Join our Discord Server
Join the official community
           Join the Discord →
Human Rights
Support Human Rights
           Learn More →
Despera
Check out the Despera & Yotsuba Fan Project
           See Project →
Support Us
Support the wiki directly
About Page
Please check The Codex:About page to see what to do to help.
           See About page

Lady Maria of the Astral Clocktower

From The Codex
Soulsborne/Lady Maria of the Astral Clocktower
Jump to navigationJump to search


"Mature Content"
This character or verse has mature themes and concepts, thus those of young age are ill-advised to look through these.


A corpse... should be left well alone. Oh, I know very well. How the secrets beckon so sweetly. Only an honest death will cure you now. Liberate you, from your wild curiosity.

Background

Lady Maria of the Astral Clocktower is a boss character featured in the Bloodborne: The Old Hunters. A composed and youthful hunter, Maria wears the Maria Hunter Set and is armed with both the Rakuyo and Evelyn.

She resides within the Astral Clocktower, where she watches over the malformed patients and protects the hidden truth of the Nightmare—the Fishing Hamlet, home to the Orphan of Kos. When first encountered, Maria appears lifeless in a lavish chair, blood trailing from her neck and wrist. However, upon examination, she seizes the Hunter’s hand and rises, initiating a battle.

Based on her attire and weaponry, Maria is identified as a noble of Cainhurst and a distant relative of Queen Annalise. She was one of the earliest hunters to embrace the nightly hunt and trained under Gehrman, the First Hunter, for whom she held admiration—though she remained unaware of his disturbing obsession with her. Unlike other Cainhurst nobles who indulged in blood-based combat, Maria preferred to master the Rakuyo, a weapon that demanded refined technique and precision.

During her time as a hunter, she joined Byrgenwerth scholars on a voyage to the Fishing Hamlet after reports of unnatural transformations caused by the presence of Kos, a Great One whose corpse had drifted ashore. The expedition proved morally ruinous, as Maria and her companions engaged in brutal experiments and slaughter of the villagers, and committed blasphemy against Kos's body.

Although the exact nature of their actions remains unclear, it is implied that the hunters sought the blood of Kos for eldritch purposes. This transgression condemned Maria and the other hunters, dooming them to suffer eternally within the Hunter’s Nightmare. Overcome with guilt, Maria cast aside her Rakuyo—hurling it into a well when she could no longer bear its sight—and seemingly took her own life. Her soul was ultimately drawn into the Nightmare realm.

Even after her disappearance, Gehrman remained fixated on her. In his loneliness, he crafted the Doll in Maria’s image, replicating her appearance in meticulous detail, including her height and features. Yet over time, Gehrman’s feelings grew cold, possibly because the Doll lacked Maria’s true spirit.

Appearance

General Description: The Hunter appears as a tall, imposing figure with a lean but sturdy build. Their posture is upright and alert, conveying readiness and experience. The layered outfit enhances their silhouette, making them look both regal and battle-worn.

Facial Features: Due to the shadow cast by the tricorn hat and the high collar, the Hunter’s facial features are largely obscured. Only a partial glimpse of the face is visible, lending a sense of mystery and anonymity.

Clothing/Outfit: The Hunter wears the traditional Hunter Set, consisting of a dark, tattered duster coat with reinforced stitching and metal fastenings. The coat is split and layered, allowing for fluid movement. Underneath are worn trousers and a fitted vest. The outfit is completed by high leather boots and gloves designed for protection and grip. The black tricorn hat is a key feature, casting shade over the face and contributing to the character's iconic silhouette.

Special Features: The clothing is bloodstained and weathered, indicative of countless encounters with beasts. A bandolier and belts crisscross the torso, housing vials and tools. Their stance with the Saw Cleaver in one hand and Hunter Pistol in the other reinforces their role as a seasoned combatant.

Alternate Forms/Disguises: The Hunter's appearance can vary significantly based on armor worn throughout the game, with numerous alternate sets offering different visual motifs—from heavy plate and tattered cloaks to scholar robes and eldritch-inspired garb.

Personality

  • Stoic and Disciplined: Lady Maria presents herself with calm poise and restraint. Trained under Gehrman and hailing from Cainhurst, she chose to forgo the decadent blood arts of her homeland, instead mastering the Rakuyo—a weapon requiring finesse and precision. Her choice reflects her preference for skill over indulgence and marks a quiet defiance of her origins.
  • Honorable but Haunted: Despite her role as a hunter, Maria possesses a strong moral compass that is deeply shaken by her participation in the Fishing Hamlet massacre. The guilt from this event weighs heavily on her, as she took part in the torment of villagers and the desecration of the Great One Kos. Her remorse is so profound that it ultimately leads her to relinquish her weapon and, presumably, take her own life.
  • Compassionate Beneath the Surface: Maria’s later behavior—such as guarding the Astral Clocktower and warning the Hunter to turn back—demonstrates a lingering desire to prevent further suffering. She appears to loathe violence despite her former prowess, and her efforts to shield the secrets of the Nightmare suggest she seeks to atone by protecting others from repeating her mistakes.
  • Burdened by the Past: Maria is a figure defined by regret and inner torment. Her imprisonment in the Hunter's Nightmare serves as a form of eternal penance, and her demeanor within it is both solemn and resigned. Though she remains composed, her suffering is evident, manifesting in her sharp resistance to any who would delve deeper into the Nightmare’s truths.
  • Admired and Objectified: Maria was respected by many, including Gehrman, who not only trained her but became obsessed with her. His fixation led to the creation of the Doll in her image—a gesture that reduces Maria to an idealized likeness. Her absence left a void that even her imitation could not fill, highlighting the disparity between her dignified self and the fantasy projected upon her.

