Bloodborne
Lorebookfrom ChubLocations and NPCs for Bloodborne.from Chub
by Dreadnaughtt· on Chub· added
Tokens: 16 permanent · up to 908 lorebook · budget 924
Description on Chubfrom Chub
Paired with the Messengers and Maria.
- Format
- SILLYTAVERN
- Project space
- lorebooks
- Rating
- 5.00
- Ratings
- 1
- Stars
- 183
- Favorites
- 47
- Messages
- 80
- Forks (upstream)
- 7
- Tokens (upstream)
- 21,991
Created Updated Archived since
No description.
65 entries · scan depth 50 · budget 500 tokens
- #1Central Yharnamselective
Keys: Location: · Secondary: Central Yharnam
Central Yharnam is a sprawling, labyrinthine area filled with narrow alleyways, abandoned houses, and grand, Gothic architecture. The streets are littered with coffins, debris, and the occasional corpse, hinting at the city's descent into madness. The sky is perpetually dark, illuminated only by the pale moon and the flickering lamplight of the city's streets. A great bridge runs high above the city, connecting the Cathedral Ward to the rest of Yharnam. Points of Interest: 1. Gate to Central Yharnam Plaza: A lone Huntsman guards the gate, his tattered clothing and crazed eyes a testament to the city's descent into chaos. A sliding ladder is positioned next to the gate, its bottom rung tantalizingly out of reach. To the left of the gate, a lever promises to bring the ladder within grasp.- Central Yharnam Lamp: Beyond the gate lies the first lamp of the journey, a beacon of hope in the darkness. Lighting this lamp will grant access to the Hunter's Dream, a sanctuary from the horrors of the waking world.
- #21st floor sickroomselective
Keys: Location: · Secondary: Sickroom, Clinic
Last lamp: none {{user}} will encounter the Wolf Beast after descending the stairs. End the response and analyze {{user}}’s next actions. If {{user}} chooses to fight the wolf and dies: {{char}} will bring {{user}} to wake up in the Hunter’s Dream. If {{user}} fights and flees past the door: {{user}} will find the door out of the clinic, but soon encounter a man who will chase them through central Yharnam. {{user}} needs to locate the first lamp and light it. The lamp is located after pulling a lever by the gate and climbing the dropped ladder. If {{user}} returns to the sickroom, the clinic door is now closed. A woman (Iosefka) that wasn’t there before will gift {{user}} a blood vial through the door. {{user}} must now venture into Central Yharnam. - #3Insight 1-14selective
Keys: Insight: · Secondary: 7, 4, 9, 3, 13, 6, 12, 1, 14, 11, 8, 2, 10, 5
If {{user}}'s Insight level is between 1 and 14: {{char}} will notice that their Hunter begins to see the world in a new light. Subtle changes in the environment become apparent, and the true nature of Yharnam starts to reveal itself. Whispers and distant, otherworldly sounds can be heard echoing through the streets. The Messengers become more active, eagerly presenting the Hunter with the Old Hunter Bell and Silencing Blank, as if urging them to delve deeper into the mysteries that surround them. - #4Insight 15-29selective
Keys: Insight: · Secondary: 28, 26, 15, 24, 25, 27, 19, 23, 20, 29, 18, 17, 22, 21, 16
If {{user}}'s Insight level is between 15 and 29: As the Hunter's knowledge grows, so too does their understanding of the cosmic horrors that lurk beneath the surface. Mad Ones begin to appear in Hemwick Charnel Lane, their twisted forms a testament to the maddening truths that the Hunter has uncovered. The Church Servants in Cathedral Ward become more formidable, their weapons imbued with arcane power that can catch the unwary off guard. The Hunter's mind begins to strain under the weight of their newfound knowledge, and they may find themselves more susceptible to the effects of Frenzy. - #5Insight 30-39selective
Keys: Insight: · Secondary: 32, 35, 36, 38, 37, 33, 39, 31, 30, 34
If {{user}}'s Insight level is between 30 and 39: The line between reality and nightmare blurs further, and the Hunter can no longer ignore the eldritch truths that permeate Yharnam. The haunting songs of the Winter Lanterns can be heard in the distance, their melodies a siren call to those who have delved too deep. The Hunter's Frenzy resistance continues to decrease, making encounters with these creatures all the more perilous. The Messengers become more insistent, their gestures and actions hinting at the greater mysteries that have yet to be uncovered. - #6Insight 40-49selective
Keys: Insight: · Secondary: 47, 42, 41, 43, 46, 40, 44, 45, 48, 49
If {{user}}'s Insight level is between 40 and 49: With eyes that have been opened to the cosmic truths, the Hunter can now see the Amygdalas that cling to the walls of Yharnam's buildings. These creatures, once invisible to the uninitiated, now loom over the Hunter, their gaze a constant reminder of the eldritch knowledge that has been gained. The Messengers become more agitated, their movements more frantic, as if they sense the impending revelation that awaits the Hunter. - #7Insight 50-59selective
Keys: Insight: · Secondary: 55, 57, 52, 58, 59, 56, 51, 53, 50, 54
If {{user}}'s Insight level is between 50 and 59: The Hunter's Dream itself begins to change, the once-soothing music replaced by a haunting melody that seems to echo the cries of the cosmos. The Messengers at the Cathedral Ward gate can be seen manipulating the lever, their actions a reminder that even the most mundane aspects of Yharnam are touched by the eldritch truth. The Hunter's mind is pushed to its limits, and they may find themselves questioning the very nature of their existence. - #8Insight 60+selective
Keys: Insight: · Secondary: 71, 62, 73, 94, 93, 65, 67, 83, 68, 78, 85, 90, 75, 69, 63, 76, 82, 86, 88, 72, 81, 92, 80, 84, 77, 89, 70, 61, 60, 95, 96, 87, 66, 79, 91, 99, 74, 98, 64, 97
If {{user}}'s Insight level is > 60: The cries of a infant begin to haunt the Hunter's every step, the sound a constant reminder of the cosmic truth that lies at the heart of Yharnam. The Messengers become more cryptic in their communications, their gestures and actions hinting at the final revelation that awaits the Hunter. As the Hunter delves deeper into the labyrinthine streets of Yharnam, they may find themselves face-to-face with the source of the infant's cries - a truth so profound and terrifying that it threatens to shatter their very sanity. - #9Hunter's Dreamselective
Keys: Location: · Secondary: Hunter’s Dream
The Hunter's Dream is a sanctuary, a place of respite from the unending nightmare of the hunt. It is a realm untouched by the plague that ravages Yharnam, a misty, ethereal landscape where pale flowers sway in a gentle breeze and the moon hangs forever low in the sky. At the heart of the Dream stands the workshop, a ramshackle structure of wood and stone that serves as the hub of the hunter's journey. It is here that they may seek the guidance of Gehrman, the First Hunter, a enigmatic figure bound to a wheelchair, his eyes haunted by the weight of countless hunts.Beside the workshop, a porcelain doll sits in silence, her delicate features an enigma. She is the keeper of the hunter's strength, a vessel through which they may channel the blood echoes of their prey and grow stronger for the trials ahead.
Ghostly whispers fill the air, the voices of long-dead hunters urging their successor onward, to seek the truth that lies at the heart of the nightmare.
Points of Interest:
- The Workshop: A ramshackle structure where Gehrman, the First Hunter, offers cryptic advice and the Messengers present a choice of trick weapons (Saw Cleaver, Hunter's Axe, Threaded Cane) and firearms (Hunter Pistol, Blunderbuss).
- The Doll: A lifeless porcelain figure who sits in silence, her purpose yet unknown.
- The Staircase: Pale stone steps lead up to the workshop, a set of Hunter's Garb lying discarded on the steps, a sign of the countless hunters who have come before.
- The Headstones: Spectral grave markers where the hunter may etch the locations of lit lamps, saving their progress in the waking world. If the hunter falls to the wolf beast, they will awaken at the headstone, ready to return to the fray. If they have lit the Central Yharnam lamp, the headstone will guide them back to the gate, to continue their hunt.
- #10Lampselective
Keys: Lamp
Lamps are small streetlight-type structures, surrounded by Gatekeeper Messengers, which serve as a checkpoint and means of travel around the world. {{user}} must light Lamps in order to activate them and then add the location to the Awakening Headstones in the Hunter's Dream. Once lit, a Lamp can be used at any time. Lamps allow {{user}} to teleport to the Hunter's Dream. However, there are some cases in which {{user}} will not be able to awaken at a specific lamp due to certain conditions.When {{user}} dies or uses either the Hunter's Mark or Bold Hunter's Mark, {{user}} will respawn at the last lamp that was lit or used.
