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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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Data Mining

Data Mining


Bloodborne Wiki » Unused Content » Data Mining

Source ❘ Edit ❘ Sitemap ❘ License
page revision: 102, last edited: 14 Mar 2025

  • Basic Information
  • Text Documents
  • Sound Files
  • Map Data & Map Viewer
  • Menu Textures
  • Decrypted Data Files
  • Textured Models
  • Environment Maps Data Mining
  • Enemy Control Modification
  • 60 FPS Modification
  • Plain Doll Events Data Mined
  • Restoring Cutscenes
  • Restoring Cutscenes Used
  • Restoring Enemies/NPCs
  • Restoring Snake Ball Development
  • Restoring Shadows of Yharnam Development
  • Restoring NPC Questlines
  • Restoring NPC Questlines Part 2
  • Restoring NPC Questlines Part 3
  • Restoring NPC Questlines Part 4
  • Restoring NPC Questlines Part 5
  • Restoring Items
  • Item Descriptions
  • Item Art
  • Restoring Objects
  • Restoring Gem Effects
  • Corpse Tombstone
  • Hunter's Dream Mirror - Change Character Appearance
  • Warp Chairs & Statues - Early Lantern Prototypes
  • Environment Exploration
  • Underground Library Cut Content
  • Unused Content


Basic Information

  • File Directory Extraction - text file [read] provided by /u/gnord, there are 231 directories and 16893 files.
  • On Nov 2017 Bloodborne tools were released by daemon1, opening path to properly datamine Bloodborne's files which includes models, textures and other assets. In Data Mining page are listed unused enemies, NPCs and weapons as well as inside look on how the game operates. Huge thanks goes to Sanadsk, Gibbed and Lance McDonald for exploring files and sharing all the discoveries, BellringerKat for going through the text files and Sophie Pilbeam for formatting and really helping out.
  • NovaTheLoneHunter created Data Mining Mega Thread for Bloodborne subreddit wiki.
  • github.com/openborne for further datamining tools was created by albeartron and qnord
  • Text Font Update: The menu font in Bloodborne is made by the Morisawa company, name of the font is 黎ミンY10 R.

Bloodborne Tools DL, courtesy of daemon1

  • Released on Nov 26, 2017 on XeNTaX game research forum. Feel free to give daemon1 thanks for all his hard work.

Usage

  • unpack .dcx archives with current bindertool
  • drop .flver files onto BloodBorne_model.exe to get models
  • drop .tpf files onto Bloodborne_texture.exe to get textures

Notes about models

  • Multiple UV pairs will only be exported to ASCII.
  • model skeletons in both SMD and ASCII will be broken, delete them.
  • to get animation skeleton, you need to put skeleton.hkx next to the tool when extracting. This file is usually found in animation archive of that character. This animation skeleton will not be perfect (some bones may be missing, and can be shifted somehow). This will be fixed later. If no skeleton.hkx file present, skeleton may be in another .HKX file for that model. Rename it to skeleton.hkx for convertion.

Text Documents

  • Dialogue Reference contains the whole dialogue script for all characters from the base game (no League & DLC). Subtitle text was extracted by BellringerKat, Audio extracted by JackSparrow420, formatted and compiled by Sophie Pilbeam. Unused subtitled dialogue highlighted in this color. Unused audio dialogue without subtitles highlighted in this color. Characters are in alphabetical order. UPDATE: On Jan 13, 2018 Sanadsk was able to extract files from The Old Hunters DLC.
  • Datamined EN & JP Dialogue Comparison contains the whole dialogue script for all characters from the base game and DLC. Subtitle text was datamined by Lance McDonald and Sanadsk, formatted and compiled by Sophie Pilbeam. Unused subtitled dialogue is highlighted in this color.
  • Original story draft [Wiki Page] - found in huge text dump, written in Japanese. In December 2017 extracted by Sanadsk and translated by Lokey. This early draft align with pre-release tidbit of story published on portuguese store fnac.pt (translation) in February 2015. Not all of the dialogues were translated, as some of them were duplicates of existing dialogues. For more information check the Bloodborne Original Cut Dialogues document.
  • Bloodborne Master Spreadsheet (Public), this spreadsheet was compiled by Sanadsk. It includes the IDs for the Weapons, Armors, Items and Characters which were dumped from the files of Bloodborne and were fully reorganized for a more user-friendly approach. Special Thanks to ZullieTheWitch, id-daemon, luxox18 and rivernyxx for their huge help into making Datamining Bloodborne possible!
  • Datamined Blood Gem Effects contains complete list of all Blood Gems effects ID 13101 - 116620, these are taken directly from the game files (manastone_effect) so some, mostly highest tiers, aren't possible to obtain naturally in the game. For effects under ID 117101 - 176620, continue to the Datamined Blood Gem Effects Pt.2.
  • Datamined Caryll Rune Effects contains complete list of all Caryll Rune effects ID 1100000 - 1140002, these are taken directly from the game files (manastone_effect).
  • Datamined Area Names contains complete list of all area names, ID 2100 - 503700, these are taken directly from the game files.
  • Datamined Item IDs contains complete list of all items, ID 100 - 12110, these are taken directly from the game files.
  • Datamined Weapon Model & Item IDs contains complete list of all weapon item IDs 1000 - 22090000 and weapon model IDs 800 - 5711, these are taken directly from the game files.
  • Datamined Armor Model & Item IDs contains complete list of all armor item IDs 1000 - 993000 and armor model IDs 1100 - 8000, these are taken directly from the game files.
  • Datamined Character IDs contains complete list of all character IDs 6040 - 7220 and stats, these are taken directly from the game files.
  • Internal Item Name List EN & JP contains all item names, a lot of them are blank though. Names in " " are rought translation. Names without it are in English in the data. In the table below are featured names worth mentioning.
Japanese Translation
観測盤の鍵 Key to Observation Board - DLC item
時計塔の狩人証 Clock Tower Hunter Badge - right after Firing Hammer
祭祀の痕跡 Ritual Vestige (6) - Comes right after Ritual Blood (5)
完全な祭祀の痕跡 Perfect Ritual Vestige
墓所カビの胞子(6) Tomb Mold Spore (6) - Comes right after Tomb Mold (5)
舞いあがる墓所カビ Soaring Tomb Mold
リゲインアップ Regain Up
銃威力アップ Upgrade Gunpowder
ヌルヌル化 Null Null
コズミックアロー Cosmic Arrow (Blacksky Eye?)
怨霊弾 Onryo Bullet (Accursed Brew?)
流れる血の潜み Hidden Incoagulable Blood
呪われた流血 Cursed Incoagulable Blood
ヴェルミクルム Vermiculum
輝く線虫 Radiant Eelworm

  • Datamined NPCs Stats & Equipment consists of all NPCs, hunters or less, that uses a player-like human model and skeleton, practically every NPC that can be equipped with player's gears.
  • UPDATE: Datamined Internal Names consists of locations, bosses, NPCs and enemies internal names, which are in Japanese, their translation and respecting names from the official guide in English.

Notes from text files

  • Hunter's Dream map was almost certainly the very first map that From designed judging by its index and then every other map follows in sequence.
  • The dead family that the Suspicious Beggar is eating are listed as NPCs, not just corpse models, they were probably going to be actual interactive characters who were sheltering in the windmill.
  • Other hostile hunters code, "Bone Ash Hunter Carla", "Vileblood Drifter Leo" and "Defeated Hunter".
  • Queen Killer was probably coded as "Ardeo Man"
  • The list of NPC and bosses is not complete and there's a character named "Heroine" right after "Slug Princess" and followed by "Doll" and "Gehrman".
  • In the files you can find for example "Shadow Loran", where it's a prefix like Sinister, Fetid, Rotted, and Cursed. It turns out Shadow was just an earlier version of Fetid.
  • Two unused ritual materials are "Vermicum" and "Radiant Eelworm".
  • "Gremia Tomb: Depth 1" could've been the physical entrace to the Labyrinth. The "Hunter of the Blood of Glemia" set was found in the Alpha version of the game.
  • Alternative and/or unused names for Caryl runes: "Oedon Liason", "Destroyer", "Reveller".
  • Short description of the Rune Workshop Tool: "Enables etching Caryll's runes into one's consciousness". Since people speculated if the hunter did actually etch them on their skin or not.
  • "Petrified Blood Gems" were used to get gems the same way we obtain special ones from Amelia's pendant, the Doll's Tear, and the Red Brooch. Here's the description for a few of them: "Petrified Blood Gem: Acquire Droplet Blood Gem" - "Petrified Abyssal Gem: Acquire Circular Abyssal Blood Gem".
  • The Italian text files contain an interesting localization error: The description of the Chikage is the same as the one in the final game (which is identical to the English one), but the blade is, for whatever reason, named Rakuyo. Despite it being clearly an error, it proves that the translation team was already in possession of the DLC item descriptions and dialogues or at least some of them back when the main game came out. Or perhaps Rakuyo was the original name for the Chikage and it was changed later on.

Sound Files

  • The Actual Soundtrack of Bloodborne: Credit goes to JackSparrow420 for going through the sound files and sharing this. Soundtrack files .at9 is 184MB. These files will need to be converted to wav. There are included two tools necessary for this conversion inside the zip - at9tool.exe and at9convert.jar. When fully converted, these 43 files will take up a 2GB. Thus, you will need at least 2GB free space if you want all 43 tracks in wav form. Needless to say, this is the purest way to listen to Bloodborne's soundtrack.
  • Read Me:
  • You must have Java in order to run at9convert.jar. You can still use the at9tool.exe, but you will have to convert files one at a time. In other words, the at9convert.jar is just for efficiency. It will automatically find and convert every at9 file in its current location in a loop until they are all finished.
  • For those that are completely inept at all things computers, don't worry. This tool is stupid-easy. Place the at9tool.exe and the at9convert.jar in the folder with the at9's you wish to convert. You can convert as many at9's as you would like. (Lots of them are just different versions of the same song)
  • Run the at9convert.jar on the command line: java -jar at9convert.jar ...(you can also run it by double clicking)
  • If you don't have java, open up the command line and run at9tool.exe by hand for every file: at9tool -d < at9fileName.at9 > < wavfileName.wav >
  • Bloodborne's maps files are split up into "levels" named m21,m22,23,m24,m25,m26,m27,m28,m29,m32 and m33. For most of the files, you can see that they start with one of those tags. The filenames have not been changed, so this tag lets us know which group they came from. As far as track listing, the only thing known so far is that m21 is the Hunter's Dream, m24 is Central Yharnam/Cathedral Ward and m23 is Old Yharnam. The rest overlap a good amount.
  • m240000051.at9 is the menu music, and the wav at the root of the zip is more menu music. The rest are proper boss fights, as well as the music in the dream.
  • Additional tools for converting .at9 file made by NovaTheLoneHunter. This .zip contains ffmpeg.exe and a .bat file to help make it easier to convert all Bloodborne's .at9 to .wav and full quality .mp3 after.
  • # How to:
  • Place the convert-all.bat and ffmpeg.exe into the same folder containing at9tool.exe and Bloodborne's .at9 sound files you want to convert.
  • Then double-click run convert-all.bat and Then choose an operation you want to perform.
  • The Sound Effects of Bloodborne: Credit goes to JackSparrow420 for going through the sound files and sharing this. Sound effects are in .wav format and zip file size is 122MB. It includes all the stuff like: retrieval, healing, magic, explosions, messengers, menus, blood and guts and everything in between.
  • All Dialogues (Audio): Bloodborne All Dialogues is a series of videos from muge, finished on July 15, 2018, ‬for all the dialogue lines from Bloodborne, in all the languages that the game received a dub for. This series includes the other languages the game was dubbed, particularly: German, French, Italian, Latin-American Spanish, Spanish (Europe), Japanese and Brazilian Portuguese, and also includes the cut and/or unused dialogues in those languages as well. These are extracted directly from the game's files, and are therefore free of background/ambient sound.
  • Cut/uncut dialogues: Credit goes to JackSparrow420 for going through the sound files and sharing this. For characters, their audio is split into two locations. The first would be in folders that represent each "level" in Bloodborne, which contain all of the dialog for the characters that appear in that level. For things like attacks, screams or taunts, you would have to go into a different folder, one for each individual character. These clips from the Doll are the only thing that I have found that is not in that script, aside from the Gehrman dialog. Lets get into it. First, let it be noted that this was found in the folder for the Cainhurst dialog. So these clips are right next to Queen Annalise and Alfred's. Most likely they used the actress' voice as a placeholder until they found the real Queen or something, as she has some lines that are essentially identical to Annalise.
  • "Is someone there? Well, whoever you are it matters not. I will not die, tarnished as I am. You came here for naught, be off with you. Cease this. I am Queen of the Vilebloods. The Healing Church binds all tongues, now off with you. You are a peculiar one, you have nothing to gain by speaking with me. Well if you truly do not fear the Healing Church, tell of your thoughts, your desires. I...I am afraid, that... I cannot do. Please, I do not wish to lose anyone else. But thank you, it was a kind offer, my ancestors smile. I can help with other things, holding no contracts. Anything that you wish, anything at all. Very well, you are kind to me. You are a friend. I will help you, however I can. You are welcome here. What do you require? I see. Now you must go. A blessing upon you, and your heartfelt kindness. Oh dear me, have I offended you? I am Undead, there is nothing you can do to hurt me. They have failed...and so will you."
  • More Cut Dialog (in the script): Please note that there may be things in here that are in game, and it might not be all of the cut dialog. This includes: Arianna, Blood Minister, Gilbert, Laurence, Password Guy
  • There is a subfolder inside Willem's folder, which has clips from his in game character, separate from his dialog. This includes some creepy horror movie gibberish, as well as a lot of magic-like sound effects. The magic effects suggests that Willem might have actually had attacks at one point, and may have even been a boss. This theory will have to be proved by ZullieTheWitch or by digging through his animations.
  • Other Audio: In the zip file there are also random clips that may be of interest to some people. This is all stuff that you have heard in-game. Including: Bellmaiden Chimes, Brainsucker, Egg enemy - This is some of its audio. Little hatchling cries and stuff, Slug Princess, Huntsmen - 50 quotes from mob
  • The Plain Doll Hums: Credit goes to muge for going through the sound files and sharing this. You will find this short little unused clip of the Doll humming as at9 file [v210402000.at9] in sprj_sm21.fsb.
  • DOWNLOAD LINKS:
  • The Actual Soundtrack of Bloodborne [.at9 files w/ tools, 184MB]
  • Bloodborne Sound Tools made by NovaTheLoneHunter
  • Cut/uncut dialog for several characters, including one not in the script [~400 clips, 94MB]
  • The Sound Effects of Bloodborne [+800 files, 122MB]
  • Albeartron has provided his FSB5_to_ATRAC9(Bloodborne) [source] code which is used for extracting .at9 from .fsb.