Relationships

Queen Annalise

Maria is distantly related to Queen Annalise, as indicated by her equipment and weapon, both of which link her to Cainhurst. Despite this lineage, she distanced herself from Cainhurst's traditions, especially their use of blood.

Gehrman, the First Hunter

Maria trained under Gehrman and held admiration for him during her time as a hunter. However, she was unaware of Gehrman's unhealthy obsession with her. Even after her death, Gehrman remained fixated on Maria and later created the Doll in her image. Despite its resemblance to Maria, Gehrman eventually grew indifferent to the Doll, possibly because it lacked Maria's personality.

The Byrgenwerth Scholars and Old Hunters

Maria participated in an expedition to the Fishing Hamlet alongside Byrgenwerth scholars and other hunters. There, she took part in the hunting and mutilation of villagers as well as the desecration of Kos's corpse. This event left her with lasting guilt and is believed to be the reason she discarded her Rakuyo and possibly took her own life. Her actions bound her to the Hunter's Nightmare, where she continues to suffer for her role in the atrocities.

Kos

Though not a personal relationship, Maria's involvement in the violation of Kos—a dead Great One whose body washed ashore—was pivotal in her story. The sacrilege against Kos is implied to be the source of the curse that trapped Maria and the others in the Hunter’s Nightmare.

General Information

Name: Maria[1]

Nicknames: Lady Maria[2]

Origin: Bloodborne: The Old Hunters

First Appearance: Bloodborne: The Old Hunters

Company: Fromsoft

Creator: Hidetaka Miyazaki (The director of the game)

Actor: Evetta Muradasilova

Gender: Female

Sexuality: Unknown

Pronouns: She/Her

Handedness: Ambidextrous (Lady Maria dual wields swords[3])

Age: Unknown

Time Period: 19th Century

Timeline: Bloodborne Timeline

Homeworld: Hunter's Nightmare

Residence: Astral Clocktower

Story Role: DLC Boss

Legacy: Worldwide Legacy (Hunters are well-known throughout Yharnam, being notably requested for help from people[4]. They're noted to possess massive value[5])

Influence: Event Influence (Maria was involved in the death of Kos, causing the Child of Kos its grief)

Language: English

Ethnicity: Cainhurst

Religion: Yharnam (The Hunters worship the goddess Yharnam, to where the tomb of the gods carved up below Yharnam should be familiar to every hunter[6])

Classification: Old Hunter, Lady Maria of the Astral Clocktower[7]

Species: Human

State of Being: Regular

Physiology: Humanoid Physiology

In-Universe Creator: "Gods" (The Doll makes mention to how Hunters have told her about the church and gods[8])

Occupation: Hunter

Ranking: Lady

Affiliations: Gerhman (Her teacher), Queen Annalise, Adeline

Enemies: The Hunter, Kos

Height: Unknown

Weight: Unknown

Status: Deceased (Fought and killed by The Hunter[9])

Date of Death: During the time of Bloodborne: The Old Hunters

Alignment: Chaotic Neutral (Lady Maria is within the Hunter's Nightmare, a place that Hunters go to when they lost their sanity[10], to where she believes The Hunter can only be cured from an honest death[11]. Despite her loss of sanity, Lady Maria still shows compassion, she gave a Balcony Key to the patient Adeline in hopes that Adeline would find comfort in the faint breeze that carried the scent of flowers from the outside[12]. She is also the caretaker of the numerous patients within the Astral Clocktower[13])

Threat Level: Street Threat (Lady Maria believes believes The Hunter can only be cured from an honest death[14])

Potential

  • Type(s) of Potential: Transcendental Potential
  • Level of Potential: Transcendental Potential
  • Description: Lady Maria showcases potential beyond a standard humans, being able to keep up with a late-game hunter, who absorbs the Great Old Ones.
  • Limitations: Nothing notable.

Codex Statistics

Grade: S

Tier: At least 9-C, Higher with Weapons, Far Higher with Charged Attacks, Even Higher with Chip Damage

Cardinality: Finite

Dimensionality: 3-D

Power Source: Blood (Noted as a hunter that they use blood to enhance their weapons and flesh[15], the strength of their weapons, such as the Quicksilver Bullets depends greatly upon the wielder's bloodtinge[16])

