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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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Rotted Rite Testing

Rotted Rite Testing


Bloodborne Wiki » Unused Content » Modded Save » Save-editing Chal... » Rotted Rite Testing

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page revision: 01, last edited: 20 Oct 2018

  • Basic Information
  • Original glyph: 8nyezcys - treasure room in 1st bonus room on L3
  • Original glyph: 6q2imuex - treasure room in 1st bonus room on L3


Basic Information

  • First, a short explanation of what Rotted rite is:
  • All chalices where you can add the Rotted offering have a number of spawnpoints on each layer that are dedicated to “Rotted enemies”. When you don’t apply the Rotted rite, the default enemy that will appear on these spawnpoints is a patrolling cloaked Pthumerian with a shotgun and two dogs. When you do apply the Rotted rite, this default enemy will be replaced by one of these enemies:
  • NPC hunter (Cainhurst Hunter, Bone Ash Hunter, Logarius Wheel Hunter)
  • Eye Collector summoning Mad Ones
  • Patrolling Ritekeeper with a group of Pthumerians
  • There’s another Rotted enemy which largely doesn’t seem to spawn for some reason, but we’ll get to that later.
  • There are 10 different bytes in the Rotted rite which control what Rotted enemies will spawn in your dungeon. This byte will vary every time you create a dungeon with Rotted rite applied, meaning that the same dungeon can have different Rotted enemies in the same spawnpoints - this is actually one of those things that can sometimes create an illusion of randomness, making it seem like there are more dungeon layouts than there actually is.
  • Now for the double chest glitch [wiki]. We call this “double chest” because at first we thought the glitch is somehow caused be these two chests appearing so close together, but further testing revealed that only the first chest of the two can be “duped”, and the second chest doesn’t need to be present at all.
  • So far we know about two locations where the dupe chest can appear - in some treasure rooms and in the large 3-floor room, at the bottom of the main stairs (in Sinister chalices this is the exact spot where you can rarely encounter the Large Nightmare Apostle).
  • What both of these spots have in common is that there’s a Rotted spawnpoint nearby. For testing we’ve chosen two treasure rooms, one in 8nyezcys (Layer 3, first bonus room) and one in 6q2imuex (Layer 3, first bonus room). 8nyezcys is a 3 years old glyph from Japan that’s very special because it’s the first place where the 4th Rotted enemy was first reported - the Marionettes from Micolash’s boss arena [reddit post]. Our fellow prospector Foxy Hooligans discovered that the Marionettes are tied to Rotted rite, and that for reasons still unknown, this Rotted enemy is either glitched, largely unused or scrapped because it’s near impossible to have them spawn naturally without the use of save editing.
  • By applying all different Rotted bytes to these dungeons one by one, it was found out that each different Rotted enemy affects the loot not only in the “dupe” chest, but also the items on nearby lootable corpses.
  • The first item you loot from the dupe chest corresponds to which Rotted enemy is “active” in that room. For example, when we spawned the Eyecollector with Mad Ones in 8nyezcys the first item looted from dupe chest was 6x Tomb Mould(5). When we spawned Ritekeeper with Pthumerians, the first item looted was 4x Red Jelly.
  • The four additional items you can loot from the dupe chest after quitting and reloading the game correspond to the four “inactive” Rotted enemies including the default shotgun Pthumerian with dogs. Presumably, by quitting and reloading the game near the chest you activate a hidden flag which makes all other items pop up even with all other Rotted enemies inactive. In fact, you can do something very similar with Beast-Possessed Soul; BPS is a special enemy that can replace small chests in certain spawnpoints in the dungeon. If you lead BPS away from its spot and quitout + reload the game on that spot, an item will pop up with a “Search Chest” text prompt. [video]
  • And additionally, as mentioned, the Rotted enemies affect some other loot in the treasure room, namely the loot you can find on corpses. Each different Rotted enemy “activates” a different set of corpses you can loot. There are possibly ten or more lootable corpses in each treasure room but most of them stay “inactive” and hidden depending on which Rotted enemy spawns in your dungeon. An interesting thing observed when testing this in different dungeons is that the same Rotted enemies activate the same corpses in different treasure room, in a completely different dungeon.
  • The effect of Rotted rite on these corpses is actually something you can observe on you own - stand inside the treasure room with dupe chest and quit + reload the game. For a brief moment after loading in you’ll see all possible item locations on all corpses very briefly flicker and disappear.
  • Down below in tables you can view the full report with all Rotted bytes and what loot they yield [spreadsheet]
  • Summary:
  • so called “double chest duplication glitch” is directly tied to Rotted rite
  • each different Rotted enemy group results in different loot from the first chest and different duped items. Or rather, more precise would be to say you loot the same items but in different order.
  • each different enemy group inside the treasure room "activates" different corpses with items
  • loot in smaller chests inside the treasure room isn't affected