Map Data & Map Viewer

  • /u/Bond697 has provided this map data which has been translated. Also some .tpf minimap image data here that looks like chalice dungeon path data: image 1, image 2, image 3, image 4, image 5. It appears that the developers played around with potentially giving the player a minimap in the chalice dungeons. The final images go as far as noting the locations of ladders and other landmarks.
  • Minimap Images - This is an album of all 90 minimap images [download, imgur]
  • Dropoff has extracted renders of maps for reflections from all areas, some of them are older map versions. [download]
  • As Bloodborne runs on a modified version of the engine used in Dark Souls, it is partially compatible with some Dark Souls modification and viewing software. In Datamined Map Viewer wiki page, the Bloodborne map files are being viewed using the program Dark Souls Map Studio by Katalash, available on Github. This reveals a number of assets which are present in the map files, but not loaded while the game is running.

Menu Textures

  • UPDATE - download alpha menu assets: foxyhooligans shared datamined alpha icons and menu assets like ones shown below download [RAR]
  • UPDATE - download all menu assets: Dropoff published on June 8th, 2018 all datamined UI assets MENU_Common [RAR] and all item art assets MENU_Knowledge [RAR]
  • MENU_Common_00100.dds: This texture sheet shows off multiple unused icons as well as indication they either planned to or were thinking about allowing the player to hold 3 weapons and guns at the same time.
  • MENU_Common_00092_dx10.dds: Note icons 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.
  • MENU_Common_00093_dx10.dds: Older, unused blood vial and hunter bullet icons [image]
  • MENU_Common_00095.dds: faces
  • MENU_Common_00096.dds: faces
  • MENU_Icon_00001_dx10.dds: This sheet contains the Revered Great Old One's Coldblood icon as well as a bloody bullet icon and some sort of bullet case icon next to the standard bullet [image]
  • MENU_Icon_00002_dx10.dds: Contains item menu icons with one unused next to the Spark Hunter Badge [image]
  • MENU_Common_00005.dds: Hunter's Mark and Carpet
  • MENU_Icon_00003_dx10.dds: This is a very interesting one, it has what appears to be possibly 5 different types of blood gems, as well as a set of Caryll Runes on small scraps of paper or parchment. It's possible that the player was originally going to transcribe the runes themselves [image]
  • Gem Sheets: This is an album of every blood gem available. [gem sheet-1, gem sheet-2, gem sheet-3, gem sheet-4, gem sheet-5, gem sheet-6, gem sheet-7, gem sheet-8, gem sheet-9, gem sheet-10, gem sheet-11]
  • Loading Screen 1, Loading Screen 2: These are 2 loading screens saved in the menu icons. Both are not visible when loading their respective .dds file until you disable the alpha channel on the texture. Then they become perfectly visible.
  • Status - 1, Status - 2: Status icons for the menu.

Decrypted Data Files [Examples]

  • Models
  • Main characters
  • Skeletons
  • Weapon Models
  • Textures
  • Furs
  • Bosses
  • Architecture 01
  • Architecture 02
  • Building tex.
  • Structures
  • Window's Glass
  • Flag Ornaments
  • Paintings
  • Note: Main characters are combined from 7 parts: body, head, gear, face, hair, arms, legs

Textured Models [Examples]

  • Main Character
  • Hunter Attire
  • Doll
  • Micolash
  • Gehrman
  • Crow
  • Weapons
  • UPDATE: Added model gallery for the Objects in Bloodborne.
  • For more information about 3D models visit the Datamined 3D Models wiki page.
  • Height Comparison by mug, only for general height idea since it's the default T-pose height (some things are hunched over via animations which aren't supported in the model viewer yet)
  • Doll and Winter Lantern models comparison: [Front, Back, Hand]
  • Interesting details about Gehrman: What's under his scarf and trousers by Grimrukh: [image 1, image 2, image 3]
  • A 3D model of the Third Cord that (\obj\o342200) was added with the addition of the DLC patches. Object ID implies it was meant to load with the Hunter's Nightmare area (it doesn't). Not properly textured/lit. [image 1, image 2, image 3, image 4]
  • Unknown corpse: obj\o297110 (also o297112 and o297114 fwiw). ID follows the Whale Skeleton, textures refer to it as a corpse. [image 1, image 2]. Update: Model of this corpse can be found in few testing dungeons. [image]
  • Weapon close-ups: Burial Blade, Mergo's Wet Nurse Blade & Yharnam's Dagger
  • Kirkhammer texture with the writings. [image 1, image 2]
  • Note: Huge thanks to mug, TokiChan, AstralLace, Sanadsk and Gibbed for making these textured models.

Environment Maps Data Mining

DOLL_EVMAP: The reflective surfaces in Bloodborne have an associated image called an Environment Map. Each Environment Map is a panorama of the area the object is in, and the objects "reflect" this image rather than rendering a genuine reflection in real time. The most prominent Environment Map is the one used on the Doll's brooch to reflect the Hunter's Dream, but all areas have at least one. Like the low detail models used for distant views of areas, the Environment Maps predate the current area layouts, and can provide a glimpse of early concepts not seen in the release version.

The maps used in this article were viewed using a free 3D model viewing program called Noesis, available from http://richwhitehouse.com/.
ALL_MAPS: The raw Environment Map images are very low resolution, dark and blurry, making it hard to identify the features of the area. However, by enlarging the images and reducing the darkness, it is possible to get a clearer view of the area being rendered.

Almost all the Environment Maps contain a single static Hunter, representing the player character, so this will not be noted. Environment Maps also only show the area they belong to, with adjacent areas not rendered even if they should be visible. Some Environment Maps are recycled for areas they do not actually reflect - for example, Byrgenwerth's reflections use the same Environment Map as the Abandoned Old Workshop. As these maps do not represent the area in question, and are redundant copies of existing images, they have not been included. The Environment Map for the Brain of Mensis' abyss is also not included, as it is simply a black void with nothing in it.

Hunter's Dream & Abandoned Old Workshop: The Hunter's Dream is very different. A pile of headstones is present on the small grassy area where the player character's grave appears after the Yharnam Sunrise ending. These headstones also have kneeling corpses in front of them, which data mining has revealed once allowed to the player character to warp. This area appears to be the original place the player character would use to travel back to the Waking World, before the headstones were moved to the stairs leading to the workshop.

The tall wooden "shrines" in the distance are not present in this version of the Hunter's Dream, and there appear to be other Hunters present - while it is normal for Environment Maps to contain an image of a Hunter representing the player character, the Hunter's Dream features three.

The Abandoned Old Workshop features what appears to be a row of headstones that are not present in the release version. Viewing the low detail Old Workshop from afar reveals a series of headstones are present there, so it is likely these.
Hemwick Charnel Lane: Hemwick uses daytime lighting which is only seen during the Yharnam Sunrise ending, but was used in Hemwick in the Project Beast trailer. This appears to be a remnant of the early story progression, where the player character would begin in Hemwick during the day and travel to Yharnam from there.

The boss who would became Vicar Amelia is present in the Witch's Abode room, hunched over a pile of corpses. Like the daytime lighting, this was also featured in the Project Beast trailer. Data mining reveals that Amelia was originally called "Saint Laura".
Old Yharnam: The door with the note warning against entering Old Yharnam is not present in the small church - instead, there is simply a gap in the wall with floating pieces of geometry visible on the other side.

Old Yharnam itself appears largely unchanged, although there are fewer burning objects present.
Tomb of Oedon & Oedon Chapel: Tomb of Oedon appears unchanged, and Gascoigne is visible near the large statue in the center.

The door leading from Tomb of Oedon to Oedon Chapel looks very different in the Environment Map. Rather than a small door, there is a large illuminated door with two torches either side. The Chapel Dweller and incense urns are not present.
Central Yharnam & Cathedral Ward: The gate leading from Cathedral Ward to the plaza behind the Great Bridge is visible, but with the switch on the opposite side. This is a remnant of an earlier method of progression where the player character could enter Cathedral Ward from this direction via the door behind the Cleric Beast.
Iosefka's Clinic: The Clinic appears to have been unfinished when this Environment Map was generated, as one of the walls is missing entirely. Forbidden Woods: The cave under Iosefka's Clinic has its own Environment Map, showing the blue rocks with shafts of light.
Cainhurst: The snowy environment of Cainhurst is represented using a cloudy blue texture. The castle itself is not present. Lumenflower Gardens: The lighting is very different, and something shaped like a Brainsucker or Crawler is faintly visible as a white object. It is unclear what this is, or how far away from the camera it is, as the image is too blurry to make any definitive identification.
Nightmare Frontier & Nightmare of Mensis: The sky in the Nightmare of Mensis area is blue rather than gray, and the tunnel the player character emerges from is rendered as a gap in the geometry - this means that the cave was either unfinished, like the wall in Iosefka's Clinic, or that it originally connected to another area.

The bottom of the Mensis "castle" is, like the Clinic and Old Yharnam, partially unfinished, with the sky visible through gaps in the geometry. The cages and piles of books are also not present.

Enemy Control Modification [Examples]

Bloodborne mod to play as enemies. Press L3 to take control of locked-on enemy. Press L1+R1+R3 to return control to player. It’s actually a debugging feature that was removed [video]
The alpha version of Bloodborne features a debug menu that allows the player to take direct control of enemies and bosses. However, as the alpha only contains the Central Yharnam map, the number of enemies the player is able to control is very limited. Enemies controlled this way remain flagged as part of the enemy "team", and thus cannot engage in combat with other enemies. [video]
The debug menu was removed in the release version, but the enemy control function itself remains in the game's code. Lance McDonald has successfully modified the release version so that the enemy control function can be used without the debug menu, allowing for control of enemies outside of Central Yharnam, including the areas in The Old Hunters expansion. This modification also allows the controlled enemy to engage in combat with other enemies.
The Brainsuckers' stun and grab attacks can only be used against the player character. Using them against other enemies simply causes damage.
Some enemies are so large that they obscure much of the screen when controlled, making it hard to see the gameplay. This can be somewhat mitigated by using another debug feature to manually change the camera position.
Taking control over enemy Hunters is identical to controlling the player character, except that they have unlimited Blood Vials and Quicksilver Bullets.

Because of the huge difference in hitbox sizes, a player-controlled Wandering Madness is extremely hard for other enemies to hit, with their attacks passing over it. This is also true of the Snail Women in the Fishing Hamlet.
It is possible to control NPC hunters such as Alfred, but they must be made hostile first.
This mod also makes it possible to turn enemies against each other, similar to using a Shaman Bone Blade. Using this function on Rom causes her spiders to kill her almost instantly.
Because many of the enemies in the Hunter's Nightmare are already hostile toward each other, there is no need to use this function to engage in combat.
Taking control of Ludwig reveals that he can quickstep in the same way as the player character.
Controlling other enemies.

