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©Future Press Bloodborne Collectors Edition Guide

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Living Failures

Living Failures


Bloodborne Wiki » Bosses » Living Failures

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page revision: 51, last edited: 09 Feb 2025

Gallery Page
  • Basic Information
  • Description
  • Preparation
  • Overview
  • Strategy
  • Environment
  • Old Hunter Summons
  • Notes
  • Attack Patterns


Basic Information

Location HP Blood Echoes Icon Physical VS blunt VS Thrust Blood Arcane Fire Bolt Slow Poison RES Rapid Poison RES VS Beasts VS Kin Required
Research Hall Lumenwood Garden 20646 22000 239 273 102 171 256 92 71 250 180 - X No
► Defenses: Physical, Blunt, Thrust, Blood, Arcane, Fire and Bolt. Resistances: Slow Poison and Rapid Poison. Bonuses: Beasts & Kin.
Location & Discovery Drop & [Rate]
Research Hall Lumenwood Garden Astral Clocktower Key [100%];
+ 2 Insight for encountering the boss; + 2 Insight for defeating the boss.
Multipliers Bonuses Weak against Additional Information
HP Multiplier1Is beastNoBoltFrenzy resistance is 999
Arcane Damage Multiplier1Is kinYesSuper Armor value 90
Fire Damage Multiplier1Is weak to serratedNoMain Damage Type Blunt, Arcane
Bolt Damage Multiplier1Is weak to righteousNo
  • All information (HP, Echoes, Defences, Multipliers & Bonuses) was datamined directly from game files and can be accessed via spreadsheet | archived. Updated on January 31st, 2022.
  • The required bosses must be killed in order to finish the main game story and to proceed to the new game plus and further, whereas the optional ones may be avoided.

Living Failures ❘ 失敗作たち

Boss

Description

    In-game Name (multi-language)
    English: Living Failures; Japanese: 失敗作たち; German: Lebendige Misserfolge; Spanish: Fracasos Vivientes; French: Expériences Ratées; Italian: Fallimenti Viventi
    Internal Name
    Japanese: 患者B; Translation: Patient B
  • Initially, the only Great One that the Healing Church had identified had been Kos, the Great One from the depths of the ocean. The Church’s experiments into the Great Ones therefore revolved around water, as described by the Brain Fluid: In the early days of the Healing Church, the Great Ones were linked to the ocean, and so the cerebral patients would imbibe water, and listen for the howl of the sea. Brain fluid writhed inside the head, the initial makings of internal eyes. It was a fruitless pursuit, however, for as far as we know the Great Ones do not originate from the sea, but from the Dreamlands and the Cosmos. As such, the experiments were failures.

Preparation

  • The Failures are affected by the damage bonus from Kinhunter gems, so set your weapons with these if you have any on hand. Lightning damage from the Tonitrus is effective against the Failures, as are thrusting weapons such as the Rifle Spear; the longsword component of the Kirkhammer and both forms of Ludwig's Holy Blade also have thrust attacks and are perfectly serviceable alternatives. The Chikage is an especially good choice for this fight as its blood damage will cut through the Failures' high defense, and Bolt Paper provides a marginal damage boost as well.
  • The Piercing Rifle augmented with Bore Marrow Ash can drill a powered-up shot through an entire group of Failures at once; Bone Ashed shots from the Cannon are slightly less economical but proportionally more devastating when several Failures are clustered together, and the Tiny Tonitrus offers yet another viable alternative if your stat spread allows for its use. Armor and runes that reduce arcane damage are helpful for softening the constant blows from energy projectiles; the Failures are vulnerable to both interrupts and staggers, so you may alternately opt to stack a few Clawmark runes instead. Yamamura the Wanderer can be summoned just outside the boss area if you meet the conditions for him to appear; he wields the Chikage and a Piercing Rifle, making him a particularly valuable ally against the horde of foes you'll face.