Attack Potency: At least Bone level (Sent fear into The Hunter before their fight even began[17], along with this, she can grab and pick up the Hunter with one hand stabbed inside their body while hugging them and pulling out their entrails[18] who can fight and kill werewolves with their bare hands[19], being able to pierce their fists right through its body[20]. Noted as a hunter that they use blood to enhance their weapons and flesh[21]. Comparable to The Hunter who can roll into barrels and break them[22]), Higher with Weapons (Noted as a hunter that they use blood to enhance their weapons and flesh[23]. Weapons allow Lady Maria to deal far more damage in combat then their bare fists could. Her weapons can harm The Hunter, regardless of their armor[24]. Comparable to The Hunter who can fight and kill enemies that can break down weak wooden doors[25], and can fight and defeat other hunters with their own weapons[26]), Far Higher with Charged Attacks (Like the Hunter, Lady Maria can hold a heavy attack to do a charged attack, even with their bare fist, which inflicts more damage then their regular attacks[27]), Even Higher with Chip Damage (Comparable to The Hunter who can take on enemies far larger then her and slowly chip away at their health, eventually killing them despite the difference in size and strength[28]. Even monsters of this size, the Hunter can eventually whittle down its health and kill it[29]. Chip Damage is even acknowledged in the comics, where if an enemy shrugs off their attacks they simply keep hacking it until it stops moving[30])

Durability: At least Bone level, Higher with Armors (Armors are made for Hunter's to have better defenses against the beasts[31]. Items such as the Hunter Hat are described as a way to provide stable defence to anyone facing Yharnam's beastly threat[32]) Can withstand Far Stronger attacks with her Resilience (Can take attacks that that directly stab into her such as visceral hits and keep fighting at full force[33]. Should have comparable resilience to The Hunter who can take gigantic axe swings from creatures that tower over them[34], giant wrecking balls swinging into them[35] all while getting up and fighting at full force). Her connection to the dream makes her incredibly difficult to kill (Hunters are sustained by the dream, gaining strength from Blood Echoes[36]. Lady Maria should be similar to The Hunter, where when they die they awaken in the Hunter's Dream[37] where they can freely travel back to "reality" or "the nightmare"[38]. The world of Bloodborne has the Hunter's Dream and several areas referred to as "nightmare" with even Yharnam itself being left up to interpretation whether or not it serves as a nightmarish world or is truly a nightmare, with the Hunter able to enter at least into dreams such as the Hunter's Dream whenever they die, making even their death simply a dream[39], being further explained as a "world of grotesque scary horror"[40])

Striking Strength: At least Bone Class (Can push her hand into the Hunter's body and rip out their insides while hugging them[41]), Far Higher with Charged Attacks, Even Higher with Chip Damage

Lifting Strength: At least Superhuman (Grappled to a point where The Hunter could not pull away, along with this, she can grab and pick up the Hunter with one hand stabbed inside their body while hugging them[42]. where The Hunter can carry, lift, and attack with a massive hammer weapon such as the Kirkhammer[43], along with carry, lift, and attack with Amygdalan Arm in combat against enemies[44])

Travel Speed: Regular Human, Superhuman with The Art of Quickening (Allows Maria to ramp up her speed to move as a fast bit of fog[45] getting even faster with her second art version[46])

Attack Speed: Transonic+ (Can tag The Hunter, who can avoid musket fire[47] where firearm muzzle velocities range from 120 m/s to 370 m/s)

Reaction Speed: Transonic+

Stamina: Superhuman (Can take attacks that that directly stab into her such as visceral hits and keep fighting at full force[48]. Can stab herself in order to empower her weapons more with blood and keep fighting at full force[49]. Hunters are able to stay awake for days, not needing to sleep[50])

Range: Standard Melee, Extended Melee with Rakuyo, Higher with Supernatural Range (Can stab herself in order to empower her weapons more with blood causing her to have extended range when she swings her sword[51]), Far Higher with Explosive Attack (Can absorb the blood around her for a massive explosive attack[52]), Hundreds of Meters with Evelyn (Evelyn is a handgun she uses in combat)

Intelligence: Unknown Intelligence

Knowledge: Grandmaster level (Lady Maria wielded the Rakuyo, a sword that feeds not off blood, but instead demands great dexterity[53]. Lady Maria was the first student of Gehrman, the First Hunter, being his personal pupil, making her one of the most skilled hunters[54], sent fear into The Hunter before their fight even began[55], a hunter that's able to pick up a multitude of weapons and use them at a mastery level[56], and was noted to be a skilled hunter, being adept, merciless, half-cut with blood, as the best hunters are[57], all the while gaining insight which gives them the eldritch wisdom and is meant to drive one insane[58])


Powers and Techniques




Equipment

Rakuyo

Hunter weapon wielded by Lady Maria of the Astral Clocktower. A trick sword originated in the same country as the Cainhurst Chikage, only this sword feeds not off blood, but instead demands great dexterity. Lady Maria was fond of this aspect of the Rakuyo, as she frowned upon blood blades, despite being a distant relative of the queen. But one day, she abandoned her beloved Rakuyo, casting it into a dark well when she could stomach its presence no longer.

GEM KEY: R = Radial Gem | T = Triangle Gem | W = Waning Gem | C = Circle Gem

Weapon Name

Normal Uncanny Lost
Rakuyo
82/

164

- - - - 10 20 - - 200 - RRT RRW RTW
- C/A - D/C

Evelyn

Special pistol used by Cainhurst knights.

