with her other attacks. Either try to draw her away from them, or quickly focus and kill them.
Her biggest magic attack of phase one is the ground explosion. Metyr will wrap her arms around her body and build up magic in her eye, then place her face to the ground causing the magic to swell up underneath you, then explode. As soon as you see her wrap her arms around her body, start running toward Metyr. If you get beside her before the explosion goes off you avoid it entirely, and you are in prime position to attack.
If you cannot run forward in time, instead look at the ground and look for a spot on the ground that is still blue and not glowing pink. That is a safe spot, stand still on it.
At about 60% you will trigger Metyr’s phase two. She will crouch down and charge up, before releasing a burst of energy. The best strategy here is actually just to stand you ground and keep attacking her weak spot. The burst of energy will knock you to the ground, but it doesn’t deal that much damage.
Don't get up immediately! Wait until Metyr floats into the air and you see a pink flash of light, which is a second damaging blast, then hit the roll button to do the dodge getup. This will avoid the second, more damaging blast.
In phase two Metyr uses all the same attacks, but now mixes in a variety of new spells. For example, her eye laser now shoots three beams in a row instead of one. Dodge rolling them doesn’t really work anymore, so instead just start running left or right as soon as you see her charging the beams. As long as you are at a full sprint you will narrowly avoid all of them.
Another is a sort of magic minefield. The orb above Metyr’s tail will glow and she will float slightly off the ground, arms raised. Purple portals will open on the ground all around you, summoning these sort of magic landmines. As soon as you see this attack, start running left or right doing your best to avoid the orbs as you go. Metyr mostly summons the orbs in front of her, so once you get out of the “minefield” so to say you are safe to prepare for her next attack.
Phase two also introduces a new, very dangerous slam attack. Metyr will float high into the air and start spinning in place. After a few seconds, she will fly toward you, hit the ground, then slide toward you while spinning. If you are caught by any part of this you will take damage, and you can’t block it with a shield either. One option is to stand directly underneath Metyr and dodge roll as she falls on top of you, but the timing is very tight.
Another is to start running away as soon as you see her start floating. As soon as she start flying toward you, change your course slightly to be angled away from her, then dodge roll just as she is about to hit you. This should create just enough distance that you avoid the entirety of the slam and spinning attack, and should position you close enough to her that you can attack afterwards.
Her final new attack is her ultimate. Metyr pulls energy toward her while floating into the air, then summons a giant black hole above her. This causes the ground around her to become dangerous, damaging you if you approach.
Then, a giant laser begins firing from the black hole, creating a massive blast along the ground. As far as I can tell, your best chance to avoid this laser is to immediately start running left toward it. Because it is at an angle, there is an opening you can run under before it connects with the ground. This is incredibly difficult to hit though, your better option is just to switch to a shield and tank the little bit of damage. When the laser comes around the second time the timing is much easier, just run left toward the laser and under it. As soon as the attack ends, run toward Metyr and attack her as she lands.
Defeating Metyr, Mother of Fingers gets you the Remembrance of the Mother of Fingers and 420,000 runes.
Metyr, Mother of FingersWith Metyr defeated, you can return back to the Cathedral of Manus Metyr, but the place still seems to be deserted, with neither sign of Jolan or Ymir at all.
However, you can reveal an ambush by attempting to interact with Ymir's throne one last time. Instead of opening up, the voice of former ally will ring out.
Swordhand of Night Jolan is a fast, powerful foe with the ability to inflict Bleed and a dangerous Ash of War. If you see her enter her stance, sword pointed outward, she is about to dash forward with a flurry of strikes.
Other than that, she will use the normal mix of running attacks, combos, and jump attacks that all NPCs love to spam. Her unique sword is immaterial, meaning it cannot be fully blocked by any shield. Either strike her from afar with a ranged attack, stagger her to death, or sit behind your shield and abuse guard counters. Just make sure to keep yourself topped up on health.
Shortly after defeating Jolan, Ymir will appear in front of his throne, beginning one last boss battle.
Count Ymir, Mother of Fingers Boss Guide
For a boss with a health bar and everything, Count Ymir is surprisingly worthless. His most dangerous attack is his summon, where he rips open his chest to create two fingercreepers (just as Metyr did). This action is very slow, so use the opening
If you stand around him, he will summon fingers up from the ground to strike you. For some reason he continues to use this attack even when you aren’t quite in range, so use the opening to get in a jump or running attack.
His final attack is Glintstone Nails, a spell which releases a burst of glintstones that slowly chase after you. These are so slow you can easily run around them or dodge roll through them, just remember they can loop back around and hit you from behind.
Because he doesn’t have effective melee attacks the best approach here is just to run at Ymir and lay into him with attacks, trying to stagger him to death. He will teleport away from you, but he doesn’t go far so just chase him down wherever he ends up.
Defeating Count Ymir will officially end his questline, and get you Ymir’s Bell Bearing, the Maternal Staff, and Ymir’s High Priest Armor Set.
Maternal StaffIf you were wondering what became of his "son" Yuri, you can check the small graveyard outside to find the Cherishing Fingers sorcery spell has now been placed at the foot of Yuri's grave.
Decide the Fate of Jolan
Be sure to rest at the Site of Grace one last time and you can find the Swordhand of Night Jolan in her usual spot, now mortally wounded from your battle. Similar to the Fire Knight Queelign that was in the Prayer Room of the Shadow Keep's Church District, you are able to give her an Iris - either an Iris of Grace, or an Iris of Occultation.
If you gave Jolan the Iris of Occultation, there's one last thing you can do. Return back to the Scaduview Hinterlands and pass through the Shaman Village to drop down the cliffs into the tower of Rabbath's Rise. If you interact with the Puppet of Anna while holding Jolan's Spirit Ashes, you'll be able to combine them to form Jolan and Anna Ashes, allowing you to summon both swordhands of night as a pair of spirit summons. You can also re-interact with the puppet to revert this change.
With Ymir's questline complete, and Shadow Keep fully explored, you only have a few choices left on where to go next. You can skip ahead to the final legacy dungeon by using Mesmmer's Kindling on the Sealing Tree past the Church of the Bud in the Rauh Ruins, or check out two last optional regions: Our next stop will be the Abyssal Woods, followed by the Jagged Peak.
Up Next: Abyssal Woods - Essential Path Walkthrough
PreviousShadow Keep (Church District) WalkthroughNextAbyssal Woods - Essential Path WalkthroughTop Guide Sections
- Walkthrough
- Shadow of the Erdtree DLC
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Source: https://www.ign.com/wikis/elden-ring/Scaduview_(Hinterlands)_-_Essential_Path_Walkthrough · updated 2 years ago
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