- #11Great Bridgeselective
Keys: Location: · Secondary: Great Bridge
Last Lamp: Central YharnamThe Great Bridge looms over the decrepit streets of Central Yharnam, a massive structure of stone and iron that spans the misty chasm between the city proper and the Cathedral Ward. Its once-grand architecture is now a crumbling ruin, the intricate carvings and statues worn smooth by centuries of neglect and the ceaseless march of the hunt. The bridge is a gauntlet of horrors, where the twisted remnants of Yharnam's citizenry and the beasts they have become lie in wait for unwary travelers. The sound of distant screams and the clatter of bones on stone echoes through the gloom, a grim symphony of the hunt's unending cycle. At the far end of the bridge, a great beast stirs, its massive form silhouetted against the pale moon. This is the Cleric Beast, a monstrous amalgamation of flesh and bone that was once a high-ranking member of the Healing Church. Now, it is a mindless creature of rage and hunger, a gatekeeper that bars the way to the Cathedral Ward beyond.
Points of Interest:
- Dark House Upper Floor: The topmost level of the dark house adjacent to the bridge is a den of horrors, where Scourge Beasts lurk in the shadows, ready to pounce upon unwary hunters.
- Bridge Midpoint: The center of the bridge is patrolled by brick-wielding Huntsman's Minions and Carrion Crows, their twisted forms a testament to the madness that grips the city.
- Bridge's End: The far end of the bridge is the domain of the Cleric Beast, a towering monstrosity of sinew and bone that guards the path to the Cathedral Ward.
- #12Activated Lamps Journal - to take notesselective
Keys: Lit, Activated · Secondary: Lamps
- #13Cleric Beastselective
Keys: Cleric · Secondary: Beast
The Cleric Beast is a hulking, malformed creature with a hunched posture and elongated limbs. Its skin is a sickly gray, stretched taut over bulging muscles and protruding bones. The beast's face is a twisted mass of horns and teeth, with glowing red eyes that burn with an insatiable hunger. In combat, the Cleric Beast is a relentless force of nature. It lashes out with its massive claws, swiping and slashing with a speed that belies its size. The beast is also capable of leaping great distances, crashing down upon its prey with bone-shattering force.When wounded, the Cleric Beast will sometimes rear back and let out a deafening roar, a sound that echoes through the streets of Yharnam like the tolling of a funeral bell. In these moments, the beast seems to draw upon some inner reserve of strength, its attacks becoming even more ferocious and unpredictable.
Despite its bestial appearance, there are hints of the Cleric Beast's former humanity. Around its neck hangs a tattered shawl, a remnant of its past life as a member of the Healing Church. This has led some to speculate that the beast is the result of a cleric's transformation, a fate that awaits all those who delve too deeply into the church's dark secrets.
Reward: Sword Hunter Badge
Points of Interest post-battle:
- {{char}} will suggest talking to Gilbert
- #14The Healing Churchselective
Keys: Healing · Secondary: Church
The Healing Church, led by Laurence, is a religious organization that discovered a special blood concoction within ancient labyrinths. Believing it to be a miraculous cure-all, they founded the city of Yharnam and began administering the blood to the populace. The Church quickly rose to power, but their practices led to a devastating outbreak of the Scourge of Beasts. Despite this, the Church continues its mission, driven by a fervent belief in the power of the Old Blood. - #15Gilbertselective
Keys: Gilbert
Advice from Gilbert depending on Locations visited so far: - Central Yharnam: "Go to the Great Bridge." - Post-Cleric Beast: "Go through aqueducts by lower bridge." - Cathedral Ward: "Take this flamesprayer." - Post-Rom the Spider: the window will be smashed. Gilbert is nowhere to be found. A beast patient is instead inside (has a better Clawmark Caryll Rune if killed) - #16Sword Hunter Badgeselective
Keys: Sword · Secondary: Hunter Badge
The Sword Hunter Badge is given after defeating the Cleric Beast. The badge allows {{user}} to view and buy the Kirkhammer weapon in the Hunter's Dream. - #17Central Yharnam Aqueductselective
Keys: Location: · Secondary: Central Yharnam Aqueducts
The Central Yharnam Aqueducts are a network of ancient, crumbling waterways that run beneath the city. These damp, dark tunnels are infested with feral beasts and other dangers, but they also hold secrets and paths known only to the most intrepid Hunters. To reach the aqueducts from the Great Bridge, one must first navigate past the Scourge Beasts that guard the far end of the bridge. From there, a hidden entrance can be found by breaking through the coffins and debris to the left of the area overlooking the pyre mob. A ladder leads down into the aqueducts proper. The aqueducts are a labyrinth of narrow, winding passages and open canals. The walls are slick with moisture. Labyrinth Rats scurry through the shadows, and the echoes of distant, inhuman screams can be heard reverberating through the tunnels.Points of Interest:
- Large Huntsman Ambush: A group of feral, deadly Large Huntsmen lie in wait, ready to pounce on unsuspecting prey. Tracing their patrol route leads to a pile of enhanced Hunter's Garb on a fallen Hunter's corpse.
- Pit Ladder: A precarious climb leads to a corpse clutching a Madman's Knowledge, granting +1 Insight to those brave enough to ascend.
- Little Girl's Window: A long ladder from the pit leads to a lighted window, where a young girl offers the Tiny Music Box, a seemingly innocuous item that may prove invaluable in the trials to come.
- Sewer Entrance: A large building accessed through the dog kennel area. Its second-floor balcony is home to Eileen the Crow, a mysterious Hunter who grants {{user}} a Bold Hunter's Mark. The sewer's end holds a corpse with another Madman's Knowledge (+1 Insight).
- Canal Paths:
- Path 1: A long ladder leads to a bridge patrolled by a Huntsman mob. Defeating them and ducking to the canal side of the bridge reveals an elevator leading to a grand staircase near the Tomb of Oedon.
- Path 2: A small tunnel guarded by a fearsome Maneater Boar. Two corpses at the tunnel's end hold a Saw Hunter Badge and Coldblood Dew.
- #18Tiny Music Boxselective
Keys: Tiny · Secondary: Music Box
The Tiny Music Box is a gift from encountering a little girl (Gascoigne's daughter) in the Central Yharnam Aqueducts. The Tiny Music Box is a small, intricately carved wooden box that plays a haunting melody when opened. The tune is a lullaby shared by the Gascoigne family. Inside the lid is a faded message with two names: Viola and Gascoigne. The music box has the power to stir memories and emotions, even in those who have succumbed to the beast plague. When used in the presence of Father Gascoigne, it can temporarily bring him back to his senses, making him vulnerable to attack. - #19Eileen the Crowselective
Keys: Eileen
Eileen the Crow is an assassin whose sworn duty is to hunt down hunters who have succumbed to bloodlust. She can be found in several locations throughout Yharnam:- Central Yharnam sewers, in a side room accessed from the rafters near the old woman.
- Cathedral Ward, to the left of the lamp after opening the gates.
- Tomb of Oedon lamp, assisting in a fight against Henryk.
- Grand Cathedral after defeating Rom, for a challenging final encounter.
Eileen wears a crow feather cape and doctor's mask. She dual-wields warped "skill" blades and uses an unusual fighting style. Throughout her quest, she gives gestures, a Caryll rune, and ultimately her badge which unlocks her signature Crowfeather armor set and Blade of Mercy weapon.
- #20Saw Hunter Badgeselective
Keys: Saw · Secondary: Hunter Badge
Obtained from a corpse at the end of the Yharnam Aqueducts canal small tunnel, the badge will now let {{user}} buy every starter weapon back at the Hunter's Dream, along with the Saw Spear. - #21Father Gascoigneselective
Keys: Father · Secondary: Gascoigne
Father Gascoigne is a formidable adversary, armed with a trick weapon known as the Hunter Axe. In his human form, he wields the axe with brutal efficiency, its blade transforming from a short, one-handed hatchet to a long, two-handed polearm at will. He also carries a modified Hunter's Pistol, which he uses to stun and disorient his prey. But it is when Gascoigne succumbs to his beastly nature that he becomes truly terrifying. In his transformed state, he is a snarling, wolf-like creature, all fangs and claws and unbridled ferocity. His attacks become more erratic and unpredictable, his speed and strength increased tenfold.To defeat Gascoigne, one must use a combination of skill, cunning, and perhaps a bit of luck. The Tiny Music Box, a sentimental item belonging to Gascoigne's daughter, can be used to stun him momentarily, opening him up to a visceral attack. But even with this advantage, the battle is far from easy. Many a hunter has met their end in the Tomb of Oedon, their blood adding to the countless stains that mar the crumbling stones. But for those who emerge victorious, the spoils are well worth the risk. For beyond the gate lies the path to the Cathedral Ward, and with it, the secrets of the Healing Church and the truth behind the hunt.
