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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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Exploring Test Chalice Dungeons

Exploring Test Chalice Dungeons


Bloodborne Wiki » Unused Content » Data Mining » Save-editing... » Exploring Test Chalice Dungeons

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page revision: 15, last edited: 17 Mar 2020

Basic Information

  • On this page you will find photodocumentation & notes of every unused, unique or rare enemies, bosses, environment from developer testing chalice dungeons. Complete list of test chalice dungeons can be found in this spreadsheet and in the translated map names on pastebin.
  • Game version to access prototype test dungeons: When Bloodborne 1.04 patch was released, the developers accidentally included all the unfinished test dungeons. Patch 1.05 deletes these, but they were also accidentally left behind on the Game of the Year Edition/Old Hunters Edition (1.06) discs as well. If you manually patch to 1.09 (latest), you don't get those files, but if you install from the GOTY disc, you do get them. PS4 updates can not delete files, so if you installed 1.04 and then slowly updated all the way to 1.09, your game will behave the way the GOTY disc does. But if you never got that update, and never got the GOTY disc, you can't see the functional test dungeons.
  • Word of warning: You can see that most of these dungeons have glyphs you can use to enter them. However, please keep in mind that these dungeons only work on the GOTY edition. They crash the game on all other editions so if you are not sure what edition you have and you want to try these out, please backup your save file!
  • [May 26, 2019] Exploring developer dungeons pt1 video by Trin
  • [May 26, 2019] Exploring developer dungeons pt2 video by Trin
  • [May 27, 2019] Exploring developer dungeons pt3 video by Trin
  • [May 28, 2019] Chapel Dweller enemy in Pthumeru developer dungeon video by Trin
  • [Jun 02, 2019] Exploring developer dungeons pt4 video by Trin
  • [Jun 02, 2019] Exploring developer dungeons pt4b video by Trin
  • [Jun 11, 2019] Test Dungeon 1D_01_63_63 (no aggro) video by Trin
  • [Sep 10, 2019] Vicar Amelia + Cleric Beast + Watchdog (test dungeon) video by Trin
  • [Dec 10, 2019] Cut Fire Demon Enemy video by Trin

Prototype Dungeon pmjqj3p3 [explored on August 25th, 2018]

► The player spawns in the Chamber of the Seal. There is a lantern, and also a Warp Chair phantom. The Chamber leads to a spiral staircase, which is unused in the retail game. ► The L-shaped corridor present in some chalices features, but has doors in places where doors to not appear in the retail release. ► The "Burned Warrior", an enemy unused in the retail release, appears in this chalice. They are all armed with a bow, and attack the player from a distance if approached.
► The "Burned Warrior", an enemy unused in the retail release, appears in this chalice. They are all armed with a bow, and attack the player from a distance if approached. ► A locked door, unused in the retail release, exists in this dungeon. It has a large, visible lock on the front, and attempting to interact with it results in a message reading "Locked", rather than "Closed by a Device". There is no way to open it. ► A cannon exists, but cannot be interacted with by either the player character or the dungeon enemies.
► A Wacher's Gravedigger with every weapon equipped simultaneously exists in one room. It uses the hook's moveset. ► There is a Merciless Watcher sleeping in a corner, a behaviour they do not display in the retail release. He also has every weapon equipped. He guards a coffin with nothing in it.

Prototype Dungeon 9d7cbssk [explored on August 25th, 2018]

