Overview
Complete guide for Iron Steed in Mina the Hollower. Learn the effect, Joule cost, location and best use cases.
Sidearm profile
- Joule Cost: 3
- Type: Offensive
- Location: Field destructibles, shops, and chests. Required for the Iron Steed Drag Race minigame, which is itself unlocked through the main story.
Build parser notes
- Affects: Sidearm, Passive Effects
- Extra Stat Level: Attack 0, Defense 0, Sidearm 3
- Passive Effects: A pedal-bike mount that moves faster than walking or burrowing and can jump while mounted to clear long gaps. Ring the bell to agitate enemies. Damages enemies on contact, but Mina is thrown off in the process.
How to Get Iron Steed
Ossex area.
Best use cases
- Use Iron Steed for burst openings, ranged pressure, and enemies that are safer to punish from outside melee range.
- Treat its 3 Joule cost as a safety trade: spend when it prevents damage, saves a long chase, or confirms a route-critical hit.
- Best fit: offensive loadouts that need A pedal-bike mount that moves faster than walking or burrowing and can jump while mounted to clear long gaps. Ring the bell to agitate enemies. Damages enemies on contact, but Mina is thrown off in the process..
- It is strongest when the Sidearm solves a concrete route problem: a flying target, awkward switch, dangerous approach, or cleanup check that would otherwise slow the room down.
Route notes
- Location/progression note: Ossex area.
- Refill and test the timing near an Underlab before using it in a long cleanup route.
- Pair it with a weapon that covers the opposite range, so failed shots do not leave Mina without a safe punish.
- If the route has multiple refills, spend it more freely; if the next refill is uncertain, save it for hazards that reliably cause damage.
Tested notes
- Current metadata tags it as Offensive and affects Sidearm, Passive Effects.
- Extra Stat Level metadata: Attack 0, Defense 0, Sidearm 3.
- Recheck exact Joule cost and hit behavior in-game after patches before using this page for strict routing.
Common mistakes
- Spending Joules for damage when a basic weapon hit would be equally safe.
- Forgetting to swap Sidearms between exploration, boss attempts, and cleanup routes.
- Building around the tool before confirming that the current room actually rewards its range, safety, or utility.
- Treating every shot as DPS instead of asking whether it protects routing rhythm, resource safety, or a difficult movement line.