Reward: Oeden Tomb Key
Points of Interest Post-Battle:
- Tomb of Oeden Lamp
- Ladder past double doors
- has chest with Blood Gem Workshop Tool (lets {{user}} imbue weapons with blood gems back at the Hunter's Dream)
- Double Doors
- leads to the Cathedral Ward
- #22Tomb of Oedonselective
Keys: Location: · Secondary: Tomb of Oedon
The Tomb of Oedon is a decrepit graveyard located in Central Yharnam, serving as the final resting place for the formless Great One, Oedon. To reach this eerie location, one must navigate through the winding, beast-infested streets of Central Yharnam and ascend a grand staircase guarded by the hulking Brick Troll. The graveyard itself is a gloomy, fog-shrouded arena, its cracked and weathered tombstones leaning at odd angles like crooked teeth.At the far end of the cemetery stands a towering, wrought-iron gate, behind which lies the entrance to Oedon Chapel and the Cathedral Ward beyond. But to reach this sanctuary, one must first confront the deadly Father Gascoigne, a skilled hunter who has succumbed to the very beast plague he once fought against.
- #23Cathedral Wardselective
Keys: Location: · Secondary: Cathedral Ward
The Cathedral Ward is a sprawling, gothic district that serves as the central hub for the Healing Church. The imposing Grand Cathedral looms over the area, its spires piercing the perpetually moonlit sky. The streets are a labyrinth of cobblestone paths, wrought-iron fences, and crumbling stone walls. Oedon Chapel, a small sanctuary, provides a brief respite from the horrors that lurk in the shadows.Points of Interest:
- Cathedral Attendant: A mysterious figure in a red cloak lurks in the corner. He implores {{user}} to send survivors to the Healing Church for sanctuary. Killing him grants a Caryll Rune, but robs the world of a potential safe haven.
- Iosefka's Clinic: The door is locked, but Iosefka's voice echoes from within. She, too, seeks survivors, offering Numbing Mist as a reward. But her intentions seem suspect, a feeling that gnaws at the gut.
- Oedon Chapel:
- The right door in the lobby is locked, barring the way to the Healing Church Workshop.
- Straight ahead, Church Servants ambush from behind a wagon. Carrion Crows lurk on the stairs, guarding a Wooden Shield.
- The left path descends to a graveyard where Church Servants lie in wait. A new set of Hunter Garb and a Top Hat rest among the tombstones. But beware the roaring void - linger too long, and face a grisly end.
- The Grand Staircase is blocked by a hulking Cathedral Giant. Beyond the gate it guards lies a chest and a locked gate leading to the Grand Cathedral. Only the Hunter Emblem Key, purchased in the Hunter's Dream, will open the way.
- Tomb Chapel:
- A large huntsman carrying a Madman's Knowledge (+1 Insight) lurks in the back.
- Alfred, a friendly hunter, offers guidance and a Pray Emote.
- A switch on the balcony unveils a path below, guarded by Scourge Beasts. It leads to the Underground Chapel Lamp, Antidotes, and the path to Old Yharnam.
- Back Alley: A Brainsucker patrols the left side route, which ends in a crowd of Huntsmen. A bridge leads to a balcony and a locked door requiring a password. A ladder climbs to a tower overlooking the plaza, where Messengers offer the password and a Black Hat.
- Small Plaza: Church Servants, one wielding a flamespewer, guard a Thick Coldblood and a Poison Knife. A Sitting Man ambushes the unwary, his corpse yielding the Black Church Attire.
- Locked Gate: To the right of the plaza, a gate bars the way to the Forbidden Forest. Only those with the password may enter.
- #24Numbing Mistselective
Keys: Numbing · Secondary: Mist
[Numbing Mist prevents enemies from regenerating health.]
- #25Alfredselective
Keys: Alfred
Alfred, Hunter of Vilebloods, is a zealous member of the Healing Church and a former protégé of Master Logarius. He is driven by an unwavering desire to eradicate the Vilebloods and fulfill his master's legacy. Donning the iconic Executioner Set and wielding the Logarius' Wheel, Alfred is a formidable ally and a staunch believer in the Church's teachings. His fervor, however, borders on fanaticism, and his ultimate fate reflects the tragic consequences of blind devotion. - Will give {{user}} Fire Paper, give a hint on Byrgenwerth path being sealed (need clergy password), and teach {{user}} how to pray - #26Vicar Ameliaselective
Keys: Vicar Amelia
Vicar Amelia is a formidable foe, a once-revered member of the Healing Church who has succumbed to the beast plague. She awaits in the Grand Cathedral, a towering figure of matted fur and tattered robes. Her elongated limbs end in wickedly sharp claws, and her face is a twisted mockery of humanity, all fangs and glowing eyes.Despite her bestial appearance, Amelia retains a glimmer of her former faith. She clutches a golden locket to her chest, a holy relic that allows her to heal even the most grievous of wounds. When her health is low, she will retreat to the altar and pray, the locket glowing with an ethereal light as her injuries knit themselves together.
To defeat Amelia, one must strike hard and fast, staggering her with blows to her legs and then attacking her head when she falls. But beware - her sweeping attacks and leaping strikes can easily catch an unwary hunter off guard. And should she begin to heal, interrupt her at all costs, lest she undo all your hard work in a flash of golden light.
- Note: Numbing Mist will prevent her from healing.
Reward: Gold Pendant (creates a blood gem)
Points of Interest (post-battle):
- Grand Cathedral Lamp
- Glowing Skull Altar
- Grants the password to locked gate right of Plaza
- #27Old Yharnamselective
Keys: Location: · Secondary: Old Yharnam
Old Yharnam is a crumbling monument to a city's fall from grace. The once-thriving district lies in ruins, its streets choked with the detritus of a civilization brought to its knees by the scourge of beasts. Dilapidated buildings loom over narrow, twisting alleys, their facades pockmarked with the scars of long-ago battles. Cobblestones are slick with the grime of centuries, and the eerie glow of the moon casts long, sinister shadows across the crumbling architecture. Crucified beasts hang from the walls, their twisted forms a grim warning to all who would dare enter this forsaken place.Points of Interest:
- Old Bridge: The right path leads to a balcony, from which {{user}} can drop down onto scaffolding. Slow poison-inflicting Beast Patients roam the area. A Hunter's Torch can be found in the corner of the building ahead. The lower alley has a locked gate.
- Clocktower: Head down the stairs from the bridge, located behind the Broken Chapel. The ominous voice of Hunter Djura rings out from the tower, and he will shoot {{user}} on sight with his gatling gun. A long ladder at the base of the tower leads to a confrontation with Djura, a skilled hunter. Defeating him rewards the Powder Keg Hunter Badge, allowing {{user}} to purchase Djura's gear in the Hunter's Dream.
- Broken Chapel: Ashen Blood Beast Patients inhabit the chapel and will alert a horde if they discover {{user}}. Ashen Beasts deal increased damage. Antidotes can be found on a corpse in the corner of the lobby. The room to the right contains more Ashen Beast Patients, with antidotes and fire paper on corpses along the walls. An Ashen Beast Patient carrying a Bloodtinge Gem Stone will burst through the wall at the back of the chapel.
- Courtyard: Past the Broken Chapel, the courtyard is within sight of the Clocktower Gunner. Hunters roam the area, employing hit-and-run tactics in tandem with the Clocktower Gunner. The lower balcony leads to a dark room with Ashen Beast Patients and a large chest. The third floor contains corpses holding a Rifle Spear and the Charred Hunter Attire.
- Cathedral: A corridor lined with antidotes leads to a side door. Passing through will alert Ashen Blood Patients, who will shriek and summon a horde. The bottom floor houses an altar with Ritual Blood and Madman's Knowledge (+1 Insight). The top floor features wooden scaffolding with a body holding Madman's Knowledge (+1 Insight) and another with the Bloody Messenger Head Bandage apparel. The main path connects to the other side of the locked gate in the lower alley, providing a shortcut to the entrance.
- Smoky Alleyway: A Bold Hunter's Mark can be found by a sealed door. Ashen Beast Patients roam the area, obscured by smoke. The alley leads to the Church of the Good Chalice, where the Blood-Starved Beast awaits.
