- Research Hall
The Research Hall is a location in Bloodborne 's The Old Hunters DLC.
- 1 Description
- 2 Lamps in the Area
- 3 Connections
- 4.1 Ground Floor
- 4.2 1st Floor Balcony
- 4.3 Laboratory Floor 2/3
- 4.4 Patient Room Floor 2
- 4.5 Patient Room Floor 4
- 4.6 Patient Room/Laboratory Floor 5
- 4.7 Laboratory Floor 4 and Patient Room Floor 3
- 4.8 Rafters
- 6.1 NPC Hunters
Description [ ]
This hidden research facility of the Healing Church , is dedicated to the knowledge and methods of attaining the transcendence of humanity through the creation of Kin .
From what is gathered by its denizens - the many Clocktower Patients that did not become wildly violent as a result of going mad; including Saint Adeline - and Simon himself, who has guided players thus far, it appears that the many doctors experimented with the minds of these patients, imbibing them with water somehow.
It is implied that the experiments that took place in this hall would culminate with the creation of the Celestial Emissary .
Lamps in the Area [ ]
- Lumenwood Garden
- Astral Clocktower
Connections [ ]
- Surgery Altar
Ground Floor [ ]
The ground floor is composed mostly of the Lamp, the poisonous pit in the center of the rotating staircase contraption, the door to the Balcony, and the shortcut to other floors via the elevator in Saint Adeline 's room. One can find a passive Clocktower Patient looking for its "eyes" here.
When the rotating staircase has been raised, a number of Bound Clocktower Patients will appear on the Ground Floor along with two more items, one of these items being a Lethal Damp Blood Gem.
- Blood Stone Chunk x4
- Blue Elixir x1
(These items below can only be accessed once the rotating staircase has been raised)
- Lethal Damp Blood Gem x1
- Kin Coldblood (10) x1
1st Floor Balcony [ ]
This area can only be accessed via the Balcony Key . This area seems to share a strong semblance to the Lumenflower Gardens . The 1st Floor Balcony houses a number of Clocktower Patients who can attack using Arcane spells, it also houses the Blacksky Eye .
One can break through the large window in the area much like in a similar way how one breaks through the large window in the Lumenflower Gardens . Through this window, one will end up being on the upper layer of the Surgery Altar . On this upper layer, one can find a Wandering Nightmare and a Pulsing Damp Blood Gem. Lastly, the player needs to jump over a small gap and open a chest for an item .
- Blacksky Eye x1
- Pulsing Damp Blood Gem x1
Laboratory Floor 2/3 [ ]
The third floor will have a single Church Servant on it and a naked Clocktower Patient . On this floor one can find a passive Clocktower Patient begging for Lady Maria. Inside the third Laboratory room will be a trio of Wheelchair Huntsman , two wielding Pistols while one wields a Rosmarinus . One can access the first (where Adeline can be found), second and fourth (if the player has opened the short cut) Laboratory rooms from the third room. The third room also serves as a get between to get to the different floors faster.
The second floor can only be accessed from the third Laboratory room. The second floor will have about 3 Feral Clocktower Patients . Also, it's where the player can find the rest of the Decorative Old Hunter Set . One more thing the player can find on the second floor is another passive Clocktower Patient on a Balcony digging through some dirt.
- Madman's Knowledge x1
- Beast Blood Pellet x6
- Decorative Old Hunter Garb
- Decorative Old Hunter Trousers
- Frenzied Coldblood (9) x1
Patient Room Floor 2 [ ]
On this floor, one will encounter a surprisingly large number of Clocktower Patients. In the first room one will encounter a large number of Clocktower Patients, these Patients will roam in and out of the room. On the top layer of the room, there will be about 2 Clocktower Patients throwing Bottles of corrosive liquid at the player.
The second room is hidden behind some medical equipment. In this room is a number of passive Clocktower Patients begging for help. Both rooms must be gone through to access the fourth floor.
- Blood Vial x2
- Sedative x3
Patient Room Floor 4 [ ]
The main part of this floor can only be accessed through the first room. In the first room, the player will first encounter a Giant Clocktower Patient attacking seemly at random. When the player exits the first room they will witness a Gatling Gun Wheelchair Huntsman gunning down some Clocktower Patients.
In the second room the player will be ambushed by an Infected Clocktower Patient there is also one normal Clocktower Patient just roaming around in the middle of the room. Also from the second room, the player can get to the top layer of the first room, from there, the player can find a Dirty Damp Blood Gem.
- Blood Vial x5
- Antidote x2
- Quicksilver Bullets x3
- Dirty Damp Blood gem (5) x1
Patient Room/Laboratory Floor 5 [ ]
This floor is important as the very first door will have the elevator shortcut that connects to the ground floor, and it's the only way to get up to the Rafters. The player can encounter the Gatling Gun Wheelchair Huntsman that was gunning down the Clocktower Patients from before on this floor. This is the only floor apart from the first floor that the player can access both the Laboratory Room and the Patient Room without needing to use the rotating staircase.
