Bloodborne Archipelago — yaml builder

Pick your options, copy the yaml, hand it to the host. apworld v1.0.1 · option surface 2bf44fb1ddd1

This page describes apworld v1.0.1. If the host generates with a different apworld, an option it has never heard of is dropped with one buried log line and the seed is built without it — so the version above rides into the yaml's description, where Archipelago prints it in the generation log.

Start from a preset

Goal

goal

Choose which of Bloodborne's three endings completes the seed. Submit to Gehrman ends after Mergo's Wet Nurse; refusing his offer requires defeating Gehrman; Moon Presence additionally requires any three of the four shuffled Third Umbilical Cords.

Seed size

include_dlc

Include The Old Hunters regions, checks, and progression items.

include_dlc_gear

Allow Old Hunters weapons and attire in the pool. This is independent of DLC world access: DLC gear can be received and used in a base-game route. Disable it to restrict equipment to the base game even when The Old Hunters locations are enabled.

one_time_enemy_checks

Add checks for reviewed non-respawning hunters and unique enemies. Only encounters with a unique, durable, save-backed completion witness are eligible. Quest NPCs and composite fights remain excluded until their alternate outcomes can be represented safely.

randomize_enemy_drops

Rewrite what ordinary enemies drop, without adding any checks. Balanced rebuilds every eligible enemy loot table from the safe repeatable consumable pool, reusing a vanilla drop-chance and quantity cadence so farm rates stay in vanilla range. Enemies whose vanilla table is empty can gain a drop, and some tables go empty, so the overall drop density stays near vanilla. Dropsanity does the same from a wider pool: consumables plus repeatable upgrade materials, Coldblood echo packets, and the blood-gem recipes vanilla enemies already drop. Enemy kills never become Archipelago checks. Equipment, Caryll runes, keys, badges, Blood Rock, and every acquisition-flagged one-time reward are excluded in both modes, and no vanilla loot table is edited. Live coverage so far is one observation: on 2026-09-08 a dropsanity seed dropped a rewritten item (a Delayed Rope Molotov, which only exists in the rewritten pool) from the first enemy killed. Balanced mode, blood gems and upgrade materials actually dropping, a second rewritten archetype, and an excluded flagged reward staying vanilla have all still to be seen in a game.

randomize_shops

Shuffle which hunter badge unlocks each ordinary Bath stock group. Prices, stock contents, NG-cycle copies, Insight shops, and Chalice shops are unchanged. This is opt-in because it deliberately changes familiar Bloodborne shop progression.

How big is this seed?

0 checks

RegionChecks

Counted from the world's own location table the way the generator counts it, not from a spreadsheet. Randomize Enemy Consumable Drops does not appear here on purpose: it shuffles local loot tables and adds no Archipelago checks.

Items

full_item_pool

Place every validated item in the Yharnam slice, not only the slice items. The playable area is unchanged either way: the reduced pool still carries every key that gates a seeded region, so every seeded check stays reachable. Turning this off only shrinks the variety of what you find, not where you can go.

uncanny_weapons

Add the Uncanny variant of every weapon in your item pool. Uncanny weapons are normally locked behind Chalice dungeons. They are the same weapon with a different blood-gem slot layout, so a second find is a real build choice rather than a duplicate. They replace filler (Blood Vials and the like), never checks, so the seed keeps exactly as many items as it has locations.

randomize_armor

Add each reviewed attire piece once to the general item pool. Armor replaces filler and does not create additional checks. This is opt-in while most category-1 delivery rows remain inferred; Old Hunters attire additionally requires the DLC option.

randomize_starting_weapons

Randomize the independent weapon and firearm choices in Hunter's Dream.

remove_weapon_requirements

Remove stat requirements from player weapons while preserving scaling.

consumable_quantity_bonus

Add this many extra copies to every consumable item you find. A flat bonus, not a multiplier: at 2, a Blood Vial x1 arrives as 3 and Quicksilver Bullets x3 arrive as 5. Item names keep their authored base quantity ("Quicksilver Bullets x3" is a stable network name), and the bonus is applied when the seed hands the item over. Only the reviewed spendable consumables are eligible -- vials, bullets, cures, pellets, throwables, papers, and Coldblood. Weapons, attire, keys, badges, runes, blood gems, umbilical cords, one-per-game goods, and reinforcement materials are never affected. A bonused stack is capped by the good's own held-stack limit, so a Lead Elixir never exceeds 3 whatever this is set to. The one Vial and one Bullet the client grants after each check are a separate pickup-sustain award and are NOT changed by this option. This is seed-owned placement metadata, so changing it needs a new seed.