► The player character spawns in a "Layer Entrance" room with a hostile Scourge Beast, who immediately attacks. The Scourge Beast cannot hurt the player character, with its attacks simply passing through. Using a Bold Hunter's Mark or Hunter's Mark causes the player to respawn in the Chamber of the Seal rather than this room, with the Chamber containing a Warp Chair and Warp Chair phantom. ► Doors in this dungeon use lighting effects which are unused in the retail release.
► One room features a rare Labyrinth Warrior with a morning star, and an invisible pillar. ► A Lost Child of Antiquity clings to top of one of the doors. Like the Scoruge Beast earlier, its attacks pass through the player without hurting them.
► A Labyrinth Rat is placed so it clips through a wall. It cannot hurt the player or be hurt. ► The layer's boss is the Abhorrent Beast, located in a room that is not used for boss encounters. He spawns behind a Nightmare Fog wall, but the wall has no clipping and he simply walks through it and chases the player. Killing him at any point results in a "Prey Slaughtered" message.
►Behind the Abhorrent Beast is an early version of the Yharnamite huntsmen, who will attack the player if they approach. ► This scenario resembles an encounter shown off in the initial Project Beast, which takes place in the same room and appears to show a Yhanarmite transforming into the Abhorrent Beast.
► After the boss arena is a dead end. Using the lantern warps the player character back to the Hunter's Dream, but in a different place to the usual warp location.

Prototype Dungeon wjvi6w9t [explored on August 25th, 2018]

► A Warp Chair and Warp Chair phantom are present in a circular room above a ladder. ► The slime in this dungeon reflects enemies. ► All possible locations for empty, broken cages are "activated" in this room. ► Several corridors in this dungeon use a blue lighting effect that is unused in the retail release.
► The lever that opens the door is positioned in front of a tunnel. In the retail release, it is always in front of a wall. The lever can be used, but has no effect on anything in the dungeon. ► A door exists "inside" a wall. Opening it causes the player character to instatnly fall out of bounds. Returning to the door after it has been opened reveals that it has vanished and can no longer be used.
► Two doors are located the top of staircases, and have an unused blue lighitng effect. One is locked and can never be opened, even if the lever is used. ► The canyon with a wooden bridge across, usually used in Loran chalices, appears here, but has no clipping. Attempting to cross the bridge makes the player character fall through the world until they land on a platform, which counts as accessing Layer 2. There is no way off the platform without using the Bold Hunter's Mark or jumping out of bounds.

Prototype Dungeon 7uk93wya [explored on August 25th, 2018]

► The Chamber of the Seal has a Warp Chair and Warp Chair phantom. The Chamber leads to a lift, which takes the player down, but will not go back up if the player moves across the switch. Leaving the dungeon and returning resets the lift's position. ► A bridge with pendulums exists, but every possible pendulum is "activated", making it almost impossible to cross. It is also possible to access the area above the pendulums, where Labyrinth Watchers armed with Molotovs are waiting.
► The lever is surrounded by candles, something which is not seen in the retail release. It can be activated as normal, but does nothing, despite the message saying a door has opened.

Prototype Dungeon kmxqmqpu [explored on August 25th, 2018]

► Unlike the previous dungeons, this one uses the Isz visual effect and enemy set. Its Chamber of the Seal has a lantern and a Warp Chair phantom, and leads to a spiral staircase. ► The first large room is unfinished, lacking floor and wall textures. There is a Burned Warrior present, which attacks the player when they approach. There is also a group of explosive urns which cannot be destroyed, and a ladder which cannot be used.
► Several small Celestials exist on this layer. They have enoromous HP pools (between 7,000 and 8,000) and deal signficiant amounts of damage with their flailing attacks. They do not have the arcane attacks. They drop no Blood Echoes upon defeat.
► A two-layer room with invisible platforms exists, and another locked door of the kind seen in pmjqj3p3. ► Also like pmjqj3p3, a Merciless Watcher armed with every weapon simultaneously is in the corner of a room with an empty chest. However, it is not sleeping.