The Laboratory Room just serves as an elevator shortcut, While Patient Room is a lot more interesting. Outside the Patient Room is a number of Headless Clock tower patients who will wander aimlessly around and aren't hostile to the player. Inside the Patient Room is a number of Clock Tower Patients who are just Heads. Unlike the Headless Patients outside these ones are hostile and will attack the player. Also inside the Room is the Enlarged Head . Another thing to note is beware when leaving the room because a Head will attempt to ambush the player when leaving the room.
- Blue Elixir x4
- Enlarged Head x1
Laboratory Floor 4 and Patient Room Floor 3 [ ]
These two Floors can mostly be accessed via going through a secret path from the elevator that leads to Laboratory Floor 5 to Laboratory Floor 3. Laboratory Floor 4 serves no purpose at first. But when the rotating staircase has been raised it serves as a get between to get to Patient Room Floor 3 and to get to the Loch Shield .
When going from Laboratory Floor 4 to Patient Room Floor 3 via the rotating staircase one can access the Loch Shield . Just go down the furthest staircase and one will find a Bound Clocktower Patient and an item, this item being the Loch Shield .
Patient Room Floor 3 holds a small number of Clocktower Patients, one of these Patient being a Bottle Thrower. After getting through the Patients the player will find 4 Quicksilver Bullets and more importantly the Underground Cell Key . But be warned when attempting to get the Underground Cell Key an Infected Clocktower Patient will attack from behind.
- Loch Shield x1
- Quicksilver Bullets x4
- Underground Cell Key x1
Rafters [ ]
The topmost part of the Research Hall and the most important part of it. To get to the Rafters the player must first get pass the Giant Clocktower Patient who is guarding the ladder to the Rafters.
The Rafters unlike most of the Research Hall don't contain any hostile Clocktower Patients but it dose contains few animal type beasts, these animal beasts being Labyrinth Rats and Carrion Crows . This floor is important as it holds the device that can raise the rotating staircase and it holds one of the quest important items for Adeline‘s questline. Also on this floor, the player can find two passive Clocktower patients, The first one is banging his head against a wall while the other one is on a higher layer. The other passive Clocktower patient is important for Adeline ’s questline.
Beware when leaving the Rafters when the device that controls the rotating staircase has been triggered. As when the player reaches the middle part of the rotating staircase a trio of naked Clocktower Patients will run up and attack the player. Also when leaving the player will notice a chest being guarded by a trio of Carrion Crows, this chest will have a Finestrike Damp Blood Gem.
- Great One's Wisdom x1
- Blood Stone Chunk x1
(The item below can only be accessed via the rotating staircase and only when the rotating staircase has been raised)
- Finestrike Damp Blood Gem (5) x1
- Brador, Church Assassin
- Saint Adeline
- Simon the Harrowed
- Yamamura the Wanderer
- Clocktower Patient (non-hostile ones)
Enemies [ ]
- Carrion Crow
- Church Servant
- Clocktower Patient
- Labyrinth Rat
- Wheelchair Huntsman
NPC Hunters [ ]
- Church Pick -wielding Yahar'gul Hunter .
- Female Black Church Hunter who wields Ludwig's Holy Blade .
- Female White Church Hunter who wields a Threaded Cane .
- Male Black Church Hunter who wields a Threaded Cane and Repeating Pistol .
- Living Failures
- Lady Maria of the Astral Clocktower
Summons [ ]
- It is likely also the tallest, likely rivaled only by the Healing Church Workshop .
- Said traps can only be found adjacent to large bookcases.
- There is a wolf figure under the bed in the altar which resembles the wolf figure under the bed the hunter see in the opening cinematic. This suggests that, not only the Hunter , but many people experience the "mere bad dream" during blood transfusion . But, no Messengers statue can be found in the Research Hall, which suggests they don't appear to many and only those who the Messengers choose would become Hunters of the dream. "Ah! You found yourself a Hunter"- The Doll .
Gallery [ ]
- 1 Bloodborne Wiki
- 2 Lady Maria of the Astral Clocktower
- 3 Great Ones
Research Hall
- Research Hall Entrance : As soon as the altar elevator comes to a stop you'll find the Research Hall lamp directly in front of you, so before doing anything else, make sure to light it. If you wish to head back down to the Recovery Room, simply step back onto the altar and it will descend.
- Floor 1 - Main Hall : There are no real enemies on this floor so there's no need to be on guard and you can freely explore the area. There are, however, two Wandering Nightmares that you should deal with first to make sure they don't escape. The first of these is near a pillar just to the left of the entrance. The second one is on the stairs at the back of the pool of liquid, and it's best if you approach it from the side so that it runs into the low wall nearby. The pool of liquid is extremely toxic, so try to avoid stepping into it whenever possible, and make sure to sprint to the middle and back when attempting to pick up the item there. Also near the pool you'll find a non-hostile Clocktower Patient that you can speak with, and although it asks you to help find its eyes, there is nothing you can do to help it other than put an end to its suffering. There are also two doors on this floor, but at the moment you're unable to open either of them; the Laboratory Floor 1 door can only be opened from the other side, and the 1 st Floor Balcony door requires a key. Your only way forward at this time is to head up the large wooden staircase, but be careful as you approach the landing, because you'll encounter some hostile Clocktower Patients. There are two at first, but another two will approach from the stairs to the right. Once they've been killed, you can either take the stairs on the right to reach Floor 2 - West Side, or the stairs on the left if you want to go to Floor 3 - East Side.
