The Night of the Hunt — Bloodborne Legendary Run
Locations, great beasts, endings and cycles: the backbone of the night, from awakening in the clinic to the Moon Presence.
Locations, great beasts, endings and cycles: the backbone of the night, from awakening in the clinic to the Moon Presence.
Cleric Beast — The Cry of the Great Bridge
Defeat the Cleric Beast on Yharnam's Great Bridge in your own world.
The Cleric Beast guards the Great Bridge. Defeating it grants the Sword Hunter Badge and makes the bridge lamp appear.
Father Gascoigne — Blood and Beast
Defeat Father Gascoigne at the Tomb of Oedon in your own world.
Gascoigne turns from hunter to beast during the same fight. The Tiny Music Box can interrupt his attacks; defeating him opens the way to Oedon Chapel.
Blood-starved Beast — In the Church of the Good Chalice
Defeat the Blood-starved Beast in the Church of the Good Chalice in Old Yharnam, in your own world.
The Pthumeru Chalice obtained from this beast enables your first dungeon rituals. Its underground encounters have separate achievements.
Vicar Amelia — A Prayer Turned Beast
Defeat Vicar Amelia in the Grand Cathedral in your own world.
Amelia clutches her pendant even as she transforms. After the fight, the skull on the altar reveals a memory; examining it advances the night.
Hemwick — Two Witches in the Shadows
Defeat both Witches of Hemwick in the same encounter at the Witch's Abode, in your own world.
The fight only ends once both witches are defeated. Their summoned creatures are not additional bosses; the Rune Workshop Tool is in the room that becomes accessible after their defeat.
Paarl — The Thunder of Bones
Defeat Darkbeast Paarl at the Graveyard of the Darkbeast in your own world.
This graveyard connects Yahar’gul to Old Yharnam. After the victory, its gate leads into the lower town; the Loran Darkbeast remains a separate Chalice Dungeon encounter.
Shadows of Yharnam — The Grave of Three Guardians
Defeat all three Shadows of Yharnam in the same battle at the Forbidden Grave in the Forbidden Woods, in your own world.
The three opponents combine blades, fire and snakes. This achievement concerns the fight in the Forbidden Grave, not the Shadows encountered later as ordinary enemies.
Rom — The Veil of the Blood Moon
Defeat Rom, the Vacuous Spider, at Moonside Lake in your own world.
The lake is reached from Byrgenwerth’s balcony. Rom’s defeat precedes the revelation of the Blood Moon; the Chalice Dungeon version of Rom has a separate achievement.
The One Reborn — The Ritual of Yahar'gul
Defeat The One Reborn at Advent Plaza in Yahar'gul, in your own world.
The creature emerges in the plaza beneath the Blood Moon. Bell-ringing women occupy the galleries around the arena; only defeating the boss is required for this achievement.
Micolash — The Chase Ends
Defeat Micolash, Host of the Nightmare, in the Nightmare of Mensis in your own world.
The pursuit takes you through Mensis’s corridors and rooms. Defeating him raises the bridge leading to Mergo’s Loft: Middle, and he drops the Mensis Cage.
Mergo's Wet Nurse — The Last Cradle
Defeat Mergo's Wet Nurse in the Wet Nurse's Lunarium in your own world, then wait for confirmation that the nightmare has ended.
The crying continues briefly after the Wet Nurse falls. The victory message and umbilical cord arrive at the fight’s conclusion; there is no second Mergo boss to defeat.
Amygdala — At the Edge of the Frontier
Defeat Amygdala in the Nightmare Frontier in your own world.
The Amygdala in the Nightmare Frontier drops the Ailing Loran Chalice. The ones clinging to Yharnam’s buildings do not count as this encounter.
Logarius — The Martyr's Throne
Defeat Martyr Logarius on the rooftops of Forsaken Cainhurst Castle in your own world.
The Crown of Illusions awaits after the duel. Using it reveals the passage to Annalise; defeating Logarius does not grant the hunter a throne.
Celestial Emissary — The Garden's Secret
Defeat the Celestial Emissary in the Lumenflower Gardens of the Upper Cathedral Ward, in your own world.