Original glyph: 8nyezcys - treasure room in 1st bonus room on L3

Rotted
Byte
Enemies Double Chest Loot
Original
Double Chest Loot
Duped
Notes
14 Witch + Mad Ones 6x TM(5), 9x RB(5) 3x Backbone, 3x Backbome, 4x Jelly, 4x Sage's Hair - 3 corpses with items spawn in addition: near wall on center right (GOW), near wall in corner front left (bullets), near wall back left (TM(55))
15 Cainhurst NPC 4x Sage's Hair, 9x RB(5) 3x Backbone, 3x Backbone, 4x Jelly, 6x TM(5) - 3 corpses with items spawn in addition: two near wall on front right (TM(5), bullets), one near wall on back left (RB(5))
16 Ritekeeper + pthumerians 4x Red Jelly, 9x RB(5) 3x Backbone, 3x Backbone, 4x Sage's Hair, 6x TM(5) - 3 corpses with items spawn in addition: one near wall on center right (TM (5)), one on front left (bullets), one on back right (Great One Coldblood)
17 Marionettes 3x Backbone, 9x RB(5) 3x Backbone, 4x Red Jelly, 4x Sage's Hair, 6x TM(5) - 3 corpses with items spawn in addition: two near the center of the room (bullets, Great One Coldblood) and one in the left back (RB(5))
18 Cainhurst NPC 4x Sage's Hair, 9x RB(5) 3x Backbone, 3x Backbone, 4x Jelly, 6x TM(5) - 3 corpses with items spawn in addition: two near wall on front right (TM(5), bullets), one near wall on back left (RB(5))
19 Ritekeeper + pthumerians 4x Red Jelly, 9x RB(5) 3x Backbone, 3x Backbone, 4x Sage's Hair, 6x TM(5) - 3 corpses with items spawn in addition: one near wall on center right (TM (5)), one on front left (bullets), one on back right (Great One Coldblood)
1A Marionettes 3x Backbone, 9x RB(5) 3x Backbone, 4x Red Jelly, 4x Sage's Hair, 6x TM(5) - 3 corpses with items spawn in addition: two near the center of the room (bullets, Great One Coldblood) and one in the left back (RB(5))
1B Ritekeeper + Pthumerians 4x Red Jelly, 9x RB(5) 3x Backbone, 3x Backbone, 4x Sage's Hair, 6x TM(5) - 3 corpses with items spawn in addition: one near wall on center right (TM (5)), one on front left (bullets), one on back right (Great One Coldblood)
1C Marionettes 3x Backbone, 9x RB(5) 3x Backbone, 4x Red Jelly, 4x Sage's Hair, 6x TM(5) - 3 corpses with items spawn in addition: two near the center of the room (bullets, Great One Coldblood) and one in the left back (RB(5))
1D Marionettes 3x Backbone, 9x RB(5) 3x Backbone, 4x Red Jelly, 4x Sage's Hair, 6x TM(5) - 3 corpses with items spawn in addition: two near the center of the room (bullets, Great One Coldblood) and one in the left back (RB(5))
FF (default) Shotgun Pthumerian + 2x dogs 3x Backbone, 9x RB(5) 3x Backbone, 4x Red Jelly, 4x Sage's Hair, 6x TM(5) - 5 corpses with items spawn in addition: one near wall on back left (bullets), one on back right (bullets), two on front right (GOW, blood vials), one on center left (bullets)