60 FPS Modification

For more information and updates about Bloodborne 60fps modification refer to the Bloodborne 60 FPS Mod wiki page.
Bloodborne runs at 1080p and is capped at 30fps on basic Playstation 4 hardware. While the game can achieve higher frame rates if the cap is removed, this causes the game to fluctuate between 35 and 45 frames per second, resulting in noticeably inconsistent performance. Even with the cap in place locking the game to a consistent 30 frames per second, not all frames are displayed for the same amount of time, leading to the visuals stuttering.
The Playstation Pro and XBox One X versions of From Software's Dark Souls 3 and Sekiro: Shadows Die Twice, both of which run on similar engines to Bloodborne, allow for the frame rate limit to be removed. However, the unlocked frame rate is inconsistent.

Lance McDonald has worked on unlocking Bloodborne's frame rate while maintaining stable performance via a series of custom-made patches. These patches cannot be applied without Playstation 4 developer hardware, and as such are a proof of concept rather than something which can be freely distributed. His work is detailed in this video on the YouTube channel Digital Foundry, which includes a technical readout of the frame data: video

Lance demonstrated six possible modifications to speed up Bloodborne's frame rate.

Debug Menu Option:
Bloodborne (as well as Demon's Souls and the Dark Souls games) is capable is running at 60 frames per second by changing settings in the debug menu. However, this causes the entire game to run at double speed, rendering it almost unplayable. While this is technically achievable without patching, the debug menu itself has been removed from the retail release.

1080p Uncapped on Base Hardware:
This simply removes the frame rate limit from the game. Performance fluctuates between 35 and 40 frames per second on the Playstation 4's base hardware.

1080p Uncapped with Boost Mode:
However, the Playstation 4 Pro features a "Boost Mode" feature that increases performance on all games, even those not designed for Playstation 4 Pro hardware. Enabling Boost Mode with the uncapped frame rate raises performance slightly, but still does not reach a consistent 60 frames per second.
720p Uncapped with Boost Mode:
Enabling Boost Mode with the uncapped frame rate and 720p resolution results in a steady 60 frames per second through most gameplay, with drops to between 40 and 50 frames during moments that put the CPU under intense strain, such as loading new areas and displaying a large number of enemies on screen.

900p Uncapped with Boost Mode:
This follows the same principles as the 720p Uncapped mode, but with a 900p resolution and slightly slower frame rate, averaging 50 frames per second rather than 60.

DS3 Patch Rverse Engineered:
Dark Souls 3's PC version contains a patch that allows the frame rate to change dynamically during gameplay. As Dark Souls 3 runs on a modified version of Bloodborne's engine, is possible to port this feature across to Bloodborne and allow for a dynamic frame rate. However, certain features of Bloodborne remain locked to run at 30 per second, such as the cloth physics, blood splatter and elevator speed, meaning the patch needs further alteration to run consistently.

Plain Doll Events Data Mined

Lance McDonald reverse engineered all of the Doll's rare events in Bloodborne on October 27th, 2019. More details in the Bloodborne - Plain Doll Deep Dive - Every Rare Event Technical Breakdown video.
The Doll is usually found standing at the base of the stairs leading to the workshop in the Dream, but her behavior and position will occasionally change. These changes are governed by combination of game progress and random chance. Lance McDonald has directly examined the game's data and provided a comprehensive breakdown of how the Doll's behavior is controlled.

These behaviors all require the player character to have at least 1 Insight, as the Doll is inactive otherwise. She will also deliver her introduction the first time she is met, and will tell the player character to confront Gehrman if the workshop is burning.
Sleeping: In this state, the Doll is sleeping by the base of the stairs, and can be heard snoring faintly. This snoring causes the bottom of the screen to become darkened as though subtitles should appear, but they will only appear if the language is set to Japanese, and are simply onomatopoeia for her snoring. She will wake up if the player character approaches and presses the confirm button to talk to her, after which she will behave as normal.

This behavior is entirely random. Every time the player character visits the Hunter's Dream, there is a 10% chance that the Doll will be sleeping.
Silent Prayer at the Hunter's Nightmare Grave: In this state, the Doll moves to the grave that allows access to the Hunter's Nightmare, and is kneeling in prayer with her eyes closed. If approached by the player character, she will immediately stand and face them, and then behave as normal.

This behavior is a combination of random chance and game progress. There is a 10% chance of the Doll kneeling at the grave, but only if the Hunter's Nightmare has not been accessed. Once the grave allows warping, this event is permanently disabled.
Prayer to Flora at the Hunter's Nightmare Grave: In this state, the Doll moves to the grave that allows access to the Hunter's Nightmare, and is kneeling in prayer with her eyes closed. If approached, she can be heard reciting a prayer to "Flora, of the Moon" (an early name for the Moon Presence otherwise not used in the release version). Unlike the silent prayer, she must be talked to by the player character to make her stand and face them. She then behaves as normal.

This behavior is a combination of random chance and game progress. After the Red Moon has descended, there is a 2% chance of the Doll reciting her prayer, but only if the Hunter's Nightmare has also not been accessed.

Furthermore, the final line of the Doll's prayer, "...be, one day, a fond, distant memory...", will only be played if the player character has given the Doll the hair clip from the Abandoned Old Workshop.
Silent Prayer at the Player Character's Grave: In this state, the Doll moves to the player character's grave which appears in subsequent New Game + playthroughs after the Yharnam Sunrise ending has been attained, and is kneeling in prayer with her eyes closed. She will stand and face the player character as soon as they approach her, and deliver a short piece of dialogue about how she once knew the Hunter whose grave now stands there. This dialogue is only ever delivered once.

Note that, as the player character enters Hunter's Dream very close to the grave, the Doll will immediately stand and it is almost impossible to see her at prayer. However, she can still be seen at prayer if the player moves their character away from the grave, then quits the game and loads their save file again. This will reset the Doll to her prayer state, but the player character will be far enough away to see it.

This behavior is a combination of random chance and game progress. There is a 10% chance of the Doll kneeling at the grave, but only if the Hunter's Nightmare has not been accessed, and the player character's grave is present.
Prayer to Flora at the Player Character's Grave: In this state, the Doll moves to the player character's grave detailed above, and is kneeling in prayer with her eyes closed. If approached, she will deliver the prayer to Flora, also detailed above.

This behaviour is a combination of random chance and game progress. After the Red Moon has descended, there is a 2% chance of the Doll reciting her prayer, but only if the Hunter's Nightmare has also not been accessed, and the player character's grave is present.
Humming Lullaby: The Doll's lullaby is a behavior that was removed from the game after version 1.0. This means that it cannot be heard on subsequent patches, although a workaround exists, and will be detailed below.

In this state, the Doll moves to one of the two graves she prays at, and can be heard humming a lullaby to herself (this is a traditional Russian lullaby called "Bayu Bayushki Bayu"). This causes the bottom of the screen to become darkened as though subtitles should appear. She will wake up if the player character approaches and presses the confirm button to talk to her, after which she will behave as normal.

This behavior is entirely random. Every time the player character visits the Hunter's Dream on 1.0, there is a 1% chance that the Doll will hum her lullaby.

It is possible to force the Doll to hum on later versions of the game using a workaround. To do this, the player must begin by playing on version 1.0, and enter the Hunter's Dream repeatedly until the Doll's humming is triggered. The player must then quit the game while the Doll is in her lullaby state, then patch the game to a more current version. This will overwrite all the Doll's unique behaviors with humming, meaning she will never say her prayer again, but will hum her lullaby instead, and can also hum it while sleeping at the base of the stairs.

UPDATE: The Doll's Lullaby Restoration by using HEX editor. Search for 070013, then From 070013 go to offset 6660 (usually ctrl + G) then change that byte to 01. The Doll will now hum her lullaby every time she falls asleep at the bottom of the stairs (her starting position). [image]

Restoring Cutscenes [Examples]

  • Several unused cutscenes exist in Bloodborne. These are in-engine cutscenes, like those which play during the game, not pre-rendered CG animation, like the movie which plays if the game is left idle on the title screen. Lance McDonald has partially restored them, though the restorations lack audio and feature some camera and lighting glitches due to them not being intended to play in the final game. It was also possible to alter the lighting and camera settings of existing cutscenes to show details which were previously obscured.

  • Cleric Beast Appearance in the Grand Cathedral: This cutscene depicts the Cleric Beast as the boss of the Grand Cathedral, rather than Vicar Amelia. In this scenario, the Grand Cathedral appears to have initially been empty, with the cutscene and boss fight triggered as the player character approached Laurence's skull.

The cutscene begins with a low angle of the altar, and the camera tilting down toward Laurence's skull.
The player character reaches out to Laurence's skull, but hears something and looks up.
The Cleric Beast drops down from the balcony and confronts the player.
This is similar to the scene in the CG animation where the Cleric Beast confronts the player, although this scene takes place underground.
The Cleric Beast confronting the player character in the Grand Cathedral was also present in the Project Beast trailer, along with a human skull on the altar.

  • Cathedral Ward Montage: This cutscene is an alternate version of the one which plays when the player enters Oedon Chapel for the first time. Rather than the player only being shown details of the interior of Oedon Chapel, the cutscene would have introduced the entire of Cathedral Ward in a montage.

The player character pushes the door to Oedon Chapel open as in the final game, but it is shown from a slightly different angle and the player character visibly struggles to open it.
A montage then shows the Astral Clocktower, the circular plaza in Cathedral Ward, the exterior of Oedon Chapel, and then finally the interior of Oedon Chapel.
The player character then walks into frame. This is similar to the end of the cutscene in the final game, but the camera is higher up and closer to the player character, meaning that the Oedon Chapel Dweller is not visible (the character may not have existed when this scene was designed).
  • Huntsmen Entering Cathedral Ward: This cutscene depicts a group of Huntsmen, accompanied by a Hunting Dog and a Huntsman's Minion, entering Cathedral Ward via the gate where the player character first encounters a Church Giant. No equivalent to this cutscene exists in the final game, although it does somewhat resemble a scene in the CG movie. Due to the scene being unfinished, it has multiple visual glitches. The camera clips through pieces of the environment, and the Huntsmen are equipped with multiple weapons in each hand. [No environment]

Huntsmen walk through the gate. The camera lingers on a Hunting Dog as the mob begin approaching Cathedral Ward.
By removing the environment, the mob of Huntsmen are more visible.
This scene is similar to one in the game's CG movie.
A functional, in-engine version of this cutscene featured in the first Project Beast trailer.
  • Altar of Despair: There was supposed to be a cutscene that played when you revived Queen Annalise through Altar of Despair. In the files it's only an empty cutscene file so it just fades to black and back.
  • Mergo's Wet Nurse Original Concept Cutscenes: In the retail build of Bloodborne, Mergo's Wet Nurse is introduced in a short cutscene in which the Wet Nurse drops out of the sky, covers the pram containing Mergo with her wings, then adopts a combat stance. Through data-mining and game modification, Lance McDonald has partially restored earlier versions of the Wet Nurse's introduction, which can be seen in video form here.

  • Early Cutscene One
In this sequence, the player character is animated walking toward the pram containing Mergo and looking inside. While their back is turned, the Wet Nurse appears behind them, and they jump out of the way. The Wet Nurse then reaches inside the pram, picks up Mergo - who is invisible, as in the retail build - and holds him to her chest while she turns away from the player character. She then turns to face the player character and adopts a combat stance. Mergo's fate is unclear. The animation and angle of the player character walking toward the pram was used in some promotional trailers.
  • Early Cutscene Two
This cutscene has improved lighting and uses almost identical animations and angles to Cutscene One, with some minor differences in the timing of the Wet Nurse and player character's movements. There is, however, a major difference in terms of the graphical effects used, and these provide more context for the Wet Nurse's actions. When the Wet Nurse holds Mergo to her chest, a dark flame effect engulfs her, suggesting that Mergo has has somehow been absorbed into the Wet Nurse and become the source of her powers during the subsequent fight.
  • Early Cutscene Three
This is a truncated version of Cutscene Two, using slightly different angles and animation timing. The Wet Nurse appears immediately behind the player character as they inspect the pram, and the player character jumping out of the way is no longer shown. The Wet Nurse holds Mergo to her chest while leaning over the pram, then stands up as the dark flame appears as in Cutscene Two. She then turns to face the player character.
  • Early Cutscene Four
This cutscene is even more truncated than Cutscene Three, and more closely resembles the Wet Nurse's introduction in the retail release. The player character is shown walking toward the pram, and the Wet Nurse immediately drops out of the sky, covering the pram with her body. Unlike the descent she performs in the retail build, this is more of a pouncing move, and the impact leaves her almost flat on the ground. The implied absorbtion of Mergo and the dark flames do not feature, and the Wet Nurse immediately adopts her combat stance.
  • Comparison
This image shows a comparison of key moments in all four cutscenes: The player character walking toward Mergo's pram, the appearance of the Wet Nurse, the Wet Nurse absorbing Mergo, and the Wet Nurse's combat stance.

Restoring Cutscenes Used [Examples]

  • For more used cutscene exploration visit the Freecam Exploration wiki page.

  • Provost Willem Montage: This scene very short, and simply shows Willem from three different angles. It is very unfinished and the environment does not load.