- Floor 1 - Laboratory : To be able to enter this room you'll need to go up to Floor 3 - East Side, and then use the elevator in the Laboratory there to descend down to this Laboratory. There are no items to pick up in the room, but you will be able to talk to Adeline, whom you'll find strapped to a chair in the corner. She is desperate for you to bring her some Brain Fluid, and unlike the Patient you encountered in the Main Hall, you can actually fulfill her request. There are a total of three Brain Fluids you can give to her, and doing so will net you some very good rewards, including the key to the 1st Floor Balcony, and the Milkweed Caryll Rune.
- 1st Floor Balcony : After going through the door you'll find yourself on a small balcony with a gap in the railing that you can drop through to land on a rooftop. You can then drop down again to the floor below. Once you land, follow the path around to the left to reach an item on a corpse hanging over the end. Below in the garden area you'll see a large number of Clocktower Patients - these ones are significantly more dangerous than the normal ones, because they all have access to extremely damaging long range magical attacks. As soon as you drop down into the garden area they will all stop working and stand guard, and if one of them spots you, any within range will start attacking you. The best way to deal with these enemies is to take advantage of the fact that they won't move unless you get close to them, and if they lose sight of you for a while they'll go back to standing guard. With that in mind, drop down and use a plunging attack on the Patient below, following up with some normal strikes if it's still alive. Once it's dead, quietly walk over to the one just to the right of the large pillar, and then use a charged R2 to stagger it and then finish it off. If done correctly, you should not alert any of the other nearby enemies. Move back away from the pillar again before going down and hugging the back wall until you're behind the Patient, and then once again use a charged R2 and follow-up to kill it quickly. That will alert the enemy nearby, so quickstep back behind the large pillar and stay out of sight until it stops attacking you. Repeat the process for reaching the enemy to get behind and finish it off in the same manner. The final enemy in this part of the room will usually detect you during this process. If it does, quickly get behind the pillar again until it stops attacking, and then go around the other side of the pillar to get behind it and kill it. Go up the nearby steps to get out of the garden area, and then run around the path, where you'll be overlooking another Patient below. As before, use a plunging attack to weaken it and then finish it off quickly. The remaining two enemies in the area are too close to each other to sneak up on, so the best thing to do is run up and attack them to try and kill them before they can retaliate. Once all of the enemies have been killed you can safely claim the Blacksky Eye item from the corpse in the middle of the room. After collecting your prize, cross to the other side of the room and break the window to gain access to the Recovery Room Balcony.
- Recovery Room Balcony : There's a Wandering Nightmare along the left side of this Balcony, so it's worth going that way first to kill It before It escapes. Go around to the other side of the Balcony and you'll come to a hole in the floor that you can jump across to reach a chest containing a Blood Gem. Once you have the contents of the chest, drop down through the hole to land on a small ledge below, and from there drop down onto one of the beds In the Recovery Room. By accessing the Recovery Room In this manner, the usual altar elevator should be in its raised position (If It’s not, step onto the altar to trigger the elevator, and then step off quickly before it gets too high), which will reveal a hidden altar. Stepping onto this second altar does not trigger the elevator, so approach it and pick up Laurence's Skull. After picking up that item, pull the lever to operate the elevator, and then quickly run onto the hidden alter to be lowered down to a secret area with a chest containing the Church Cannon. Step onto the hidden altar to return to the Recovery Room, and then pull the lever there to lower the elevator again so you can access the normal altar and return to the Research Hall.
- Floor 3 - East Side : Be careful as you approach the shelving units on this floor, because there are pressure plates just in front of some of them that when stepped on, cause the jars of chemicals on the shelves to explode. If you get hit by the liquid you'll take a large amount of damage, so step on the pressure plate and then wait for the jars to explode before moving on. Halfway along the balcony there's a Church Messenger standing on a ledge, and while you can run up and attack him to knock him off, that won't kill him; it's best to wait and let him move away from the ledge so that you can kill him without knocking him off and have him turn up unexpectedly later. There is only one room you can enter on this floor, but it's quite an important one because it acts as the shortcut hub for the entire area. Guarding the room are three Wheelchair Huntsmen, however, and you'll need to deal with them first. Thankfully they're all fairly spread out In the room and two of them have their backs to you so killing them Is fairly straightforward. Once the room is clear, you'll have a few paths you can take. At the back of the room is an open trapdoor with a ladder you can use to reach Floor 2 - East Side (you can also drop down from the ledge outside this room to reach the same location), and while you can't use the elevator on the left, the one on the right will take you down to the Laboratory on Floor 1. Once you're in that room not only will you be able to speak with Adeline, but you can also open the door to create a shortcut back from the lamp.