Overview

  • This boss fight follows the "Battle Royale" format; four Living Failures will be present in the arena at any given time, with new ones immediately spawning in to replace the fallen. The individual enemies will have either 1223, 1957 or 2447 HP; the fight ends when you have slain enough Failures to inflict a combined total of 20646 damage. The Failures have very few attacks - two smaller projectiles, a collective meteor attack similar to one used by Rom at the Moonside Lake, and a generic set of basic physical attack similar to those of the giant Celestial Emissary boss in the Upper Cathedral Ward. The main problems you'll face in this fight are being outnumbered and having to constantly watch for incoming projectiles, but the giant lumenflowers in the center of the arena provide enough cover for you to divide and conquer with a bit of patience.
  • Main type of damage dealt by Living Failures is Blunt, Arcane. Unlike Rom’s meteorites, Failure ones are purely arcane. All melee attacks are blunt. More information about main damage types for all bosses are on Boss Damage Types wiki page.

Strategy

  • Use the giant flowers to separate the Failures, then pick them off one at a time by interrupting their melee swings and following up with visceral attack. Thrust attacks provide a viable alternative if you prefer a more direct approach; charged attacks can be effective as well depending on the weapon, but charged thrusts in particular will deal the most damage. Avoid engaging more than one enemy at a time; try to focus on the same one until if falls and back off to reposition yourself if you find your opponents gathered too close for you to safely approach.

Environment

  • The boss room consists of an octagonal garden surrounded by balconies along six of its opposing sides. Several giant lumenflowers occupy a lightly elevated mound in the center, providing crucial cover from the Failures' endless bombardment of projectiles. In order to persevere, you'll need to make good use of this obstacle to separate your enemies and avoid their attacks; it is also prudent to stay off of the balconies lining edges of the arena as they offer few tactical advantages and in fact place you in a desperately vulnerable position with no protection from the terrain.

Old Hunter Summons

Location Requirement
  • Yamamura the Wanderer
    Confederate
    : In plain view immediately to the right of the boss room entrance.
  • In order to summon him you must first kill him in the Underground Cells area and equip the " Impurity" rune.
  • With patch v1.07 you are able to summon NPCs to come to your aid, just like cooperative play, including inside Chalice Dungeons. To do so, first you will need to acquire the “Old Hunter Bell” from the messengers in the Hunter’s Dream. In some areas you may be able to summon up to two NPC Hunters.

Notes

  • This Boss is part of The Old Hunters DLC
  • Shaman Bone Blade can be used on the individual Living Failure to make them hostile to each other.
  • All enemies and bosses (except hunter enemies) have 999 frenzy resistance, despite that they are still vulnerable to such status. The only way to see it without modding is to use Shaman Bone Blade on enemy inflicting frenzy to attack others. [test video]
  • Individual Failures can pick up your Blood Echoes visible with signature eye glow
  • End of the boss fight can be glitched in leaving individual Living Failure alive even though fight has been concluded. It is still able to cast Meteor Swarm even during Lady Maria's fight. Another instances of this happening can be seen in Living Failure Inside Maria's Boss Room & Living Failures vs Lady Maria videos. It cannot go through the Clock into the Fishing Hamlet. Luring Living Failure to Fishing Hamlet after Lady Maria Battle, [image 01, image 02, image 03, image 04]
  • You can get summoned inside Living Failures boss arena while they are still alive. When you do, there is one Failure which is cultivating the flower and is non hostile, you can kill it and boss will lose some of its HP. If you get summoned as an adversary (red & purple) you get sent away when host enters the arena. You can also get summoned behing the doors to the Astral Clocktower (img 04-05) but you get trapped between doors and boss fog of Lady Maria. [image 01, image 02, image 03, image 04, image 05]

Living Failures

The Old Hunters DLC
Pungent Blood Cocktails don't attract this enemy, making the item ineffective.
Shaman Bone Blades affect this enemy, making it hostile to other enemies.