Prototype Dungeon 5euhhttw [explored on August 25th, 2018]

► The player character spawns in the Chamber of the Seal, where there is a Warp Chair and Warp Chair phantom. ► A cage lift exists in the hall immediately after the Chamber, along with a switch to activate it. It cannot be used. The player character will later reach the ledge above, meaning it would have functioned as a shortcut to the second half of the layer. ► A door exists which cannot be opened.
► Another Burned Warrior exists in this dungeon. ► In the "Layer Entrance" room there is a Warp Chair. ► Two overlapping doors exist. ► A switch exists on a bridge, but activating it does nothing.
► A Watchers' Gravedigger with every weapon equipped features. Like in pmjqj3p3, it uses the hook's moveset when attacking. ► Several Nightmare Apostles exist in this dungeon, and have no textures apart from their heads. Their attacks pass through the player character without doing any damage. ► An unused reflective green liquid is used in the pools.
► The boss is an Undead Giant who has every weapon equipped simultaneously. It can attack and be attacked through the Nightmare Fog, but is too large to fit through the doorway. ► The player character cannot pass through the Nightmare Fog at all, even if the boss has been defeated.

Prototype Dungeon vjj4u9wt [explored on August 25th, 2018]

► This is a "Boss Rush" chalice, featuring two bosses. The player character immediately spawns in a boss arena, behind a locked door with Nightmare Fog blocking it. Defeating the boss causes the Nightmare Fog to disappear, but the door still cannot be interacted with. Instead, another door appears on the other side of the boss arena, simlar to some dungeons in the retail game which have a fourth layer. ► The first boss is the Pthumerian Descendant.
► The second boss is called "Pthumerian Bride" and is identical to Queen Yharnam in all but two respects. The first is that Mergo is not present, meaning the Bride does not use any of the moves that begin with Yharnam rubbing her abdomen, and there is no crying sound effect. The second is that, when the Pthumerian Bride teleports, the move is bugged and simply causes her to disappear, meaning she cannot be defeated and the player has no option but to leave via a lamp in the room.

Prototype Dungeon 6f5tiwd7 [explored on August 28th, 2018]

► This dungeon uses the sand effect associated with Loran. The Player Character spawns in the Chamber of the Seal, which includes a Warp Chair and Warp Chair phantom. The Chamber connects to the unused spiral staircase. ► This dungeon also features Messengers holding lanterns, but they are unfinished, causing a static Messenger to spawn inside the lantern, which is never lit.
► After the Chamber is an optional path, leading to a dead end containing a trap which does not trigger, and a ladder which cannot be interacted with. ► The "Layer Entrance" room has a functional lantern. Respawning at this lantern through any means (Hunter's Mark, death, warping from the Hunter's Dream) causes all the connecting doors to reset to closed, even if they had been opened earlier.
► After the "Layer Entrance" is a circular room with a Beast Patient and a Labyrinth Watcher. The Beast Patient is unusally strong. The Labyrinth Watcher has all weapons and both sets of clothing equipped at once, and cannot hurt the player at all, with its attacks passing through. ► The circular room features a door leading to a locked door which cannot be opened (the same kind as in pmjqj3p3), and a door blocked by three of the flame arrow shooting Messenger statues. Breaking the statues allows the player to proceed.
► The broken Messenger statues lead to a room with an unusually strong Snake Ball, and a path that connects back to the bottom of the pit in the circular room. There is no way to progress further due to the locked door.

Prototype Dungeon 9ir5gm3q [explored on August 28th, 2018]

► This is a "Boss Rush" chalice, but with only one functional boss. The Player Character begins by spawning in the middle of a hallway that has no lantern or Warp Chair. One end of the hallway has no door, the other has an closed door. ► The archway with no door connects to a copy of Queen Yharnam's boss room, which contains a completely passive Amygdala. The Amygdala will never attack the Player Character, and cannot be damaged. This room also features a door leading out the opposite side, but the area immediately before the door has no clipping, causing the Player Character to fall out of bounds as they approach.
► The archway with a functional door leads to a boss fight with Ebrietas, using the unused "coastline" boss arena. Upon defeating Ebrietas, a lantern appears, which warps the Player Character back to the Hunter's Dream.