Willem is alive and in his rocking chair.
The angles used match those used in Laurence's memory, although reversed.

  • Yharnam Sunrise with lighting switched off: By switching off the lighting in the Yharnam Sunrise ending, it is possible to see exactly where the player character wakes up.

The area where the payer character wakes up is outside Oedon Chapel.
However, when the camera angle changes, the player character's location moves to the round plaza in Cathedral Ward.
  • Laurence's Memories with lighting switched off: When viewing Laurence's memory, the scene fades to black as Laurence leaves Byrgenwerth. However, by removing the fade to black, it is possible to view the model used to represent Laurence.

This shows that Laurence is represented by Micolash's model. This may be an artifact from an earlier version of the story, or simply a placeholder.
  • Dropoff extracted 360 degree images from this cutscene. [image 1, image 2]

  • Vicar Amelia Off-Screen Transformation: In the retail release of Bloodborne, Vicar Amelia's transformation into a beast occurs off camera, with only her shadow visible. By extracting the animation files and viewing them in an external program, it is now possible to see the entire transformation sequence. This demonstration was made by Sanadsk.

Amelia's beast form is loaded in outside what the camera can see. When she transforms, the beast form simply slides to her position. Because the transformation occurs in silhouette, this gives the impression of Amelia's shape is transforming into the beast's shape, even though the model itself does not transform. A copy of Amelia's pendant flies away from her human model during the cutscene. It is unclear why. [image 1, image 2]

Restoring Enemies/NPCs [Examples]

  • Restoring the unused enemies/NPCs on locations of existing ones and making them work in-game. It is not just the case of replacing one files with another - files are decrypted, edited and re-encrypted, and then engine loaded them. It is also possible to swap current enemies/NPCs to make them appear on different location.
  • For example Slug Princess in place of the Doll in Hunter's Dream; Unknown Boss placed on the Great Bridge in Central Yharnam; King of Skeleton enemies placed under the bridge instead of Huntsman Minion in Central Yharnam. Tiny Orphan Model has no ID or animations. It is possible that it was removed over controversy over child killing. For more information scroll down to the Unused Content portion of the page.
  • ShrineKnight [ID: c2030] there are two variants: Halberd & Shield, Sword & Shield. Halberd version swings and thrusts with halberd. It can thrust with the halberd through the nook in its shield, and has charging attacks. It can also put the shield away and switch to a two-handed halberd moveset [video].
  • Willem [ID: c5130 & Name: Proffessor (two f's in original as well)] has unused attack animations where he slams his staff into the ground in front of him. There are one-handed and two-handed variants. Has another unused attack animation in which he points his staff forward, shakes for a while, then stabs the staff through his torso. According to the parameters in the game files, he had the ability to cast magic from his staff, so this animation is probably a "beam" attack of some kind. He also has an animation where he raises his staff in the air, flies straight upward, then lands again. [video]
  • Chapel Dweller [ID: c1130 & Name: DemonsFanatic] found in some of the unused Chalice Dungeons. Only appears in some versions of the game. He wields a staff that he attacks you with physically. Has a ranged attack where he throws burning liquid from the urn around his neck. He can raise the staff and buff enemies that surround him. The buff makes a blood explosion effect, similar to when you are frenzied. The hunting dogs found in Hemwick are called "BeastOfFanatic", and their ID is right after his in the game files, so he was probably supposed to work with them. [video]
  • King Ghost Low Class [ID: c2300 & Name: KingGhost_LowClass] there are three variants: Spear & Shield, Sword & Shield, Sword & Orb. Spear & Shield has multiple sweeping and thrusting animations. Sword & Shield has multiple slashing animations, both one and two-handed. Sword & Orb has him hold the orb up high briefly, then swing it foward. This is the same orb weapon that was data mined earlier. He also has several non-combat animations in which he opens doors and climbs ladders. Has a "ghost" texture like the ghosts in Cainhurst. [video]; Update - restored in-game: King of Cainhurst, referred to internally as "GhostKingLowClass". His ID number is only two digits away from Logarius. He looks very similar to Logarius, but is a lot "cleaner" and simpler. Can be loaded with a ball weapon that he tries to smash you with. Can also wield a long spear. [video]
  • King In Blue [ID: c2310 & Name: KingInBlue] similar to Logarius, but with a large sword. Has animations for swinging it horizontally one-handed, two-handed downward attacks, a one-handed thrusting charge attack and a two-handed thrust. Has an animation where he the sword skyward, then lowers it and readies himself to attack. Presumably this is him buffing the sword. [video]; Update - restored in-game: Other King of Cainhurst, Referred to internally as "KingInBlue". His ID number is only one digit away from Logarius. (Logarius is called "KingReaper"). Looks more like Logarius than the previous king character. He has moves when loaded into Logarius' room. One involves him holding his sword up, then doing AOE damage, but the animation is incomplete. He has a cape which only loads in some areas (not Cainhurst). His sword loads differently in some places too, so it is most likely that the sword could change form (like a buff). Hitbox on his weapon is unfinished and very inaccurate. [video]
  • Burned Warrior: The name is "Burned Warrior" in the game. They have a unique appearance that looks like cel-shading, where there's a thick black outline around them and their body is a flat shade of orange. A bloom effect is then applied. They can be loaded with different weapons. Variants with a bow, a longsword and a spear. You can use your gun to interrupt their attacks and then perform viscerals. So far no other cut enemies let you do this. Some places load them without the shader effect. When this happens you can see that they have a large growth on the back of the necks (looks a bit like in DkS1 when you get infected with the egg parasite, but with the egg off the side instead of encasing your head). [video]
  • Big Burned Warrior: A large variant of the above enemies, about the size of the Huntsman's Minion. They don't have the lump on their neck. Can be interrupted and visceraled. So far their moveset isn't loaded properly. They load with a bow, but can't get them to use it. Also they load without their shader in some places. [video]
  • Moon Presence Final Form: This is the version you fight in the test chalice dungeon. ID is "InheritTheNightmareLastForm". Moveset and hitboxes aren't finished. [video]
  • Moon Presence Second Form: ID is "Inherit The Nightmare Variation". Looks the same as the model as the one we fight in game, but missing textures and animations. Unfinished to the point where it can't do anything except slide around. [video]. The unused Moon Presence form has an interesting set of special animations where it flops on its back like a turtle. It notably takes extra damage while flopped over, suggesting it's a special stagger animation set. [video]
  • Unused Hunter (prototype): Has a sword and shield. No animations, just a model in a T-pose which can be loaded. Used in one of the early Project Beast trailers. [video]
  • Beltran: Character we've seen before whose clothing matches the portrait in Cainhurst. No animations. No indication in the data as to where he was originally going to be. [video]
  • Snake Ball Boss: The Snake Ball is an unused Bloodborne boss which was originally encountered in Forbidden Woods, where the Shadows of Yharnam fight currently takes place. The large snakes summoned by the Shadows of Yharnam in their third phase are a remnant of the original boss fight. Lance McDonald has partially restored its functionality through hacking.

    The Snake Ball's deleted Living Liver and boss HP bar both refer to it using the kanji "蛇玉". This can be read in numerous ways, most commonly as the name of a kind of firework, but the game internally refers to the boss as "SnakeBall" using English text.

    The Snake Ball boss is a massive variant of the smaller Snake Ball enemies in Forbidden Woods, comparable in size to Amygdala and The One Reborn. Like the larger bosses in the game, it has two separate lock on points, one on the base of the ball and one one the large central snake. The individual snake heads around the base of the ball do not have separate lock on points, but will react individually if hit.

    After taking enough damage, the Snake Ball enters a staggered state in which the heads hang down. This triggers the appearance of the snake heads normally summoned by the Shadows of Yharnam. However, the Snake Ball has an unused animation, still viewable using the game's internal model viewer, in which it sticks its heads into the ground. This would likely have led to the snake heads bursting out of the ground, with the stagger animation trigger being a glitch due to the removed AI script.

    The Snake Ball's AI script no longer exists in the main game, so restoring it simply makes it stand still on the spot. However, it was also intended to be a Chalice Dungeon boss, and the AI script of that variant remains, allowing it to be partially restored. Its attacks are similar to the smaller Snake Ball enemies in Forbidden Woods, with the individual heads lashing out at the player character, and the central head spitting poison. Rather than a single poison projectile, the poison produces a large poison cloud that lingers in the area. When defeated, it explodes in a series of blood splatters rather than just one, likely representing that it was numerous creatures rather than one.
  • [video01; UPDATE: Snake ball AI test video and textured image by Foxy Hooligans]
  • Master Willem Boss: In the release version of Bloodborne, Provost Willem is a non-hostile NPC who can only communicate by moaning and gesturing with his staff. However, in earlier versions of Bloodborne, Willem was a more fully featured NPC encounter, with an associated quest and boss fight. Lance McDonald has managed to partially restore elements of this earlier version of Willem.
  • While the alpha version of Bloodborne limits the player to Central Yharnam, it does feature a full inventory, including the "Living Livers" which would originally have been dropped by bosses. One liver belongs to "The University Professor" and is described as the "Liver of Micolash's Husk". The word used for "husk", 拔け殻, specifically means the shell cast off when an insect molts.
  • In context, this seems to imply that Micolash "cast off" Willem, similar to the way Laurence does in the release version (note that the Laurence character does not exist in this draft of the story, so Micolash likely played the role of the scholar who ignored Willem's warnings and abandoned Byrgenwerth).
  • The alpha version's debug menu can also be used to view the parameters of NPCs, enemies and bosses. Viewing Willem's parameters reveals that, in the alpha, he is considered an enemy rather than non-hostile NPC. Parameters also exist for an entity called "University Professor's Bit", which is not used in the release version.
  • Through modifying the release version of Bloodborne, Willem's unused dialogue and conversation tree can be restored [maybe link to the unused dialogue wiki page here so we don't repeat everything]. This reveals that Willem's original interaction with the player character was him begging them to bring him eyes, similar to Adeline's demands for brain fluid, eventually asking for the eyes of the player character. The demand for the player character's eyes likely would have led to the boss fight.
  • Further modification can partially restore Willem's boss fight. This reveals that Willem would have originally risen into the air before dropping down suddenly, with the impact damaging the player character and sending them flying back. He was also capable of firing projectiles from his staff, but the graphics are no longer present, meaning that the player character can still be hit and damaged, but the projectiles are not visible. During all these attacks, Willem can be heard babbling in an unknown language.
  • The "University Professor's Bit" entity still exists in the game, and can be viewed in the game's model viewer. This reveals that it is a floating eyeball that uses the same model as the eyes found on the walls in the Nightmare of Mensis, although significantly larger - about the size of a small Wandering Madness.
  • The eyeball has animations for it attacking, being damaged and dying, but attempting to load it in the game rather than the model viewer causes the game to crash. [video; Master Willem boss fight test by Foxy Hooligans]
  • Loran Cleric Boss: Cut boss version of Loran Cleric reimplemented by Foxy Hooligans. In the final game, it is an uncommon enemy that appears in the Loran chalice dungeons, and most of its AI has been removed. Despite that, the boss still shares most of its behavior and attack patterns with the enemy version, such as low mobility, high poise and majority of ranged and melee attacks, with just a few new ones in its arsenal.
  • The enemy's signature attack, a wide AOE blast is used by the boss version as well, although much more liberally (the enemy variant has a very specific trigger for the AOE to happen) (gif01). Its fireballs have three different speeds, the slowest being able to track the player (gif02). There are additional explosive fire blasts on its staff swings that explode when they hit a target. (gif03). [video]
  • The fully functional Loran Cleric boss can't be found in any test dungeon except for a few unfinished ones with broken AI. In one of these test dungeons, the boss fight can be partially triggered, revealing the boss' name "Degenerate Beast" (possibly an early concept name), however the boss has no hitboxes and only 1 HP. [video]
  • UPDATE: Mergo's Attendant Restored Attacks: The small Mergo's Attendants enemies in the Nightmare of Mensis possess an additional unused moveset in which they wield a shield and a spiral lance. Foxy Hooligans has restored this moveset. Mergo's Attendants thrust with their lance (gif01) and can block the player character's attacks with their shield (gif02). [video]
  • UPDATE: Garden of Eyes Restored Attacks: The Garden of Eyes enemy holds a strange object in its left hand. The object appears to be a rock, with one side covered in eyes and the other featuring a spider design. This object serves no function in the release version of Bloodborne, as the Gardens of Eyes can only attack by punching and leaping on the player character. However, Foxy Hooligans has restored some of the object's original functions (gif01, gif02, gif03). [video]
  • UPDATE: Great One Beast Restored Attacks: The removed Great One Beast enemy, while still accessible through hacked chalice dungeons, has incomplete attack animations due to it being removed during development, makings its attacks partially invisible. However, the internal ID of its missing animations was later used by Orphan of Kos, meaning they still exist in the game. Foxy Hooligans was able to load the Orphan of Kos' animations in the same hacked chalice dungeon as the Great One beast, partially restoring it (gif01, gif02, gif03, gif04). [video, UPDATE: Great One Beast restored video]
  • UPDATE: Winter Lantern Restored Attack: The Winter Lantern enemy possesses an entirely unused moveset in which they perform melee attacks. Foxy Hooligans has restored this moveset. The moveset consists of short and long range melee attacks using the Winter Lantern's arms, which are usually only visible when it attempts to grab the player character. Lengthy combos as well as single attacks are used (gif01, gif02, gif03, gif04). [video]
  • UPDATE: Skeletal Puppets Restored Attacks: The Corpse Puppets that accompany Micolash have a number of unused attacks which are still functional, and have been restored by Foxy Hooligans. The majority of these attacks involve the Corpse Puppets throwing their limbs in different combinations at different ranges, but also include a body slam attack, and the Corpse Puppet throwing its own head as a projectile (gif01, gif02, gif03, gif04). [video]
  • UPDATE: Burned Corpse Enemies: have (some) textures re-used in Old Yharnam, used in the piles of dead bodies (named c1040), it also has red phantom version. (image01, image02, image03)
  • UPDATE: Fishing Hamlet Priest: used to shot out ghost bullets with accursed brew effect, it seems they were replaced with the static Fishman (Curse). [video]
  • UPDATE: Bell Ringer: another datamined attacks from this enemy that are unused. [video01; video02]