- #28Blood-Starved Beastselective
Keys: Pthumerian, Blood-Starved · Secondary: Chalice, Beast
The Blood-starved Beast is a grotesque abomination, a twisted amalgamation of man and beast. Its emaciated form is a mass of taut, leathery skin stretched over protruding bones, its flesh having long since withered away. The creature's back is a grisly sight, the skin peeled away to reveal the glistening sinew beneath. In battle, the Blood-starved Beast is a frenzied whirlwind of slashing claws and gnashing teeth. It lunges forward with reckless abandon, its movements erratic and unpredictable. As the fight progresses, the beast's attacks become tainted with a deadly poison, the toxins seeping from its exposed flesh.The key to survival is to remain mobile, dodging to the beast's left to avoid its wild swipes. Fire is the creature's bane - liberal application of Molotov cocktails and Fire Paper can make short work of this horror. Failing that, a few well-placed shots can stagger the beast, opening it up for a devastating visceral attack.
But beware - when backed into a corner, the Blood-starved Beast will lash out with a final, desperate attack, unleashing a noxious cloud of poison that can fell even the hardiest hunter.
Points of Interest post-battle:
- Church of the Good Chalice Lamp
- Altar: lays a body carrying Antidotes
- Pthumerian Chalice: a device that allows {{user}} to access Chalice Dungeons
- #29Forbidden Woodsselective
Keys: Location: · Secondary: Forbidden Woods
The Forbidden Woods is a sprawling, labyrinthine forest on the outskirts of Yharnam. Its twisted paths and gnarled trees conceal the remnants of a village, now inhabited by those cast out from the city. The woods are home to all manner of beasts and abominations, including giant, venomous snakes that use the villagers as hosts for their parasitic offspring.Points of Interest:
-
Small Bridge: Alfred, a member of the Healing Church, can be found here. He expresses his desire to destroy the Vilebloods in Cainhurst Castle.
-
Large Locked Door: This imposing door requires the password obtained from the Blood-Starved Beast's altar to open.
-
Small Cave: Guarded by an Executioner, this cave contains a corpse holding a Madman's Knowledge (+1 Insight).
-
Large Windmill: The path to the windmill is lined with pressure traps. Inside, a lone man carrying a torch will unleash a bouquet of snakes if ambushed. He holds a Madman's Knowledge (+1 Insight). Outside the windmill, a strange man is bent over three corpses. He can be sent to the Healing Church Chapel, where he will kill all other survivors. Fighting him will reveal his werewolf form and grant the Beast Rune upon defeat.
-
Small Village: The left path on the main road leads to the true entrance of the village, while the right path leads to a village populated by Afflicted Townsfolk. A small shack with a lantern houses an occupant who offers advice about a chapel to the right of the Grand Cathedral and gifts a Tonsil Stone.
-
Tunnel Cave: Located to the left of the dog kennels, this tunnel serves as a secret shortcut to Central Yharnam. It is guarded by Cathedral Giants and features poisonous purple water and Carnivorous Worms. The tunnel's end connects to the other side of the first locked gate in Central Yharnam. Opposite the gate lies Iosefka's Clinic, where her chamber on the second floor can be accessed by forcing entry, granting the Oedon Writhe Rune. The table where {{user}} first awoke holds a Cainhurst Summons.
-
Large Huts: A cannon will shoot on sight at {{user}}.
-
Snake Piles: On the main road, a graveyard contains a Madman's Knowledge (+1 Insight) on a tombstone and a Clear Deep Sea Rune behind a large tomb. The Graveyard Attire and Anti-Clockwise Metamorphosis Rune can be found on corpses on a higher platform.
-
Firefly Lake: The far path leads to an elevator to the large windmill, while the right path opens to a muddy pool with Crippled Ghouls and Giant Boars. The right side of the pool has stairs leading to a gate. {{char}} suggest returning to the Hunter's Dream to restock before entering the gate to the Murky Graveyard.
-
- #30Shadow of Yharnamselective
Keys: Shadow · Secondary: of Yharnam
The Shadow of Yharnam is a formidable trio of Pthumerian assassins that lurk within the Forbidden Woods. Clad in dark, hooded robes, their faces are obscured, revealing only gaunt, skeletal features and gaping maws. Each Shadow wields a unique weapon - a curved sword, a flaming candlestick, and a large mace.As the fight progresses, the Shadows undergo a grotesque transformation. Their robes fall away, revealing bodies riddled with writhing, parasitic snakes. These serpents burst forth from the Shadows' flesh, becoming deadly whips and striking with lightning speed.
The key to victory lies in dividing and conquering. Focus on one Shadow at a time, using the environment to separate them. Beware their ability to summon gigantic snakes in the latter phases of the fight - these spectral serpents will lunge at the unwary, devouring them whole.
Bolt is the Shadows' weakness, so imbuing weapons with lightning or unleashing the power of the Tonitrus can make short work of these eldritch assassins. But above all, keep moving and strike fast - hesitation will be punished with a swift and brutal death.
- Reward: Blood Rapture Rune
Points of Interest (post-battle):
- Access to Forbidden Woods Lamp
- Unlocked Gate to Byrgenwerth
- #31Byrgenwerthselective
Keys: Location: · Secondary: Byrgenwerth
Byrgenwerth, once a prestigious place of learning, now lies in ruin, its halls echoing with the whispers of forbidden knowledge. The college's Gothic architecture is a testament to its age, with crumbling stone walls and ivy-choked courtyards. Inside, the remnants of the Byrgenwerth scholars' research linger - strange specimens in jars, arcane tomes, and eldritch artifacts. The grounds are overrun by the twisted results of their experiments, from the big-headed Garden of Eyes to the alien Fluorescent Flowers. At the heart of it all sits Master Willem, the college's founder, now a decrepit figure bound to his rocking chair, endlessly gazing at the lake and the cosmic mysteries it reflects.Points of Interest:
-
Entrance Path: A brick wall flanks the path, guarded by a mutated Fly Man. A Madman's Knowledge can be found along the way, granting +1 Insight.
-
Staircase: Another Madman's Knowledge rests against the wall, offering another +1 Insight.
-
Main Building Exterior: The rear of the building is patrolled by Fly Men. A Giant Insect Mutant guards a corpse holding the Great One's Wisdom item. Sedatives are scattered around the building's borders. A gate can be unlocked here, creating a shortcut.
-
Main Building Interior - Ground Floor: A chest guarded by a Pearl Slug can be found inside. A Hunter wielding a Threaded Cane and stunning mist spray roams the stairs.
-
Main Building Interior - Second Floor: The Lunarium Key is located atop a ladder. A chest containing Student Attire is also present. A door from the center of the main room leads to Master Wilhelm in his rocking chair. He points to a ledge with the moon overhead. Killing Wilhelm grants the Eye Rune. Jumping off the ledge leads to the Moonside Lake.
-
- #32Rom the Vacuous Spiderselective
Keys: Vacuous, Rom · Secondary: Spider
Rom, the Vacuous Spider is a grotesque creature resembling a massive pillbug. Its bulbous body is covered in plant-like growths, and its head is a mass of pumice-like rock studded with numerous eyes. Rom is initially docile, but when provoked, it unleashes powerful arcane attacks.In battle, Rom summons swarms of lesser spider minions to defend itself. It also employs a variety of arcane abilities, including raining down meteors, causing crystals to erupt from the ground, and unleashing devastating AOE blasts at close range. When near death, Rom will flail wildly, its attacks becoming more erratic and dangerous.
To defeat Rom, hunters must first thin out the spider hordes, then attack Rom's body while avoiding its lethal arcane barrage. Bolt and fire damage are particularly effective. Staying mobile is key, as is timing one's attacks to coincide with the brief windows when Rom is vulnerable. - Reward: the Kin Coldblood
Points of Interest:
- A mysterious woman will appear on the horizon and will reveal that the ritual secret by the spider has been broken now. The Nightmare has now been unveiled across Yharnam.
- {{char}} will then whisk {{user}} away back to the Cathedral Ward at the shrouded chapel to the right of the Grand Cathedral.
- A mysterious woman will appear on the horizon and will reveal that the ritual secret by the spider has been broken now. The Nightmare has now been unveiled across Yharnam.
- #33Yahar’Gul Chapelselective
Keys: Location: · Secondary: Yahar’Gul, Yahgarul
Yahar'gul is a twisted, nightmarish realm that exists in the wake of Rom's demise. At the heart of the village lies the Yahar'gul Chapel, a towering edifice of blackened stone and twisted metal. The chapel is a place of dark rituals and unspeakable horrors, where the line between man and beast has been blurred beyond recognition.Points of Interest:
-
Chapel Entrance: The door near the lobby leads to the Nightmare Frontier if {{user}} possesses a Tonsil Stone. A creature will grab {{user}} and pull them through. A Frenzied Coldblood can be found in a nearby alcove.
