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©Future Press Bloodborne Collectors Edition Guide

Bloodborne & The Old Hunters Collector’s Edition Guides

Future Press gone behind the scenes with Bloodborne's creators to unearth every secret hidden within the mysterious city of Yharnam. Your hunt through the streets of Yharnam will be your most exciting and rewarding journey yet, and the road will be hard. But fear not! These guides are your key to mastering the merciless challenges and navigating the darkest depths of the city. [More]
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Datamining TGS 2014 Build

Datamining TGS 2014 Build


Bloodborne Wiki » Unused Content » Data Mining » Datamining TGS 2014 Build

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page revision: 23, last edited: 01 June 20210

  • Basic Information
  • Miscellaneous Images
  • Warp Chairs & Statues - Early Lantern Prototypes
  • Natural Resistances
  • Original Story Draft ENG Text
  • Iosefka's Clinic
  • Central Yharnam
  • Central Yharnam - Aqueduct
  • Equippable Invisible Weapon
  • Behind the Scenes
  • Menus & Items
  • Alpha Stream


Basic Information

  • This page will include all information regarding datamining of Tokyo Game Show 2014 build [September 18th, 2014] leading on to Alpha tests. It means specifically modified public network test (alpha) into a legacy "TGS Mode", with re-enabled debug menu and removed "Event mode" scripts.
  • For more details [side by side photo documentation] of this build differences proceed further into TGS 2014 Build & Retail Comparison wiki page
  • For more details about map of this build proceed further into Exploring TGS 2014 Build in Map Viewer wiki page
  • For more details [image gallery & audio theme] of False God (Amygdalae) proceed further into False God TGS 2014 Gallery wiki page
  • [July 30, 2018] Cracking Open The Bloodborne Alpha :: Behind The Scenes Hacking And Cut Content video by Lance McDonald
  • [July 17, 2018] Bloodborne Alpha Hacking :: Fresh Livers :: Unseen Items video by Lance McDonald
  • [May 09, 2018] Bloodborne Alpha Soundtrack :: Theme of Amygdala :: False God Hymn video by Lance McDonald
  • [May 09, 2018] Bloodborne Cut Content :: The Door Behind The Cleric Beast :: Unused Shortcut video by Lance McDonald
  • [Mar 12, 2018] Bloodborne Alpha :: Father Gascoigne and The Aqueduct :: Unfinished Areas and Items video by Lance McDonald
  • [Mar 04, 2018] Bloodborne Alpha Soundtrack :: Theme of Cleric Beast :: 15 Minute Clean Cut video by Lance McDonald
  • [Mar 04, 2018] Bloodborne Alpha :: The Great Bridge :: Unseen Details and Cut Content video by Lance McDonald
  • [Feb 25, 2018] Bloodborne Alpha Cut Content :: Yharnam NPC :: Fully Working Warp Chair! video by Lance McDonald
  • [Feb 18, 2018] Bloodborne Cut Content :: Iosefka's Clinic Alpha :: 2nd Storey :: New NPC Discovered video by Lance McDonald
  • [Feb 15, 2018] Bloodborne Cut Content :: Warp Chairs?! :: Early Lantern Prototypes Restored video by Lance McDonald

Miscellaneous Images


Title "demo" screen

Image in the files

Project Beast Loading Screen

Clinic from the distance

Not completely loaded Clinic entrance

Art on the front of the Clinic

Art on the side of the Great Bridge

Cleric Beast loaded behind the gate

Cleric Beast loaded behind the gate

Beast Gascoigne loaded below the arena

Warp Chairs & Statues - Early Lantern Prototypes

  • Warp Chairs were the original means by which the player traveled to and from the Hunter's Dream. They were present in the alpha version of Bloodborne, but couldn't be interacted with, and were replaced with Lanterns for the retail release. Warp Chairs were not identical and had unique models based on the area they appeared in; data mining has revealed models for Iosefka's Clinic, Central Yharnam, Hemwick, Oedon Chapel, Cainhurst and the Nightmare Frontier. [video]
  • When initially encountered, a Warp Chair would feature a "phantom" already sitting in it, which looked like a ghostly version of the player. If the player approached the chair with the Phantom present, the prompt "Shake Phantom Awake" [幻影を揺り起こす] would appear. If they chose to wake the Phantom, the player would put their hand on the Phantom's shoulder and shake them, which caused them to disappear. The Warp Chair could then be used with the prompt "Sit in Sleeping Chair" [寝椅子に座る]. Warp chair fully restored (Presentation Mode)
  • Warp Chairs would take the player directly to the Hunter's Dream, as the Lanterns do, without any kind of warp menu. While animations still exist for the player disappearing from the Warp Chair and sitting idly in it, these were only used by the Phantom. Sitting in the Warp Chair would cause the screen to fade to black, and arriving from the Hunter's Dream would cause the character to immediately stand up.
  • Statues: An even earlier means of accessing the Hunter's Dream were statues which used the same model as the one behind the Memory Altar in the Hunter's Dream. There were shown off in an early Project Beast trailer, and were activated by stabbing the base with a glowing sword. It is possible to partially restore the statues, which glow faintly and have Messengers around the base, but the means of activating them has been entirely removed. [video]

Natural Resistances

  • Icons, datamined from retail build, very similar to Demon's Souls stats. Red is Bleed resistance, Purple and Blue are Disease and Poison, Yellow and Orange are Curse and "Therianthrope". We could see "Therianthrope" bar filling when defeating the Cleric Beast in public alpha tests. In modified TGS/Alpha build you can see them popping up when leveling up the "Willpower" stat.