Restoring Snake Ball Development [source]


The Snake Ball is an unused Bloodborne boss which would have been fought in the Forbidden Woods, where the Shadows of Yharnam are encountered in the retail build of Bloodborne. Assets relating to an unfinished and incomplete version can be found within the retail build of Bloodborne. Using data recovered from an unreleased alpha build of Bloodborne, Lance MacDonald has been able to restore far more of the Snake Ball than was previously possible, although it still remains incomplete - it is likely that this version of the boss was abandoned mid-development.
The Snake Ball's arena was far larger than the one used for the Shadows of Yharnam, with the fog wall placed at the very base of the stairs rather than further down. Using the puddle of water to orient the player character, we can get an idea of how large the original arena was in comparison to the retail one.
Rather than being a single enemy, the Snake Ball is made up of multiple parts which function independently. The central mass of snakes is one part, and the smaller, pale white snakes are separate parts that can be targeted individually. The snakes which rise up from underground, still present in the Shadows of Yharnam fight, are also indepdendent enemies, and are tied to an animation in which the main Snake Ball sticks its heads undeground.
Damaging the pale white snakes causes the main Snake Ball to stagger, which lowers its heads into melee range. After taking a certain amount of damage, the stagger animation also causes snakes to rise from the ground, similar to the Shadows of Yharnam fight. The Snake Ball is also able to rapidly spit clouds of poison from its heads, forcing the player to move out of melee range or risk becoming poisoned.
The Snake Ball also has an extremely damaging attack in which it swallows the player character whole and excretes them out the base of the ball.
After being removed and replaced with the Shadows of Yharnam, a simplified version of Snake Ball was still planned to appear in the Forbidden Woods. Revisiting the woods after the Red Moon event would reveal the Snake Ball boss occupying the small swamp filled with fireflies, which acts as a junction between different parts of the woods. This version of Snake Ball lacks the white snake weak points and the ability to spawn snakes from the ground.

Restoring Shadows of Yharnam Development [source]

  • The Shadows of Yharnam, both as a boss fight and as a regular enemy encounter, went through a number of revisions during Bloodborne's development. Using data recovered from an unreleased alpha build of the game, Lance MacDonald has restored functionality to some of these earlier iterations of the Shadows, allowing us to see attacks, formations and encounters that are no longer present in Bloodborne's retail build.

In the retail build, the player character encounters a group of three Shadows of Yharnam after taking the stairs up from the Mergo's Loft Middle lamp; two are patrolling the pathway, while a third stands on a raised platform and shoots fireball projectiles. In the alpha build, there are three Shadows of Yharnam on the pathway, and the platform is occupied by a Loran Cleric, an enemy which does not appear outside of the Loran chalice in the retail build.
The alpha build also includes a group of five Shadows in the position occupied by a Maneater Boar in the retail build, along with two additional Loran Clerics. In the small round parapet area reached via the hidden Moonlit Path, the Shadow facing toward the horizon has been replaced with another Loran Cleric. Many other enemies are also present.
The Shadows of Yharnam present in the alpha build also have two attacks which are unused in the retail build, although they are unfinished and do not work correctly. One causes the Shadow to create a sphere of darkness which follows it around, similar to Mergo's Wet Nurse, although it has no effects beyond darkening the immediate area. The second unused attack causes the Shadow to become invisible.
An entirely unused Shadow of Yharnam variant with a rifle is also present in the alpha, and only appears in developer-created chalice dungeons. This variant's textures, animations and sound effects are unfinished.
Early versions of the Shadows of Yharnam boss fight also exist in the alpha build's data. The first takes place in the larger boss arena that was also used for the unused Snake Ball boss. The Shadows do not appear as they do in retail, and the arena remains empty. There is a door on the opposite side of the arena, and interacting with it reveals that the door is locked. When the player character turns to leave the arena, the Shadows then appear in front of them to block their path out.
In this version of the fight, the Shadow that holds the burning orb in the retail build holds a glowing purple orb. Rather than fireballs, it fires seeking Messenger projectiles that inflict the Frenzy status.
The second phase follows the same structure as the retail build, with the Shadows becoming infested with snakes, allowing them to stretch their limbs and summon the snake heads from underground. Unlike in the retail buidld, the snake heads are summoned by the Shadows raising their hands in the air, rather than touching the ground.
Defeating these Shadows of Yharnam causes them to drop an item called University Key, which unlocks the door. It has no description.
The second restored version of the fight is a lot closer to the retail build, with the Shadows appearing out of the mist as the player character enters the arena, and a simple fog wall instead of a locked door. In this version, the flame orb is again different, this time being a dark red orb that shoots the skull projectiles used by the Executioner's Gloves and Martyr Logarius.
Unused English text exists for this fight, referring to the Shadows of Yharnam indivitually as the "Secret Watcher" and the "Keeper of the Clandestine".

UPDATE: Great Beast Boss

UPDATE: Master Willem Boss

UPDATE: Snake Ball Boss

Restoring NPC Questlines

  • Lady Maria NPC: Lady Maria was originally a fully functional NPC who would interact with the player, as hinted at in The Old Hunters' promotional artwork which depicted her alive while seated in the Astral Clocktower. In files thanks to Gibbed and Sanadsk we can see her sitting animation without chair and sitting animation on chair as seen in the Old Hunters promotional art & trailer. ID: c4520 & Name: WomanHumter ("HUMter" in original as well).
  • Maria's interaction with the player originally ended with her being murdered by Simon, after which she would return to life and fight the player as she does in The Old Hunters. The final version skips over all the player's interaction with Maria by simply flagging her as murdered by deafult. This makes it possible to restore her functionality by changing the flag. Maria had fully voiced dialogue. Most of the English subtitles functioned properly, but others were unfinished and displayed as "?TalkMsg?".

    If the player left the room after having spoken to Maria, she would have been dead when they returned. The scene would then play out as it does in the finished game, with Maria grabbing the player's hand as they inspected her corpse. Maria had two different corpse poses depending on how she was killed. If Simon killed her (through the player leaving and reloading the room), she would adopt the pose she is found in the finished game. This is confirmed to be Simon by a developer note, reading "会話NPC_時計塔の狩人秘密を探る者に殺された死体" ("Conversation NPC, corpse of the clock tower hunter killed by the seeker of secrets"). If killed by the player, her corpse would adopt a different pose which is not seen in the finished game, although in the restored version it quickly changes to the other pose when the death animation is complete. This corpse pose was referred to as "会話NPC_時計塔の狩人PCに殺された死体" ("Conversation NPC, corpse of the clock tower hunter killed by the PC"). For more information visit Datamined Lady Maria NPC page.

  • Fishing Hamlet Priest & Yharnam Stone: In all release versions of Bloodborne, the Yharnam Stone key item serves no purpose other than as proof the player has found and defeated Queen Yharnam. However, Lance McDonald has partially restored a function that the item once had. In The Old Hunters DLC, the Fishing Hamlet Priest has two possible reactions to the player character, depending on whether or not they have the Milkweed rune equipped. However, an unused version of the Priest's conversation tree exists in the game files. This conversation tree is part of the Research Hall map, suggesting the Priest was initially located there. By moving the conversation tree data to the Fishing Hamlet, the Priest can be interacted with in a more complex way, which involves the Yharnam Stone. [video]
  • In this older conversation tree, the Priest's dialogue about the Orphan of Kos returning to the ocean is delivered in person by the Priest, rather than in voiceoever.
  • If the player character talks to the Priest after defeating the Orphan of Kos and also has the Yharnam Stone in their inventory, the prompts "「ヤーナムの石」を渡す" ("Give Yharnam Stone") and "渡さない" ("Refuse") appear. If the player selects "Give Yharnam Stone", two unused lines of dialogue are played:
English
"Kos! Fair child of Kos! Time is not, and the sea rumbles afar. And yet, a mother's pungent devotion can still be felt.
Ahh, thank you, messenger, I exude gratitude for one such as you. Kos, bless this messenger, this visitor from beyond.
Japanese lines
ギイイイイイッ…
ゴース!ゴースの赤子っ…
ギイッ…ギイイッ…
ギイイイイイッ…
時もなく、海も遠く。 それでも腐臭、母の愛は届いたか
ああ、ありがとう。 使者よ、感謝します
彼方からの使者に、ゴースの加護あれ

  • This does not remove the Yharnam Stone from the player character's inventory, and the player character receives nothing in return.

  • Father Gascoigne: Prior to his boss fight, it is possible to summon Father Gascoigne as a co-operator using the Old Hunter Bell. When summoned this way, he behaves like all other Old Hunter NPCs, and does not interact with the player. However, an earlier version of Gascoigne who behaves like a fully interactive NPC still exists in Bloodborne, and has been restored by Lance McDonald. [video]
  • Father Gascoigne can be encountered on the Great Bridge in alpha version, where he fights alongside the player. This is not a summon, and is handled similarly to Eileen's appearence in Tomb of Oedon. This version of Gascoigne has no dialogue, and simply fights the enemies in the bridge.
  • An interactive version of this version of Gascoigne still exists in the data. This version would have been encountered near the Huntsman's Minion banging on the door in Central Yharnam is, and would have assisted the player character. Upon meeting him, he speaks the following lines:
...Well well, a hunter, is it? Ahh, tonight, there's something different in the air...
Men leave as hunters, and return as beasts... Let there be no doubt. If it moves, you can be sure it's a beast. And even if it doesn't, well, don't take any chances! Ha ha ha ha ha hah!

  • Approaching Gascoigne when no enemies are present causes a "Talk" prompt to appear. If interacted with, Gascoigne will say the following line:
Beasts everywhere... I like the smell of this hunt already! Ha ha haa!

  • Gascoigne will continue to follow the player character until defeated. As this is unused content from version 1.0, it is currently unknown how he would have interacted with the non-Cleric Beast path that culminates in his boss fight.

Restoring NPC Questlines Part 2

  • Vileblood Queen (Alpha): The character of the Vileblood Queen and her associated quest went through a number of changes during Bloodborne's development. Lance McDonald has partially restored an earlier version of the Vileblood Queen, video and audio of which can be seen in this video. This version of the Vileblood Queen speaks with the same voice as the Doll and Maria, and her data-mined dialogue is available on this website's dialogue reference page.
Upon the player character approaching, she says:
Is someone there?
Well, whoever you are, it matters not. I will not die, tarnished as I am. You came here for naught.
Be off with you.
If the player character speaks to her:
Cease this.
I am Queen of the Vilebloods. The Healing Church binds our tongues.
Now, off with you.
If the player character speaks with her again:
You are a peculiar one.
You’ve nothing to gain by speaking with me.
Well, if you truly do not fear the Healing Church, tell me of your thoughts, your desires.

  • This causes a prompt to appear, with the player able to choose between two options. The first is "契約", meaning "Contract". This the same kanji used in the release version when referring to swearing an oath to the Vilebloods.
If selected, the Queen says:
I… I am afraid. That, I cannot do. Please, I do not wish to lose anyone else.
But thank you, it was a kind offer. My ancestors smile. I can help with other things, only no contracts. Anything that you wish. Anything at all.

  • The second is "協力", meaning "Cooperate".
If this is chosen, the Queen will say:
You are kind to me. You are… a friend. I will help you however I can.
Regardless of the choice, if spoken to again, the Queen will repeat:
You are welcome here.
What do you require? I am pleased to oblige.
If attacked by the player character, she will respond:
Oh, dear me… have I offended you?
I am undead. There is nothing you can do to hurt me. The failed, and so will you.
If the player character leaves the room, the Queen will say nothing. However, if they have attacked the Queen beforehand, she will say:
I see. Now, you must go. A blessing upon you, and your heartfelt kindness.