The Evelyn uses Quicksilver Bullets, just as any workshop firearm, but the Cainhurst variant relies more on bloodtinge.

Lovingly named after a woman and graced with an intricate design, Evelyns were adored by Cainhurst knights.

GEM KEY: R = Radial Gem | T = Triangle Gem | W = Waning Gem | C = Circle Gem

Weapon Name

Normal Uncanny Lost
Evelyn
- 60/

140

- - - 9 11 18 - 100 1 C
- - B/S -

Maria Hunter Set

Attire Physical DEF VS. Blunt VS. Thrust Blood DEF Arcane Fire Bolt Slow Poison RES Rapid Poison RES Frenzy RES Beasthood
Maria Hunter Set
220 210 230 370 200 200 230 47 125 72 37
Maria Hunter Cap
40 40 40 50 40 70 30 6 17 10 4
Maria Hunter Garb
80 70 80 80 60 150 70 20 51 30 16
Maria Hunter Gloves
50 50 50 50 50 70 50 10 27 15 8
Maria Hunter Trousers
50 50 60 50 50 80 50 11 30 17 9

The following is the descritpions given for each of her items, they all share the same description in-game.

Maria Hunter Cap

Among the first hunters, all students of Gehrman, was the lady hunter Maria. This was her hunter's cap, crafted in Cainhurst.

Maria is distantly related to the undead queen, but had great admiration for Gehrman, unaware of his curious mania.

Maria Hunter Garb

Among the first hunters, all students of Gehrman, was the lady hunter Maria. This was her hunter's garb, crafted in Cainhurst.

Maria is distantly related to the undead queen, but had great admiration for Gehrman, unaware of his curious mania.

Maria Hunter Gloves

Among the first hunters, all students of Gehrman, was the lady hunter Maria. These were her hunter's gloves, crafted in Cainhurst.

Maria is distantly related to the undead queen, but had great admiration for Gehrman, unaware of his curious mania.

Maria Hunter Trousers

Among the first hunters, all students of Gehrman, was the lady hunter Maria. These were her hunter's trousers, crafted in Cainhurst.

Maria is distantly related to the undead queen, but had great admiration for Gehrman, unaware of his curious mania.


Notable Techinques

Rally

A defining element of the hunter’s combat style, Rally allows for partial recovery of lost health by immediately retaliating after sustaining damage. This mechanic encourages a high-risk, aggressive approach to battle, where staying on the offensive is not only encouraged but necessary for survival. The effect hinges on the nature of the opponent—specifically, it only activates when fighting beings with some biological composition. Inorganic foes or spectral entities are unaffected, as the restorative mechanism relies on absorbing vitality through the enemy's blood.

Visceral Attack

This brutal maneuver capitalizes on an opponent's momentary vulnerability. When an incoming strike is interrupted—typically through the use of a firearm or specific arcane tools such as the Blacksky Eye or the Augur of Ebrietas—the enemy is briefly staggered. During this window, the hunter executes a vicious attack, driving a hand into the adversary’s chest or skull to tear away vital organs. This technique can also be triggered by delivering a fully charged heavy blow to an unsuspecting enemy, inducing the same staggered state and allowing for the devastating follow-up.

Blood Bullets

Hunters may resort to an extreme form of ammunition generation when resources are scarce. By sacrificing a portion of their own vitality, they can transmute blood into projectiles known as Blood Bullets. This technique provides a near-infinite supply of ammunition so long as the hunter retains sufficient health to fuel the process, enabling sustained use of firearms without relying solely on external stockpiles.

Iai Blow

A precise and rapid long-range slash attack that features a delayed initiation and exceptional lateral homing capability, allowing it to track moving targets effectively before landing the blow.

Launcher Combo

A swift, two-hit combination that propels the opponent skyward. This sequence is often integrated into more elaborate attack chains, setting up further aerial assaults or positioning shifts.

Double Overhead Slash

A powerful vertical attack delivered with both weapons. While it features a slight delay before execution, it grants temporary resistance to interruption (super armor), making it a formidable choice for interrupting an enemy’s momentum.

Double Lateral Slash

A wide, sweeping horizontal strike executed with both blades in unison. It delivers significant area coverage and is frequently used to punish groups or wide openings.

Cross Slash

A lunging attack that slices in an intersecting scissor-like motion. The converging angles make it difficult to avoid and particularly effective at closing gaps.

Transformation Attacks

These techniques are triggered during weapon mode shifts and are designed to disrupt or catch adversaries off guard during the brief transition between weapon forms.

Dive Bomb

The user leaps high into the air, momentarily suspends in midair, then plunges downward in a fixed trajectory. The landing generates an explosive impact and the move is capable of tracking targets horizontally during the descent.

Blood Burst

This area-based strike involves raising the weapon overhead and delivering a sudden burst of energy in a forward arc. The attack covers short to mid-range and is preceded by a noticeable shimmer of blue particles, providing a visual cue to attentive observers.

Blood Stinger

By lowering the blade to hip level, the wielder unleashes a diagonally aimed slash capable of reaching moderate distances. This move has a distinct wind-up, signaled by blue particles, and is sometimes followed by a second identical slash to increase pressure on the opponent.