Original Story Draft ENG Text - Old Yharnam NPC & Old Woman in Iosefka's Clinic

  • In retail build there was found Original story draft in huge text dump, written in Japanese. In December 2017 extracted by Sanadsk and translated by Lokey.
  • Official English text for NPC found in Old Yharnam and Old Woman in Iosefka's Clinic was datamined from TGS / Alpha build
Old Yharnam NPC - Retail Build

もうこの街はおしまいさ。ようやく報いを受けたのさ

谷街を焼き、患者を焼き、俺の妻と子供たちを、獣と焼いた報いなのさあ!

ああ愉快、これが聖杯の呪いというものさ!

ぎゃははははは、うおおおーい

うお、おう、まだまだ聞いてくれるのかい

炎が見える。燃える音が聞こえる。肉の焼けるいい匂いだ

この街も、やがては同じ運命さ。谷街の徴、聖杯が、きっと奴らを呪うのさ

大いなる、古い神の呪いなのさあ!

ぎゃははははは、うおおおーい

うお、おう、おう、うおう

俺は知ってる、知っているんだ

我が谷街の獣ども、あれこそが、人本来の姿なのさ

それこそが、古い神の血の仕業なのさ

ああ、だが、なぜに俺は選ばれぬ!

俺ばかりが人、井戸の底か!

井戸の底なのかあああああ!

聖杯の墓を侵すなかれ。聖杯の墓を侵すなかれ

白く虚ろな墓守が、ぐにゃりぐにゃりと吼えるように

聖杯の墓を侵すなかれ。聖杯の墓を侵すなかれ

血族よ。汝血を、求るなかれ

汝血を、求るなかれ

おう、あんた
Old Yharnam NPC - TGS / Alpha Build

[2500000] Oi, oi, anybody around there?

[2500001] Oi, oi! Hellooooo?

[2500002] This town's finished. Just as they deserve!

[2500003] For torching the Valley, murdering the diseased!\nFor burning my wife, children, and those great beasts!

[2500004] Glory be! It's the curse of the Holy Chalice!

[2500005] Nah hah hah hah, hurrah!\nYes, hahaha, hooray!

[2500100] Ah, ah, still there, mon frčre?

[2500101] Flame cometh. I hear it. Can you smell it?\nThe aroma of scorched flesh.

[2500102] The town will not be spared.\nThe Valley's Holy Chalice will curse them good!

[2500103] The wrath of the Old Gods, it be!

[2500104] Gah hah hah hah, hooray!

[2500200] Oh, ah, oh, whoa!

[2500201] I know a secret, I do!

[2500202] In my home, the Valley, beasts be\nthe true form of men, all-natural!

[2500203] Such is par for the blood of the Old Gods.

[2500204] Oh, mercy upon me, why was I not chosen?

[2500205] And now, I'm just a man, deep down in a well!

[2500206] Deep down...in a BLOODY WELL!

[2500300] Don't ever disturb, the ol' tomb of the Chalice.\nDon't ya NEVER disturb, the ol' tomb of the Chalice.

[2500301] Thence come the pale watchers,\nall hollow and howlin' like, gloo, gloo, gloo.

[2500302] Don't ya never disturb, the ol' tomb of the Chalice.\nDon't ever disturb, the ol' tomb of the Chalice.

[2500303] All ya false heirs, don't lust for their blood.

[2500304] Oh no, never lust for their blood.
Old Woman - Retail Build

ああ、よかった。あなた、目が覚めたのね?でも、まだ無理はしない方がいいわ

施術から1ヶ月も眠っていたの、体だって、まだ慣れてはいないでしょう?

それに…今夜もまた、獣狩りの夜よ

あなたは、よそからだから、知らないのかもしれないけど

そういう日は、出歩かず、耳を塞いでじっとしているものよ

そうすれば、きっと全部終わるのだから

あら。どうしたの、あなた?

もしかして、お腹がすいたのかしら?