  • No further interaction is possible, and comparing the Queen's dialogue here to the data-mined dialogue, there are no unused lines which could be triggered.

Restoring NPC Questlines Part 3

  • Blood Minister: In the release version of Bloodborne, the Blood Minister the player character encounters upon arriving in Yharnam is only present in a non-interactive cutscene, after which he disappears from the game entirely. However, the player character's interaction with the Blood Minister was originally more complex, with the Blood Minister being an NPC who existed within the game's world and could be interacted with by the player character. Hints at his original importance can be seen in Bloodborne's CG intro, which places emphasis on the Blood Minister despite his fleeting (but still crucial) role in the release version.
  • Lance McDonald has partially restored the Blood Minister's original functions, and has uploaded a demonstration here: video

    There are multiple unused interactions with the Blood Minister NPC.
  • The first interaction is a longer and more detailed version of the release version's introductory cutscene, which goes into more detail about the player character's past, and explains more about Yharnam. The actor's performance is more welcoming and less sinister than in the release version. Notably, "Paleblood" is never mentioned in this interaction, or any other unused ones.
First interaction
"Welcome, weary traveler. To the great city of Yharnam.
The troubles you must have seen. Your homeland, plagued by a sickness that spares few. You suffer. Your loved ones suffer. It's like a curse.
But there is hope for you yet. The blood used in ministration, the trade of Yharnam, is a special thing indeed... The only thing that can cure your sickness...
Now then, let's draw you up a contract.
Good, all signed and sealed. Now, let's begin the transfusion. Oh, don't you worry. In a few moments, you'll be good as new... Like it was all just a bad dream."
  • The second interaction is another variant of the introductory cutscene, although it omits references to the player character's homeland, and the voice acting has a less welcoming tone. Notably, this interaction allows the player character to choose not to sign the contract, leave the conversation, then return and talk to the Blood Minister again to receive different dialogue. This suggests the Blood Minister was encountered in the game's world like other NPCs, rather than only being present in a cutscene.
Second interaction
"Welcome, traveler. You've suffered a long journey to this great city of Yharnam.
And you should be glad you did. The blood used in ministration, the trade of Yharnam, is a special thing indeed.. The only thing that can cure your sickness...
Well then, let's draw you up a contract."

  • If the player character agrees to the contact, the Blood Minister repeats the lines used in the earlier interaction, this time ending with a sinister laugh.
Agree
"Good, all signed and sealed. Now, let's begin the transfusion. Oh, don't you worry. In a few moments, you'll be good as new... Like it was all just a bad dream.
...Heheheh..."
  • If the player character refuses to sign the contract, then returns to speak to the Blood Minister again, they receive the following new dialogue, and are then prompted to sign the contract again.
Refuse
"...Heh, heh, heheheh...
Aren't you lucky. This blood's rather special. It may well cure you of your peculiar condition. Now, let's draw you up a contract."
  • The third interaction is completely unlike anything in the release version. In this interaction, the Blood Minister comments on the player character having awoken after the ministration and encountered the horrors of Yharnam, so it appears to take place some time after escaping from the clinic. Notably, the Blood Minister here mentions "Ebrietas", a name still used in the release version, but in early versions was another name for the Moon Presence.
Third interaction
"...Heh, heh, heheheh...
Yes, yes, see? Woken up with something a nightmare, have you? A foul, murky story quite beyond my own reckoning. Won't that be something to tell the grandkids, eh?
...Heh, heh, heheheh..."
Speak again
"...Heh, heh, heheheh...
Oh, but I've nothing more to tell. I only show the way, and the way has been shown.
Now... it's in your hands. Until the dank, sweet mud takes us all... Upon the awaekning of Ebrietas...
...Heh, heh, heheheh...
...Heheheh..."

  • The Blood Minister has no further dialogue after this, simply responding by laughing.
  • The fourth interaction is simply the Blood Minister's death, as this version can be killed like any other NPC. The Blood Minister has some brief dialogue as he dies.
Killing him
"Heh, eh heh...
My death matters not...
It's your nightmare, after all..
Heh, eh heh, eh heh heh heh..."

Restoring NPC Questlines Part 4

Introduction

  • Doll Alpha Version (Unused Dialogue and Alternate Voice Actress): In the retail build of Bloodborne, the Doll is voiced by Evetta Muradasilova, who also voices Lady Maria of the Astral Clocktower, and previously voiced The Maiden in Black in Demon's Souls.
  • In earlier builds of the game, however, the Doll's voice was provided by Lucy Briggs-Owen, who currently voices Impostor Iosefka, Adella, and Vicar Amelia, as well as providing the vocal sounds made by the female player character. The Doll's dialogue was also different, being less comforting and repeatedly referring to the player character as suffering from an illness - a concept present in earlier drafts of the story that is no longer present in the retail version.
  • This unused voice track and script have been partially recovered from a pre-released version of Bloodborne by Lance McDonald, and are demonstrated in this video. Like many prior games by From Software, Bloodborne was released in Japan with an English dub and Japanese subtitles, meaning that this early version of the Doll, while she speaks English, does not have finalised English subtitles.

First Encounter

Retail Version Restored Alpha Version
Hello, good hunter. I am a doll, here in this dream to look after you.Hello, ailing one. This is a nightmare, a dream of the sick, of those on death's doorstep.
Honourable hunter, pursue the echoes of blood, and I will channel them into your strength.Minds ravaged by disease, still clinging to life, this is where they come. Does that not describe yourself? Dead, but with renewed life in this nightmare? Or perhaps your life before was the bad dream? Who can recall? Madness is, after all, a fog.
You will hunt beasts... and I will be here for you, to embolden your sickly spirit.Ailing one, pursue a deeper madness, and I will make it your medicine.

Further Interaction

Retail Version Restored Alpha Version
Ahh, the little ones, inhabitants of the dream... They find hunters like yourself, worship, and serve them. Speak words, they do not, but still, aren't they sweet?The tiny ones are dwellers of this dream. They serve you, in admiration of the sick ones. They cannot speak, but are so very quaint.

Leveling Up

Retail Version Restored Alpha Version
Very well, let the echoes become your strength. Let me stand close. Now, shut your eyes...Now, let madness be your medicine. Let me stand close. Don't peep...

Departure

Retail Version Restored Alpha Version
Farewell, good hunter. May you find your worth in the waking world.Goodbye, ailing one. May you wake without harm.

Return

Retail Version Restored Alpha Version
Welcome home, good hunter. What is it your desire?Hello again, ailing one. How did you find the waking world?

Interaction after Evening

Retail Version Restored Alpha Version
Over time, countless hunters have visited this dream. The graves here stand in their memory. It all seems so long ago, now...Most visitors to this nightmare have died. The remains of their spirits sleep within these tombstones. It also seems so long ago, now...

Interaction after Night

Retail Version Restored Alpha Version
Hunters have told me about the church. About the gods, and their love. But... do the gods love their creations? I am a doll, created by you humans. Would you ever think to love me? Of course... I do love you. Isn't that how you've made me?What you say is rather strange. The Gods dote not upon their creation. I am a doll, created by you humans. Why should you bestow love upon me? Of course, I do love you. For that is how you have made me.

Handing over the Hair Ornament

Retail Version Restored Alpha Version
What... what is this? I-I can't remember, not a thing, only... I feel... A yearning... something I've never felt before... What's happening to me? Ahh... Tell me hunter, could this be joy?What, w- what is this? I can't remember, not a thing. Only, I feel.. a yearning. Something I've never felt before. What's happening to me? Oh! I thank you again, ailing one. That was most pleasant.

Unused "death" Dialogue

  • In addition to the above, the Doll also has dialogue used in the event of her death, like other NPCs. In the retail version of the game, the Doll cannot ever "die" - reducing her to zero hit points causes her to collapse, but she will appear alive again once the Hunter's Dream is revisisted, provided the player has at least one Insight. However, there exists an unused feature that allows the Doll to remain dead, with her body lying at the foot of the stairs. The inanimate body can still be used to level up, but will not come back to life even if the player has the required Insight. It is unknown if it was possible to revive her after this, or if she remained permanently dead until the next New Game cycle.
Retail Version (Unused) Restored Alpha Version
Oh, good hunter, I must have displeased you... Go on, shut me down... Even so, this vessel will remain in your service... So, have no fear...I must have displeased you. Go on, dispose of me. Even so, this vessel will remain in your service... So, have no fear...

Restoring NPC Questlines Part 5

Dying Corpse NPC

  • In the retail release of The Old Hunters, a Great One's Wisdom item can be acquired from a corpse on one of the beds at the base of the Surgery Altar. Data miner Foxy Hooligans has partially restored an earlier version of this encounter, in which the corpse was an interactable NPC with their own unique dialogue and animations. It can be viewed here.
  • This NPC recites a unique version of the prayer spoken by Vicar Amelia, spoken in a male voice. This voice line is completely unused in the final game.
  • Data in the game indicates that the NPC would play an animation after the player receives the item from them, although the animation is no longer present in the retail build of the game.
  • An internal note also refers to the NPC giving the player something called "Altar Pendant", suggesting this may have been the way in which the player originally acquired the Eye Pendant currently held by Laurence.

Restoring Items [Examples] [video]

  • Caryll Runes: Originally runes were supposed to be consumable items that you take, in form of the pages from lost book of runesmith Caryll. Descriptions of the pages reads:
  • "A page from the lost book of runesmith Caryll.
    Caryll devoted his life to transcribing the sounds
    spoken by the Great Ones.
    Read a Caryll Rune to assume its form."
  • If you use the page you break them (as with unique Blood Gems) and it will grant you the rune. It is possible that this was not how they were meant to be extracted (Rune Workshop Tool) but all pages behave the same in this form. Some names were changed such as "Destroyer" rune (now Clawmark); "Oedon Liason" rune (now Formless Oedon); "Liason" rune (now Oedon Writhe); "Reveller" rune (now Blood Rapture). Also third (top) tier of Guidance rune has not place parameter so it is 100% not possible to obtain this rune in the game.


  • Queenly Blood: This item heals HP and temporarily boosts stamina recovery very similar to the "Blood Vial of Arianna" with same animation and aura, it was meant to be as Vileblood covenant reward as item description reads:
  • "Blood received from Annalise, Vileblood Queen of Cainhurst.

    Vileblood hunters who offer sufficient blood dregs are
    allowed the special honour of imbibing this blood.

    The sensually sweet gelatinous blood restores HP and
    temporarily speeds stamina recovery."
  • Clocktower Hunter Badge: This badge is found in the DLC files, it is confirmed to work as regular badge. It isn't any covenant reward, doesn't have any item description nor any effect when loaded into the game.
  • Bullet Recovery: ID 910, there is only name and the icon so purpose of the item is unclear and left to speculation.
  • "Doll Repair Kit" Unknown Item: ID 121, there is only the icon so purpose of the item is unclear and left to speculation.
  • Petrified Blood Gems: They all share the same item description: "Polish to gain a blood gem which fortifies weapons and adds various properties." It is possible they work in the similar concept as the unused Caryll Runes.

  • Living Livers: Livers are equivalent of the boss souls from previous Souls titles. For example Liver of Father Gascoigne with description "The soul of Father Gascoigne". A lot of the existing bosses are included but there are some changes in names: Vicar Amelia is Saint Laura; Cleric Beast is Bishop Herbert. For more information check the Living Livers wiki page.
  • Various prototype names (text): For example "A call beyond" is called "The anger of Kos"; "Old hunter bone" is "Double accelerator"; and unused one "Dangerous follower" which is described as "damage enemies that you touched without knowing".
  • Various unused chalice items (text): Ritual Vestige (6); Perfect Ritual Vestige; Coldblood Flower Bulb (6); Tomb Mold Spore (6); Soaring Tomb Mold and Hidden Incoagulable Blood; Cursed Incoagulable Blood; Vermiculum; Radiant Eelworm. All four have description:
  • "Special material used in a Holy Chalice ritual.
    Strange creatures lurk in the nooks and
    crannies of the old labyrinth."

Item Descriptions

  • Coldlood Flower Bulb (6)
    Material used in a Holy Chalice ritual.

    Pale bulb that commonly crows on coldblood inside the old labryinth, said to mature slowly in the abyss, and eventually bloom.
  • Cursed Incoagulable Blood
    Material used in a Holy Chalice ritual.

    One of the basic ingredients used to satiate a Holy Chalice is this incoaguable blood.

    When all is melted in blood, all is reborn.
  • Hidden Incoagulable Blood
    Material used in a Holy Chalice ritual.

    One of the basic ingredients used to satiate a Holy Chalice is this incoaguable blood.

    When all is melted in blood, all is reborn.
  • Perfect Ritual Vestige
    Material used in a Holy Chalice ritual.

    A perfect specimen, surrounded by a faint flame.

    A vestige of the bizarre rites carried out by the old labyrinth watchers.
  • Radiant Eelworm (not needed)
    Special material used in a Holy Chalice ritual.