Blood Lance

A heavily telegraphed thrust attack performed from a shoulder-level stance. It travels a great distance in a straight line and is often paired with an immediate follow-up—a wide horizontal sweep that shares the same range, effectively creating a two-phase long-range offensive.

Flying Cross

This airborne technique mimics the structure of the Cross Slash but with a slower startup and more exaggerated preparation. Upon connection, the move causes instant staggering, and if successful, the attacker will follow through with a visceral attack attempt, making it especially dangerous if not avoided.

Art of Quickening

This movement-based technique allows certain skilled combatants—such as Maria—to drastically increase their speed during battle. While active, the user becomes enveloped in a dense mist and can traverse large areas of an arena with near-instantaneous dashes. The ability serves both offensive and evasive purposes, creating unpredictable openings or escapes.


Other

Standard Tactics: Lady Maria opens the battle wielding her Rakuyo and Evelyn, utilizing swift, elegant strikes with a focus on close-range dueling. Her initial form emphasizes fluid movements and rapid combinations, with her transforming weapon allowing for seamless changes in her attack rhythm and range. She often chains together slashes and thrusts in quick succession, testing the opponent’s reaction time and spacing. At around two-thirds of her health, Maria abruptly retreats before driving her blades into her own body. This act triggers a violent blood eruption and initiates her second phase. From this point on, her attacks become empowered by her own blood, which coats her Rakuyo and increases both her damage and reach. Her assault becomes more relentless, incorporating long-range arcs of blood energy that trail behind her strikes, often catching foes at mid-distance. Her combos extend further, and she displays more aggression, mixing standard sequences with sudden thrusts or sweeping blows that cover wide areas. Upon reaching her final third of health, Maria levitates and releases a second explosive burst—this time amplifying her blood-enhanced attacks with fire. Her movements remain largely consistent with her second phase, but now each slash leaves behind a burning trail, with delayed ignition effects that can strike multiple times. This layering of blood and fire damage adds a punishing element to her already fast-paced offense. She also gains an additional technique where she crosses her arms briefly before lunging forward to stagger opponents, often setting up for a visceral follow-up. This unique maneuver resembles an embrace, culminating in a devastating personal attack that distinguishes her from other combatants. Throughout all stages, Lady Maria exhibits the refined, calculated aggression of a veteran duelist. Her style reflects experience, discipline, and precision, with each transformation increasing the pressure she applies in combat.

Weaknesses:

  • Hunter Weaknesses: Hunters need blood in order to use a large amount of their attacks. If the Hunter's Dream is in anyway affected or destroyed, the Hunter likely will not resurrect.
  • Unique Weaknesses: Lady Maria has lost her sanity as she is within the Hunter's Nightmare.

Trivia

  • Her voice actress is Evetta Muradasilova, who is the same woman that voices The Doll in the Hunter's Dream.
  • Lady Maria bears a striking resemblance to The Doll, whom was presumably modelled after her by Gehrman. Interestingly enough, even the lumenflower brooch on her neck is present in the Doll's attire, as well as flowery patterns on the Doll's clothing, which makes it obvious that Maria had a taken a liking to the flower.
  • Unlike other human bosses such as Gehrman, first-phase Father Gascoigne, and Micolash, she does not initiate dialogue during the battle despite doing so in her pre-fight cutscene.
  • Maria's first line to The Hunter is, "A corpse should be left well alone." Whilst she may be referring to herself and The Hunter trying to approach her, this could also be a reference to the incident at the Fishing Hamlet where she and some other old hunters violated Kos's corpse.
  • The animation of Lady Maria dying after she gets defeated is very similar to the animation for Gehrman. Both of them reach up toward the sky right before collapsing in a plume of white dust, seemingly performing the Make Contact gesture.
  • The Maria Hunter Set worn by Lady Maria has the highest Blood Defense in the entire game, making it superior to the Cainhurst Set and Knight Set in that regard. This is only logical, as it was likely made in Cainhurst, just like both other sets.
    • Another interesting thing that ties a link between Cainhurst and her set is that the trousers she wears have a pattern and overall look similar to the male version of the Knight's Trousers, and Maria wears a black tie on her hair in the same fashion as the male version of the Knight's Wig. Additionally, her garb dons a cape that only covers her left side, with a small chain around it, just like the Cainhurst Set and Knight Set.
  • The massive internal clock in the arena of Lady Maria's battle holds familiar etches around the perimeter. On closer inspection, the symbols etched around the clock are Caryll Runes. Some are recognizable, while others are rune symbols that have never been seen before.
  • The version of the Rakuyo wielded by Lady Maria is different from the one that is available to the player. The player can wield the original Rakuyo, one that focused on skill and not on the power of blood as Maria was not fond of Blood Blades despite being related to Annalise. However, it is implied she could not bear its sight at a certain point in time and cast it down a well, replacing it then with a Blood Bladed Rakuyo, which is the one the players face against. This decision is unclear regarding its motivations, but it is possible she craved for more power, whether or not her intentions were pure.
    • Some theories also state that she was part of the slaughter in the Fishing Hamlet, and as the old hunters departed the scene of their killing, she cast the blade she used into the well out of disgust. Due to the implication that the village and inhabitants were pulled into the Nightmare when the curse was triggered, it could be that the blade acquired is the real blade, and the one she uses in the fight is a Nightmare variant.
  • She has a special Visceral Attack animation, in which she will hug the player character and put them into a position that looks as though she is whispering something in their ear before removing her hand from their chest.
  • It's heavily implied that the grave the Doll is seen praying at, which leads to the Hunter's Nightmare, is her grave, as even in the Abandoned Old Workshop one can find the Old Hunter Bone, which belonged to an apprentice of Gehrman.
  • According to unused dialogue and internal names for her corpse, Maria was originally intended to be alive and able to be spoken to. If not killed the first time you meet her, Maria would be found dead (presumably from Simon) after reloading the area and the fight would continue as normal. This would also happen if the player killed Maria themselves, then inspected her corpse, which triggered a different line but continued the fight all the same.
    • Though Maria could be spoken to and was non-hostile (beckoning the player to leave the Nightmare and continue their hunt), the player would not be able to proceed to the Fishing Hamlet without fighting her.
    • The first scenario in which Simon kills Maria would explain how he got to the Fishing Hamlet before the player unlocks the clocktower door. In the current version it is assumed he somehow found his way around it before the player arrives, or Maria was already killed by him and the way was locked again.
  • Unlike most characters the player encounters, who speak with English accents, Maria (as well as the Doll) has a Slavic accent.

