Forbidden Woods is a location in Bloodborne. A forest on the outskirts of Yharnam. Home to a village of those chased from the city, and the nesting grounds of a great, venomous snake.
Forbidden Woods Information
After defeating Vicar Amelia and inspecting the skull that opens a cut-scene, exit the church and go straight down all the stairs until you reach the big circular graveyard area with two sleeping Church Giants (alternatively, you may awaken at the Cathedral Ward lantern and exit to the left, turn right, and go up the stairs past the gate that requires the Hunter Chief Emblem). In the graveyard, go through the side entrance behind a sleeping Church Giant. Head left, then all the way down the stairs, past Alfred, where you will get to a locked door that requires a password that you received from inspecting the skull. That door will lead to the Forbidden Woods.
NPCs in the area
- Suspicious Beggar - This NPC waits atop the windmill amongst a pile of corpses. Can be directed towards Iosefka's Clinic or the Oedon Chapel.
- Valtr - This NPC is the leader of The League and is located in the hut that acts as a shortcut to the right of the first lamp ("Forbidden Woods" Lamp)
- Hostile Hunter - This NPC spawns near the first lamp after completing Valtr's questline (He drops the Madara's Whistle after death)
- Twin Blood Stone Shards
- Deep Sea rune - Behind two giant snakes
- Clear Deep Sea rune - behind a stone alter deep in the woods (in the area infested with snakes)
- Clockwise Metamorphosis rune - near an alter with a snake headed man (even deeper in the woods, after a drop, and on the wrong side of a locked gate)
- Dissipating Lake rune - in a shallow water area. fight a giant pig, then walk into some tree roots with 4 waterlogged corpses.
- Cannon - inside the giant windmill. Drop down, then climb ladder, then continue to drop. You'll find it in the rafters on a corpse.
- White Church set - on a corpse on a roof far, far deep in on the left side (near some dogs in cages)
- Beast Roar arcane item - in a house near a bag man
- Tonsil stone - talk to the person in the house near the dogs.
- Graveguard robe, manchettes, and kilt - on a corpse far in and low. in the snake section
- Graveguard mask is found on a ledge in the snake area that you have to jump to (Separate from the other 3 armor pieces). Video here Graveguard Set
- Anti-Clockwise Metamorphosis rune - in an area with little green men.
- Blood rapture - drop from Shadow of Yharnam.
- Frienzied Coldblood (7) 4x
- Madaras Whistle - drop from an enemy hunter.
- Rabid Dog
- Carrion Crow
- Hunstman (Torch & Axe, Torch & Shield, Sickle, Cleaver, Cutlass, pitchfork, Rifle, Rifle & Cutlass, Oil Urn, Molotov)
- Hunter (Appears after you have collected 1-5 Vermin as a The League co-operator. Added with the DLC)
- Beast-Turned Huntsman
- Viper Pit Hatchling
- Greater Viper Pit
- Vermin Host
- Maneater Boar
- Rotted Corpse
- Abhorrent Beast
- Small Celestial Emissary
- Church Giant
- Hateful Maggot
- Insight Gained:
After entering the door with the password, head down the spiral stairs and go through the exit. The lantern is found by taking the left path to a small area next to a stone hut and before a stone bridge. If taking the right path instead, there is a dead-end with a few items and enemies.
On the stone bridge will be a torch wielding enemy and across the bridge is a gunman. They're a little stronger in this area than they are in Central Yharnam but they shouldn't present much of a problem. Before you follow the path down, hang a left along the cliffside as behind some gravestones is a body holding Twin Blood Stone Shards.
Don't rush down the path just past the gunner, you need to be very careful in this area. If you look at the floor, you'll see a collection of planks piled up. This is a trap. If you walk on the planks a spiked log will swing from the tress above and take you out. This area is full of traps like this so pay attention to the floor as you go. Past the trap, there's a fork in the road. The path you need to follow is straight down the hill, but before you head there it's best to take the right fork and kill the beast as he could cause a headache in a few seconds.
Once the beast is down, head back to the fork and carry on down the hill. You'll happen upon a collection of enemies around campfires. There are 4 Yharnamites with various weapons, two oil urn throwing guys and two dogs. Running into this group is a recipe for a quick death. Pull them one by one and take your time. If you're lucky, when you attact the attention of the dogs their pathing will run them straight into the campfires and kill them pretty quickly. Once the group is down, mop up any items and press on forward.