- Floor 2 - East Side : It's recommended that you access this floor via the trapdoor in the Laboratory on Floor 3 rather than dropping onto the staircase outside, because it will put you in a better position for fighting the enemies in the Laboratory. From the bottom of the ladder, if you walk towards the nearby ledge you'll see an enemy directly below you, so drop off and use a plunging attack on it. These particular Clock- tower Patients are extremely agile and tend to leap around a lot, so try to finish this first one off before it can start moving around. When tackling other enemies of this type, remember that it's possible to knock them over by shooting them with any firearm; this makes fighting them much easier. After clearing the room, make sure to pick up the Decorative Hunter Attire and then exit out onto the balcony. If you go left along the balcony you'll come to an enemy guarding an Item, and going to the right will lead you out to another non-hostile Clocktower Patient that you can talk to, or kill. The large wooden stairs on this floor don’t lead anywhere at this time, but if you head up them, two Labyrinth Rats will drop down that you can kill for some extra Blood Echoes.
- Floor 2 - West Side : There are two doors you can enter on this floor, both of which contain ladders that lead up to the Patient Room on Floor 4. The entrance to the Laboratory is directly in front of you when you first reach this floor and It contains a large number of Clocktower Patients. The main thing that makes this room problematic are the enemies on the mezzanine throwing acid bottles down at you. While you can go underneath the mezzanine to avoid them, doing so limits your movement options for dealing with the other enemies. A better approach is to head left along the balcony towards the Patient Room, but stop and turn around when you get close to it, because a group of Clocktower Patients will come running out of the Laboratory towards you. After dealing with those enemies, enter the Patient Room, where you'll find more non-hostile patients that you talk to and kill If you like. Climb up the ladder in this room to reach the Patient Room on Floor 4, and after dealing with the Clocktower Patient there, approach the ladder that leads back down to Laboratory on Floor 2. If you look down just to the left of the ladder you'll see a Clocktower Patient below you; step off the ledge and use a plunging attack on it. The other Patients nearby have their backs to you when you approach from this side, so you can start the fight with a fully charged R2 for an early advantage. After killing those enemies, go through the doorway and turn to the right to the see the area where the acid bottle-throwing Patients are standing. Start going down the stairs towards them, but be ready to move back once you get to the bottom of them, because the Patient will come running towards you. Fighting that enemy near the top of the stairs should mean the acid-throwers don't hear you, so you can then sneak up behind the first one and use a charged R2 in its back to stagger it for a Visceral Attack follow-up. Doing that will usually alert the other enemies to your presence, so be ready to evade towards the other acid-thrower and take it out quickly, before another Patient approaches. All that's left now is to drop down and take out the last couple of Patients in the area below.
- Floor 4 - West Side : To reach this floor you will need to climb up one of the ladders on Floor 2, and while they both lead to the same room, the ladder in the Patient Room will put you in a much better starting position against the first enemy you'll encounter. This enemy is a tougher version of the Clocktower Patients, and it patrols back and forth along a small section of the room. If you took the ladder from Floor 2 Patient Room, a narrow tunnel will hide you from the enemy's sight, allowing you to watch its movements and time your approach so you can hit it from behind. After killing that enemy, follow the stairs up and start running along the balcony until you come to a ledge with an item on it; you can drop down from the ledge onto the landing below to reach Floor 4 - East Side if you wish. Further along the balcony you'll come to a set of stairs going up, and at that time two Clocktower Patients will come out of the nearby Patient Room and attack you. After defeating them, approach the doorway leading into the Patient Room, but do so very slowly because just inside to the left there's another Clocktower Patient waiting to ambush you. If you inch into the room slowly you can attack and kill it before the ambush triggers, and then deal with the other enemy in the room normally. The small set of stairs in that room leads out onto a ledge overlooking the other Patient Room on this floor. To proceed from this floor you need to go up the large stairs from the balcony. When you do so it's best to sprint, because you'll come under fire from a Wheelchair Huntsman with a Gatling Gun on Floor 5. When you reach the landing halfway up those stairs, you'll have the option of either going down the stairs on the right to reach the Floor 5, or taking the stairs directly ahead to reach a ladder that goes up to the Rafters.
- Research Hall Rafters : The Rafters span the entire Research Hall and you can freely walk along any of the beams. Two Labyrinth Rats also patrol along the beams, so be very careful if you attempt to fight them on the narrow sections. Similar caution should also be employed when going for the item that's on a corpse hanging off one of the beams, because when you get close to it, a Carrion Crow will drop down and attack you. From the starting point of the Rafters, if you take the first left, and then left again, you can drop down onto a small platform with a ladder on it that leads to the Upper section of the Rafters. Cross the Rafters to the other side of the hall and you'll find a pair of Carrion Crows in the corner guarding another item, along with a non-hostile Clocktower Patient that you can speak with. The main reason for coming up here, however, is the large mechanism in the center that you can operate, because doing so will raise the entire staircase structure and allow you access to new parts of the area. Once the stairs have been moved, however, they cannot be moved back, so you'll need to take slightly different routes to move between the floors.
- Research Hall Upper Rafters : You can reach the Upper Rafters via the Ladder from the floor below, or if you activate the mechanism to raise the stairs you'll automatically end up here. On one side of these rafters you'll find another non-hostile Head that you can talk to, and then if you attack it you'll get a second Brain Fluid for Adeline. Going the other way you'll find a Carrion Crow sitting on the end of a beam, and when you approach it, it will fly down to the ledge below as if showing you the path to take. Follow the Crow and drop down from the end of the beam, and if you kill it you'll get a handy Guidance Caryll Rune.