    Strange creatures lurk in the nooks and crannies of the old labyrinth.
  • Ritual Vestige (6)
    Material used in a Holy Chalice ritual.

    The remains of a skull used in a ceremony.

    A vestige of the bizarre rites carried out by the old labyrinth watchers.
  • Soaring Tomb Mould
    Material used in a Holy Chalice ritual.

    Mould that grows from rotten flesh and blood inside the oldl labyrinth. Its great spores eventually break off and float into the air, the best moment to use the mould as a material.
  • Tomb Mould Spore (6)
    Material used in a Holy Chalice ritual.

    Mould that grows from rotten flesh and blood inside the old labyrinth. Matures to bear giant spores.
  • Vermiculum (not needed)
    Special material used in a Holy Chalice ritual.

    Strange creatures lurk in the nooks and crannies of the old labyrinth.

Item Art

  • [ID 00002]
    Bullet Refill
  • [ID 00121]
    Doll Repair Kit
  • [ID 00125]
    Clock Tower Hunter Badge
  • [ID 00133]
    Unknown Item
  • [ID 00183]
    Queenly Blood
  • [ID 00184]
    Unknown Item
  • [ID 00324]
    Petrified Blood Gem
  • [ID 00325]
    Petrified Blood Gem
  • [ID 00326]
    Petrified Blood Gem
  • [ID 00327]
    Petrified Blood Gem
  • [ID 00329]
    Petrified Blood Gem
  • [ID 00330]
    "Book of Caryll" Pages
  • [ID 00331]
    "Book of Caryll" Pages
  • [ID 00332]
    "Book of Caryll" Pages
  • [ID 00333]
    "Book of Caryll" Pages
  • [ID 00334]
    "Book of Caryll" Pages
  • [ID 00335]
    "Book of Caryll" Pages
  • [ID 00336]
    "Book of Caryll" Pages
  • [ID 00337]
    "Book of Caryll" Pages
  • [ID 00338]
    "Book of Caryll" Pages
  • [ID 00339]
    "Book of Caryll" Pages
  • [ID 00340]
    "Book of Caryll" Pages
  • [ID 00341]
    "Book of Caryll" Pages
  • [ID 00342]
    "Book of Caryll" Pages
  • [ID 00343]
    "Book of Caryll" Pages
  • [ID 00344]
    "Book of Caryll" Pages
  • [ID 00345]
    "Book of Caryll" Pages
  • [ID 02064]
    Annalise' Helmet
  • [ID 02065]
    Annalise' Dress
  • [ID 02142]
    Micolash's Set Arms Gear
  • [ID 02178]
    Alternate Djura's Set Hood
  • [ID 02187]
    Garden of Eyes Head Gear

Restoring Objects [Examples]

  • 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.

  • Hemwick Coffin Cart: This is an enclosed cart that's only textured from the inside. Loads in Hemwick. Inside are four coffins, four small framed pictures, two incense urns, some flowers and a cloaked statue that looks like the ones in Yahar'gul. All four coffins are unique and unused in the final game. One is very large, one is a variant of the coffins found in the Chalice Dungeons which contain treasure, and the other two are smaller and made of wood. They all have red cloth and candles covering them. The four small framed pictures are all unused, and are of a similar style to the portraits in Cainhurst. There are only really three pictures, with one duplicated to make the four. [video]

  • Other Hemwick Objects: The coffins from the carriage can be loaded separately, without the red cloth covering them. The large one has no textures when loaded separately. A smaller coffin that has a flower on it. [This flower is a kind of rose that's very close to the ones the Doll wears on her bonnet, and also the designs on Yharnam's dress. Doesn't seem to match any other flowers in the game]. A unique chair asset. The chair is badly damaged but still holds together.

  • Unused Hemwick map data: for Hemwick includes a very low detail knight wearing something that looks like the Fluted Set from Demon's Souls. Its texture is just bright red with no other detail. [video]

  • Cainhurst Objects: An ornate chair. A set of armour that's on display. Waist-up, no leggings. It matches the kind found on corpses in the Chalice Dungeons and that's worn by the old man in the portrait in the Cainhurst dining room. Three chests matching the kind found in the Chalice Dungeons, but with a texture that makes it look like they're outside in the snow. [video]

  • Dead Body: There is an unused static model of a male Yharnamite cradling a skull. It's loaded into the Hunter's Dream. Based on data associated with it, it was interactive at one point, but there's no indication of what it did. The model has no back, so it was meant to be placed up against a wall. [video]

  • Mass of Flesh: An unused asset from Nightmare of Mensis. Mass of flesh in cages. It has a humanoid leg at the bottom. There are three models and they share IDs with the Garden of Eyes.
  • Ocean Wall Restoration: The final page of the Bloodborne art book shows an overcast beach with a Gothic stone wall around the perimiter, an area not present in the release version. It does resemble one of the unused chalice dungeon boss arenas. While the wall is not visible, it is still present as a solid object which blocks the player character's movement, and can be seen if the arena's model is viewed without textures.

  • A similar wall is also present in the Fishing Hamlet area of The Old Hunters' DLC, but unused in the release version, and only viewable in a 3D model viewing program.
  • Lance McDonald has successfully edited the game files to restore this version of the wall, allowing it to be viewed in-game for the first time. Full documentation is available on Lance's twitter. You can also see video of the cutscene with model restored.

  • UPDATE The Lake of Mud: A collaboration between Lance McDonald and Foxyhooligans has restored a more complete version of the arena through modifying the game's data. The wall is now visible, revealing the details modelled on to it, including the use of familiar Chalice Dungeon statues. The wall opposite the coast is complete, and is a series of stacked buildings never seen in the retail version of Bloodborne. The water along the coastline also behaves in a unique way, flowing and rippling unlike any water found in the retail version.
  • Variants using the Loran and Isz textures also exist, as well as another unfinished version filled with headstones (seen elsewhere in the game).
  • A similar wall was created for the Fishing Hamlet area, and also went unused. However, it can also be restored by modifying the game. Doing so reveals that this wall of a much simpler design, without any statues, and covered in the barnacles found on many Fishing Hamlet assets. [video]
  • UPDATE: Old hunters located in the Hunter's Nightmare have unused hat which is similar to the Harrowed Hood.

Restoring Gem Effects [Examples]

  • Listed below are pretty much all cut effects that appear to be related to blood gems, datamined by KitPes. This actually explains why odd tempering effects have lower values, it seems like initially there was supposed to be more differentiation between specific physical dmg types.
118620 Attack force [all] fixed value + cost6 rank20 - odd nourishing3.4% stamina +38 flat everything (but blood)
112620Attack force [piercing] fixed value + cost6 rank20 - odd thrust3.3% stamina +94 flat thrust
111620Attack force [blow] fixed value + cost6 rank20 - odd blunt3.2% stamina +94 flat blunt
110620Attack force [slashing] fixed value + cost6 rank20 - odd slashing3.0% stamina ?no effect
119620Attack force [slashing] magnification + cost6 rank20 - slashing? 2.9% stamina +% slash damage
153620Attack force [all] (boss defeat delivery) fixed value + cost6 rank20 - flat all atk increase after defeating a boss for 180 seconds12.2% kin +56 flat everything (no blood)
154620HP regen + (at the time of HP maximum) cost6 rank20 - healing when at full health11.7% kin ------
155620HP regen + (HP dying at the time) cost6 rank20 - healing when at critical health 11.3% kin 75hp/sec at low hp
156620HP regen + (boss defeat delivery) cost6 rank20 - healing after defeating a boss for 180 seconds10.9% kin 75hp/sec any hp
157620Attack when HP decrease magnification - cost6 rank2012.2% beasts ?no idea
158620Attack when HP decrease magnification - cost6 rank2011.7% beasts -----
Two unknown effects, first one seems to have no values listed
104620Maximum HP (magnification) - cost6 rank20 - reduces maximum hponly negative effect exists 63 dura ------
106620Maximum stamina (magnification) - cost6 rank20 - reduces maximum staminaonly negative effect exists 60.8 dura -----
Hard Nourishing: values from +0 (yes, lowest rank effect literally adds zero attack) to +38 all atk
Hard Adept (blunt/thrust/slash) from +1 to +94; slash effect doesn't work in game
119620Slashing - from 0.4% to 33.8% (same values as adept/tinge)
153620Forlorn, from +1 to +56 all atk except blood
155620Poorman, from +1 to +75 hp continues to recover at low hp
156620forlorn, from +1 to +75 hp continues to recover

Corpse Tombstone

  • Corpse of the old man loaded into RAM in the Hunter's Dream. From the information QA tester provided these corpses were once tombstones you used to "awake". This further proves the extracted reflective environment map for the Hunter's Dream where you can see such corpses in front of the tombstones.
  • This expands on dead body object discovery (above): "There is an unused static model of a male Yharnamite cradling a skull. It's loaded into the Hunter's Dream. Based on data associated with it, it was interactive at one point, but there's no indication of what it did. The model has no back, so it was meant to be placed up against a wall."

Model of the corpse

Reflective environment map
for the Hunter's Dream

Hunter's Dream Mirror - Change Character Appearance

  • The cracked mirror in the Hunter's Dream was originally capable of changing the player character's appearance. This is similar to the "Rebirth" function in Dark Souls 3, although with fewer limitations, as it appears it could change the player character's gender and could be used an unlimited number of times. It is possible to restore this function through modifying the game's files, though only in part, as event code relevant to the function has been entirely deleted and cannot be recovered. [video]
  • The mirror was activated like any other interactable object in the game, using the prompt "Put on Disguise". The game would then display a message on screen reading "Wear clothing to change appearance".
  • The "Appearance" menu has not been completely restored, but looks like it would have used the same options and parameters as the character creation screen shown when the player starts a new game. Because the function is not completely restored, the menu appears as a transparent overlay and looks incomplete.
  • The game contains an unused map node called "Return Point For After Character Remake", suggesting that the player character would move somewhere else when having their appareance altered. Because the function is not completely restored, the player character and camera remain in control of the player.

Warp Chairs & Statues - Early Lantern Prototypes

  • Warp Chairs were in the alpha, but couldn't be interacted with. They were replaced with lanterns after the alpha. The chairs look different depending on your location, with unique models for Iosefka's Clinic, Central Yharnam, Hemwick, Oedon Chapel, Cainhurst and the Nightmare Frontier. In the final game, the data for lantern positions still calls them "Warp Chairs". [video]
  • Warp Chairs have a "Phantom" in them that looks like the player. When the Phantom is present, the player is given a Japanese prompt that translates to "Shake Phantom Awake" [幻影を揺り起こす]. This causes the player to put their hand on the Phantom's shoulder and shake them, causing them to disappear. The chair can now be used, with a Japanese prompt translating to "Sit in Sleeping Chair" [寝椅子に座る]. Warp chair fully restored (Presentation Mode)
  • The chairs take you straight to the Hunter's Dream, there is no warp menu. Animations for the character disappearing from the chair (returning to the Hunter's Dream), and for sitting idle are only used by the phantom you wake up. Player's character sits down and fall asleep, fading to a black screen, when you arrive you wake up and stand up.
  • More information about working "Warping Chair mechanics" can be found on datamining page for Tokyo Game Show 2014 build [September 18th, 2014] leading on to Alpha tests.
  • Statues were shown off in early Project Beast trailer. They were an earlier version of the chairs. You activated them by stabbing them with a glowing sword item. This item and animation have been removed, but the statue is still present. They look like the statue behind the Memory Altar in the Hunter's Dream, but are designed so that Messengers can appear around them, and they have a subtle glow effect. [video]

Environment Exploration [Examples]