The boss hides among the garden’s small creatures before growing larger. The other emissaries respawn; eliminating them all is not a victory requirement.
Ebrietas — The Altar of Despair
Defeat Ebrietas, Daughter of the Cosmos, at the Altar of Despair in your own world.
The passage to Ebrietas lies behind the window in the Celestial Emissary’s garden. Defeating her grants the Great Isz Chalice and clears access to the altar.
Gehrman — The Duel Beneath the Great Tree
Refuse Gehrman's offer, then defeat the First Hunter in the Hunter's Dream in your own world.
Gehrman wields the Burial Blade. Depending on the cords consumed, defeating him leads either to an ending or to the fight against the Moon Presence; this achievement only rewards the duel.
Moon Presence — Rejecting the Embrace
Consume at least three One Third of Umbilical Cord items, refuse Gehrman's offer, defeat him, then defeat the Moon Presence in the Hunter's Dream in your own world.
The cords must be consumed: keeping them in your inventory is not enough. Their effect lets you resist the Moon Presence’s embrace after the duel with Gehrman.
Ludwig — From the Accursed to the Holy Blade
Defeat Ludwig, the Accursed and then the Holy Blade, at the Underground Corpse Pile in your own world.
Ludwig regains his sword midway through the fight. His two names refer to two phases of a single boss; speaking to his head after the fight is not required here.
Laurence — The Ashes of the First Vicar
Bring Laurence's Skull to the Nightmare Grand Cathedral, then defeat Laurence, the First Vicar, in your own world.
The skull lies on the hidden altar beneath the elevator to the Research Hall, beyond the underground cells. After Ludwig, the Eye Pendant activates this elevator; returning the skull to the Nightmare cathedral awakens Laurence. This optional DLC encounter grants the Beast’s Embrace rune; only exhaustive playthroughs require it, while NG cycles end at the Orphan of Kos.
Living Failures — The Garden That Never Woke
Defeat the Living Failures in the Lumenwood Garden of the Research Hall, in your own world.
The creatures keep appearing around the garden, but share the fight’s overall health bar. Emptying the boss health bar ends this encounter and grants the Astral Clocktower Key.
Lady Maria — The Threshold of the Astral Clocktower
Defeat Lady Maria of the Astral Clocktower in her clock room, in your own world.
Maria guards the passage beyond the Research Hall. The Celestial Dial received after the duel opens the clock towards the Fishing Hamlet; opening it is a separate action from winning the fight.
Orphan of Kos — The Duel on the Shore
Defeat the Orphan of Kos on the coast of the Fishing Hamlet in your own world.
Victory grants the Kos Parasite. A dark shadow then remains over Kos’s body: striking it ends the Nightmare, but that separate action is not required for this achievement.
NG — The First Night Completed
During the NG cycle (1st playthrough with the same character), defeat the Orphan of Kos, then reach an ending.
Reaching the Orphan of Kos requires defeating Ludwig, the Living Failures and Lady Maria: the four main DLC bosses are enough, and Laurence remains optional. Optional base-game bosses are not required for this route. Chalice Dungeon progress is retained when you move to the next cycle.
NG+ — The Return to Yharnam
During the NG+ cycle (2nd playthrough with the same character), defeat the Orphan of Kos, then reach an ending.
Reaching the Orphan of Kos requires defeating Ludwig, the Living Failures and Lady Maria: the four main DLC bosses are enough, and Laurence remains optional. Optional base-game bosses are not required for this route. Chalice Dungeon progress is retained when you move to the next cycle.
NG+2 — The Third Hunt
During the NG+2 cycle (3rd playthrough with the same character), defeat the Orphan of Kos, then reach an ending.
Reaching the Orphan of Kos requires defeating Ludwig, the Living Failures and Lady Maria: the four main DLC bosses are enough, and Laurence remains optional. Optional base-game bosses are not required for this route. Chalice Dungeon progress is retained when you move to the next cycle.