- Back through the Hall : Now that you've moved the stairs, you can access the door that leads to the boss room. To reach that door, cross back over the rafters and drop down to the platform with the ladder going to the Upper Rafters, where you'll be able to use some stairs to go down. When you reach the landing, if you go down the stairs on the left you can reach a small platform where you'll find some Carrion Crows guarding a chest containing a Blood Gem. Going down the stairs to the right on that landing will take you down to Floor 5. Once there, run around the balcony to the Laboratory and use the elevator to go down to Floor 3. Exit the Floor 3 Laboratory and follow the balcony along to the right until you come to a set of stairs, and then follow them up and open the large door to face off against the Living Failures.
- Floor 3 - West Side : To access this part of the Research Hall, make your way to the Laboratory on Floor 3 - East Side. Just outside the room there's a ledge you can drop from to reach a landing on the stairs below. If you go up the stairs to the left from this landing you’ll be able to reach Floor 4 - East Side. If you haven’t already been there, and if you take the stairs going down from there you'll reach a small platform. On this platform you'll find a Crawling Clocktower Patient that you'll need to kill before picking up the Loch Shield from the nearby corpse. This shield is extremely handy, as it greatly reduces all non-physical damage. From that platform you can also drop down to Floor 1 if you wish, but be careful because raising the stairs released a large number of Crawling Clocktower Patients down there. You'll also find a couple of new items in the toxic pool, so it's worth battling past the new enemies to get them. The set of stairs going up to the right from that landing bring you to the West Side of Floor 3. Follow the balcony along on this floor, killing the Clocktower Patients as you come to them until you reach the Patient Room. Just to right in side of this door, a Clocktower Patient with an infected hand is waiting to ambush you with a grab as you enter. To counter this ambush attempt, step through the doorway and then quickly evade backwards so the grab misses you. After killing the enemy you'll be able to claim the item on a corpse here, which is the Underground Cell Key.
- BOSS Living Failures : At the start of this battle you'll only have to face one or two of these enemies, but as the fight progresses, more and more will gradually appear in the area. While each one only has a relatively small amount of health and can be killed off, you need to defeat enough of them to deplete their overall shared HP pool. Because they have quite high physical resistance, your best means of killing them is to use elemental attacks, or try to Interrupt them and use Visceral Attacks, since they will still deal significant damage. Once you've killed enough of them to finish the fight you'll automatically get the Astral Clocktower Key, and the Lumenwood Garden lamp will appear at the back of the area near the locked door.
- BOSS Lady Maria of the Astral Clocktower : Upon entering the Astral Clocktower you'll notice a mysterious figure sat in a chair on the opposite side of the room; approach the chair and inspect the corpse to trigger a cutscene. As soon as that cutscene is over the fight with Lady Maria will begin, so make sure you're ready beforehand. Maria can quickly cover a lot of ground with her attacks, but you can use this to your advantage in the early phase of the fight because quickstepping forward and to the side slightly will evade a great deal of her attacks. Once you've defeated her you'll find the Celestial Dial on the ground near the entrance, and the new Astral Clocktower lamp will appear nearby. With the Celestial Dial in hand, approach the large clock face and hold it up when prompted to trigger the clock mechanism to turn. Once the clock has stopped moving there will be a new opening that you can walk through to reach the Fishing Hamlet.
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Research Hall
Bloodborne — guide and walkthrough (ps4).
Guide and Walkthrough (PS4) by Vader781
Updated: 03/03/2023
- Previous: Hunter's Nightmare
Table of Contents
- Next: Fishing Hamlet
- Introduction
- Character Creation
- Walkthrough
- Tutorial and Hunter's Dream Visit
- Central Yharnam
- Old Yharnam
- Cathedral Ward
- Hypogean Gaol
- Hemwick Charnel Lane
- Forbidden Woods
- Iosefka's Clinic
- Byrgenwerth
- Nightmare Frontier
- Nightmare of Mensis
- Cainhurst Castle
- Upper Cathedral Ward
- Hunter's Nightmare
- Fishing Hamlet
- Wrapping up the DLC
- Final Boss Fight
- Chalice Dungeons
From Ludwig's boss room, take the stairs up and exit through the door on the left side to reach a corridor. Enter the first room on the left for a Frenzied Coldblood . There are Church Servants and Wheelchair Hunters in this corridor as well. Keep heading down the corridor and pop into the rooms on the right, one of which has the Fist of Gratia . Head up the stairs to reach a ward of some description. There is a Great One's Wisdom in one of the beds. There are two tough NPC's up here who are a bit challenging. Separate the two as much as you can and kill the darker coloured NPC first before engaging the other one. You will get Madman's Knowledge and Quicksilver Bullets x10 . Behind the stairs in a dark room are a few Rats guarding a Blood Stone Chunk .