Battle Records

0 - 1 - 0

None.

None.

References

  1. Bloodborne: The Old Hunters Research Hall
  2. Bloodborne: The Old Hunters Research Hall
  3. Bloodborne: The Old Hunters Lady Maria of the Astral Clocktower Boss
  4. Bloodborne
  5. Bloodborne
  6. Bloodborne Alfred
  7. Bloodborne: The Old Hunters Lady Maria of the Astral Clocktower Boss
  8. Bloodborne The Doll
  9. Bloodborne: The Old Hunters Lady Maria of the Astral Clocktower Boss
  10. Bloodborne: The Old Hunters Hunter's Nightmare
  11. Bloodborne: The Old Hunters Lady Maria of the Astral Clocktower Boss
  12. Bloodborne: The Old Hunters Balcony Key
  13. Bloodborne: The Old Hunters Astral Clocktower Key
  14. Bloodborne: The Old Hunters Lady Maria of the Astral Clocktower Boss
  15. Bloodborne Hunter's Dream
  16. Bloodborne Quicksilver Bullets
  17. Bloodborne: The Old Hunters Lady Maria of the Astral Clocktower Boss
  18. Bloodborne: The Old Hunters Lady Maria of the Astral Clocktower Boss
  19. Bloodborne
  20. Bloodborne
  21. Bloodborne Hunter's Dream
  22. Bloodborne
  23. Bloodborne Hunter's Dream
  24. Bloodborne: The Old Hunters Lady Maria of the Astral Clocktower Boss
  25. Bloodborne
  26. Bloodborne Hunter Enemies
  27. Bloodborne
  28. Bloodborne Cleric Beast Boss
  29. Bloodborne Amygdala Boss
  30. Bloodborne - The Bleak Dominion Issue 3
  31. Bloodborne Yharnam Hunter Grab
  32. Bloodborne Hunter Hat
  33. Bloodborne: The Old Hunters Lady Maria of the Astral Clocktower Boss
  34. Bloodborne
  35. Bloodborne
  36. Bloodborne Coldblew Dew (1)
  37. Bloodborne First Death Cutscene
  38. Bloodborne Hunter's Dream
  39. Bloodborne "Drained of Blood" Interview: "Interviewer: So the world of Bloodborne has the Hunter's Dream, and then several areas referred to as nightmares. There's a world that serves as the game's “reality” as well, right?
    Miyazaki: Ah, so you're asking if areas like Yharnam are meant to be reality? Well, that has some implications within the story. Yharnam at night, with the Hunters and all, truly is a nightmare-like world, but is it actually a nightmare? Or was it? That kind of thing. I think different gamers will have different interpretations of that, especially depending on which ending they reach. That's something deliberate on our part. This might be going off-topic a bit, but I like reading about how gamers interpret or think about the story and world of my games. So I don't want to rob them of that space for open interpretation. That, after all, is part of the fun I get to have after development (laughs). Still, this can often be a delicate thing, and I'm not exactly an expert at it either, so I can't be confident yet about whether it'll go well or not. Apologies in advance if it doesn't, then.
  40. Bloodborne "Drained of Blood" Interview: Interviewer: We think creating this story where you're working inside of dreams allows you a lot of creative freedom. You can do things you normally couldn't do in reality. But if you go too far with that, it may all just get too crazy and players wouldn't find it fun. How do you manage that kind of balance, between reality and dreams?
    Miyazaki: I think you're absolutely right. It'd be no fun if you could just do whatever you wanted in dreams. So in this game, the setting of Yharnam is essentially based in reality. It's so dark and dismal that it's entirely possibly to interpret it as an actual nightmare in the end, but this isn't some kind of dream world where anything you can picture will come to life. I think that Bloodborne has aspects of both Gothic and Cthulhu-style horror, but it's the former that's depicted from the start and provides a guide for the game's visual feel. That's because Gothic horror is based more in the world of reality. Of course, that doesn't mean it's real – it's a world of grotesque scary horror. And here, you have a world like that which is gradually being eroded away by Cthulu-style horror. That kind of image.
  41. Bloodborne: The Old Hunters Lady Maria of the Astral Clocktower Boss
  42. Bloodborne: The Old Hunters Lady Maria of the Astral Clocktower Boss
  43. Bloodborne Kirkhammer
  44. Bloodborne Amygdalan Arm
  45. Bloodborne: The Old Hunters Lady Maria of the Astral Clocktower Boss
  46. Bloodborne: The Old Hunters Lady Maria of the Astral Clocktower Boss
  47. Bloodborne
  48. Bloodborne: The Old Hunters Lady Maria of the Astral Clocktower Boss
  49. Bloodborne Lady Maria of the Astral Clocktower Boss
  50. Bloodborne (2019) Issue 3
  51. Bloodborne Lady Maria of the Astral Clocktower Boss
  52. Bloodborne Lady Maria of the Astral Clocktower Boss
  53. Bloodborne: The Old Hunters Rakuyo
  54. Bloodborne: The Old Hunters Maria Hunter Set Attire
