Zamor Ruins: The Elden Ring Difficulty Spike Nobody Talks About

Zamor Ruins: The Elden Ring Difficulty Spike Nobody Talks About

You’ve finally done it. You beat Morgott, talked to Melina, and rode that massive elevator up into the clouds. The Mountaintops of the Giants looks beautiful, right? Silent, snowy, and weirdly peaceful. Then you take ten steps forward, enter the Zamor Ruins, and a spindly, seven-foot-tall knight basically turns you into a frozen kebab before you can even get a hit in.

Welcome to the real Elden Ring.

Honestly, the Zamor Ruins are the ultimate "vibe check" of the late game. Most players cruise through Leyndell feeling like a god, only to get absolutely humbled by the Knights of Zamor. These guys aren't just regular mobs; they're essentially mini-bosses with health pools that make the Limgrave version of Margit look like a joke. If you're struggling, don't feel bad. This place is designed to be a nightmare.

🔗 Read more: Lies of P: Why It Is More Than Just a Bloodborne Clone

Why the Zamor Ruins is the Game's Most Infamous Gatekeeper

The thing about the Zamor Ruins is that it doesn't play by the same rules as the rest of the game. Usually, when you find a "ruins" area, you expect some dogs, maybe a few weak soldiers, and a basement with a chest. Not here.

The Knights of Zamor roam these streets like they own them—and lore-wise, they kinda do. They were the ancient enemies of the Fire Giants long before Marika even showed up. They use this weird, fluid movement that looks more like a dance than a fight, which makes their parry timings a total coin toss if you aren't focused.

One second they’re standing still, the next they’re backflipping across the map or blowing a cone of frost in your face that procs Frostbite instantly. It's frustrating. It's fast. And if you pull more than one at a time? Just go ahead and find your "You Died" screen now.

Getting there without losing your mind

To even see this place, you have to clear the Capital and get the Rold Medallion. You take the Grand Lift of Rold up, walk through the "Forbidden Lands" (which are really just a foggy path), and the ruins are the first thing you hit in the Mountaintops.

The Site of Grace is right at the entrance. You’ll also see Shabriri standing there—well, he's wearing Yura’s skin, which is creepy as hell—trying to convince you to become the Lord of Frenzied Flame. Pro tip: you can ignore him for now and focus on not getting stepped on by the knights.

The Loot That Makes the Pain Worth It

Why would anyone stay here longer than they have to? Two words: Bell Bearing.

The Smithing-Stone Miner's Bell Bearing 3 is hidden in a cellar here. This is a massive deal. Giving this to the Twin Maiden Husks in the Roundtable Hold lets you buy Smithing Stones 5 and 6 infinitely. If you’ve been stuck with a +12 weapon and wondering why you aren't doing any damage to these snowy sponges, this is your solution.

  • Finding the Cellar: It’s in the southwest part of the ruins. You’ll see a stone staircase leading underground.
  • The Spell: There’s also the Zamor Ice Storm sorcery. It’s on a corpse in the southern section. It's actually a top-tier spell for AOE (Area of Effect) damage, especially in the DLC where crowds get out of hand.
  • The Armor: You can’t actually get the Zamor Armor set here. For that, you have to go to the Giant-Conquering Hero’s Grave later in the region and kill the Ancient Hero of Zamor boss.

How to Actually Beat the Knights of Zamor

If you try to trade hits with these guys using a light weapon, you’re going to have a bad time. They have high poise and they don't stagger easily.

Heavy weapons are king here. A Colossal Sword or a Great Hammer can actually knock them out of their animations. If you’re a mage, don’t try to out-ice them. They have high resistance to Frost (obviously). Use Fire or Lightning instead.

There's also a "cheese" method involving a spirit animal. If you see a little hopping rodent spirit—it’s a jerboa—follow it. It actually guides you through "safe" paths in the ruins so you can sneak past the knights and get the Bell Bearing without a fight. It sounds fake, but it's a real mechanic that most people miss because they're too busy panicking.

A quick note on the lore

It's weirdly sad when you think about it. The Zamor were heroes who helped the Golden Order win the war against the Giants. But look at them now. They’re stuck in these crumbling shacks, wearing rags, and attacking anything that moves. They were basically discarded by Marika once the Giants were dead. It's a classic FromSoftware trope: the legendary warriors of yesterday are the mindless husks you farm for runes today.

Final Tactics for the Mountaintops

The Zamor Ruins is a lesson in patience. You can't rush it.

✨ Don't miss: Xbox Series X vs Series S: Why the Budget Box Still Makes Sense in 2026

  1. Level your Vigor: If you have less than 40 Vigor here, you’re basically a one-shot.
  2. Separate them: Use throwing daggers or a bow to pull one knight at a time. Fighting two is a death sentence.
  3. Use the environment: The walls are crumbling, but they provide great cover from their icy breath attacks.
  4. Get the Bell Bearing and go: Unless you’re farming for their curved sword (which is decent but not meta), there’s no reason to hang out here longer than necessary.

Once you’ve cleared the ruins, you’ll head across a narrow stone bridge. Watch out for the giant Golem with the bow. He’s got great aim, and the fall is a long way down.

Grab the Smithing-Stone Miner's Bell Bearing 3 from the chest in the southwest cellar of the ruins. Take it back to the Roundtable Hold immediately and upgrade your main weapon to +18 using Smithing Stones 5 and 6. This single jump in power makes the rest of the Mountaintops of the Giants significantly more manageable.