Approach the statue at the end and insert the Eye Pendant to create an elevator. Light the Lantern here then take the lift back down. Let the lift go back up but don't ride it, instead wait for a second lift to arrive and grab Laurence's Skull . Pull the lever to lower the lift and get on this one to reach the very bottom for the Church Cannon . Return to the Lantern at the very top.
As soon as you enter the Research Hall proper, kill the Scurrying Beast on your immediate left for its materials. A second one is on the opposite side of the room on the stairs by the water so kill that one as well. Grab the Blue Elixir x2 in the pool but don't hang around in the pool. There is also a new enemy here.
--Clocktower Patient-- These guys are all over the Research Hall and there are many variations of them. While in general they are easy to defeat, some of them are tough like the Giant Patients can be quite painful. Drops: Blood Vial*, Quicksilver Bullets*, Madman's Knowledge*, Blood Gems*, Coldblood* , Blue Elixir* * Certain Variants will drop different items
Take the stairs up and deal with the Patients here. When you have two paths available to you, take the left path to the balcony here. There is a pressure plate on the floor on the immediate right on the way to the item so avoid that if you can before you grab the Madman's Knowledge . If you do accidentally step on the trap, some projectiles come out of the bookcase so be careful of that. There are several traps on these balconies so keep an eye on them.
Watch the trap here and deal with the Church Servant. There is a Patient you can talk to here but nothing really of interest. Open the door on this balcony and deal with the three Wheelchair Hunters in this room. Grab the Beast Blood Pellet x6 at the back then pull the lever to create a shortcut. Take the lift down and open the door to return to the bottom floor. There is an NPC tied to a chair you can talk to.
--NOTE-- This NPC is Adeline who has a little questline attached to her. Step 1: Talking to her will tell you to grab Brain Fluid which are dropped from the blob sacs in the Research Hall. Step 2: Give her two Brain Fluids, reload and you will get the Balcony Key. She can also offer you her Blood Vial as well. Step 3: After opening the Balcony Door, she turns into a Blob Sac and asks you to find a final Brain Fluid for here. Kill her and gab the Fluid then give it to here. You will get the Milkweed Rune before she dies for good.
Talk to her and then return up the elevator. In the room with the Wheelchair Hunters, take the ladder down at the back. Kill any Patients here and grab the Decorative Old Hunter Set . Open the door and head left, kill the Patient here and grab the Frenzied Coldblood . There is another Patient who can talk to out the door on the right side but again, nothing of value. The stairs here leads nowhere for now so return to the room with the Wheelchair Hunters.
Go back down the stairs and take the other stairs now up to the balcony opposite the one we were on. Kill the Patients up here as there are many of them in the upcoming room. Grab the Blood Vial x2 then open the door on the far left of the balcony and enter this medical room. There are some Patients here you can kill if you want but head up the ladder. There is a Giant Patient up here so be careful taking this guy on. Grab the Blood Vial x5 from the corpse in the room after killing it. Head up the stairs and open the door to reach another balcony higher up. Before exploring this, head back and there should be a ladder in the room with the enemy we killed. There are tons of Patients down here and the reward is not worth it so feel free to skip this whole room if need be but your reward is Sedative x3 under the stairs. Return to the balcony now.
Grab the Antidote x2 on the balcony before ascending the stairs here where more Patients await. Enter the room on the other end of this balcony and kill the Patients in here before grabbing Quicksilver Bullets x3 . Take the side door here and grab the Dirty Damp Blood Gem on this narrow balcony before returning to the large balcony.
There is a Wheelchair Hunter who will be shooting at you as you climb these stairs. Make sure you sprint on by to avoid it. Head down the stairs in the next area and get your revenge on the Hunter. Walk around the entire floor, killing the Patients and avoiding the floor trap before grabbing the Blue Elixir x4 at the end. Open the door here but watch out for the Patient Head Sacs that are in this room. Grab the Blue Elixir and the Enlarged Head for yourself before leaving.
Head back to the stairs we took to get down here and open the door. Take the lift here and hop out the lift early on the right side to reach a slightly lower balcony. There is a tough Hunter down the stairs here. You can try knocking him off but if not, play it safe until he is dead. Grab the Sedative x5 from him. There is a Blob Sac here that can't really die but kill it once for the Brain Fluid . Drop down the lift and immediately exit into the room with all the Wheelchair Hunters again before the lift goes back up. Return to Adeline and give her the Brain Fluid. She will give you the Blood of Adeline . You may need to use a Blood Vial before you claim this one. Return to the Dream. Finish upgrading the Cannon as well as repairing and checking gems. Reach Level 86 with 43 Vitality . Return to the Research Hall.
Take the lifts up to reach the top faster. Reach the top of the stairs here and then climb the stairs further to the very top. There is a Giant Patient up here so kill it then climb the ladder. Follow the rafters along here and grab the Great One's Wisdom but watch out for any Rats or Crows that can knock you off here. At the very back is a Blood Stone Chunk . There is another Patient you can talk to but nothing again of interest. Pull the lever in the centre of the rafters to raise the stairs, chase the Crow off the edge but don’t follow it as you can’t return to this area. This crow has the Guidance Caryll Rune so you will need to grab this on a return up . On the opposite end where the Crow was is another Blob Sac with a second Brain Fluid .