  55. Bloodborne: The Old Hunters Lady Maria of the Astral Clocktower Boss
  56. Bloodborne Weapons
  57. Bloodborne Old Yharnam
  58. Bloodborne Madman's Knowledge
  59. Bloodborne: The Old Hunters Lady Maria of the Astral Clocktower Boss
  60. Bloodborne: The Old Hunters Lady Maria of the Astral Clocktower Boss
  61. Bloodborne: The Old Hunters Lady Maria of the Astral Clocktower Boss
  62. Bloodborne
  63. Bloodborne: The Old Hunters Lady Maria of the Astral Clocktower Boss
  64. Bloodborne: The Old Hunters Lady Maria of the Astral Clocktower Boss
  65. Bloodborne: The Old Hunters Lady Maria of the Astral Clocktower Boss
  66. Bloodborne: The Old Hunters Lady Maria of the Astral Clocktower Boss
  67. Bloodborne Coldblew Dew (1)
  68. Bloodborne First Death Cutscene
  69. Bloodborne Hunter's Dream
  70. Bloodborne (2019) Issue 1
  71. Bloodborne "Drained of Blood" Interview: "Interviewer: So the world of Bloodborne has the Hunter's Dream, and then several areas referred to as nightmares. There's a world that serves as the game's “reality” as well, right?
    Miyazaki: Ah, so you're asking if areas like Yharnam are meant to be reality? Well, that has some implications within the story. Yharnam at night, with the Hunters and all, truly is a nightmare-like world, but is it actually a nightmare? Or was it? That kind of thing. I think different gamers will have different interpretations of that, especially depending on which ending they reach. That's something deliberate on our part. This might be going off-topic a bit, but I like reading about how gamers interpret or think about the story and world of my games. So I don't want to rob them of that space for open interpretation. That, after all, is part of the fun I get to have after development (laughs). Still, this can often be a delicate thing, and I'm not exactly an expert at it either, so I can't be confident yet about whether it'll go well or not. Apologies in advance if it doesn't, then.
  72. Bloodborne "Drained of Blood" Interview: Interviewer: We think creating this story where you're working inside of dreams allows you a lot of creative freedom. You can do things you normally couldn't do in reality. But if you go too far with that, it may all just get too crazy and players wouldn't find it fun. How do you manage that kind of balance, between reality and dreams?
    Miyazaki: I think you're absolutely right. It'd be no fun if you could just do whatever you wanted in dreams. So in this game, the setting of Yharnam is essentially based in reality. It's so dark and dismal that it's entirely possibly to interpret it as an actual nightmare in the end, but this isn't some kind of dream world where anything you can picture will come to life. I think that Bloodborne has aspects of both Gothic and Cthulhu-style horror, but it's the former that's depicted from the start and provides a guide for the game's visual feel. That's because Gothic horror is based more in the world of reality. Of course, that doesn't mean it's real – it's a world of grotesque scary horror. And here, you have a world like that which is gradually being eroded away by Cthulu-style horror. That kind of image.
  73. Bloodborne: The Old Hunters Lady Maria of the Astral Clocktower Boss
  74. Bloodborne Lady Maria of the Astral Clocktower Boss
  75. Bloodborne Blue Elixir
  76. Bloodborne: The Old Hunters Lady Maria of the Astral Clocktower Boss
  77. Bloodborne Lady Maria of the Astral Clocktower Boss
  78. Bloodborne "Drained of Blood" Interview: "Favorite Boss
    *Interviewer*: And your favorite boss?
    Miyazaki: That's another hard one. Hmm… Which would it be for this game? Maybe this is cheating a little, but if you ignore gameplay for a moment, it's Rom, the Vacuous Spider. From the design and atmosphere to that kind of plaintive air she has, I really like her. There are some oddly cute aspects to her moves and modeling.
    Interviewer: Another question from the community. A lot of foes in this game are nightmare-like in appearance. Are any of them based off scary experiences that you yourself have ever had? Or more generally, where do you get ideas for their designs?
    Miyazaki: I, personally, have never had any really scary or paranormal experiences. I don't have any occult powers, and I definitely haven't seen any ghosts. Maybe that's part of why I “look up to” things like that, like I talked about before. I suppose I'm a little jealous of people who are scared of the dark. So the inspiration for ideas comes from somewhere a little different. For this game, for example, one theme was the “inner clash” going on within the beast-type foes.