Prototype Dungeon r2r6b9u6 [explored on August 29th, 2018]

► This dungeon has two accessible layers, the first of which is almost identical to 5euhhttw. Like 5euhhttw, the boss is the Undead Giant with every weapon equipped simultaneously, its Nightmare Fog is functional and it will not attack the Player Character until they enter the arena. This Undead Giant only uses its overhead slam and jumping attacks, which pass through the Player Charcter without hurting them - however, it can still momentarily stagger the Player Character by colliding with them. The Undead Giant has a boss HP bar and defeating it allows access to the second layer of the chalice.
► The next layer of the dungeon begins with a misplaced, though functional, illusory wall. ► After the illusory wall, the Player Character drops down into a large open space filled with Labyrinth Watchers who have every weapon equipped simultaneously. On the other side is a treasure coffin which cannot be reached due to the ladders not functioning.
► The open space connects to a dead end room with the Beast-Possessed Soul in it. It cannot hurt the Player Character and has almost no HP. It sometimes attemps to do its fireball attack, but no fireballs are summoned even though the animation still plays. ► The Labyrinth Watchers are guarding a large gate, which is unused in the retail release. It has a lever which can be interacted with and made to move, but the gate remains closed.
► The area on the other side of the gate can still be accessed via a tunnel. On the other side of the gate is a large swamp with three Undead Giants in it. Unlike the boss of Layer 1, these giants have enormous HP pools and can easily kill even a high level Player Character in a single hit. On the walkways above the swamp is a single inaccessible Pilgrim. ► Returning to the entrance and taking the door rather than the illusory wall leads the Player Character to the wooden walkways around the swamp. This reveals that the centre of the swamp is a bridge support without a connecting bridge. Due to the ladders in this dungeon not working, it is impossible to proceed further.

Prototype Dungeon no glyph [explored on August 31th, 2018]

► This dungeon has no glyph and cannot be accessed without modifying the game. What is there is only partially functional and requires using noclip to explore. ► The dungeon begins by spawning the player on the walkway above a large swamp, next to a Loran Cleric. A large unused demon is below. This room uses the green reflective liquid, which at one point reflects a T-Posing model that is otherwise invisible.
► The Watchdog of the Old Lords appears in a boss arena, but has no boss HP bar or Nightmare Fog. Killing it changes nothing about the dungeon. ► One door has the unused "Locked" prompt seen in some prototype chalices.
► Unlike the Loran Clerics in the swamp area, this Loran Cleric ignores the Player Character entirely. ► The unused "Burned Warrior" appears in this dungeon, armed with a variety of weapons. Unlike the other prototype dungeons, their flame effect is functional. They follow the Player Character around upon noticing them, but do not attack. The flame effect disappears upon death.
► This dungeon features invisible chests with nothing in them. ► A Bell Maiden appears, but does not summon enemies or attack the player.
► This dungeon features both a Warp Chair and a statue, but neither can be interacted with. ► Static versions of the tombstone which appears when a player dies online are present in one room, and do nothing.
► A Huntsman's Minion appears in this dungeon. They do not appear in dungeons in the retail release. ► A variant of the Burned Warriors without the flame effect are present. ► The unused "Screamer" enemy exists in this dungeon. It has AI similar to the Small Wandering Madness. Upon detecting the presence of the Player Character, it runs to a wall and fades away.

Prototype Dungeon 1D_01_63_63 qfi7j6jr [explored on June 11th, 2019]

► This dungeon contains all variants of all possible chalice dungeon bosses the player can encounter and a couple of regular enemies (NPC hunters and Fluorescent Flowers). There are multiple copies of differently scaled bosses, although none of them has a proper "boss status (no HP gouge, no "Prey Slaughtered message after killing). The map sometimes has problems with loading enemies and sounds, but otherwise functions on GOTY edition with no problem.