Take the ladder down now and go down the stairs, then take the stairs down to the left. Kill the Crows and open the chest for a Finestrike Damp Blood Gem . Now take the right stairs down. Several Patients may run up to get you here so deal with them efficiently. Circle around this walkway. You should run past the Wheelchair Hunter so you know you are on the right path. Enter the room at the end here and take the lift down, remembering to jump off halfway through to reach the lower section. Head down then back up again and kill the Patients up here. Grab the Quicksilver Bullets x4 on the corpse then grab the Underground Cell Key but watch out for the Patient hiding in the corner.
Head down the stairs, then down again and grab the Loch Shield on the ledge. Now is a good time to grab the Caryll Rune from the Crow at the top. Drop down to the bottom floor. Grab the Lethal Damp Blood Gem and the Kin Coldblood in the water that has newly appeared. Return to the Dream now and do your standard checks while you are here. Reach Level 87 with 44 Vitality and then return to the Ludwig's arena. Head into the long dark corridor and open the locked door on the left. You may want to clear the enemies first before doing this if they get involved. Kill the NPC in here for his Khaki Set . There is another locked door on the right side that leads to a Frenzied Coldblood . In the room on the very far left is a Hunter. They can be tough but you can hit them through the wall or use the door to kill him easily. You will get the Church Pick from them.
Take the lift back up now to the Research Hall and Simon should now be here. Talk to him if you want but its optional to talk to him here. Return to Adeline and give her the second Brain Fluid for the Balcony Key . You may have to quit and reload a few times to trigger this event. With the key, you can open the door at the back on the ground floor to take you outside. Drop down then drop down again to reach a flower garden and several Patients. Grab the Kin Coldblood on the opposite side. Jump down into the garden and kill the Patients here. These ones can fire an arcane blast at you which can be annoying. Using a Blue Elixir can help you fight only one or two at a time making it easier for you. Grab the Blacksky Eye on the chair here then attack the window at the back, very reminiscent of how we reached Ebrietas. Kill the Scurrying Beast on the left for its materials then head right, jump over the gap and grab the Pulsing Damp Blood Gem in the chest. Drop down and take the lift back up to the Research Hall. Return to the Dream and reach Level 88 with 45 Vitality and do your normal checkups while you are here.
Return to Adeline and keep reloading until she becomes a Blob Sac in the corner. Talk to her, then kill her to grab the third Brain Fluid. Wait for her to revive and offer her the Brain Fluid. She will give you the Milkweed Caryll Rune . Take the lift up and out to the balcony. Climb the stairs here and you can now open the giant door. Beyond this door lies a boss fight.
--BOSS: Living Failures-- Swings and Slams The boss can do a variety of swing attacks usually a singular or double swing. They have quite a long range on this so watch out for that. The boss can also slam its hands down for some pretty big damage. Homing Orb The boss can charge up an orb of Arcane magic that follows you for a while before exploding so keep your distance until they expire. Headslam The boss can slam its head onto you. Fairly fast of an attack but one of the least threatening. Arcane Missile The boss can shoot several energy blasts at you. Easily avoidable if you use the giant tree in the middle. Meteor The boss will stop and raise its arms in the air. After a while, the screen goes dark and several meteors rain from the sky, dealing heavy damage. Getting a backstab into the visceral can protect you from this attack as well as get extra damage in or use the tree to hide. Strategy A similar looking boss to the Emissaries, the Living Failures are the easiest boss in the DLC by a huge margin. There are also several of them in this fight that share one health pool. Find an isolated enemy and hack away until it dies, moving to the next one when you can. The boss has some hard hitting frontal attacks but has no protection from behind so circle around and attack them in the back, perhaps charge attacking for a backstab can work for you as well. The boss is fairly standard as they are fairly slow and not that aggressive but if your damage is limited, they can spawn faster then you can kill them and they can become a threat if left for too long. Yamamura, the NPC we killed in the locked cell earlier can be summoned just outside the boss room and he makes this fight a breeze. He can weaken the boss a little bit allowing you to kill one enemy in one combo for an easier time. The giant tree can help for two attacks in this fight, arguably the most dangerous ones. Some of the Failures use a magic attack. You can hide behind the tree to avoid this attack with no issue at all but just watch out for any Failures sneaking up on you. The second attack is their ultimate attack, the meteors. Although this attack hurts, you can easily avoid it by hiding behind the left side of the tree, assuming the way you came in is behind you. If you want to be a little aggressive, instead of using the tree, getting a visceral attack on them can give you immunity when the meteors arrive and can help you take out one or two of them before the attack finishes.
For defeating the boss, you will get the Astral Clocktower Key and the Living Failures Trophy . Light the Lantern and open the door with the key you just got. Return to the Dream for any checks you need to do then return and enter the new building for another boss fight.