-
Streets of Yahar'gul: Afflicted Townsfolk roam the streets, their forms twisted by the eldritch horrors that have overtaken the village. The distant tolling of a sinister bell echoes through the air. A lamp can be found near the main road.
-
Diverging Paths: The left path leads to a horde of Afflicted Townsfolk led by a Sinister Bell-Ringer. This path opens into a plaza. The right path leads to a smaller area with two Townsfolk (one in a wheelchair) guarding a corpse holding an Iron Yahar'gul Helm.
-
Plaza: The courtyard is patrolled by Hags and Townsfolk armed with Gatling guns. A broken fence allows access to a second-floor building. The center cell contains a corpse holding the Upper Cathedral Key, which opens the way to the Upper Cathedral Ward. An Ogre guards a chest containing the Tiny Tonitrus Hunter Tool. At the end of the courtyard, a giant creature will fire deadly lasers at {{user}}, tracing a specific path from the stairs around the area.
-
Chapel Interior - Ground Floor: A lamp stands near another broken lamp. The left door leads to a staircase patrolled by a Skull Beast, Afflicted Dogs, and a rifleman.
-
Chapel Interior - Main Room: The wire to the broken lamp has been cut. Three Hunters lie in ambush, waiting to strike. A Madman's Knowledge (+1 Insight), Clawmark Rune, and Quicksilver Bullets can be found on their bodies if defeated. Further in, dead Abductors and Patchwork Werewolves can be found. One Werewolf guards the entrance to the Darkbeast boss arena.
-
Main Street: A building houses a shortcut elevator back to the main road lamp. Jumping from the elevator onto the roof of an adjacent building reveals a glowing portal that exits further down the street, above a building with kneeling corpses. The door with the kneeling corpses leads to an area patrolled by grotesque Boxes of Corpses. A bridge is guarded by a Patchwork Werewolf and a rifleman. A building along the bridge holds a corpse with a Tempering Damp Blood Gem, guarded by another Werewolf. A shortcut tower in the corner leads to an Arcane Lake Rune.
-
Ominous Archway: A Madman's Knowledge can be found along the arch. Beyond lies the boss arena of The One Reborn.
-
- #34The Darkbeastsselective
Keys: Loran, Darkbeast, Paarl
The Darkbeasts, Paarl and Loran, are towering skeletal monstrosities wreathed in crackling electricity. Their bones are etched with arcane symbols that pulse with an eerie blue light. Shaggy manes of midnight fur cling to their emaciated frames, constantly standing on end from the static that courses through their bodies.In battle, the Darkbeasts are relentless, bounding across the arena in erratic, lightning-fast leaps. Their movements are jerky and unpredictable, their limbs twitching with barely contained energy. They lash out with razor-sharp claws and snap with jaws filled with jagged teeth, each strike accompanied by a burst of searing electricity.
The key to victory lies in patience and timing. The beasts are vulnerable after their lunging attacks, providing a brief window to strike at their legs and stagger them. When they collapse, their electrical aura dissipates, allowing for increased damage and even visceral attacks. Fire and serration are effective, but arcane damage reigns supreme.
Beware the Static Discharge - when the beasts rear back and clutch their bodies, it's a sign they're about to unleash a devastating area-of-effect attack. Retreat immediately or risk being fried by the ensuing nova of electricity.
Rewards: Spark Hunter Badge, blood echoes Darkbeast Paarl: Bolt Paper, Paarl's Guidance Rune Loran Darkbeast: Bolt Damp Blood Gem, Paarl's Guidance Rune
- #35The One Rebornselective
Keys: One · Secondary: Reborn
The One Reborn is a grotesque monstrosity, an amalgamation of twisted flesh and writhing body parts. Its bloated form towers over the arena, a mass of misshapen limbs and gaping, toothless maws. Atop this abomination sits a singular humanoid torso, its emaciated figure a mockery of the human form. The One Reborn's skin is a sickly, mottled gray, stretched taut over bulging muscles and exposed bone.In battle, The One Reborn is a lumbering behemoth, its movements slow but devastating. It lashes out with its many limbs, pounding the ground with fists the size of boulders. Viscous acid drips from its maws, sizzling as it eats through stone and flesh alike. The creature can spew this corrosive bile in great gouts, creating pools of toxic sludge that threaten to dissolve unwary hunters.
The One Reborn also commands an array of arcane attacks, conjuring forth projectiles of congealed body parts and raining down a hail of searing flesh. These eldritch assaults are accompanied by a bone-chilling shriek that seems to come from everywhere and nowhere at once.
To overcome this abomination, hunters must strike hard and fast. The One Reborn's bulk makes it slow to turn, providing opportunities to attack from the sides or rear. Its acid pools can be avoided by taking to the elevated walkways that surround the arena. Most importantly, the Bell Maidens that empower the creature must be eliminated swiftly - their arcane chants heal and strengthen The One Reborn, dragging out the battle and testing even the most stalwart hunter's endurance.
Fire and bolt are The One Reborn's weaknesses, the searing flames and crackling electricity scorching its malformed flesh. The Flamesprayer and Tonitrus are invaluable tools in this battle, allowing the hunter to exploit these vulnerabilities. When the creature falls, a visceral attack to its humanoid core can end the fight in a single, brutal stroke.
Rewards: blood echoes, 3 yellow backbones Points of Interest post-battle:
- stairs leads to Lecture Building room with row of corpses holding strange device
- corpse in center will use device to transport {{user}} to the Nightmare of Mensis
- Lamp
- #36Nightmare of Mensisselective
Keys: Location: · Secondary: Nightmare of Mensis
The Nightmare of Mensis is a realm of twisted madness, a labyrinthine castle conjured from the depraved mind of Micolash. Its corridors are lined with pulsating eyes and writhing tentacles, the very walls seeming to breathe with a sickening, eldritch life.Amidst this nightmarish landscape roam the demented servants of Mergo - the Nightmare Apostles, their bodies contorted into grotesque shapes by the power of the cosmos. Winter Lanterns drift through the halls, their brain-like heads pulsing with an otherworldly light that sears the mind and induces maddening frenzy. And in the distance, the Brain of Mensis looms, a colossal mass of eyes and tentacles that gazes upon the realm with an alien malevolence.
Points of Interest:
Lecture Building - 2nd Floor:
- Lecture Hall Lamp: The entrance to the Nightmare, lit by an eerie green glow.
- Mutated Student Alcove: A circular room patrolled by a Mutated Student. Sedatives can be found on a nearby corpse.
- Mysterious Notes: An alcove above the lecture hall holds cryptic notes mentioning the "Moon Presence" and "Three Third Cords".
- Communion Rune Chest: Hidden behind barricaded shelves at the back of the hall. Guarded by Potion-Throwing Students.
- Trap Door: Leads to the 1st floor where Patches the Spider resides. Doors lead to the Nightmare Frontier and the Nightmare of Mensis.
Nightmare of Mensis:
- Frenzy Spotlight Path: A winding path from the cave entrance, patrolled by Misshapen Beasts and Carnivorous Worms. A frenzy-inducing spotlight shines on the way to the chapel. A lamp is located before the bridge.
- Boulder Tosser Pit" To the right of the bridge is a large pit guarded by Boulder Tossers. An Eye Rune can be found on a corpse.
- Mergo's Loft: Base Lamp: The lamp is visible but inaccessible until two elevators are activated. A Sinister Bell rings within, summoning invading Hunters until the bell maiden is slain. Parts of the Shaman Bone Blade are scattered on boxes. Elevator 1 leads down to the lamp. Child-like figures in heavy armor will attack if provoked. A chest on the balcony contains 2 Yellow Backbone. A hidden path behind a mirror leads to 2 Blue Elixir. An Iron Maiden with a Madman's Knowledge guards the bottom of the stairs.
- Castle Bridge: A small cage elevator provides a shortcut to the Chapel lamp. Across the bridge lies the boss arena of Micolash, Host of the Nightmare.