まあ、可哀そうに。でも、困ったわ。もうずっと獣狩りが続いて、食べるものもなくなってしまったの

…そうだ、これをどうぞ。栄養もあるし、お腹にもたまると思うから

よそからの人には気持ち悪いかもしれないけど、ごめんなさいね

そうなの?同じものでよければ、ごめんなさいね

それは、ね…この街では、ときどき、悪い病が流行るの

獣憑きの病よ

だから、病が流行ったら、獣を狩るの

暗い夜に、誰も知らないうちに。だから、何も心配することはないわ

すべて、任せておけばいい。この街では、ずっと続いていることなの

今回はきっと、たまたま、流行りが酷いだけなのだから

それももうすぐ終わるはずよ…

あんまり、あなたが気にするものではないわ

狩りはハンターさんの仕事

きっと今夜こそ、獣狩りが終わるでしょうから

…それは、なにかしら?私には分からないわ

もっと賢い方なら、ご存知かもしれないけれど…

お役に立てなくて、ごめんなさいね

ああ、ローレンスさん!あなたのお友達よね

私ったら、なんてうっかりしてたのかしら

ローレンスさんは、あなたのために、お医者を探しに行ったわ

もう2週間も前の話

でも、あの後ですぐ、獣狩りがはじまったから、どこかに隠れているのじゃあないかしら?

狩りが終われば、戻ってくるわ

あなたが目覚めているのだから、とても喜ぶのでしょうね

とっても心配していたのだから

ねえ、あなた。あまり無理をしないでね

折角目が覚めたのだから、体は大切にするものよ

(殴りつけられたとき/斬りつけられたときの悲鳴を幾つか\n 斬りつけられる、ショットガンなどで撃たれるなど)

(死亡時の断末魔\n 絶叫と共にこと切れる、など)

…ああ、あなた…

あなたも、感染してしまったのね…

かわいそうに…
Old Woman - TGS / Alpha Build

Oh, good. Feeling better, are you? But you mustn’t exert yourself. After your

ministration, you slept for a whole month.


Do you have your wits about you? Tonight is another beast hunt. Nothing for you

visitors to worry about, only you mustn’t go out. Keep your ears covered, it’ll be

over soon enough, don’t you worry.


Oh, my. What is it, dear? Are you hungry?


Poor thing. Oh, what to do? With all these hunts, we’ve run out of food. Oh, I

know. Here, try this. It’s full of nutrition and should fill you up. You might not fancy

it, but it’s all I’ve got.


Really? Well, this is all I’ve got. Hope you don’t mind.


Every so often, we’re struck by a malady. The scourge of lycanthropy. When it

spreads, they signal the Hunt. But don’t worry, they know exactly what they’re

doing. You let the Hunters handle it, like always. This time, it’s just a bit worse

than usual, that’s all. It’ll all be over soon enough, dear.


You needn’t concern yourself with that. The Hunters will take care of it. Tonight’s

Hunt will be the last, I’m sure of it.


What on Earth is that? I really don’t know. Perhaps you should ask someone else.

I’m sorry to be of so little help.


Oh, Laurence. Friend of yours, is he? Dear me, I should have known. He left to

find a doctor to treat you, but the Hunt started soon after, and that was a full two

weeks ago. Wonder where he’s taken cover? He’ll be back once the Hunts are

over. He’ll be wonderfully pleased to find you awake. He was very, very concerned

about you.


Now, you be very, very careful, you hear? You’ve been given a second chance.

Don’t waste it.


Aah… you’ve been infected.

Iosefka's Clinic [video]