--BOSS: Lady Maria of the Astral Clocktower-- Phase 1 Basic Sword Attacks Lady Maria has many combos and attacks with her swords. They can be a little difficult to pinpoint the difference between certain combos but they are not that damaging in comparison to her other attacks. Cross Attack Maria crosses her swords across her chest and dashes forward. This is usually done at the end of a combo or just as a unique attack on its own. It also pushes her forward slightly. Overhead Attack She will put both her swords above her head and slam down. This is a fairly strong attack so avoid this one if you can. Phase 2 Blood Slashes All of her attacks will now have a blood streak that extends the range and can hit you you for extra damage if you get caught by it. Charged Stab Will charge a stab attack for a while before stabbing really fast unleashing a blood line in front of her. This comes out very fast so you need to try and dodge at the right time to avoid it. Charged Slam She can also charge her slam which leaves a little blood AoE afterwards. Keep your distance or get behind to avoid this one. Jump Attack Does a little spin attack before launching up in the air then landing back down. Run directly underneath her where she jumped to avoid the damage from this attack. Phase 3 Fire Slashes All of her attacks now fire damage on top of the blood attacks. This increases the range a little once again as well as damage. Cross Parry She will do a cross attack that she can visceral attack you afterwards if you are hit by her. Strategy Lady Maria is one of, if not the best, most fun boss in the game but can be tricky to get by her several phases and long combos. She also is really quick being able to dash away after a combo to avoid a lot of your attacks so keeping up with her is half the battle. The main strategy to deal with her early phase is to always dash to the right, her left and start flailing until she backs up or unleashes a combo of her own. In fact, this strategy will carry you through the entire fight as it really saves you so much avoiding her attacks. Cut the distance, bait out her attacks and repeat until you can trigger her next phase. When she stabs herself and blood comes out, she has a few extra things to deal with. She will now have blood attacks on her weapons which extends the range of her attacks, dealing more damage and leaving you with less time to heal from the threat. She can do a jump attack but this is easy enough to avoid if you go straight underneath her when she jumped. Almost all of her attacks remain the same except with extra blood extensions on it. At round the last 25% HP, she enters her third phase. Make sure you stay away from her when she switches to another phase to avoid the damage. There isn't much change throughout the fight on how to take her down. The extra extensions just makes keeping your distance worse so staying up close to her is the way to go. Be careful when you need to heal as she can punish you if you let her. The Whirligig Saw can still stun her no matter what the phase so use that to your advantage when you can. Another thing to note is your positioning. With Maria, you want to be ideally as close as you can to her to avoid her long reaching attacks. If you cannot close the distance, then get far away from her as you can until an opportunity to close the distance presents itself. You want to avoid, at all costs, a medium distance as this puts you in perfect reach of her combo attacks and in the second and third stages, this can easily punish you if you get caught in them.
For killing her, you will get the Lady Maria of the Astral Clocktower Trophy . Grab the Celestial Dial on the floor after she is dead. Start in front of her chair and use the Dial to turn the tower allowing you to exit through the tower. Head on through the tower and into the Fishing Hamlet, the final area of the DLC. Grab the Lead Elixir and a Madman's Knowledge , ignore the NPC, then light the Lantern at the end. Return to the Dream for your standard visit. Reach Level 89 with 46 Vitality . You can buy Maria's set if you wish from the fountain with some Insight. Next up will be the Fishing Hamlet.
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You'll want to stop by here every now and then to spend your blood echoes. In front is a staircase leading up to the Research Hall, a vertically designed level full of convoluting staircases and insane patients with enlarged heads. Head up the stairs and to your left you will see a Scurrying Beast.
The Research Hall is a location in Bloodborne's The Old Hunters DLC. This hidden research facility of the Healing Church, is dedicated to the knowledge and methods of attaining the transcendence of humanity through the creation of Kin.
Click here for the complete map of Research Hall 1st part and 2nd part. Click on the map for full resolution, © Bloodborne Collector’s Edition Guide by Future Press . Research Hall Entrance : As soon as the altar elevator comes to a stop you'll find the Research Hall lamp directly in front of you, so before doing anything else, make sure to ...
The Research Hall is the third area in the new DLC, located after unlocking the path in the Underground Corpse Pile. Once you go up the stairs after the Research Hall lamp, you’ll notice...
The Grand Cathedral has two towers. The clock tower and a taller, wider tower behind it. The bigger tower is where the research hall is and the clock tower is the one with the flat top where Marias boss room is.
Research Hall. From Ludwig's boss room, take the stairs up and exit through the door on the left side to reach a corridor. Enter the first room on the left for a Frenzied Coldblood. There are...
Bloodborne The Old Hunters DLC 100% Walkthrough Research Hall (all Items & Secrets) 0:00 /. All Items in order:-Frenzied Coldblood (9)-Fist Of Gratia 0:45-Blood Stone Chunk-Great One's Wisdom...
Experience the nightmare of the hunters who once guarded Byrgenwerth’s deepest, darkest secrets and uncover the mystery behind Yharnam’s sinister past and in...
The Old Hunters DLC Research Hall 100% Walkthrough (ALL ITEMS) Thanks for making this. This area is one of the more confusing areas of the dlc. I was really lost my first time. It helps to know an optimal way of getting through here. just so you know, i really appreciate these walkthroughs. and your commentary is really enjoyable.
Guide on how to get all the items, weapons, and attire in the Research Hall from Bloodborne: The Old Hunters DLC.