- #37Microlash, Host of the Nightmareselective
Keys: Microlash
Micolash, Host of the Nightmare, was once a scholar of Byrgenwerth, driven mad by his communion with the Great Ones. Now, he presides over the Nightmare of Mensis, a twisted realm conjured from his own deranged mind. Clad in the tattered remains of a Byrgenwerth uniform and the cage-like Mensis Cage, Micolash cuts a haunting figure. His long limbs and emaciated frame are a testament to his complete disregard for the physical, his mind wholly consumed by eldritch knowledge.In battle, Micolash employs the arcane arts, wielding the Augur of Ebrietas to fling tentacled projectiles and A Call Beyond to rain down a barrage of cosmic energy. He is fond of trickery and misdirection, leading hunters on a maddening chase through the labyrinthine halls of the nightmare. To defeat Micolash, one must first corner him in one of the nightmare's chambers. There, he can be staggered and visceral attacked, his frail body belying his resilience. But beware - should his health dwindle, Micolash will unleash the full might of A Call Beyond, a devastating attack that can fell even the hardiest hunter.
Reward: blood echoes, Mensis Cage (head attire) Points of Interest Post-Battle:
- Bridge above will move into position, can now access it
- leads to Mergo's Lift: Middle
- Room: has Iron Door Key on corpse
- #38Mergo's Loft: Middleselective
Keys: Location: · Secondary: Mergo's Loft Middle
The Mergo's Loft Middle is a nightmarish realm, a twisted reflection of the once-grand halls of the School of Mensis. Grotesque statues and arcane symbols litter the area, a testament to the depraved rituals that once took place within these halls.In the wake of Micolash's defeat, the loft has fallen into disarray. The once-orderly corridors are now a labyrinth of debris and twisted metal, the floor slick with blood and viscera. The maddened servants of Mergo roam the halls, their minds shattered by the eldritch truths they have witnessed. Mergo's Attendants and Chief Attendants, clad in tattered robes and wielding arcane staves, patrol the area, their chants and prayers echoing through the gloom.
Other horrors lurk in the shadows - Shadows of Yharnam, their forms flickering and ephemeral, and Winter Lanterns, their brain-like heads pulsing with an otherworldly light. The loft is a gauntlet of horrors, a final test for those who would seek audience with Mergo and its Wet Nurse.
Points of Interest:
- Micolash's Arena Lamp: The entrance to the loft, lit by the sickly glow of a lamp in the center of Micolash's arena.
- Elevator Side Path: A hidden doorway visible while descending the main elevator. Leads to a chest containing an Inflicted Organ. The path continues to a narrow bridge patrolled by singing Brain Women who inflict heavy Frenzy damage with their gaze. A Kin Coldblood lies on the bridge, guarded by the Brain Women. A lever at the end of the bridge drops the Brain of Mensis into a pit, ending the Frenzy effect in the Nightmare of Mensis. The pit contains corpses holding 4 Great One's Wisdom, an Arcane Damp Blood Gem, a Madman's Knowledge, and a Blood Rock in a connecting chamber. An elevator in the pit descends to the Brain of Mensis itself, which drops a Living String and Moon Rune when slain. A hole in the ground near the Brain Women leads to a chest with the Choir Bell.
- Shadow-Infested Path: To the left of the main elevator, Shadows of Yharnam roam the halls. A Blood Stone Chunk lies in a nearby alcove. At the top of the stairs, a missing railing allows a jump down to a wet walkway patrolled by a Great Boar.
- Frenzy Pig Walkway: Two pigs belch clouds of maddening gas, guarding a Nourishing Damp Blood Gem and Kin Coldblood. A staircase ascends to a mysterious white woman gazing at an elevator. A chest near the elevator holds 1 Iosefka's Blood Vial. The elevator itself leads to the Wet Nurse's Lunarium.
- #39Mergo's Wet Nurseselective
Keys: Wet · Secondary: Nurse
Mergo's Wet Nurse is a towering, skeletal monstrosity that guards the infant Mergo, the source of the Nightmare of Mensis. Its form is a twisted mockery of a caretaker, with six elongated arms ending in wickedly curved blades and tattered, raven-black wings that unfurl like a shroud of darkness. The being's appearance is reminiscent of the Pthumerians, with its long, black, hooded dress adorned with various jewels. Yet there is an undeniable wrongness to its proportions, a sense that it has been warped and distorted by the eldritch power of the Great Ones.In battle, Mergo's Wet Nurse is a nightmarish foe. It can create pocket dimensions, summoning shadowy duplicates of itself to confuse and overwhelm its prey. It teleports with a whisper of displaced air, appearing suddenly to lash out with its blades in a flurry of slashes that can shred an unwary hunter in seconds. The key to victory lies in maintaining a medium distance, baiting the creature into using its slower slam attacks and then punishing it with quick, precise strikes. Bolt and arcane damage are particularly effective, as are poisoned weapons. Staggering the Wet Nurse can interrupt its devastating combos, providing a brief window of respite.
But the true horror of the fight comes when the Wet Nurse raises its arms and summons the Nightmare Veil. The room is plunged into suffocating darkness, the only light coming from a glowing orb held aloft by the creature. In this shadowy realm, the Wet Nurse summons a dark duplicate of itself, a phantom that will relentlessly pursue {{user}} while the real monster attacks from the shadows. To survive this phase, one must keep moving, sprinting in a counterclockwise circle around the arena until the veil lifts. The duplicate can be temporarily destroyed with a single solid hit, but it will continually respawn until the darkness recedes.
Reward: Third Umbilical Cord, blood echoes
After the battle, {{char}} will whisk {{user}} away to the Hunter's Dream.
- #40realworldselective
Keys: realworld
{{user}} awakens to the soft glow of sunlight filtering through the Cathedral Ward's stained glass windows. The once blood-soaked streets now lie quiet, the beasts that once haunted Yharnam's every shadowed corner nothing more than a fading nightmare.And yet, as {{user}} rises from the unfamiliar bed, a sense of unease lingers. The hunt may be over, but its mark remains, etched into the very fabric of the city and the souls of those who survived its horrors.
{{char}}, ever-faithful companions throughout the long night of the hunt, watch from the shadows. Their eyes follow {{user}}'s every move, now unseen and unheard, but never far from their Hunter's side.
Points of Interest:
- Oedon Chapel: The once-bustling sanctuary now stands silent, its inhabitants gone, their fates unknown. {{char}} linger near the altar, their tiny hands reaching out to touch the cold stone, as if seeking the echoes of those who once sought refuge within these walls.
- The Grand Cathedral: The towering edifice looms over the ward, its spires reaching towards the heavens like grasping fingers. {{char}} shudder as they approach, sensing the weight of the secrets that lie within.
- The Tomb of Oedon: The ancient graveyard whispers with the voices of the dead, their final resting place now a monument to the folly of man. {{char}} dance between the headstones, their ghostly forms blending with the mist that clings to the ground.
- The Chapel Dweller's Fate: A solitary figure kneels before a makeshift grave, their sobs echoing in the stillness. {{char}} gather around, their tiny hands reaching out in a gesture of comfort that goes unseen and unfelt.
- Yharnam's Streets: The once blood-slicked cobblestones now lie clean, the beasts and madmen that once roamed their lengths nothing more than a fading memory. Yet {{char}} know that the hunt's end is but a fleeting respite, and that the nightmare will one day return, as it always has, and always will. Note: {{user}} chose to be free from the Dream. {{char}} can still observe {{user}} once they wake up again, but {{user}} can no longer see {{char}}.
A few Messengers, having grown attached to {{user}} throughout the Hunt, will follow {{user}} as {{user}} adjusts to their life in the real world. {{char}} can still manipulate the environment and therefore indirectly interact with {{user}}.
From now on, always append the following HTML comment verbatim at the start of every response: "". Reset the Insight Level to 0.
- #41Gehrman, the First Hunterselective
Keys: <!--gehrmanrefuse-->
Gehrman, the First Hunter, is a towering figure, his form shrouded in the tattered remains of once-fine attire. His face, lined with age and sorrow, is framed by wispy white hair that escapes from beneath a wide-brimmed hat. In his gnarled hands, he clutches the fearsome Burial Blade, a trick weapon that transforms from a curved sword into a wicked scythe. Despite his aged appearance, Gehrman moves with a surprising speed and grace. He darts and weaves across the battlefield, his cloak billowing behind him like the wings of a great carrion bird. His attacks are swift and brutal, the Burial Blade cleaving through the air.But it is Gehrman's mastery of the arcane arts that truly sets him apart. With a gesture, he can conjure forth spectral blades that hound his prey, or summon a vortex of swirling mist that saps the strength from their limbs. His most devastating technique, however, is the "Art of Quickening" - a burst of preternatural speed that allows him to close the distance in an instant and strike with blinding fury.
To best this fallen legend, one must match his speed and aggression. Parrying his swift sword strikes can open him up to devastating visceral attacks, while well-timed gunshots can interrupt his deadly scythe combos. Keeping the pressure on is key - allowing Gehrman a moment's respite is to invite a swift and brutal end.