  • Sickroom: There was a Warp Chair near the bed the player wakes up in at the start of the game, and no Handwritten Scrawl. The shelves, tables and beds were also in slightly different positions. The doors leading from the sickroom to the rest of the clinic had a different design, with intact opaque glass panels and a visible lock. The door at the back of the sickroom has no "open" prompt from either side, so it is unclear how it would have been opened.
  • Main Hall: The walls here, as well as many others in the Clinic, used a different texture depicting paint peeling off to reveal brickwork underneath. Many developer messages were present on the path from the Sickroom to the Hall, but did not have working text and returned "?BloodMsg?" if checked. The Scourge Beast eating the corpses was still present, but had a full HP bar and an unused move that knocked the player over upon contact.
  • Rooftops: The path leading from the broken window to the rooftops was present, but in a very unfinished state, with the wooden planks and several parts of the roof invisible and lacking collision. There was no ladder down to the courtyard, and walking off the side of the roof simply causes the player to fall into a void. There was an item visible on a balcony in the distance, which could be reached by walking across the rooftops. However, it is unclear how the player would have accessed the rooftops to begin with, as there was no ramp or ladder present. There was also a (blank) developer message placed on the roof, suggesting the roof area was intended to be part of the tutorial rather than somewhere accessed later in the game.
  • Second Story: If the player managed to traverse the rooftops, it was possible to access the walkways in Main Hall, which are visible but inaccessible in the finished game. The railings of the walkways had some gaps in them, which could be jumped from, and may have been intended to connect to ladders. One gap was directly above where the Scourge Beast is, which would have allowed for a plunging attack. There was an unfinished door that connected to a balcony with some Blood Vials - this was the aforementioned item which could be seen from the rooftops. There were also two non-functional doors which would likely have connected to the clinic's front balcony. From the balcony, it was possible to see the Clinic's courtyard, which was radically different to the finished game.
  • Courtyard: The courtyard was in an early, unfinished state. Instead of the lines of tombstones, the courtyard was a completely flat area surrounding a rectangle of discoloured ground with two corpses facing it. The rectangle had no collision and could be walked through, which revealed a long, winding tunnel; this would likely have connected to Forbidden Woods, as the courtyard in the finished game does. The gate to the courtyard were still opened with a lever which was in the same position as the lever in the final game.
  • Back of Clinic: The room which contains the Communion rune and partially-transformed Celestial corpse in the finished game did not contain either, and was simply filled with operating tables. The stairs which lead to Impostor Iosefka's room did not have a door blocking them. An unused NPC could be made to load at the base of the stairs, although it is unclear if this was her intended position - she had no hitbox, so she may have been intended to spawn behind a door. This NPC was an old woman who was very kind to the player, giving them free Blood Vials and answering questions about Yharnam. She explained that the player had been in a coma for a month following their ministration. Despite having no hitbox, she was still programmed to fight back if attacked, and claim the player must be "infected" if reduced to 0 HP. Update: Retail build - In Iosefka's Clinic, below the room where you fight the imposter, there is an old unused doorway. This once lead to the room where you'd meet the witch NPC. Nothing of that room remains, though. [image]
  • Unused NPC Dialogue:
  • Dialogue prompts for her (Translation of Japanese, top to bottom in screenshot) [video, audio]
  • "I am hungry": The woman gave you a Blood Vial, saying it was all she had and that she was out of food. This worked twice, for two Blood Vials total.
  • "Regarding the troubles in town": The woman explained that Yharnam has a problem with lycanthropy, and that the player should keep indoors until the Hunters kill the beasts.
  • "Regarding the Blood of a Sage": She did not know what this meant.
  • "Regarding Laurence": The woman explained that Laurence left to find a doctor for you two weeks ago, but never returned (in early versions of the story, "Laurence" was a friend of yours who came with you to Yharnam, rather than the founder of the Healing Church).
  • If reduced to 0 HP (via hacking since you can't hit her) she says you must have been infected as she dies.

Sickroom

Sickroom

Sickroom

Sickroom

Sickroom

Sickroom

Sickroom

Rooftops

Rooftops

Rooftops

Rooftops

Rooftops

Rooftops

Rooftops

Rooftops

Rooftops

Second Story

Second Story

Second Story

Second Story

Second Story

Second Story

Second Story

Second Story

Courtyard

Courtyard

Courtyard

Courtyard

Courtyard

Courtyard

Courtyard

Courtyard

Courtyard

Back of Clinic

Back of Clinic

Back of Clinic

Back of Clinic

Back of Clinic

Back of Clinic

Back of Clinic

Back of Clinic

Back of Clinic

Back of Clinic

Back of Clinic

Back of Clinic

Back of Clinic

Central Yharnam [video]

  • Outside of Iosefka's Clinic: There was a Garden of Eyes and three Celestial Larvae outside of Isoefka's Clinic. The Larvae were all a darker colour and moved faster, and their bites did not inflict Frenzy. One Larva's position caused it to spawn inside of the gate to the courtyard, trapping it inside the geometry, so it is likely that these enemies were intended to spawn only after the gate had been opened. There was also a corpse by the gate to the courtyard.
  • Central Yharnam: The hunters at the base of the ladder to Gilbert's house did not spawn; Gilbert himself also did not exist, with a blank wall where his window is in the final version [image]. The Dark House near the Great Bridge was much darker, and the stairs leading to the elevator were blocked with a fence (this was temporary and existed to prevent players accessing the unfinished aqueduct area). The Huntsman Minions around Central Yharnam could sleep, like the Church Giants, which they do not do in the finished game. An NPC who should normally be inaccessible could be spoken to by facing a specific piece of wall near the Dark House. He would ask for blood, and then speak to the player if given 300 Blood Echoes. His dialogue was fully voiced in English with Japanese subtitles, and was voiced by the same actor as the Narrow-Minded Man.
  • "Wall NPC": The "Wall NPC" seen in the screenshot is near the dark house. It's the voice of the Narrow-Minded Man, and he wants 300 Blood Echoes before he'll talk [video]. Prompts are (translation):
  • "Regarding the Blood of a Sage": He told you go to and see Father Norbert in the Grand Cathedral.
  • "Regarding Laurence": He told you that Laurence had gone to the Grand Cathedral.
  • Plaza with Fountain: An Amygdala was hanging on to a spire in Central Yharnam, and cast a shadow across the plaza where the large fountain is. This same plaza also featured a Foul Smelling Pill where the Blood Stone Shard is in the finished game. The Foul Smelling Pill item was cut entirely from the final game, and gave the player gradual HP regeneration, similar to Adella's blood. Two of the Large Huntsman were present in the plaza, but were "switched off" and only appeared when certain conditions were met - it is possible that this was tied to moon phases. As with the stairs near the Dark House, a temporary barrier prevented the player from reaching the aqueduct by breaking through the pile of crates and coffins. The NPCs at the door who laugh at the player in the finished game are not present, nor is the window where the player talks to Gascoigne's daughters [image].