NG+3 — The Fourth Hunt
During the NG+3 cycle (4th playthrough with the same character), defeat the Orphan of Kos, then reach an ending.
Reaching the Orphan of Kos requires defeating Ludwig, the Living Failures and Lady Maria: the four main DLC bosses are enough, and Laurence remains optional. Optional base-game bosses are not required for this route. Chalice Dungeon progress is retained when you move to the next cycle.
NG+4 — The Fifth Hunt
During the NG+4 cycle (5th playthrough with the same character), defeat the Orphan of Kos, then reach an ending.
Reaching the Orphan of Kos requires defeating Ludwig, the Living Failures and Lady Maria: the four main DLC bosses are enough, and Laurence remains optional. Optional base-game bosses are not required for this route. Chalice Dungeon progress is retained when you move to the next cycle.
NG+5 — The Sixth Hunt
During the NG+5 cycle (6th playthrough with the same character), defeat the Orphan of Kos, then reach an ending.
Reaching the Orphan of Kos requires defeating Ludwig, the Living Failures and Lady Maria: the four main DLC bosses are enough, and Laurence remains optional. Optional base-game bosses are not required for this route. Chalice Dungeon progress is retained when you move to the next cycle.
NG+6 — The Summit of the Hunt
During the NG+6 cycle (7th playthrough with the same character), defeat the Orphan of Kos, then reach an ending.
Reaching the Orphan of Kos requires defeating Ludwig, the Living Failures and Lady Maria: the four main DLC bosses are enough, and Laurence remains optional. Optional base-game bosses are not required for this route. Difficulty stops increasing at NG+6; NG+7 is an eighth playthrough at the same difficulty cap.
NG+7 — The Eighth Hunt
During the NG+7 cycle (8th playthrough with the same character), defeat the Orphan of Kos, then reach an ending.
Reaching the Orphan of Kos requires defeating Ludwig, the Living Failures and Lady Maria: the four main DLC bosses are enough, and Laurence remains optional. Optional base-game bosses are not required for this route. Difficulty stops increasing at NG+6; NG+7 is an eighth playthrough at the same difficulty cap.
Yharnam Sunrise
Accept Gehrman's offer and witness the Yharnam Sunrise ending.
By agreeing to give up their life, the hunter leaves the Dream and awakens beneath the sun. This ending does not require defeating Gehrman and automatically starts the next cycle.
The Dream’s Vigil
Refuse Gehrman, defeat him without having consumed three or more One Third of Umbilical Cord items, then witness the ending in which the hunter takes his place.
The Moon Presence embraces the hunter and binds them to the Dream. Merely keeping the cords in your inventory does not prevent this outcome.
Childhood's Beginning
Consume at least three One Third of Umbilical Cord items, refuse Gehrman, defeat him and then the Moon Presence, and witness the Childhood's Beginning ending.
The hunter resists the Moon Presence and becomes an infant Great One at the end. The cords must be consumed; owning them without using them is not enough.
NG+7 — The Entire Night Beneath the Blade
Defeat the 17 base-game bosses and all five DLC bosses in the same NG+7 cycle with the same character, then finish the game.
The 22 encounters include Laurence, Gehrman and the Moon Presence. Consume at least three One Third of Umbilical Cord items before the ending. Chalice Dungeons are excluded from this cycle challenge: their difficulty is independent of NG+.
Beneath the Clinic's Blood
Leave the transfusion table and go down to the room in Iosefka's Clinic where the first beast is found.
The transfusion marks the beginning of the hunt. The clinic is almost deserted; at the foot of the stairs, a beast devours a body. Reaching this room is enough; defeating the creature is not required.
The Hunter's Refuge
Enter the Hunter's Dream for the first time.
The Messengers welcome the hunter near Gehrman's workshop and the Doll. You can discover the Dream by dying or by using a lamp, so death is not required.
The Lantern of Yharnam
Light the Central Yharnam lamp.
At the top of the first ladder, this lamp opens a passage to the Dream. The surrounding streets are patrolled by townsfolk armed for the night of the hunt.
