Bloodborne Characters & NPCs#

NPCs in Bloodborne work differently from most RPGs: they aren’t recruitable companions, they have no stat sheet with levels, health, or attack power, and there is no affection meter. Every NPC’s value is written into their questline — show up in the right place at the right time, say the right things, deliver the right people to the right destinations, and the rewards follow naturally. This page organizes the key NPC questlines by area, along with their branch conditions and reward criteria; every entry reflects actual in-game triggers and drops.

The night is long, and so is the dream. And the people still awake in Yharnam’s night are a stubborn lot, each more than the last.

Ground Rules for NPC Interaction#

Before breaking down individual questlines, memorize four underlying rules of Bloodborne’s NPC system — they decide the fate of every side quest:

Rule What It Means
Death is permanent Once an NPC dies they stay dead for the rest of the playthrough, their questline closes with them, and only a fresh save can fix it
Main story drives side quests Beating key bosses moves NPCs and changes their state; after the Blood Moon falls, Yharnam is practically a different city
No affection stat What shapes a relationship isn’t how many times you talk, but who you speak to, what you say, and where you deliver people
Revisiting is normal Most rewards unlock through repeat conversations; warping out to reset the area and coming back is standard procedure

Survivor placement is the single most important branching decision in the game. Citizens, a nun, and a singer who survive Cathedral Ward can all be sent wherever you choose, and the two routes play out very differently:

Destination How Things Turn Out
Oedon Chapel The dweller is gentle and reliable; refugees gather inside the chapel and most of them survive into the late game
Iosefka’s Clinic Every person sent earns you a reward, but all of them become test subjects and turn into hostile Celestial Mobs

Hunter’s Dream: Gehrman and the Doll#

The Plain Doll#

The Doll is the only being in the Hunter’s Dream who can spend Blood Echoes to raise your stats, yet when you first arrive she is just an inert mannequin. There is exactly one condition to wake her: you must be holding at least one point of Insight — whether from laying eyes on your first large monster or consuming items like Madman’s Knowledge. If your Insight drops back to zero, she reverts to a lifeless doll.

There is no fixed cost table to copy for leveling: the price of each stat climbs with your current level, so treat any claim of a “flat cost per level” as false and defer to the Doll’s in-game dialogue menu. Story-wise, the Doll is closely tied to Gehrman and to Maria, the hunter she was modeled on; if you reach the third ending, she is the one holding you at the end.

Gehrman, the First Hunter#

The First Hunter, master of the Hunter’s Dream, and the point where the whole story converges. After beating Mergo’s Wet Nurse and returning to the Hunter’s Dream, the flower-lined path beyond the workshop ends at the final conversation — sitting down in the chair starts the ending sequence and there is no going back to explore, so make sure nothing is missing before you sit.

Branch Condition Outcome
Accept release Agree to let him free you from the dream The “Yharnam Sunrise” ending
Refuse Refuse to accept death You fight Gehrman; win, and the Moon Presence appears and claims you as the dream’s new caretaker
The Great One’s path Eat three One Third of Umbilical Cord items before refusing Defeat Gehrman, then the Moon Presence, and you transcend into an infant Great One — the Doll holds you as the story closes

The refusal route drops the Old Hunter Badge, which unlocks the Burial Blade and Gehrman’s outfit from the bath messengers — the only way to get either. Locations of the three umbilical cords are covered in the endings guide.

Central Yharnam: The People at the Windows#

Gilbert#

A sick out-of-towner behind a small window near the Central Yharnam lamp, Gilbert can be talked to through the glass several times from the very start of the game. He is one of the most important guides during your early hours, telling you what Yharnam’s hunters actually hunt. His questline is only two steps:

  1. After beating Father Gascoigne, return to the window and talk again — he gifts you the Flamesprayer;
  2. Visit after the Blood Moon and he has fully devolved into a small beast; killing it drops the Clawmark Rune.

The Gascoigne Sisters#

The elder daughter waits at a Central Yharnam window and entrusts you with the Music Box, meant to call your father’s memories back when needed — ringing it during the Gascoigne fight staggers him, which matters most against his axe-wielding second phase. Return after he falls and she asks about her father, at which point a placement choice appears:

Choice Consequence
Send to Oedon Chapel The comparatively safe route
Send to Iosefka’s Clinic You earn a reward, and she becomes an experiment
Suggest the sewer She is devoured by the giant pig in the waterway

The younger sister’s fate is decided entirely by what happens to her elder. To keep both girls alive, the core criteria are: place the elder daughter safely, and watch how the chapel’s residents change after the Blood Moon — not everyone sharing a roof means well.

