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The Labyrinth Madman is an enemy in Bloodborne.

Description[]

Tall, thin, and aggressive are the words that can describe the Labyrinth Madmen. Always twitching and shaking with a constant agape mouth, they wear worn down rags, scaled skirt and interestingly are wrapped in cains. Maybe implying that they were restrained in some way at one point. They wield mostly crude weapons from sickles whose handles are made of bone, to even desecrated corpses of long gone Pthumerians.

Labyrinth Madmen come in three variations:

  • Sickle-wielder: The most common variant, and as such tends to be more predictable.
  • Dual Sickle-wielder: Second variant, these usually unleash a flurry of combos and as such have a tendency to tear apart most players.
  • Corpse-wielder: They hold a mummified corpse wrapped in bandages which can deal surprising amount of damage. They also can deal rapid poison with each hit, while also leaving lingering clouds of said poison with every swing.

All of the variants are incredibly aggressive and can run at alarming speeds, but while both sickle variants focus on rapid strikes and combos. The Corpse-wielder will deal tremendous amount of damage with even a single hit and will deal Rapid Poison as an added effect.

The Labyrinth Madmen are only found in the Chalice Dungeons, and therefore do not scale with further playthroughs.

Location[]

Strategy[]

Labyrinth Madmen are incredibly aggressive and dangerous enemies, dealing large amounts of damage and are able to cross great distances in a short span of time, while also sporting a deceptively wide aggro range.

It's best to not attack them head-on as their speed, aggression, and high damage makes it very dangerous to do so. When it comes to both sickle variants while they attack fast most of their attacks are combos, thus they can be easy enemies to parry if you know your timing. To contrast with the sickle variant, the corpse wielding variant has long windups and typically doesn't combo their attacks making them more easy to dodge but harder to parry. Never the less, It's recommended to dodge first and then attempt to parry second when fighting these enemies as with their high attack power they can easily tear down most players, not mention one shot them when encountered in cursed depth 4-5 dungeons.

If given the opportunity try and fight these enemies alone, or get the jump on them first especially if it's one of the two sickle varants. Trying to fight the Madman with other lesser or greater enemies around can lead to quick death, also be warned of the dual-sickle varaint's run attack as that attack comes out near instantly and deals a horrific amount of damage.

Notes[]

  • They can be heard from across many rooms due to their constant shrieking and moaning. This becomes especially true when they are alerted to a player's position.

Trivia[]

  • When compared to most other Pthumerian enemies, the Labyrinth Madman creates a stark contrast. Firstly while most other Pthumerian are laboured, unassuming and quiet. The Madman is fast, unpredictable and loud with their near constant sceaming. Second, while most Pthumerians use sharp tools, and medieval weaponry. The madman are either using sickles whose handles are large humanoid femurs, or they are swinging a mummified corpse at players. Third and lastly unlike most other Pthumerians, the Madman has long flowing black hair and has full set of what appears to be human teeth. All this May hint along with their name that the Madmen are more closer to human then Pthumerian, and with the chains that they're covered in may further hint that they're enslaved, and probably have gone mad becuase of it.
  • The fact it wears scaled armor skirt like the Labyrinth Warrior, has very long hair like the Pthumerian Descendant, and it uses what appears almost to be ritualistic scythes, and even a corpse. Seems to imply that the madman may have belonged to a religious class of Pthumerian society whose mind experienced far too much eldritch knowledge than it could take.
    • The item description of Madman's Knowledge seems to imply an interesting point that could mean that they forced them to go mad, since: "Making contact with eldritch wisdom is a blessing, for even if it drives one mad, it allows one to serve a grander purpose, for posterity."
  • Interesting to note that the Madman drops both sage items, these being the hair and wrist. This may imply that the Madmen are saints of some kind.
  • There's an unused variant of the labyrinth madman; it uses a broken greatsword and uses the Sickle-wielder move set.
    • The broken sword variant can still be encountered but only in this Glyph (d698336c) on the 4th Layer.

Gallery[]

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