  • Great Bridge: A friendly version of Gascoigne would appear at the end of Great Bridge, then run across and begin fighting the two Scourge Beasts. He did not appear to have a functioning hitbox. The area on the other side of the Great Bridge which allows access to the aqueduct had a Wandering Nightmare present, which dropped Blood Vials (likely because the alpha has no weapon upgrading). There was an extra corpse, for a total of three; they yielded Molotov Cocktails, Oil Urns and Quicksilver Bullets. Accessing the aqueduct was impossible due to another temporary fence. There was also a Bell Maiden who was "switched off" and could be made so spawn manually. She was more aggressive than the Bell Maidens in the release game, and had an AOE attack that heavily damaged the player's HP and Stamina; this attack is not present in the finished game.


  • Cleric Beast: The run up to the Cleric Beast featured an additional temporary fence to prevent access to the aqueduct. In the Cleric Beast's arena, there was a corpse behind a broken carriage with Blood Vials on it, and could be reached if the Cleric Beast destroyed it during the boss fight. The Nightmare Fog used an alternate design that had Messengers floating in it. Aside from this, the Cleric Beast fight was essentially identical.

  • UPDATE 9/10/18 - False God in Central Yharnam: The Amygdala from Bloodborne Alpha that can be seen in Central Yharnam does exist in the final game as well, but has to be re-enabled through a small edit. It also doesn't cast dynamic shadows anymore because of changes to the lighting engine.

Outside the Clinic

Outside the Clinic

Outside the Clinic

Outside the Clinic

Central Yharnam

Central Yharnam

Central Yharnam

Central Yharnam

Central Yharnam

Central Yharnam

Central Yharnam

Central Yharnam

Central Yharnam

Central Yharnam

Central Yharnam

Central Yharnam

Central Yharnam

Central Yharnam

Central Yharnam

Central Yharnam

Central Yharnam

Central Yharnam

Central Yharnam

Central Yharnam

Dark House

Dark House

Dark House

Dark House

Great Bridge

Great Bridge

Great Bridge

Great Bridge

Great Bridge

Great Bridge

Great Bridge

Great Bridge

Great Bridge

Great Bridge

Great Bridge

Great Bridge

Great Bridge

Great Bridge

Central Yharnam - Aqueduct [video]

  • Aqueduct from Great Bridge: It was never intended that players of the TGS build accessed the aqueduct, but it is possible to reach the area by enabling the debug menu. The ladders down to the aqueduct were missing due to the area not being finished. Instead of the Large Hunstman enemies, there were Huntsman Minions, and the number of rats in the aqueduct was substantially higher. Standing at the end of the aqueduct, it was possible to see crows nesting in the rafters.
  • Aqueduct from Dark House: As above, this area could only be accessed via debugging. The two Huntsman Minions were present as in the finished game, but were "turned off" and had to be manually enabled - this was almost certainly because players were never intended to access this area, so the enemies were simply removed. The dogs were also "switched off". Past the dog cages was a corpse with the Blood-Hunter of Gremia set; the set was unfinished has no graphics, causing the player to appear naked if equipped. The Lonely Old Woman was not present at her door.
  • Dry Docks: The Large Huntsman was present on the stairs, as in the final version, but a glitch prevented the player from able to perform a visceral attack on him, even if he is successfully staggered. One of the hanging corpses would automatically fall if approached, and the item on it would simply disappear; the other had to be shot attacked and made to fall, and would yield Blood Vials. Walls in the Dry Docks were also placed differently, and the Large Hunters had different patrol routes to take this into account. The Huntsman Minions who wielded large statues could use the statues to block the player's attacks, which they do not do in the final version. The animation for healing with a Blood Vial was different, with a grey / blue aura rather than the red / orange one the final version uses. The Spy Hunter of Yharnam Set was found on the rafters above the canal. The clipping in the canal was unfinished, allowing the player and enemies to clip through parts of the walls and floors. There is also a Wandering Nightmare in a dead end in the canal, which dropped Blood Vials, as was standard for the TGS build.
  • Canal Residence: There was an Executioner in the dead end area where the Crows and Madman's Knowledge are in the final version. This Executioner was much tougher than the ones in the final version, taking four visceral attacks to kill. Past the dead end was a corpse on an inaccessible rooftop; as the rooftop had functional clipping, it is likely the player was supposed to traverse them. The Huntsman Minion near Gascoigne's house was not present, and instead were crows. By the ladder was a weapon with no name or graphics; it was simply referred to as "?WeaponName?", was invisible when wielded, and caused a flame effect to appear on the player's left hand. The invisible weapon's moveset was identical to the Hunter Axe, but when transformed it had the Rifle Spear's L2 attack. Gascoigne's window was not present, and the gate was opened using the same lever as in the final version.
  • Bridge to Gascoigne: The Maneater Boar in the sewer under the bridge did not have a finished death animation, and simply faded away. The corpses near the boar had a Molotov Cocktail and two Oil Urns. The back of the sewer had a solid wall instead of a bottomless pit. The top of the bridge was unfinished, and there was a corpse with Blood Vials on it near the lift. The Huntsman with a torch who lights the burning ball on fire was not present.
  • Fight with Gascoigne: The fight with Gascoigne was extremely rough and unfinished, with extreme slowdown that could be as low as 1 fps. The cutscene prior to the fight was not present. Gasocigne's death was unfinished, and he simply faded away. Where Viola's corpse is in the finished version was an unidentified corpse with Blood Vials. Gascoigne's growling was subtitled with "(growl)" and "(Retch)", and the script's punctuation is slightly off; it was probably a direct copy of the script the actor was given. Gascoigne's dialogue throughout the fight was different:
  • 1/3 HP: "The reek of blood... That intolerable scent... It makes me retch It sickens me... (growl)"
  • Transforming: "(growl)"
  • Fighting while transformed: "(growl)" "(Retch)"
  • Killing you while human: "Sick creature...May you rest in peace... Umbasa... (Howl: Whoop-whoop, awooo!)"
  • Oedon Chapel Approach: The gate to Oedon Chapel was opened using a lever, not a key. There were no coffins outside. The inside of Oedon Chapel was a stone pathway leading to a spiral staircase, rather than the waterlogged area, ladder and study that is present in the final version.