    The urge to transform into a beast is in conflict with the basic sense of humanity we all have. That humanity serves as a kind of shackle, keeping the transformation in its place. The stronger the shackle keeping that urge to transform in place is, the larger the recoil once that shackle is finally broken. The results cause you to transform into a larger creature, or a more twisted one. The struggle between these two urges is one concept here. You see that pretty clearly with the beast characters designed early on – especially the Cleric Beast, which serves as their icon of sorts. That connects with the idea that the cleric is really the most fearsome beast of them all."
  79. Bloodborne Top Hat
  80. Bloodborne Forsaken Castle Spirits
  81. Bloodborne Forsaken Castle Spirits
  82. Bloodborne Orphan of Kos Boss
  83. Bloodborne - The Bleak Dominion Issue 4
  84. Bloodborne: The Old Hunters Lady Maria of the Astral Clocktower Boss
  85. Bloodborne: The Old Hunters Lady Maria of the Astral Clocktower Boss
  86. Bloodborne
  87. Bloodborne Yharnam Hunter Grab
  88. Bloodborne Hunter Hat
  89. Bloodborne Maria Hunter Set
  90. Bloodborne Hunter Blunderbuss
  91. Bloodborne Stagger Mechanic
  92. Bloodborne Stagger Mechanic
  93. Bloodborne Stagger Mechanic
  94. Bloodborne Quicksilver Bullets
  95. Bloodborne Blood Echoes
  96. Bloodborne Lady Maria of the Astral Clocktower Boss
  97. Bloodborne Lady Maria of the Astral Clocktower Boss
  98. Bloodborne Hunter Enemies
  99. Bloodborne Coldblew Dew (1)
  100. Bloodborne First Death Cutscene
  101. Bloodborne Hunter's Dream
  102. Bloodborne "Drained of Blood" Interview: "Interviewer: So the world of Bloodborne has the Hunter's Dream, and then several areas referred to as nightmares. There's a world that serves as the game's “reality” as well, right?
    Miyazaki: Ah, so you're asking if areas like Yharnam are meant to be reality? Well, that has some implications within the story. Yharnam at night, with the Hunters and all, truly is a nightmare-like world, but is it actually a nightmare? Or was it? That kind of thing. I think different gamers will have different interpretations of that, especially depending on which ending they reach. That's something deliberate on our part. This might be going off-topic a bit, but I like reading about how gamers interpret or think about the story and world of my games. So I don't want to rob them of that space for open interpretation. That, after all, is part of the fun I get to have after development (laughs). Still, this can often be a delicate thing, and I'm not exactly an expert at it either, so I can't be confident yet about whether it'll go well or not. Apologies in advance if it doesn't, then.
  103. Bloodborne "Drained of Blood" Interview: Interviewer: We think creating this story where you're working inside of dreams allows you a lot of creative freedom. You can do things you normally couldn't do in reality. But if you go too far with that, it may all just get too crazy and players wouldn't find it fun. How do you manage that kind of balance, between reality and dreams?
    Miyazaki: I think you're absolutely right. It'd be no fun if you could just do whatever you wanted in dreams. So in this game, the setting of Yharnam is essentially based in reality. It's so dark and dismal that it's entirely possibly to interpret it as an actual nightmare in the end, but this isn't some kind of dream world where anything you can picture will come to life. I think that Bloodborne has aspects of both Gothic and Cthulhu-style horror, but it's the former that's depicted from the start and provides a guide for the game's visual feel. That's because Gothic horror is based more in the world of reality. Of course, that doesn't mean it's real – it's a world of grotesque scary horror. And here, you have a world like that which is gradually being eroded away by Cthulu-style horror. That kind of image.
  104. Bloodborne Lady Maria of the Astral Clocktower Boss
  105. Bloodborne Blood Bullets
  106. Bloodborne Lady Maria of the Astral Clocktower Boss
  107. Bloodborne: The Old Hunters Lady Maria of the Astral Clocktower Boss
  108. Bloodborne Maria Hunter Set
  109. Bloodborne Arcane
  110. Bloodborne Maria Hunter Set
  111. Bloodborne Maria Hunter Set
  112. Bloodborne Maria Hunter Set
  113. Bloodborne Poison Knife
  114. Bloodborne Maria Hunter Set
  115. Bloodborne Silencing Blank
  116. Bloodborne Blue Elixir
  117. Bloodborne - Lady of the Lanterns Issue 4
  118. Bloodborne: The Old Hunters Hunter's Nightmare
  119. Bloodborne Maria Hunter Set
  120. Bloodborne Frenzy
  121. Bloodborne: The Old Hunters Lady Maria of the Astral Clocktower Boss