Cathedral Ward and Oedon Chapel#

Eileen the Crow#

The best side quest in the game, and the face of the hunter’s covenant of “hunter of hunters.” She stalks hunters gone mad, and her questline runs in three strict, time-sensitive stages:

Stage Place and Timing Result
First meeting Central Yharnam aqueduct; inside the first building, climb through the broken window onto the balcony Talk to receive the Bold Hunter’s Mark; talk again to learn the Shudder cape gesture
Second meeting Outside Oedon Chapel, after opening the Cathedral Ward plaza gate with the Hunter Chief Emblem She reveals she is hunting the mad old hunter Henryk; attack Henryk yourself at the Tomb of Oedon and Eileen joins the fight — talk to her after victory for the “Shhh” gesture and her praise
Finale Grand Cathedral steps, after beating Rom, the Vacuous Spider and the Blood Moon’s fall A gravely wounded Eileen lies on the steps; enter the cathedral and beat the Bloody Crow of Cainhurst and his Chikage, then return to say farewell

The finale’s reward criteria are unambiguous: the Crow Hunter Badge — which unlocks purchase of the Blade of Mercy and the Crow Feather Garb — plus the Hunter Rune, the covenant rune of the hunters.

The risk criteria are just as clear: attacking Eileen at any stage turns her permanently hostile; killing her yourself still drops the Crow Hunter Badge, but the Hunter Rune and all gestures are gone forever. If you stand by at the Tomb of Oedon and let Henryk finish her, you walk away with nothing either — if you want that rune, don’t let the crow fall.

Arianna#

A woman of the night in a dark alley of Cathedral Ward, with a suspicious man living in the window across from her. Once you persuade her to move to Oedon Chapel, she regularly gifts you Arianna’s Blood.

Two criteria make or break this line:

  • The jealousy conflict: if Adella the Nun is also staying at the chapel and you keep taking Arianna’s blood in front of her, Adella will murder Arianna out of jealousy. If you must pick one, don’t drink Arianna’s blood in front of Adella if you want Arianna to live.
  • The final stage: after beating Micolash, Host of the Nightmare, Arianna moves to the sewer beside the Cathedral Ward lamp and gives birth to an alien thing there; killing it yields One Third of Umbilical Cord — a node you cannot miss if you’re chasing the Great One ending.

Adella the Nun#

A nun found weeping in a corner of the basement of Yahar’gul, Unseen Village. Talking to her requires wearing the Black Church Set — without it she won’t say a word. Once sent to Oedon Chapel like the others, she regularly gifts Blood of Adella.

Her other side is the second half of the jealousy tragedy above: the two women sharing the chapel cannot coexist, and whose blood you drink decides whether the other survives.

Oedon Chapel Dweller#

A soft-spoken man sitting on the chapel pews who claims he can no longer walk, yet happily shelters every survivor you send. Just bring people to Oedon Chapel — he asks for nothing in return; come back later and you’ll find those he took in gathered around him. Yharnam is full of windows without kindness; he is one of the few that have it.

The Executioners and the Vileblood Queen#

Alfred#

First met at the Cathedral Ward gate leading to the Forbidden Woods, Alfred is a fanatic of the Executioners whose life’s goal is exterminating the Vilebloods. His questline revolves around Cainhurst Castle:

  1. Beat Martyr Logarius and claim the Crown of Illusions;
  2. Wear the crown and slip behind the throne into the Vileblood throne room, where a small table beside the throne holds the Unopened Summons;
  3. Carry the letter back to Cathedral Ward (near the Forbidden Woods entrance) and hand it to Alfred — he gifts the Wheel Hunter Badge, unlocking purchase of Logarius’ Wheel and the Gold Ardeo.

If you carry out Annalise’s execution for him — or hand him what the execution yields — this executioner ends his own life once his long-held wish is fulfilled. What faith looks like at its very end, he will show you.

Annalise, Queen of the Vilebloods#

The queen of the Vileblood throne room and the source of one of the game’s three covenants. The flow:

Step What to Do
1 Beat Martyr Logarius and obtain the Crown of Illusions
2 Wear the crown, enter the throne room, and kneel to swear allegiance
3 Receive the Cainhurst Badge and the Corruption Rune (the Vileblood covenant rune)

The Cainhurst Badge unlocks purchase of the Reiterpallasch, Chikage, and Evelyn. From then on you can offer Blood Dregs to deepen your loyalty; kill her and she drops Queenly Flesh — bring it back to the throne room and offer it up, and the queen returns. Covenant details are in the covenant guide.