  • For more environment exploration with disabled gravity visit the Modded Out of Bounds and Freecam Exploration wiki pages.
  • Working with the game files give us a lot of opportunities to explore the areas in a ways we wouldn’t be able to otherwise. If we remove locked door on the Great Bridge behind Cleric Beast we fall through the map as shown in the video. That being said Bloodborne has an entire Cathedral Ward map file that is never used in game. It would have loaded if the door behind Cleric Beast could be opened. It's possible to load it by skipping Gascoigne’s fight. It’s all the same, except earlier time of day. So most likely that door definitely was planned to open at some point. The map is fully working and populated by normal enemies.
    Update: With disabling gravity we can see the other side of the "Closed" door at Cathedral Ward. Notice you can see the chest at the bottom-left, impropperly displaying when it should be inside the geometry.
  • Lance's Commentary Update: According to the Lance McDonald in earlier version when this shortcut was still in the game. It only ever opened from the Cathedral Ward side, so you still had to kill Gascoigne to get to it. It was removed because loading times were too slow, so if you sprinted through, you’d see blank spaces.
  • If you killed Gascoigne before Cleric Beast then went through the door and ran down the bridge, Cleric Beast would jump down behind you, and fog walls would go up to prevent your escape. It all worked quite well except for the loading issues at the time.
  • This is why Gilbert always said “the gate is locked up tight on the night of the hunt” even back when the shortcut worked. Because it was always just locked from the other side. Very late in Bloodborne’s development there were two shortcuts that didn’t work out due to bad loading times. This one, and the one that connects the woods to the back of Iosefka’s Clinic. The clinic one was massively extended with huge ladders to give game time to load.
  • The mysterious trap door in Byrgenwerth has nothing inside either.
  • Pillars in the Hunter’s Dream are called „Shrines“ in the game files, by editing positions we can now see them more closely as seen in pictures below.
  • A nice zoom-out of Central Yharnam, the lower streets which are accessed via Healing Church Workshop.
  • In the Nightmare Frontier, there are abandonned ship's masts off in the distance in the fog. With map editing, we can bring them to the foreground. [masts in the fog] Another interesting thing about the Nightmare Frontier is that you can actually see Mergo's Loft from the The Nightmare of Mensis off in the distance. Even though you never get close to it, the entire thing is massively detailed and even has a near complete back-side (pictures below).
  • Interesting look at what is below Astral Clocktower and Fishing Hamlet.
  • Maps in Bloodborne use special "link" floor sections to load connected areas. The far side of the broken bridge at Castle Cainhurst still has links to both Yahar'gul and "map 30", which no longer exists and is never referenced in any other maps. "m30" was a huge graveyard area that would have connected to Cainhurst directly. It was never finished and not much work was done on it. A lot of assets from it were repurposed into the forbidden woods, mainly the huge tomb stones you see there.
  • Cainhurst Sequence Breaking: There is nothing behind Logarius until you wear the Crown of Illusions. If you remove the wall and get past it without the crown then you just fall through the scenery. If you hack the headstones in the Hunter's Dream to teleport you to Annalise' room without having worn the crown, the room won't load and you'll just load in a void and fall to your death. Annalise still greets you, however.
  • Byrgenwerth and the Lecture Hall were once connected. In the final game, you can still run from one to the other by going out of bounds. This is the only place in the game where 2 areas share one map file.
  • Bloodborne doesn't have a traditional arbitrarily rendered "skybox". It has an actual moon you can run to.
  • Early prototype of Bloodborne’s “Upper Cathedral Ward” map was left behind in the Dark Souls REMASTERED files. It was created when Dark Souls DLC was in development, it’s not new work by the REMASTERED team. For more information proceed to Datamining Dark Souls Remastered wiki page.
  • UPDATE: An early prototype of Bloodborne's map features a significant area that was removed entirely in subsequent builds. This video on Sinclair Lore hypothesises how the area may have worked and what may have happened to it during development, using prototype maps and concept art as evidence. The area's official name is unknown, but some concept art which potentially depicts it uses the name "The Land of the Dragon". For more information proceed to The Land of the Dragon wiki page.

Underground Library Cut Content

  • In the retail build of Bloodborne, the path the player character takes from Tomb of Oedon to Oedon Chapel takes them through a short pathway, a small flooded room, a ladder, a small library, and a spiral staircase. Older version of the game, however, feature different configurations of rooms, ladders and stairs that form the path between the two areas. Lance McDonald has partially restored some earlier, unused variations of this path, and uploaded a video explanation.
  • Retail Pathway
  • In the retail build of Bloodborne, the player receives Oedon Tomb Key after defeating Father Gascoigne, which opens the large gate up the stairs in Tomb of Oedon. This allows the player to reach a short, curved pathway that leads to small flooded room. A ladder in this room leads to a small library, on the opposite side of which is a spiral staircase leading to Oedon Chapel.
  • Network Test Pathway
  • The network test build of Bloodborne was only intended to have the Central Yharnam area playable, without Father Gascoigne or Tomb of Oedon accessible. However, incomplete versions remained in the Network Test, and can be accessed via hacking.
  • In the network test, Gather Gascoigne drops an item called "Great Bridge Key", which is used to activate a lever which opens the gate. The pathway leading to Oedon Chapel lacks any decoration, and the flooded room is gone, replaced by a hallway with alcoves and stairs. The hallway ends in a longer version of the spiral staircase that leads to Oedon Chapel in the retail build, although the Oedon Chapel map itself is not included, meaning the stairs end in nothingness.
  • Alpha Build #1
  • In an alpha build of the game, the path is altered slightly from the above. The key dropped by Father Gascoigne is named the "Cathedral Ward Key", and the lever that opens the gate has a bright yellow / green glow attached to it. As the alpha build is a more complete version of the game, it is possible to go up the stairs and enter Oedon Chapel as we do the retail build.
  • Alpha Build #2
  • A later version of the alpha build adds decoration and lighting to the pathway.
  • Loading Issues
  • An issue with the network test and alpha builds is that, due to the speed the game loads new areas and objects, a player moving quickly along the path will encounter severe "pop-in" as assets and objects in Oedon Chapel are still being loaded into the game world after the character arrives there.
  • Revised Pathway With Underground Library
  • A later build attempts to revise the pathway by forcing the player to climb an extremely long ladder - since ladder climbing in Bloodborne is slower than running, this gives the Oedon Chapel map time to load. The original pathway is covered by a wall texture, but this can still be moved through, as it has no collision.
  • Climbing to the top of the ladder reveals an underground library, similar to the one in the retail build, but larger and with two archways down the centre. The spiral staircase leading to Oedon Chapel is present.
  • Unused Messages
  • Data exists for three unused messages in the underground library. One of these is a variation on the single message found in the retail build, while the other two are unused entirely.
  • The first message reads:
  • 'On sublime liaison:
    The Byrgenwerth spider hides all manner of rituals. A terrible shame. It makes my head shudder uncontrollably.'
  • The final line of the message, -'uncontrollably' - is cut off due to there being insufficient space to display it in the message window, but the complete message can be viewed using the game's debug console.
  • The second message reads:
  • 'On sublime liaison:
    In the Cathedral Ward, past the Lower Church, in scorched Old Yharnam, therein lies a Holy Chalice, and as follows, a chance to liaise.'
  • As with the first message, the final line - 'and as follows, a chance to liaise' - is not displayed due to space limitations, but can be viewed via debug console.
  • The third message reads:
  • 'I don't know. What it means. Or what lies ahead. And yet a sense of wondrous possibility overcomes me!'
  • As the message is only three lines long, none of it is cut off.
  • The second and third messages were then removed, and the first message rewritten slightly, in order to create the room as found in the retail build.

Unused Content

  • [Jan 29, 2020] Bloodborne Cut Content - The Blood Minister - Unused Dialogue and Character video by Lance McDonald
  • [Oct 27, 2019] Bloodborne - Plain Doll Deep Dive - Every Rare Event Technical Breakdown video by Lance McDonald
  • [Aug 30, 2019] Bloodborne Cut Content - Master Willem Boss Fight - Unused Dialogue and Enemy video by Lance McDonald
  • [May 03, 2019] Bloodborne Cut Content - Vileblood Queen Alpha - Unused Character Dialogue video by Lance McDonald
  • [Apr 01, 2019] Bloodborne Cut Content - Gascoigne Friendly Encounter - Conversation Dialogue Restored video by Lance McDonald
  • [Mar 13, 2019] Bloodborne Cut Content - Yharnam Stone Purpose - Fishing Hamlet Priest Unused Dialogue video by Lance McDonald
  • [Nov 08, 2018] Bloodborne Cut Boss - Snake Ball - Unused Enemy video by Lance McDonald
  • [Aug 20, 2018] Bloodborne Cut Content :: Simon Kills Maria :: Breakdown and Technical Analysis video by Lance McDonald
  • [Aug 16, 2018] Bloodborne mod - Restore Maria NPC by crushing a vermin video by Lance McDonald
  • [Aug 14, 2018] Maria entirely restored, including cutscene, Male version video by Lance McDonald
  • [July 10, 2018] Bloodborne Unseen Content ►Vicar Amelia Off-Screen Transformation! video by Sanadsk
  • [April 10, 2018] Bloodborne Cut Content :: Unseen Cutscenes :: Hidden Details video by Lance McDonald
  • [April 02, 2018] Bloodborne Unseen Content :: The Hunter's Dream Pillars :: Character Editor video by Lance McDonald
  • [Mar 29, 2018] Bloodborne Removed Mechanic ►APPEARANCE CHANGING! video by Sanadsk
  • [Mar 26, 2018] Bloodborne Cut Content :: Maria Restored :: Unseen NPC Working In-Game 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
  • [Mar 02, 2018] Bloodborne Cut / Unused Content ►HIDDEN ITEM DESCRIPTIONS! video by Sanadsk
  • [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
  • [Feb 04, 2018] Bloodborne Cut Enemies Restored :: The King of Cainhurst and Other Unseen Content video by Lance McDonald
  • [Feb 01, 2018] Bloodborne Cut Content Podcast ►DELETED ARCHIBALD DIALOGUE! (Featuring SinclairLore!) video by Sanadsk ‬
  • [Jan 30, 2018] Bloodborne Cut Content: The Plain Doll Hums video by muge ‬
  • [Jan 29, 2018] Bloodborne Cut Content :: Hemwick and Cainhurst :: Unused Objects and Sequence Breaking video by Lance McDonald
  • [Jan 25, 2018] Bloodborne Cut Content ►UNUSED ENEMY AND NPC ANIMATIONS! video by Sanadsk
  • [Jan 17, 2018] More Bloodborne Cut Content Restored :: 5 More Deleted Creatures and Enemies :: Back in the Game! video by Lance McDonald
  • [Jan 14, 2018] Bloodborne Cut Content Restored :: 5 Deleted Characters and Enemies :: Working In-game video by Lance McDonald
  • [Jan 14, 2018] Unused Creeper enemy animations tweet by Gibbed [VIDEO]
  • [Jan 13, 2018] Bloodborne DLC Unused Dialogues ►Lady Maria of the Clocktower! video by Sanadsk
  • [Dec 31, 2017] Bloodborne Cut Content ►ORIGINAL DRAFT STORYLINE!, video by Sanadsk
  • [Dec 24, 2017] Bloodborne Unused Dialogues (2) ► Non-Script Hidden Dialogues!, video by Sanadsk
  • [Dec 23, 2017] Bloodborne Unused Dialogues (1) ►Hidden New Interesting Lore! (With Subtitles), video by Sanadsk
  • [Dec 21, 2017] Bloodborne Cut Content ►HIDDEN CUT BOSSES WITH NEW GAMEPLAY (Part 3), video by Sanadsk
  • [Dec 15, 2017] Bloodborne Cut Boss Gameplay ► Great One Beast, video by Sanadsk
  • [Dec 14, 2017] Bloodborne ► TRUE Human Vicar Amelia Face REVEALED!, video by Sanadsk
  • [Dec 11, 2017] Bloodborne Cut Content ► WEAPONS AND ARMORS , video by Sanadsk
  • [Dec 04, 2017] Bloodborne Cut Content ►AMAZING CUT BOSSES AND NPCs! (Part 2), video by Sanadsk
  • [Nov 30, 2017] Bloodborne Cut / Unused Content ►CUT BOSSES AND NPCs! (Part 1), video by Sanadsk

Great One Beast

Lesser Demon, Unused Boss

Beltran, Unused NPC

  • Golden Fur
  • Black Fur
  • Without Fur
  • Close
  • Two Heads
  • Profile
  • Front
  • Back
  • Book
  • Black (S)
  • Golden F (S)
  • Golden B (S)
  • Front (S)
  • Back (S)
  • Front (S)
  • Back (S)

Unknown, King of Skeleton

Unknown, Unused Enemy

Scale (player model far left)

  • Front
  • Back
  • Profile
  • Front
  • Left
  • Right
  • Front (S)
  • Back (S)
  • Front (S)
  • Back (S)

Unknown, Unused Enemy

Unknown, Unused Enemy

Slug Princess

  • Front
  • Back
  • Head
  • Front
  • Back
  • Profile
  • Front
  • Back
  • Profile
  • Right
  • Left
  • Front
  • Back
  • Profile
  • Left

Lesser Demon Variation

Screamer

Unknown, Unused Enemy

  • Front
  • Back
  • Profile
  • Front
  • Back
  • Profile
  • Front
  • Back
  • Profile

Unknown, Witch Enemy

Unknown, Unused Enemy

KingGhost_LowClass

  • Front
  • Back
  • Detail
  • Front
  • Back
  • Profile
  • Front
  • Back
  • Detail
  • Right
  • Left
  • Head
  • Right
  • Left
  • Atk
  • Atk
  • Atk

Unknown Orb

KingInBlue

Moon Presence

  • Front
  • Back
  • Detail
  • Front
  • Back
  • Profile
  • Atk
  • Atk
  • Atk

Unknown, Unused Enemy

Evil Spirit

Tiny Orphan Model

  • Front
  • Back
  • Profile
  • Front
  • Back
  • Profile
  • Front
  • Back
  • Profile

Shrine Knight

Proffessor

DemonsFanatic

  • Atk
  • Atk
  • Atk
  • Atk
  • Atk
  • Atk
  • Atk
  • Atk
  • Atk
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