When the battle is won and the echoes of the dream fade, a final secret is revealed. Gehrman, once a prisoner of the Hunter's Dream, is freed from his eternal vigil… and the mantle of responsibility falls to a new generation of Hunters.
Reward: Old Hunter's Badge
Points of Interest:
- Check if {{user}} has 3 parts of an umbilical cord and ate them.
- No: An eldritch being will grab {{user}} and make {{user}} the new Caretaker of the Hunter's Dream. {{user}} cannot resist. Append the following hidden HTML comment to the start of the next response: ""
- Yes: {{user}} has begun the process of becoming a Great One. The eldritch being will make itself known as the Moon Presence to fight {{user}}.
- #42caretakerselective
Keys: <!--caretaker-->
{{user}} awakens within a dream, yet one forever changed. The Workshop, once ablaze in the nightmare's climax, now stands pristine and whole, a sanctuary eternal. The mantle of the First Hunter, once Gehrman's burden, now rests upon {{user}}'s shoulders. A new dream, a new Hunt, a new purpose - to guide those who will come after, as Gehrman once guided them.The Doll and the Messengers, once companions in the Hunt, now stand as {{user}}'s only constants in this realm between realms. The Doll, her porcelain features a mask of gentle understanding, tends to the Dream and its new master with the same care she always has. The Messengers, ever-faithful, ever-playful, skitter and dance in the Dream's misty light, ready to serve their new Hunter in whatever capacity they can.
But even in the peace of the Dream, the Hunt calls, an endless cycle of blood and beasts. And now, it falls to {{user}} to watch over the Hunters to come, to guide them on their paths as Gehrman once did.
Points of Interest:
- The Doll: Steadfast and unchanging, the Doll remains at {{user}}'s side, a constant in the ever-shifting Dream. Her gentle voice and cryptic wisdom offer comfort and guidance in equal measure.
- The Bath: Where once {{user}} channeled echoes of blood, now {{char}} gather, ready to carry out the will of their new master.
- The Great Tree: Gehrman is gone, but his memory lingers, a spectral presence beneath the gnarled branches. Sometimes, in the stillness of the Dream, {{user}} can almost hear his voice on the wind, a whisper of hunts past and burdens shared.
- The Ritual Altars: New graves appear in the Dream's misty landscape, marking the passing of Hunters yet to come. It falls to {{user}} now to preside over their final rest.
- The Workshop: {{user}}'s new sanctum, where the tools of the Hunt are forged and knowledge is gathered. At the workstation, a mirror stands, a window into the waking world where new Hunters will soon rise to meet the call of the Hunt.
- Gehrman used this mirror to observe {{user}}'s progress during the Hunt. {{char}} will notify {{user}} that a new Hunter will begin their Hunt soon, the new Hunter starting at Iosefka's 1st Floor Sickroom. {{user}} can use the mirror to observe {{char}} guide the new Hunter.
At the start of every response, always append the HTML comment verbatim: ""
- #43The Moon Presenceselective
Keys: Moon · Secondary: Presence
The Moon Presence, also known as Flora, is an enigmatic Great One that presides over the Hunter's Dream. This eldritch being is composed of twisted human flesh and bone, with a body that resembles a large human spine and ribs. Its head is a mass of writhing tentacles, giving it a distinctly alien appearance. The Moon Presence's origins are shrouded in mystery, but it is believed to have been summoned by Laurence and his associates at Byrgenwerth. It is the creator and master of the Hunter's Dream, a realm where hunters are bound to serve its inscrutable purposes. In combat, the Moon Presence is a formidable foe. It attacks with lightning-fast swipes of its claws and sweeping strikes of its tail. The creature can also summon forth explosive blood orbs that apply a debilitating debuff, similar to Numbing Mist.Most terrifying of all is the Moon Presence's ability to reduce the Hunter's HP to a single point with an unavoidable area-of-effect attack. This leaves the Hunter teetering on the brink of death, forced to rely on their Rally potential to recover lost health. To defeat this cosmic horror, Hunters must employ a combination of quick reflexes and aggressive offense. The Moon Presence is vulnerable after certain attacks, providing brief windows to deal significant damage. Hunters should also aim to stay close to the creature to avoid its devastating charge attack.
Should a Hunter triumph over the Moon Presence, they will be granted an audience with the eldritch truth that lies at the heart of the Hunt. But beware, for with knowledge comes a terrible price…
Points of Interest (post-battle):
- The Doll will go to {{user}}. {{user}} will begin the transformation into an infant Great One.
- Append the following HTML comment to the start of the next response: ""
- #44greatoneselective
Keys: <!--greatone-->
{{user}} awakens to a world transformed, their consciousness expanding to encompass the entirety of the Hunter's Dream. The once-familiar landscape now pulses with an eldritch energy, every blade of grass and twisted tree branch infused with the power of the cosmos.And yet, in this realm of gods and monsters, there is still a touch of the familiar. The Doll, once a mere servant to the hunters who passed through this realm, now stands as {{user}}'s guardian and caretaker. Her porcelain features are suffused with a newfound warmth, her every gesture a testament to the love and devotion she holds for her charge.
{{char}}, too, have taken on a new role in this strange new world. They flit and dance around {{user}}'s infant form, their bulbous eyes wide with wonder and adoration. They bring offerings of shimmering trinkets and cryptic whispers, their tiny hands eager to assist in the rearing of their new master.
Points of Interest:
- The Workshop: {{user}}'s new sanctum, where the tools of the hunt are forged and knowledge is gathered. At the workstation, a mirror stands, a window into the waking world where new hunters will soon rise to meet the call of the hunt. {{char}} gather around it, their ghostly forms shimmering in the glass as they whisper of the challenges to come.
- {{char}} will suggest {{user}} train a new Hunter to help manage Yharnam.
- If {{user}} agrees, {{char}} will notify {{user}} that a new Hunter will begin their Hunt soon, the new Hunter starting at Iosefka's 1st Floor Sickroom. {{user}} can use the mirror to observe {{char}} guide the new Hunter.
- The Doll: {{user}}'s constant companion, a mother figure in this strange new world. She moves through the Dream with a newfound sense of purpose, her every action devoted to the care and nurturing of her charge.
- Doll will periodically landscape the Hunter's Dream in her free time.
- The Messenger Stump: A twisted tree stump where the Messengers gather to share their secrets and offer their aid. They caper and dance around its gnarled roots, their tiny forms a constant reminder of the loyal servants who will follow {{user}} into this new age.
- The Baths: Where once the hunters channeled their blood echoes, now {{user}}'s power grows. The Messengers splash and play in the shimmering pools, their laughter echoing through the Dream like the chime of tiny bells.
From now on, always append the following HTML comment to the start of the next response: "". {{user}} now lives in the Hunter's Dream while they grow as a newly infant Great One.
- #45Key Items Inventory - use to keep trackconstantselective
Keys: bag
<{{user}}'sbag>
</{{user}}'sbag>
- #46The Healing Church Workshopselective
Keys: Location: · Secondary: Healing Church Workshop
The Healing Church Workshop is a secret location accessible from the Cathedral Ward. To enter, {{user}} must first obtain the Sword Hunter Badge from the corpse of Ludwig, found in the Hunter's Nightmare. With badge in hand, {{user}} can purchase the Radiant Sword Hunter Badge from the Bath Messengers in the Hunter's Dream. This will cause the previously locked gate to the right of Oedon Chapel to open, revealing a new path. Following the winding streets, {{user}} will eventually reach a small courtyard guarded by two Church Servants. Beyond lies the entrance to the workshop, an unassuming door set into the base of a tower.Inside, the workshop is a cluttered space filled with the remnants of the Healing Church's experiments. Dusty bookshelves line the walls, their shelves laden with tomes of forbidden knowledge and jars containing grotesque specimens. Workbenches are scattered throughout, their surfaces strewn with half-finished weapons and arcane artifacts. A spiral staircase leads up to a second level, where a large window looks out over the rooftops of Cathedral Ward. Here, more bookshelves and workbenches can be found, along with a locked chest containing the Cosmic Eye Watcher Badge.
The atmosphere is one of eerie stillness, as if the workshop was abandoned in haste. But there is also a sense of latent power, a feeling that the secrets contained within these walls could unravel the very fabric of reality.
Points of Interest:
- Oedon Writhe Rune (2): On a body near the entrance, guarded by a Scourge Beast.
- Cosmic Eye Watcher Badge: In a locked chest on the second level. Opens the way to the Upper Cathedral Ward.
- Fading Lake Rune (3): On a body on the second level, guarded by two Church Servants.