The Cleric Beast's Bridge
Reach the section of the Great Bridge where the Cleric Beast battle takes place.
The Great Bridge overlooks Central Yharnam. The Cleric Beast appears at its far end; this achievement rewards reaching its arena, without requiring victory.
Among the Tombs of Oedon
Enter the Tomb of Oedon, Father Gascoigne's arena.
Gascoigne continues his hunt among the gravestones. The passage to Cathedral Ward lies beyond this graveyard, but entering the arena is enough for this achievement.
Oedon's Refuge
Light the Cathedral Ward lamp inside Oedon Chapel.
The chapel dweller offers to shelter survivors here. This refuge becomes the starting point for routes to Old Yharnam, the Grand Cathedral and the Church's secret paths.
Beneath Amelia's Vaults
Pass through the doors of the Grand Cathedral in the waking world.
Amelia prays before the Healing Church altar. Reach the cathedral doors by opening the gates with the Hunter Chief Emblem or by taking the tower route available after the Blood-starved Beast.
The Church Tower
After defeating the Blood-starved Beast, take the side door in Oedon Chapel and cross the bridge to the Healing Church Workshop tower.
The chapel door opens after victory in Old Yharnam. The elevator and bridge lead to the tower; its summit and depths hide different routes.
The Forgotten Workshop
Enter the Abandoned Old Workshop through the hidden door in the shaft of the Healing Church Workshop tower.
A carefully judged drop onto a small platform leads to this door. The workshop resembles the one in the Dream; a motionless doll and the old hunters' tools remain inside.
The Ashes of Old Yharnam
Light the Old Yharnam lamp.
The warning on the door asks you to leave the beasts in peace. Beyond it lies the burnt district that Djura watches from his tower.
At the Threshold of the Good Chalice
Enter the Church of the Good Chalice at the far end of Old Yharnam.
The church houses the Blood-starved Beast. Defeating it awards the Pthumeru Chalice, but discovering the building is enough for this achievement.
The Lightning-struck Graveyard
Reach the Graveyard of the Darkbeast through the passage from Yahar'gul.
A tunnel from the cells opens into Paarl's graveyard. You can reach it after being abducted to Hypogean Gaol or by returning to Yahar'gul under the blood moon.
The Charnel Pits of Hemwick
Light the first Hemwick lamp on Hemwick Charnel Lane.
The path leaves the Cathedral Ward near the Grand Cathedral and passes through woodland before reaching Hemwick. Graves, pyres and women armed with sickles line the road.
Under the Witches' Roof
Enter the basement of the Witch's Abode at the far end of Hemwick.
The isolated building overlooks the far end of the village. Descending into its basement leads to the Witches of Hemwick's arena; defeating them is not required here.
The Forbidden Passage
Pass through the password-locked door in the Cathedral Ward, then light the Forbidden Woods lamp.
The memory revealed by the skull in the Grand Cathedral provides the password. Beyond the door, the wooded path leads to the village and then to the snakes.
The Grave of the Shadows
Enter the Forbidden Grave at the far end of the Forbidden Woods.
Three Shadows of Yharnam await in this burial clearing. Their arena marks the end of the Woods, before the path to Byrgenwerth. Entering is enough.
The Clinic's Other Door
Reach the rear interior of Iosefka's Clinic by climbing the ladders in the cave beneath the Forbidden Woods.
The poison-filled cave leads back to the grounds of the clinic. A ladder and the rooftops provide access to the interior; the door where Iosefka spoke to you is not the entrance for this detour.
The Shores of Byrgenwerth
Light the Byrgenwerth lamp.
Beyond the Forbidden Grave, the path leads to the college beside the lake. Willem remains there, apart from the Healing Church founded by his former pupil Laurence.
Beneath the Surface of Moonside Lake
Jump from the Byrgenwerth balcony and arrive at Moonside Lake.
Willem points toward the lake from his chair. The jump leads to Rom's domain beneath an immense moon. Reaching this place does not require attacking the Vacuous Spider.
A Captive of Yahar'gul
After defeating the Blood-starved Beast and before Rom, let a Snatcher kill you, then light the Hypogean Gaol lamp.