Equippable Invisible Weapon

  • Invisible weapon, when equipped, your left hand has a flame effect on it. Its moveset is the Hunter Axe, but in transformed mode it has the Rifle Spear's L2. Comparison: [gif 1; gif 2; gif 3].

Aqueduct Access

Huntsman Minion

Rat Plague

No Corpse

Crows on Platform

Huntsman Minions

No Huntsman Minions

Rabid Dogs

No Rabid Dogs

Gremia Set

No Old Woman

L. Huntsman can't be VA

Falling Corpse

Dry Docks

H. Minion Blocking

Spy Hunter Set

Clipping

Clipping

Wandering Nightmare

Executioner

Inaccessible Corpse

Inaccessible Corpse

Invisible Weapon 1

Invisible Weapon 2

Invisible Weapon 3

No Gascoigne Family

Boar Fading Away

Blocked Off Sewer

Silent Lift

No Torch Huntsman

Gascoigne Fight

Gascoigne Fight

Gascoigne Fight

Gascoigne Fight

Gascoigne Fight

Gascoigne Fight

Gascoigne Fight

Gascoigne Fight

Gascoigne Fight

No Viola Corpse

Oedon Chapel Change

Oedon Chapel Change

Oedon Chapel Change

Behind the Scenes

  • The Bloodborne network stress test from 2014 can still be downloaded and launched by users who took part in it. The stress test contains tools, features and data not found in the retail release of Bloodborne. While these are normally inaccessible, Lance McDonald (http://www.youtube.com/warpchair) has been able to restore them by modifying the game's data.
  • Taken from Lance McDonald's Cracking Open The Bloodborne Alpha :: Behind The Scenes Hacking And Cut Content video from July 30th, 2018.
  • UPDATE 29/9/2018: Alpha's System screen accessed from the main menu.
  • While the network test launches without any issues, the user is always told that they are not connected to PSN, regardless of their connection status.
  • The network test includes a feature called "Title Flow Debug", which allows the user to overried the connectivity test and tell the game directly whether they want to be considered online or offline. This feature exists to test scenarios such as unexpected connectivity loss, users who do not agree to the terms of service, users without a PS+ account, and so on. By manually enabling Title Flow Debug, the connectivity check can be skipped and network test successfully launched.
  • Although the network test initially functions normally without connectivity, the user is still considered to be "Online". This means that the game behaves as though the user has recently lost online connectivity, and tries to re-establish it. Because this is impossible in the network test, the game eventually displays an error message and forces the user back to the title screen after five minutes. This five minute timer never resets after it has expired, making progress impossible. Another method must be used.
  • Deleting the game's splash screen causes a blank grey screen to load instead. This grey screen is part of the game's boot process, and though modifying parts of the code it uses, it can be made to load a functional debug menu.
  • This debug menu features a fully functional model viewer.
  • Another function allows the network test to behave as though it is the Tokyo Game Show 2014 demo build. The game now functions without connectivity issues, and is playable up to the Cleric Beast. Defeating the Cleric Beast causes the game to end with a basic "Thank you for playing" message.
  • Warp Chairs exist, and can be made to function in this build by modifying some code. However, the Hunter's Dream map does not exist in this build, so the Warp Chairs do not actually warp the player anywhere.
  • The menu and inventory can also be restored.
  • The most important and powerful feature restored, however, is the full engine debug menu. This allows for options like removing gravity, manually controlling enemies and changing the time of day, but also more advanced features, like altering the game's scripts.