Original glyph: 6q2imuex - treasure room in 1st bonus room on L3

Rotted
Byte
Enemies Double Chest Loot
Original
Double Chest Loot
Duped
Notes
14 Witch + Mad Ones 6x TM(5), 3x Backbone 1x Red Jelly, 3x Sage's Hair, 1x Red Jelly, 6x TM(5) - 3 corpses with items spawn in addition: near wall on center right (Kin Coldblood), near wall in corner front left (Kin Coldblood), near wall back left (blue elixir)
15 Logarius' Wheel NPC 6x TM(5), 3x Backbone 1x Red Jelly, 3x Sage's Hair, 1x Red Jelly, 6x TM(5) - 3 corpses with items spawn in addition: two near wall on front right (Kin Coldblood, blood vial), one near wall on back left (RB(5))
16 Ritekeeper + Pthumerians 1x Red Jelly, 3x Backbone 1x Red Jelly, 3x Sage's Hair, 6x TM(5), 6x TM(5) - 3 corpses with items spawn in addition: one near wall on center right (sedatives), one on front left (TM(5)), one on back right (blood vial)
17 Marionettes 3x Sage's Hair, 3x Backbone 1x Red Jelly, 1x Red Jelly, 6x TM(5), 6x TM(5) - 3 corpses with items spawn in addition: two near the center of the room (pearl slug, blue elixir) and one in the left back (GOW)
18 Witch + Mad Ones 6x TM(5), 3x Backbone 1x Red Jelly, 3x Sage's Hair, 1x Red Jelly, 6x TM(5) - 3 corpses with items spawn in addition: near wall on center right (Kin Coldblood), near wall in corner front left (Kin Coldblood), near wall back left (blue elixir)
19 Witch + Mad Ones 6x TM(5), 3x Backbone 1x Red Jelly, 3x Sage's Hair, 1x Red Jelly, 6x TM(5) - 3 corpses with items spawn in addition: near wall on center right (Kin Coldblood), near wall in corner front left (Kin Coldblood), near wall back left (blue elixir)
1A Witch + Mad Ones 6x TM(5), 3x Backbone 1x Red Jelly, 3x Sage's Hair, 1x Red Jelly, 6x TM(5) - 3 corpses with items spawn in addition: near wall on center right (Kin Coldblood), near wall in corner front left (Kin Coldblood), near wall back left (blue elixir)
1B Logarius' Wheel NPC 6x TM(5), 3x Backbone 1x Red Jelly, 3x Sage's Hair, 1x Red Jelly, 6x TM(5) - 3 corpses with items spawn in addition: two near wall on front right (Kin Coldblood, blood vial), one near wall on back left (RB(5))
1C Logarius' Wheel NPC 6x TM(5), 3x Backbone 1x Red Jelly, 3x Sage's Hair, 1x Red Jelly, 6x TM(5) - 3 corpses with items spawn in addition: two near wall on front right (Kin Coldblood, blood vial), one near wall on back left (RB(5))
1D Ritekeeper + Pthumerians 1x Red Jelly, 3x Backbone 1x Red Jelly, 3x Sage's Hair, 6x TM(5), 6x TM(5) - 3 corpses with items spawn in addition: one near wall on center right (sedatives), one on front left (TM(5)), one on back right (blood vial)
FF (default) Shotgun Pthumerian + 2x dogs 1x Red Jelly, 3x Backbone 3x Sage's Hair, 1x Red Jelly, 6x TM(5), 6x TM(5) - 5 corpses with items spawn in addition: one near wall on back left (bullets), one on back right (bullets), two on front right (Kin Coldblood, blood vials), one on center left (Pearl slug)
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