Boss Defenses
Physical 239 Arcane 256 Rapid Poison RES 180
VS blunt 273 Fire 92 VS Beasts -
VS Thrust 102 Bolt 71 VS Kin X
Blood 171 Slow Poison RES 250

Game CycleHPBlood Echoes Icon
1st (NG) 20646 22000
2nd (NG+) 30072 85668
3rd (NG+2) 32177 94235
4th (NG+3) 33079 107085
5th (NG+4) 33981 128502
6th (NG+5) 34583 171336
7th (NG+6) 36086 214171

Cooperation & Boss' HP


  • Having a summoned ally doesn't alter the health or difficulty of the enemies you'll fight, but it does affect the bosses. To ensure they are still a challenge, boss health, showed in table above, is increased to 1.5x when a second co-op player enters your world, and to 2.0x when a third enters.

Attack Patterns

Key Attack Interrupt Notes
Headbutt Yes Rapid short-range headbutt usually used to counter melee attacks. Interrupt it or quickstep once sideways or backward.
Frontal Slam Yes Short-range overhead slam similar to but slightly slower than the headbutt. Interrupt it or quickstep away in any direction.
Astral Orb No Charges and launches a large orb of energy in a slow arc. Strafe or quickstep in any direction to avoid it.
Cosmic Missiles No Charges and fires a barrage of multiple homing blasts of energy. Strafe, run or quickstep to one side until all the projectiles have missed or use the giant flower in the center of the arena for cover. Can also knock them out of it.
Meteor Swarm No Used by all Failures simultaneously when the boss health bar drops below 60%. Calls down a shower of giant meteors. The meteors always approach from the right side of the arena (facing the exit); take cover behind the giant flower until the meteors disappear.
  • Phase 1 Strategy: Your goal during this battle will be to separate the Failures as much as possible and pick them off one by one before the others can interfere. Exploiting their vulnerability to interrupts and staggers is an important part of this strategy; the safest way to defeat them is simply to skirt them just outside melee range and bait them into taking a swing at you, then interrupt it and quickstep in to perform a visceral attack. You'll need to stay on your toes and watch for their projectile attacks - not just from whichever Failure you happen to be targeting at any given time, but also from any others that may be behind you or outside your line of sight. Never attempt to approach a group of these enemies head-on; trying to dash in for a visceral attack in these situations will almost always cause you to be struck and sent flying. If the Failures are positioned close together, strike them from a distance with area attacks such as the Tiny Tonitrus or a Bone Ashed Cannon shot. The Beast Roar is very helpful for clearing a bit of breathing room - a single hit from it will instantly cause the Failures to flinch, and will also knock them out of their Cosmic Missiles attack if it connects early in the animation. In addition, the Beast Roar can be used to deflect the Astral Orb projectile with proper timing; it will also' deflect the smaller Cosmic Missiles, but does not last long enough to protect you from an entire barrage and cannot deflect the large meteors. The Loch Shield will turn aside the Astral Orb attack and will block the Cosmic Missiles until you run out of stamina, but too many hits from the smaller projectiles will break your guard as will a single meteor. Apart from visceral attacks, the best opportunities to strike these foes with melee combos are while they charge their Astral Orb or Cosmic Missiles; striking them during these times has the added bonus of potentially breaking their super armor and stunning them out of the attack. It is possible to safely hit them a few times after quickstepping forward through their arm swings, but greater care is required due to the increased risk of retaliation. When the Failures begin using their Meteor Swarm attack, they will all enter a summoning animation that leaves them completely helpless for several seconds; this is a perfect chance to stagger them from behind with charged attacks or simply let loose with melee combos, but be sure you are in the cover of the giant lumenflowers before you do so. Try to keep the battle to the left half of the arena relative to your position when you first enter the boss room - any Failures that are also In the cover of the lumenflowers when the meteors fall can be cut down with impunity until the attack ends. Do note, however, that attacking a Failure while it is summoning the meteors will knock it out of the animation and allow it to resume its normal attacks, so be sure to focus on one enemy at a time during the meteor barrage In order to avoid prematurely freeing them.
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