Prototype Dungeon 1D_01_00_20 m29_01_00_32 [explored on October 20th, 2019]

► This test dungeon contains a couple of disconnected rooms that are only possible to reach via position editing. Each room has Cleric Beast, Watchdog of the Old Lords and Vicar Amelia boss, and one of these rooms contains all three including an unfinished Yharnamite. [video]

Prototype Dungeon 1D_01_00_24 m29_01_00_36 [explored on October 20th, 2019]

► Big test dungeon with a large number of disconnected rooms which are either empty or contain basic dungeon enemies. One of these rooms has a Chapel Dweller enemy that wanders around with a group of pthumerians and can buff them similarly like Labyrinth Ritekeeper. It appears this version of Chapel Dweller was at some point supposed to be a possible Rotted enemy that can spawn in root dungeons when the player adds Rotted rite to it. This buff is very strong (4.0x physical AR boost and 2.0x HP boost) and can be applied to the player by using Shaman Bone Blade on the Chapel Dweller. Can be only accessed via position editing.

Prototype Dungeon 1D_01_00_3D m29_01_00_61 [explored on October 20th, 2019]

► This test dungeon consists of large number of garden type rooms, either empty or with various enemies with it. One of those enemies are cut pig enemy, and wandering Pthumerian Descendant with wandering Blood-starved Beast. Can only be accessed via position editing.

Prototype Dungeon 1D_01_02_22 m29_01_02_34 [explored on October 20th, 2019]

► Large test dungeons filled with crossroads type room, either empty or with various enemies. One of these rooms contains Mergo's Attendant with broken attack params, which causes it to be loaded as all variants in one. Along with other weapons the enemy also wields a shield and rapier. Its moveset is also unique, being much aggresive than any normal variant, and has a number of stabbing attacks.

Prototype Dungeon 1D_01_63_62 m29_01_99_98 [explored on October 20th, 2019]

► This dungeon contains all regular enemy variants you can encounter in chalice dungeons (scaled from Depth 1 to Depth 5), including rare enemies like Hole Digger or Nightmare Apostle. The dungeon only works on GOTY edition and crashes the game on all other versions.

Prototype Dungeon 1D_02_00_06 m29_02_00_06 [explored on October 20th, 2019]

► Semi-functional Pthumeru dungeon with unfinished architecture. Some rooms and layers can only be explored via position editing due to missing ladders or non-functional doors. Layer 2 contains a number of misplaced illusory walls, swamp with wandering Undead Giants and also large gate that can't be opened. There are 4 Hole Diggers in pre-boss bonus room on Layer 2. Layer 3 boss room is disconnected from the rest of the architecture and can't be accessed.

Prototype Dungeon 1D 01 00 1F m29_01_00_31 [explored on January 4th, 2020]

► This dungeon consists of multiple disjointed rooms, so it's only possible to explore it via position editing. Some of the rooms contain a still functional unused fire demon. It has a multiple melee attacks, an aerial attack and a second phase when its HP drops to half. [video]

Prototype Dungeon 1D_01_00_21 m29_01_00_33 [explored on January 10th, 2020]

► Test dungeon that contains multiple rooms of the same type, each with different enemies. One such room contains two helmet-less Mergo's Attendants with crossbows wich can be swapped for a rapier. Their attacks cause fast Rapid Poison build-up. The room can be only accessed via position editing. [video]

Prototype Dungeon 1D_01_0A_04 m29_01_10_04 [explored on January 17th, 2020]

► Dungeon consisting of a single spacious room, in the finaly game exclusively used for boss fights. The enemy in this room is a red-clothed bell maiden (the same one that appears in The One Reborn boss fight) that summons Skeletal Puppets to fight the player. The bell maiden itself lacks hitboxes and only has 1 HP, but the summoned puppets can still damage the player. This dungeon (and some similar others) is the only remainder of a cut bell maiden boss fight. [video]

Prototype Dungeon 1D_00_01_28 m29_00_01_40 [explored on March 17th, 2020]

► Test dungeon containing cut lake arena in Isz style and with sea waves. The room can be only accessed with position editing and only on GOTY version. [video]
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