Snatchers carry their victims to the cells of Yahar'gul. This early visit provides access to part of the village; its lamp stops working after the blood moon appears.
Under the Blood Moon
After defeating Rom, light the Yahar'gul, Unseen Village lamp.
The blood moon reveals the Amygdalas and opens the village's main entrance. Bell-ringing women revive fallen enemies here as long as they remain alive.
The Chapel of the Ritual
Under the blood moon, light the Yahar'gul Chapel lamp.
This lamp lies along the route through the transformed village. Below, the old cells and streets lead toward Advent Plaza.
The Place of the Advent
Enter Advent Plaza at the far end of Yahar'gul.
Bell-ringing women overlook the plaza from the galleries. The One Reborn appears here at the culmination of the ritual; entering its arena is enough for this achievement.
The Choir's Sanctuary
Use the Upper Cathedral Key to open the door at the top of the Healing Church Workshop and enter the Upper Cathedral Ward.
The key is found in a Yahar'gul cell entered from above during the blood moon. The upper ward houses the Orphanage, associated with the Choir's research.
The Garden of the Emissaries
Enter the Lumenflower Gardens in the Upper Cathedral Ward.
Beyond the Orphanage, small celestial creatures gather among the flowers. This garden is the Celestial Emissary's arena; entering is enough.
In the Depths of the Altar of Despair
After defeating the Celestial Emissary, break the large window, take the passage and descend to the Altar of Despair.
The window behind the garden lamp hides a route into the Grand Cathedral. An elevator then descends toward Ebrietas and the altar hidden in the depths.
The Carriage to Cainhurst
With the Cainhurst Summons, take the carriage from Hemwick and arrive within Forsaken Cainhurst Castle.
The summons bears the hunter's name and is found in the clinic. After defeating the Witches of Hemwick, approach the obelisk at the crossroads to summon the carriage.
On the Rooftops of Logarius
Reach the rooftop where Martyr Logarius sits, at the summit of Cainhurst.
The ascent crosses the castle's halls, ledges and snowy rooftops. Logarius guards the summit; defeating him belongs to a separate achievement.
The Hidden Court of the Vilebloods
After defeating Logarius, wear the Crown of Illusions near his throne, reveal the passage and enter the Vileblood Queen's Chamber.
The crown reveals the entrance concealed behind Logarius’s seat. Annalise waits at the far end of the chamber; entering does not require you to swear allegiance to her.
Halls Swallowed by the Nightmare
Light the lamp on the lower floor of the Lecture Building.
Reach this floor with the Tonsil Stone by letting the Amygdala near the entrance to Yahar'gul grab you, or descend from the upper floor. Its corridor leads to the Nightmare Frontier.
The Floor of the Lost Students
After defeating The One Reborn, examine the mummy in the building at the far end of the plaza, then light the upper-floor lamp in the Lecture Building.
Deformed students wander around the lecture rooms. The upper floor, labelled 2F in English guides, leads to Mensis and provides access to the ladder into Patches' room.
The Poisoned Frontier
Light the Nightmare Frontier lamp.
The door on the Lecture Building's lower floor opens onto these cliffs and poisonous swamps. Amygdala waits beyond the ravines.
At Amygdala's Threshold
Enter Amygdala's Chamber at the far end of the Nightmare Frontier.
The arena lies at the far end of the Frontier. This Amygdala can be fought, unlike the creatures clinging to Yharnam's buildings; no victory is required here.
At the Gates of Mensis
Light the first lamp in the Nightmare of Mensis.
The door on the Lecture Building's upper floor opens onto Mensis. In the distance, the gaze from the tower inflicts frenzy while the hunter remains exposed.
At the Foot of Mergo's Loft
Light the Mergo's Loft: Base lamp in the Nightmare of Mensis.
This lamp marks the foot of the building where the ascent continues. Elevators unlocked along the way provide a quick return from the upper floors.
Beyond the Master of the Nightmare
After defeating Micolash, light the Mergo's Loft: Middle lamp.