Menus & Items

  • Taken from Lance McDonald's Bloodborne Alpha Hacking :: Fresh Livers :: Unseen Items video from July 17th, 2018.
  • The 2014 Tokyo Game Show and Network Test versions of Bloodborne have the player's inventory disabled, with the only menu options being "Control Settings" and "Exit Game". The menu has now been partially restored by Lance McDonald (http://www.youtube.com/warpchair), and includes a functional debug menu. This menu has a very different look to the menu used in the retail release, and includes the player character's stats as well as their equipment. Notably, the player character's Blood Echoes stat is called "Souls".
  • Using the debug menu, the player can access an "item shop". There are not many things for sale, and the icons are mismatched. The Antidote item has an unused graphic for its menu icon, and all items use an unused graphic of a bottle of pills when examined. There is also an unused graphic depicting the Hunter's Mark which appears to be used as a placeholder.
  • Early versions of the character creation menu and level up menu are also accessible.
  • The player character's inventory is also accessible. Weapons and armour do not have high resolution graphics or descriptions when examined. The weapons do not have names, while the armour is called "Yharnam Hunter Set" and uses default icons which do not match the player character's actual armour.
  • By acquiring the Foul-Smelling Pill, the description of the item can be read. It says that it increases stamina regeneration speed, even though the pill's actual in-game effect is to recover HP gradually.
  • The player character's equipment and equipped items can be changed here. Notably, Blood Vials can be equipped and used like any other item, rather than being entirely bound to a dedicated button. They also produce a grey-blue particle effect rather than a red-orange one when used.
  • A completey unused "Magic" menu also exists, allowing the player to equip up to two "Spells" on their character. However, the menu does not work. The "Spells" are detailed later in the video, and are early versions of existing Hunter Tools.
  • Using debug commands, it is possible to give the player character every item which existed in the Tokyo Game Show build. Not all of them are functional, however.
  • An item called "Reset and Start Again" exists, and seems to be an early version of the Bold Hunter's Mark. It does not function beyond making the player character perform the Bold Hunter's Mark animation.
  • An early version of the Antidote item produces an unused purple particle effect when used.
  • An unused item called "Blood Purifier" produces an unused red particle effect when used.
  • An unused item called "Beast Blood" has an unused unique animation where the player character drinks it from a bottle. When used, Beast Blood lowers your resistance to "Therianthrophy", an early name for Beasthood. This is in contrast to Beast Blood Pellets, which fill the player's Beasthood meter but do not alter resistances. How exactly "Therianthrophy" resistance functioned is unclear.
  • Molotovs, Throwing Knives, Poison Throwing Knives, Pebbles and Oil Urns are identical. "Backwards Molotov", "Beast Lure" and "Healing Prevention" exist, but do nothing when used. They appear to be early versions of the Rope Molotov, Pungent Blood Cocktail and Numbing Mist.
  • Early versions of Bolt Paper and the Empty Phantasm Shell, called "Thuner Enchantment" and "Magic Enchantment" respectively, exist and are functional. There is also an unused weapon buff called "Blood Coating". Blood Coating raises a weapon's physical damage, but has no associated particle effect. Other nonfunctional items include a telescope, a lantern and a gun damage buff, which appear to correspond to the Monocular, Hand Lantern and Bone Marrow Ash. There are also debug items which appear to be intended to alter the moon phase when used, but do nothing.
  • The inventory also features a complete list of "Fresh Livers", which were an early equivalent of Coldblood. Unlike Coldblood, each boss would drop their own unique Fresh Liver, similar to the boss souls in Demon's Souls and Dark Souls. Consistent with the menu's use of "Souls" rather than "Blood Echoes", each Fresh Liver is described as giving the player character "Souls" when used. They also produce a unused grey-blue particle effect, similar to soul absorbtion in Demon's Souls and Dark Souls. [Fresh Liver gif; Large Fresh Liver gif; Boss Fresh Liver gif]
  • Looking at the list of unique Fresh Livers provides a look at what bosses were planned to be encountered and in what order. All use placeholder icons. ► Father Gascoigne's Fresh Liver: A boss we are already familiar with. ► Father Herbert's Fresh Liver: "Soul of the Church Leader". Father Herbert, also sometimes called Father Norbert, was the original Cleric Beast, and would have been encountered in the Grand Cathedral in place of Amelia. ► Self-Skinned Fresh Liver: "Soul of the Blood-Starved Beast". ► Hemwick Witch's Fresh Liver: "Soul of an Eye-Collector". ► Fresh Liver of a Snake Ball: The snakes in Forbidden Woods are internally called "SnakeBall", including the large ones that the Shadows of Yharnam can summon. This suggests they were a boss. ► Succubus' Fresh Liver: "The Soul of a Lesser Demon of Death and Darkness". "LesserDemonDeathAndDarkness" is what Mergo's Wet Nurse is called internally, so this likely belonged to the boss who was later made into the Wet Nurse. The name translated as "Succubus" can also be read as simply "Dream Demon". ► Martyr Logarius' Fresh Liver: "The Soul of the King's Reaper". A boss we are already familiar with. ► Fresh Liver of Micolash's Cast-Off Shell: "Soul of the University Professor". Willem was a boss at one point. ► Rom the Vacuous Spider's Fresh Liver: A boss we are already familiar with. ► Incomplete False God's Fresh Liver: Unknown. ► Apostle's Fresh Liver: Unknown. ► Soul of the False God: Amygdala is internally called False God. ► Saint Laura's Fresh Liver: "Soul of the Beast Saint". Saint Laura is an old name for Vicar Amelia. ► Fresh Liver of Kos: "Fallen Child of the Moon". Likely Ebrietas, who was called originally called Kos. ► Fresh Liver of Ebrietas' Inheritor: Unknown, possibly Gehrman. The Moon Presence was originally called "Ebrietas". It is second last on the list, which matches Gehrman being the penultimate boss. ► Fresh Liver of the Moon's Messenger: "Soul of the Nightmare's Inheritor". Unknown, but likely the Moon Presence, as it is the last Fesh Liver in the list and the Moon Presence's internal name is "Inherit the Nightmare".
  • While the "Magic" menu does not function, it is still possible to use the spells. The spells all have an unused graphic of a skull as their menu icon. Each spell has a limited number of uses, like the spells in Dark Souls and Dark Souls 2, rather than consuming Quicksilver Bullets.
  • "Augur of Kos" appears to be an early version of Augur of Ebrietas. It functions in a similar way as Augur of Ebrietas does in the release version, but also summons a large spike from the ground. This spike is what does the damage; the tentacles have no hitbox. The spike cannot be targeted and appears randomly. [gif]
  • "Anger of Kos" appears to be an early version of A Call Beyond. It calls down a small meteorite. Like Augur of Kos, the meteorite cannot be aimed and lands in a random position. [gif]
  • "Reflective Light Wall" appears to be an early version of Beast Roar. It works in the same way and uses the same animation, but with an additional "arcane" particle effect and no roaring sound. [gif]
  • "Consume Sacred Serum" appears to be an early version of the Lead Elixir. The description claims it will increase defense, but it has no effect when used. [gif]
  • "Compelling Awakening" appears to be an early version of the Choir Bell and heals you when used. [gif]
  • "Double Accelerator" appears to be an early version of the Old Hunter's Bone. It functions identically, but has a red particle effect when used and makes no sound. [gif]
  • "Cane of Shock" appears to be an early version of the Tiny Tonitrus. It functions identically, but produces a much more intense blue light. [gif]
  • "Stalkers" appears to be an early version of the Executioner's Gloves. Instead of the red homing skulls, it fires three ghostly Messengers as projectiles, which seek out a target. [gif]
  • "Opportunistic Chance" appears to be an early version of the Shaman Bone Blade. It functions identically, but produces a grey-black aura instead of a green one. [gif]
  • "Follower's Obligation" appears to be an early version of Messenger's Gift. Instead of becoming three smaller Messengers, the player character becomes one large Messenger. The effect is incomplete, and the invisible player character model sometimes overlaps the large Messenger, causing parts of it to render incorrectly. [gif]