Old Yharnam and the Forbidden Woods#

Djura#

The old hunter behind the gatling gun atop Old Yharnam’s tower no longer hunts beasts — he protects the ones left in the city. There are two ways to settle things with him, and both end with the same badge:

Route Criteria
Kill Charge straight up the tower and beat him; he drops the Powder Keg Hunter Badge
Talk Beat Darkbeast Paarl first, then climb to the tower top via the shortcut unlocked near the Graveyard of the Darkbeast lamp and talk — he gifts the same badge

The badge unlocks purchase of the Rifle Spear and Stake Driver. If you want the talking route, don’t slaughter beasts in Old Yharnam, or the meeting opens with gunfire.

Valtr#

Master of The League, the camp deep in the Forbidden Woods — the odd man with a bucket on his head. Talk to him and swear the oath to join The League and receive its covenant rune; while wearing the rune, take part in co-op summons and, once a hunt ends, you may pick up Vermin — the creatures The League blames for every calamity.

Handing Vermin back to Valtr earns rewards and a gesture. The ins and outs of this “hunt together, bear witness against one another” playstyle are covered in the covenant guide.

A footnote along the way: a terminally ill resident lives at the window of a small house in the Forbidden Woods, and talking to him gifts the Tonsil Stone — at a certain spot it lets you hitch a “ride” to the Nightmare Frontier.

The Hunter’s Nightmare: Legacy of the Old Hunters#

Saint Adeline#

From The Old Hunters DLC: a wheelchair-bound patient below the elevator shaft on the third floor of the Research Hall. She asks for exactly one thing — Brain Fluid — across three rounds:

Round Source of Brain Fluid Reward
First The bloated head midway up the stairs to the fourth floor, near the black-garbed hunter Blood of Adeline
Second The bloated head on the railed platform, once you raise the staircase Balcony Key
Third Adeline’s own bloated head after her transformation The Milkweed oath Caryll Rune and Madman’s Knowledge

Pacing is where this questline most often goes wrong: each time she first demands a few vials of Blood of Adeline as a “consultation fee,” and only after you’ve drunk them — then warped out or died once to reset the area — will she accept the next Brain Fluid. Complete all three rounds to earn the Milkweed oath rune; equip it together with the parasite weapon obtained in the Fishing Hamlet to take on the form of a Celestial Mob, with details in the rune guide.

Simon the Harrowed#

A dying hunter you encounter more than once in the Hunter’s Nightmare, kept alive by his obsession with an old comrade. Watch for him as you push through the Nightmare; at the journey’s end he finally succumbs to his wounds, leaving behind his bowblade — Simon’s Bowblade.

Reward Criteria at a Glance#

Finally, every questline worth the detour, compressed into one table and ordered by “which milestone, which reward”:

NPC Key Milestone Reward
Eileen the Crow Say farewell after beating the Bloody Crow of Cainhurst Crow Hunter Badge + Hunter Rune
Djura Climb the tower and talk after beating Darkbeast Paarl (or kill him) Powder Keg Hunter Badge
Alfred Hand over the Unopened Summons Wheel Hunter Badge
Annalise Kneel and swear allegiance Cainhurst Badge + Corruption Rune
Saint Adeline Complete all three rounds of Brain Fluid requests Milkweed oath rune
Gilbert Talk again after beating Gascoigne Flamesprayer
Gilbert (post-Blood Moon) Kill him in his beast form Clawmark Rune
Arianna Kill the sewer creature after Micolash One Third of Umbilical Cord
Iosefka’s Clinic Return after the Blood Moon and kill the one behind the door Oedon Writhe Rune and more
Gehrman Refuse his release and defeat him Old Hunter Badge

Why Questlines Fall Apart#

The traps new hunters step on most often, ranked by how frequently they show up — all verifiable:

  1. Pushing the main story too early — Eileen’s third stage only exists after Rom dies, and the Blood Moon locks or rewrites several side quests; side quests first, map progression second is the iron rule;
  2. One careless swing at an NPC — a single strike can lock an entire line into hostility; Yharnam’s streets are narrow, so keep your Saw Cleaver in check;
  3. Choosing the wrong placement — the clinic and chapel routes are mutually exclusive, and residents sharing the chapel have jealousy conflicts besides; think before you escort anyone;
  4. Forgetting to revisit — most rewards hide behind the second and third conversations; drink the gifted blood, warp out to reset, and come back — standard procedure;
  5. Missing badges — hunter badges come almost entirely from NPC questlines or specific fights and directly gate the weapon shop lists; miss one and it’s next playthrough’s problem.

To keep going deeper, the full walkthrough marks when every NPC appears by area, the boss guides cover the key fights that interleave with NPC questlines, and the endings guide lays out Gehrman’s three branches in full.

内容最后验证于 2026-07