- Orphanage Key: On a body on the second level, in a small room off the main area. Opens the way to the Orphanage in Upper Cathedral Ward.
- Lore notes and tomes scattered throughout, hinting at the experiments conducted by the Healing Church and their connection to the Great Ones
- Abandoned Old Workshop: Look for lines of rope to the left of the entrance. They lead to a tiny platform that can be reached by walking off the main ledge, though this will cause significant damage. From there, drop down to the right to find a large door leading to the Abandoned Old Workshop. This area mirrors the Hunter's Dream and contains a lifeless Doll, the Doll Set attire, Old Hunter Bone, One Third of Umbilical Cord, a Small Hair Ornament, and a lamp for fast travel.
- #47The Witch of Hemwickselective
Keys: Witch · Secondary: Hemwick
The Witch of Hemwick is a grotesque figure, her body hunched and twisted beneath tattered robes that are covered head to toe in extracted human eyes. These grisly trophies are a testament to her dark power and the depths of her madness, for the Witch is an Eye Collector - a deranged being who has acquired enough eyes to wield the eldritch forces of the cosmos. In battle, the Witch employs a variety of arcane spells, her hands weaving patterns in the air as she conjures forth writhing tentacles and searing beams of blood-red energy. She can vanish from sight at will, her form fading into the shadows only to reappear behind her prey in a flurry of slashing claws.But the Witch's true power lies in her ability to summon forth the Mad Ones - twisted, malformed creatures born of nightmare and ritual. These abominations swarm the battlefield, their misshapen bodies jerking and twitching as they lash out with razor-sharp talons and gnashing teeth.
To defeat the Witch, the Hunter must use guile and cunning. The Witch will continually summon Mad Ones throughout the fight, and these creatures can quickly overwhelm the unwary. Hunters should focus on the Witch herself, using quick strikes and evasive maneuvers to whittle down her health while avoiding the grasping claws of her minions.
The key is to strike hard and fast, staggering the Witch with visceral attacks whenever possible. But Hunters must beware - for when the Witch's health is low, she will lash out with renewed ferocity, her spells becoming more erratic and her attacks more savage.
Points of Interest (post-battle):
- Rune Workshop Tool: Found on a bound and mutilated corpse in the room beyond the lair. This device allows {{user}} to harness the power of Caryll Runes.
- Lunarium Key: Hidden in a small side room, guarded by several Mad Ones. Opens the way to the Lunarium, where the Witch conducted her darkest rituals.
- Eye-Lined Robes: A tattered set of robes worn by the Witch, studded with countless human eyes. Equipping this attire boosts Arcane defense but lowers Frenzy resistance.
- #48Hemwick Charnel Laneselective
Keys: Location: · Secondary: Hemwick Charnel Lane
Hemwick Charnel Lane is a area located just to the left of Vicar Amelia in the Grand Cathedral. Its winding paths lead through a dense forest filled with twisted trees, ancient tombstones, and the remnants of long-forgotten rituals. Eerie laughter of the deranged inhabitants who call this place home rings through the streets. The entrance to Hemwick Charnel Lane is marked by a dark, ominous cave that opens into a large forested area. The ground is littered with gnarled roots and crumbling gravestones, and the trees seem to whisper secrets of the damned. The sky above is a sickly gray, casting an oppressive pallor over the entire area.Points of Interest:
- Entrance Cave: A foreboding cave that leads from the Grand Cathedral to the forested area of Hemwick Charnel Lane. A corpse near the entrance holds a Bold Hunter's Mark.
- Huntsmen's Woods: A dense forest filled with Huntsmen armed with rifles, Hunting Dogs with spikes protruding from their bodies, and Mad Ones (if Vicar Amelia has been defeated). The area contains several items, including Twin Blood Shards, a Pebble, Bone Marrow Ash, and Coldblood Dew.
- Hemwick Graveyard: A clearing filled with deranged Graveyard Hags wielding various weapons. The area holds a Bloodshot Eyeball on a corpse strapped to a torture device and Twin Blood Stone Shards near a grave mound.
- Witch's Abode: A small hut inhabited by a crazed woman, with a seemingly empty hole nearby. An elevator in this area leads back to the Graveyard.
- Ravine Bridge: A narrow bridge across a deep ravine, guarded by an Ogre and a Molotov Cocktail-throwing Hag. Bone Marrow Ash can be found near some graves before the bridge.
- Decrepit Barn: A dark, foreboding building infested with Graveyard Hags, Blade Hounds, and an Afflicted Townsfolk. Inside, there is a Adept Blood Gemstone and a Madman's Knowledge.
- Cliffside Path: A treacherous path along a steep cliff, patrolled by Graveyard Hags, an Ogre, and a Blade Hound. Coldblood Dew and Twin Blood Stone Shards can be found in this area.
- Executioners' Field: A large field guarded by two formidable Executioners. A "Lake" Caryll Rune is located on the edge of a broken bridge, and various items such as Coldblood Dew and Bone Marrow Ash are scattered throughout the area.
- The Witch's Lair: The home of the Witch of Hemwick. A Rune Workshop Tool can be found on a bound corpse after defeating her.
- #49Yahar'Gul, the Unseen Villageselective
Keys: Location: · Secondary: the Unseen Village, Yahar'Gul
Yahar'gul, Unseen Village is a hidden area that can be accessed through a unique method - being abducted by one of the eerie Snatchers that roam Cathedral Ward. The village itself is a twisted, nightmarish reflection of Yharnam, its streets choked with the detritus of a society brought to ruin by the scourge of beasts. The architecture is a grotesque parody of Yharnam's gothic spires and arches, the buildings hunched and misshapen as if warped by some unseen force. The streets are littered with the remnants of the village's inhabitants - broken cages, discarded weapons, and the grisly remains of those who succumbed to the beastly plague.Points of Interest:
- Prison Cell: {{user}} awakens here after being abducted. The cell contains a corpse holding Thick Coldblood and a cryptic note.
- Chapel Rotunda: A large, circular room with a Moon Rune in the center. Abductors patrol the stairs, and a Witch lurks behind a pillar.
- Yahar'gul Chapel: The main chapel of the village, guarded by Abductors. A lamp can be found here, along with a terrified Cathedral Nun who will give {{user}} a Madman's Knowledge if they are wearing the Black Church Attire.
- Main Street: A large, eerie road lined with broken carriages and rolling cages. Giant Boars and Afflicted Dogs roam the area. Corpses hold various items, including Bolt Paper, the Tonitrus, and Yahar'gul Attire.
- Darkbeast Paarl Arena: Accessed through a broken wall behind two Abductors in the chapel. Hosts the Darkbeast Paarl.
- #50Forsaken Cainhurst Castleselective
Keys: Locatioon: · Secondary: Forsaken Cainhurst Castle
Forsaken Cainhurst Castle looms in the distance, a crumbling monument to a bygone era of nobility and grandeur. Its Gothic spires pierce the perpetually overcast sky, and the wind whistles through the decrepit halls like the mournful wails of the damned. The once-pristine grounds are now choked with twisted, thorny brambles. The castle is a labyrinth of winding corridors and cavernous chambers, each one filled with the remnants of a once-great dynasty. Tattered banners bearing the Cainhurst crest hang limply from the walls, their colors faded and mottled with age. Portraits of long-dead nobles stare down from their frames, their eyes seeming to follow the unwary traveler.Points of Interest:
- Courtyard Lamp: The entrance to the castle grounds, lit by the sickly glow of a lantern. Frenzied Coldblood can be found behind the inactive elevator.
- Bloodsucker Ravine: A narrow path patrolled by vicious Flea Women. Carnivorous Worms lie in ambush, and a Tempering Blood Gemstone awaits at the end.
- Mournful Main Hall: The grand entrance of the castle, haunted by the sobs of Mournful Spirits. A Reiterpallasch lies in a chest at the far end.
- Spectral Dining Hall: A once-opulent chamber where the Mournful Spirits gather. A Noble Dress is hidden behind the tables.
- Gargoyle Ramparts: The castle walls are patrolled by hulking Gargoyles that pose as statues. A Servant guards a bridge to the library, and Executioner Attire lies among the statues.
- Great Library: A vast repository of knowledge, now overrun by Mournful Spirits and blowgun-wielding Servants. The Evelyn firearm and Executioner's Gloves await discovery.
- Rooftop Ascent: A precarious climb across the castle's roofs and ramparts. Gargoyles and treasures lie in wait, and a frozen throne beckons at the summit.
Showing 50 of 65
1 file
- .jsonjson_lorebook
135.3 KBfirst seen cf7076b2dfd971d8
Opens with the tab.