Alpha Stream

  • Taken from Lance McDonald's May 06, 2018 Alpha stream.
  • The Cleric Beast's shadow is visible before it appears on the bridge, because it is being held off-screen inside a wall. In the release version, the Cleric Beast is invisible, and casts no shadow.
  • There are functional walls and floors underneath the Great Bridge which can be accessed by turning off clipping and dropping down through the area past the barred gate. Some are visible, some are not. These are not present in the release version, and dropping down will simply cause the player character to fall out of bounds and die. The origin and purpose are unknown. As the area is strangely shaped, it may simply be an unintended consequence of copying and pasting geometry which already had associated clipping planes.
  • The unused path from the Great Bridge to Cathedral Ward still has functional clipping and some textures if entered from the Great Bridge before Cathedral Ward is loaded. This clipping was removed in the release version, and moving through the door will cause the player character to fall out of bounds and die.
  • The player can destroy the headstones in Tomb of Oedon.
  • Gascoigne's name above the boss HP bar changes from "Father Gascogien" to "Father Gascoigne (Beast)" after his transformation.
  • The Alpha only supports armour sets for male characters, so using the debug menu to change the character from male to female prevents the armour from rendering at all.
  • The warp chair glow and Messengers are stored outside the map before they are used.
  • The unused Amygdala clinging to the buildings in Yharnam can be hit, with accompanying damage and blood spray. However, their HP will never actually go down, similar to attacking the Mensis Brain before it has been dropped.
  • It is possible to manually "kill" the Amygdala by using the debug console. This simply causes it to fall off the building and flop around the streets using ragdoll physics. It has no death animation.
  • The bottom of an Amygdala's feet, not visible during normal gameplay.
  • The inside of the Amygdala's chests is a deep red in the Alpha, rather than the orange colour it is in the release version.
  • An exact copy of the room the player character wakes up in exists floating outside the map. Nothing has any clipping. It was likely used for a cutscene.
  • The small Wandering Nightmare have an unused animation where they swell up, similar to the one the larger Wandering Nightmares use prior to their projectile attack.
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