Routing

alternate_hypogean_gaol_routes

Enable Snatcher abduction, Darkbeast Paarl, and the rear Old Yharnam gate. This intentionally permits nonstandard progression after the Blood Moon. It is off by default. Early abduction still requires defeating Blood-starved Beast and uses an authored Snatcher that enemy randomization is required to preserve.

hemwick_access_gate

Put Hemwick Charnel Lane behind a shuffled Hemwick Access item. Off by default: the road to Hemwick opens as it does in the vanilla game once you reach the Grand Cathedral plaza, and no gate item is placed. Enable it to close the Cathedral Ward-Hemwick boundary fog until Hemwick Access is received, which puts Hemwick and the downstream Cainhurst checks behind an explicit Archipelago progression item. Turning it on adds one item to the pool and asks the launcher to build the Hemwick and Cathedral fog-gate event overlays; leaving it off produces the same build as before the option existed.

questlines_hold_progression

Allow NPC questline badge awards to hold progression items. Off by default: the Crow Hunter Badge, Powder Keg Hunter Badge, Wheel Hunter Badge, and Vileblood Cainhurst Badge awards (Eileen, Djura, Alfred, and the Annalise oath) may still receive useful and filler items, just never a progression-classified one. This keeps a questline's completion from gating access to another player's progression behind an NPC quest that can be missed, failed, or killed off. Enable it to restore unrestricted placement on these checks.

Client

auto_upgrade

Raise received weapons to the player's validated reinforcement target.

auto_equip

Equip received gear in deterministic Archipelago feed order.

death_link

Receive linked deaths from other players. On its own this is the receive half only, which is what the display name still says: your own deaths are not broadcast unless you also turn on DeathLink Send, which is experimental and off by default.

death_link_send

EXPERIMENTAL: also broadcast YOUR deaths to other players. Only partly validated live. Bloodborne has no death event flag, so the client infers a death from the player's HP reaching zero -- the same memory cell an incoming DeathLink already writes through. On 2026-09-08 an ordinary player death was observed producing that edge and reaching the multiworld, so the basic path works. What is still unconfirmed is the other half: that nothing *else* produces the edge. Cutscene and fake-death deaths, quit-to-title, and loading screens have not been ruled out, so expect deaths reported for something that was not one; first-death grace and the amnesty cycle are likewise unobserved. Requires DeathLink; on its own this does nothing. Read docs/DEATHLINK-SEND-PROBE.md before turning it on.

death_link_first_death_grace

Forgive your very first death of the run outright. The first qualifying local death is not sent and does not count against DeathLink Amnesty, so your amnesty cadence starts fresh at your second death. Spent once per slot and remembered across reconnects and relaunches; incoming DeathLinks never consume it. Like DeathLink Amnesty, this only matters when DeathLink Send is on -- with sending off, nothing is ever broadcast and there is nothing to forgive. The grace itself has not been observed live. The 2026-09-08 playtest confirmed only that an ordinary death is detected and sent; no session has yet watched a first death be forgiven or the amnesty cycle turn.

death_link_amnesty

Forgive this many qualifying local deaths before sending DeathLink. The counter resets after a DeathLink is sent. Incoming DeathLinks do not consume amnesty. This seed-owned setting only matters when DeathLink Send is on: with sending off nothing is ever broadcast, so there is nothing to forgive.

Your yaml

Import reads a yaml this page wrote (or any yaml with a flat Bloodborne: block) and puts the controls back where it found them. Keys this apworld does not have are reported, not silently dropped.