You'll come to a three way fork now. If you go right, you'll find a loot monster and some birds, if you go left you'll come across a beast walking out of a hut and if you go forward you'll fall down a trap into the upcoming village area. The safest bet is to go left and deal with the beast. If you go right, there is a possible skip (tested on latest patch) you can do to skip part of the level, up to the part with the cannon. Jump towards the rocks where the birds and loot monsters are and you'll go out of bounds. Once the beast is dead, follow the path around and you'll spot an item up against some gravestones. Pick up the Madman's Knowledge then rejoin the path. If you follow the path straight into the small village you'll get another log to the face, so be aware of the planks on the ground and go around. The village is another point where you can make a binary choice on your direction. Head left up the hill and you'll be able to follow the path to the back entrance of Iosefka's Clinic (see the below section for the route) or go through the village to progress with the area.
There's plenty of enemies in the village, here's the best order to clear out the area:
- Go into the first house on the right, deal with the hatchet and sword enemies
- Come back out of the house and kill the two enemies hanging around the first house on the left
- Press forward slightly and pull the molotov throwing enemy into range for a kill
- Pull the enemy next to him across and kill him
- Hug the edge and sneak up behind the beast for a charged backstab/visceral hit
Be very careful of the planked area in the middle of the village as this is a pit trap. If you watch where the enemies move as you get their attention you can see where to go safely. Once the beast is down, there's a path to the right which is a shortcut you'll unlock in a minute, instead look at the path to the left.
In the water there are a load of the crawling corpses last seen in the aqueducts in Yharnam. These guys are stronger than the ones encountered earlier in the game. Up above on a gantry is another molotov throwing enemy. Get his attention and when he starts throwing molotovs he'll inadvertently clear a path for you. As he throws the molotovs just sprint through and you'll come out next to a house. Here there's a hatchet enemy, plank shield enemy, rifleman and a beast guarding a Beast Blood Pellet. Dispatch them all. Before you progress, you'll notice a little path next to the water (to the right as you came in). Head down here for some items and unlock the shortcut door back to the village. Now in the likely event of a death in the next section you can skip the water.
Head back to the house and you'll see a village street with a house at the end. DON'T rush down here. Walk slowly for a few paces and an enemy will start firing a cannon at you. A direct hit from the cannon ball will kill you instantly. There are two possible strategies here:
- Wait for a cannon ball to land, then sprint down to the cannon and take out the enemy operating it
- Go into the first house on the right of the street. Break all the boxes in here and there'll be a sneaky shortcut through the back of the houses that deposits you halfway down the street, allowing for a last mad dash to the cannon.
Either way, once the cannon is silenced, there are a handful of enemies in the houses that can be mopped up. Head to the mill building at the end of the street and prepare to meet a brand new enemy.
When you walk into the mill you'll see a solitary enemy walking down the stairs opposite you. You'd be forgiven for thinking this would be a quick kill, but it's not. When you get close to the enemy and you land a couple of strikes, he'll clutch his head in pain and several snake heads will sprout from his neck. You read that right. This is a Viper Pit Mob enemy.
The Viper Pit Mob can inflict Slow Poison and has a long range. Added to that, the body has a surprisingly high physical defence, so you want to try and deal elemental damage. Fire and bolt both shave a lot of hit points off him. Be mindful of when the snakes or the body will attack (they attack independetly and can attack at the same time for a near enough instant kill) and don't let the snakes grab you.
Once he is dead, follow the only path back out of the room. This will take you onto a stone bridge and on the other side waits another Viper Pit Mob. Fortunately, this one is not as strong as the one you've just killed, but he is just as dangerous. Once he's down, get in the elevator to the right and unlock the shortcut back to the lamp.
Path To Boss Room (shortcut route added below)
When you return down from the lamp, you can ignore the Viper Pit Mob on the bridge, instead just carry on down the hill. This next section is long, complicated and confusing. The best advice is to simply follow the path in terms of direction, but you want to be checking the areas around the path as there are plenty of items to pick up. Use the map at the bottom of this page to work out where each item is.
Primarily you want to listen out for hissing noises. These indicate the presence of Viper Pit Hatchling enemies. These are small, low to the ground bundles of snakes. They move slowly, but they also move quietly and they are hiding everywhere in this area, usually in long grass. You can't target them until they've spotted you, so be careful. More often than not you'll find yourself fighting one hatchling and all of a sudden having another sneak up behind you. Like the Viper Pit Mobs, they can inflict slow poison, they can grab you and they can do some major damage, especially when there is a group of them.
As you progress down the hill you'll encounter the first Viper Pit. A much, MUCH larger version of the hatchling, these enemies have a long range, powerful bite attacks and can spit poison balls at you from a distance. They are very dangerous and should be approached with caution. Added to that, each of the 3 Viper Pits that you'll encounter in the Woods are joined by anywhere between 2 and 5 hatchlings, just to complicate matters. If you have the Tonitrus or Bolt Paper you'll have a much easier time as all the Viper enemies are weak against bolt. Hit the trick button on the Tonitrus and unleash some charge attacks and you'll be able to make short work of the Viper pits and their entourages.