Defeating Micolash opens the rest of the Loft. Stairs, shadows and giant pigs lead toward the heights where Mergo is found.
The Cradle Beneath the Moon
Take the rooftop elevator up and enter the Wet Nurse's Lunarium.
At the top of the Loft, the route passes Queen Yharnam before the elevator. Mergo's Wet Nurse appears in the Lunarium; reaching this arena is enough.
The Hunt of the Old Hunters
With the Eye of a Blood-drunk Hunter, let the Amygdala near Oedon Chapel grab you and enter the Hunter's Nightmare.
The Eye appears in the Dream after defeating Amelia and examining the altar skull. Being grabbed by the Amygdala near the chapel's left exit grants access to The Old Hunters.
The Church Before Ludwig
Light the Nightmare Church lamp near the path to Ludwig.
This small church offers a return point near the Underground Corpse Pile. It should not be confused with the Nightmare Grand Cathedral, where Laurence lies.
The Pile of Corpses
Enter the Underground Corpse Pile, Ludwig's arena.
Ludwig stands among piled bodies at the end of the blood-soaked path. The location's lamp only appears after his defeat, but this achievement requires only entering the arena.
The Burnt Sanctuary
Enter the Nightmare Grand Cathedral, where Laurence lies.
Laurence lies motionless on the first visit, near the Eye Pendant. His skull is needed to trigger the battle, but not to explore the sanctuary.
Behind the Church's Bars
After defeating Ludwig, pass through the underground cell corridor leading to the elevator altar room.
Yamamura and Brador are imprisoned along this passage. The corridor can be explored without opening their cells; their two keys are found later in the nightmare.
The Stairs of Research
Activate the elevator altar with the Eye Pendant and light the Research Hall lamp.
The pendant taken from Laurence's cathedral activates the altar beyond the cells. The Research Hall's patients bear witness to the Church's experiments.
The Garden of Experiments
After operating the Research Hall's staircase mechanism, enter the Lumenwood Garden.
The lever in the rafters raises the staircase and opens the way to the garden. The Living Failures stand there before the Astral Clocktower.
Behind the Astral Clock
After defeating the Living Failures, use the Astral Clocktower Key and enter Maria's room.
The key received after defeating the Living Failures opens the garden door. Maria sits beyond it; examining her body starts the battle, which is not necessary to discover the room.
The Village of the Buried Secret
After defeating Maria, use the Celestial Dial to open the clock and enter the Fishing Hamlet.
The dial is collected in Maria's room after her defeat. Presenting it to the great clock reveals the passage to the village whose inhabitants curse Byrgenwerth.
The Lighthouse's Light
Light the Lighthouse Hut lamp.
The hut overlooks the flooded village. Simon can give his final testimony here if you have followed his quest, while the route continues down towards the caves and shore.
The Shore of Kos
Reach the coast and Kos's corpse at the far end of the Fishing Hamlet.
Beyond the caves, the beach opens beneath a pale moon. Kos's body lies at the water's edge; reaching the shore does not require defeating the Orphan.
At the Bottom of the Well
Climb down the well in the Fishing Hamlet square and set foot at the bottom.
The well houses two shark giants and Maria's Rakuyo. Descending the first ladder is enough for this discovery; killing the guardians or retrieving the weapon is not required.
Adeline's Balcony
Use the Balcony Key received from Adeline and enter the Research Hall's outside balcony.
Maria entrusted this key to Adeline so she could enjoy the air scented with flowers. Adeline gives it to you after receiving two Brain Fluids; she also drops it upon death.
The Path Beneath the Roots
From the Forbidden Woods, enter the large poisonous cave and reach the ladders leading toward the clinic.
The detour begins behind the dog cages near the village in the Forbidden Woods. The cavern and its ladders form an underground route to the area around the clinic.
The Abyss of Mensis
Use the lever to drop the Brain of Mensis, then take the cage elevator to the bottom of its abyss.
After the Brain falls, a cage elevator descends into the darkness beneath the building. Reaching the bottom is enough; neither killing the Brain nor receiving its rune is required.