Yharnam CodexPT

Yharnam Codex · V

Bosses

The bosses, with weaknesses and a tip for each.

Type
Weakness: fire

Cleric Beast

Central Yharnam

A giant transformed cleric patrolling the Great Bridge. It teaches the game's tempo: wide, slow strikes that punish panicked retreat. Fire and well-timed gunshots open it up.

TipUse fire (Molotov or fire paper) and stay near the legs; rolling into its attacks is safer than running.

Weakness: gunshot and visceral attack

Father Gascoigne

Central Yharnam (Tomb of Oedon)

A hunter who lost himself. Two phases; the second is the beast. The tempo shifts when his daughter's music box plays.

TipIf you have the Music Box, using it mid-fight stalls him.

OptionalWeakness: fire

Blood-Starved Beast

Old Yharnam

A creature that swings between blind rage and a hunger for scent, in a ruined church at the bottom of Old Yharnam. It is optional, but beating it unlocks the Pthumeru and Hintertomb chalices and access to the Hypogean Gaol, where Djura can be befriended.

TipFire does extra damage in every phase; it resists arcane and bolt. Head shots open visceral attacks.

Weakness: fire

Vicar Amelia

Cathedral Ward

A transformed Church vicar, a late echo of the Cleric Beast, with sweeping blows.

TipFire does extra damage and interrupts combos.

Optional

Witch of Hemwick

Hemwick Charnel Lane

A witch who fights beside an identical twin, at the end of Hemwick Charnel Lane. Optional, but she alone drops the Rune Workshop Tool, which lets you equip Caryll Runes. Strong against bolt.

TipShe is easy to backstab, opening visceral attacks. Don't leave the second one alive long: they revive each other.

Weakness: lightning

Shadow of Yharnam

Forbidden Woods (fim da floresta)

Three shades of old hunters fight together at the bottom of the Forbidden Woods. One wields scimitars, another a scimitar and a fire-breathing candle, the third holds a flame. A required fight to reach Byrgenwerth.

TipBolt (Tonitrus, Bolt Paper) works well; split them and fight one at a time.

Weakness: lightning

Rom, the Vacuous Spider

Byrgenwerth (Moonside Lake, via Lunarium)

A near-Great One hidden by illusions at Byrgenwerth's Moonside Lake. She summons spiderlings and teleports as she loses health. Weak to bolt, and slightly to arcane and fire.

TipClear the spiderlings first; body hits do more damage than head hits.

OptionalWeakness: tiro (2ª fase)

Martyr Logarius

Forsaken Cainhurst Castle

A Church martyr who will not die, found on the roof of Forsaken Cainhurst Castle. Quick and driven by blood magic; beating him opens the way to Cainhurst.

TipIn phase two gunshots stagger him; backstabs and bullets break the aura he buffs himself with.

Micolash, Host of the Nightmare

Nightmare of Mensis

A Byrgenwerth scholar who wants a living nightmare. The fight is a chase through corridors.

TipThe fight is a chase through the scenery; read the map and keep the pressure on.

Optional

Brain of Mensis

Nightmare of Mensis

A colossal brain bound to a tower in the Nightmare of Mensis, reached after Micolash. It never fights up close: the danger is its gaze, which fills the frenzy bar.

TipBring Sedatives for frenzy, cross the bridge using cover, and pull the balcony lever to drop the brain before attacking.

OptionalWeakness: lightning/fire

Ebrietas, Daughter of the Cosmos

Upper Cathedral Ward

A Great One drifting in the Upper Cathedral Ward, tied to the blood cult. A test of spacing and reading energy waves; defeating her grants a lot of Insight.

TipStay close to her limbs to avoid waves; hit the head when she topples.

OptionalWeakness: lightning and fire

Celestial Emissary

Upper Cathedral Ward (Lumenflower Gardens)

A many-eyed, many-limbed creature living in the Lumenflower Gardens, deep in the Upper Cathedral Ward. You reach it via the Orphanage, with a key dropped by an enemy.

TipBolt is the main weakness, then fire; hit the legs.

Weakness: lightning and fire

The One Reborn

Yahar'gul, Unseen Village (Advent Plaza)

A mass of fused bodies in Yahar'gul's Advent Plaza, blocking the only way to the Nightmare of Mensis. Surrounded by small foes; strong against arcane.

TipKill the Chime Maidens on the upper levels first: they heal it. Bolt and fire do more damage.

Mergo's Wet Nurse

Nightmare of Mensis

The wet nurse who guards the child Mergo. A fight of reading attacks; the hands around her get in the way.

TipUse the windows after arm swings.

Moon Presence

Hunter's Dream

The lunar presence in the Hunter's Dream. You fight it only in the Childhood's Beginning ending (after consuming three umbilical cords); on the other paths it only approaches.

TipLearn the patterns and roll sideways.

OptionalWeakness: arcane/fire

Darkbeast Paarl

Hypogean Gaol

A fast beast wrapped in lightning, in the Hypogean Gaol. Attacks with leaps and bolts; resists bolt and blunt damage. Beating it opens a shortcut to Old Yharnam.

TipBring bolt resistance (e.g. Henryk's set); arcane and fire work better than bolt.

Weakness: holy blade (second phase)

Ludwig, the Accursed / Holy Blade

Hunter's Nightmare (DLC)

The Workshop's first hunter, now a beast. First phase is the beast; second, he recovers his holy blade.

TipMind the leaps and lateral charges.

Living Failures

Hunter's Nightmare

Aberrations from failed experiments, accompanied by waves of lesser creatures.

TipCircle to avoid the swarm.

Lady Maria of the Astral Clocktower

Astral Clocktower (DLC)

Gehrman's pupil, fighting with blade and blood. Fast and elegant; the fight mirrors the hunter.

TipLearn to sidestep; rhythm beats damage.

Orphan of Kos

Fishing Hamlet (DLC)

A being born of Kos, fast and erratic, with energy attacks. Many call it the hardest boss.

TipLearn the ground cues and dodge on time.

Laurence, the First Vicar

Hunter's Nightmare

The first vicar, deformed in the Hunter's Nightmare. Wields fire.

TipHe uses fire; bring fire resistance and keep clear of area attacks.

Gehrman, the First Hunter

Hunter's Dream

The First Hunter, who offers ending or continuation.

TipMind the scythe and energy strikes.

OptionalWeakness: lightning, fire and arcane

Amygdala

Nightmare Frontier

A many-armed Great One fought at the bottom of the Nightmare Frontier. You get there by being abducted by a Lesser Amygdala in the Cathedral Ward, carrying the Tonsil Stone. Resists blunt damage.

TipBolt, fire and arcane do more damage.

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