If you're struggling with the vipers and chewing through your Antidote supply, make a note of point 4 on the map below, which is the Clear Deep Sea rune. This grants a boost to poison resistance so if you are struggling then a suicide run might be your best bet, but be cautious as a Viper Pit stands guard close by.
The path eventually pulls around to the left, at which point you'll hear the familiar grunts of a Goliath Pig. Ignore that for now as he's a little ways away, but you will have to deal with a Viper Pit Mob and a group of Hatchlings. Once these are dispatched, head towards the pig noises and you should see him patrolling through a pool of water, heading left to right as you come out of the path. Don't follow him for now (he'll be there when you get back here), but instead head left through the pool and up to a clearing with two paths. First, go right and up the hill. At a turn there'll be another Viper Pit Mob, but beyond him is the second shortcut lift which takes you up to the mill where you encountered the first Viper Pit Mob. Once you've unlocked this, backtrack to the clearing and head straight across (or the left path when you originally came here).
This is a dead end path with some worthwhile items in, namely two Madman's Knowledge and the Anti-Clockwise Metamorphosis rune. Also in this area are several Celestial Mob enemies who are quite weak and easy to kill. Halfway down the path there will be a pair of Celestials which fire magic at you. The magic is slow but can be damaging, so dodge around it and kill them quickly. Once you've cleared the area and picked up the items, head back to the pool where the pig was walking through earlier.
The pig should be at the other end of the pool, engrossed by something on the wall. As with all the other stationary pigs, quietly walk up behind him, hit a charge attack then a visceral hit to kill him quickly. He'll usually drop a Blood Vial or two. If you turn around here, you'll note the large roots covering another pool. In this pool and under the roots is another rune, Dissipating Lake. The water is full of the crawling corpse enemies from back in Central Yharnam, but they shouldn't present too much of an issue, unless you let them gang up on you.
Once the pool is cleared out, press on forward, but slowly. There'll be one more pool and a clearing with two bonfires in. Up ahead is another pig and there are three crawling corpses in the water. Deal with this in whichever way you wish and follow the path down past the two bonfires. You'll come to a fork in the road. Before you head down to the boss room, take the right fork and head up the hill, you'll come to a graveyard with the Clockwise Metamorphosis rune on a body and a patrolling Viper Mob Pit. Get the rune, kill the enemy and head back down the hill.
There's only one way to go now, carry on down the hill and enter the Shadow Of Yharnam boss fight. Once you've bested the area boss, the lamp will spawn and you are free to return to Hunter's Dream or carry on towards Byrgenwerth.
Shortcut to Boss Area
Wandering back up the hill to the left of the Boss area you will come to a second elevator shaft that leads up to the giant's windmill - inside which you will find the cannon. Crossing the room will lead out to a bridge. Cross the bridge and head up the path to the right and one should pass the first elevator shaft from earlier. This will return you to the lantern at the start of the area and create a means of bypassing the long, complex route through the woods.
Route to Iosefka's Clinic
Starting from the village at the midpoint of area (look on the map below for the area just before the mark for item 1), head left up the hill instead of going into the village. There'll be a couple of dogs patrolling and several locked in cages. You'll find yourself in front of a portcullis, which if you're not quick enough an enemy will close, blocking your access. Should this happen, don't worry, instead go around the back of the building and you'll find a ladder. Climb it and you'll find the White Church Set. Drop back down and continue up the hill (bypassing the portcullis) and you'll encounter several dogs and the enemy that locked you out before. Once they are down, head in the house to find Beast Roar but do it quietly, as outside the back of the house waits a Snatcher (providing you've killed the Blood-starved Beast. If you haven't, he won't be here). If you look beyond you'll see the wooden walkway where enemies were throwing molotovs at you before. You can clear this area if you wish but there isn't anything worthwhile at the end of it, save for some molotovs on a body.
Once this little area is clear, you're ready to head to Iosefka's Clinic. Head back down the hill and when you get to the dog cages you'll see a path going off to the right. Follow it and you'll head into a cave. As you drop in, behind you to your right is some Antidotes which you will definitely need. Follow the only path there is, down the hill and you'll come out to a large cavern, with shimmering water and three patrolling R enemies. Littered throughout the room are various high stat bloodgems so it's definitely worth exploring this area, however, as soon as you step in the water you'll start accruing Slow Poison so you'll have to be quick. There are several small islands in the water you can sprint to, but these leave you open to attack from the giants, so be careful, or simply sprint through and out the other side.
Once you're out of the water, you'll come to a ladder, climb it and you'll come back out in Yharnam, at another long ladder. Climb that you'll come out at a courtyard with a gate in front of you. Pull the lever and you'll have opened the locked gate next to the front entrance of Iosefka's Clinic. Turn around there'll be another gate which will allow you to head to the rear entrance of the clinic.