Boss
Block Tales Hatred Boss Guide
Block Tales Hatred is a Chapter 3 major boss in Dream World with 50 HP, 1 Defense, level 90, and the only enemy move set that uses Sword Energy. It mixes Page Tear, Slingshot, Unstable Charge, Unstable Discharge, Instability, Sword Toss, Dynamo, and Mass Infection.
Last updated: 2026-04-27
Quick Facts
| Chapter | Chapter 3 |
|---|---|
| HP | 50 |
| Defense | 1 |
| Level | 90 |
| Attributes | None |
| Location | Dream World. |
| Pit location | The Pit of 100 Trials Floor 39. |
| Resource note | Hatred is the only enemy currently listed with Sword Energy. |
| Moves | Page Tear, Slingshot, Unstable Charge, Unstable Discharge, Instability, Sword Toss, Dynamo, and Mass Infection. |
| Page Tear | Deals 5 damage. |
| Slingshot | Three hits, each dealing 2 damage, with later damage increased by successful earlier hits. |
| Unstable Charge | Gives Hatred 3.0 Sword Energy. |
| Dynamo | Spends Sword Energy and applies Charged plus 4 Defense while charging. |
| Mass Infection | Hits all players for 12 damage and applies Poison level 2 for 5 turns. |
| Reward | Beating Hatred ends Chapter 3 and awards Ghostwalker. |
| Reviewed facts | Checked against current community wiki data on 2026-04-27. |
Block Tales Hatred fight facts
Hatred is the point where Chapter 3 stops testing one habit at a time. The fight has burst, defense windows, poison pressure, and Sword Energy behavior.
The mistake is treating every turn as a normal damage race. Dynamo and Mass Infection both ask for a different response than Page Tear or Slingshot.
- Track Sword Energy turns instead of ignoring them.
- Do not waste weak hits while Dynamo's Defense is up.
- Keep recovery ready before Mass Infection.
- Use the fight as a final Chapter 3 resource check, not a farm target.
Dynamo and Mass Infection
Dynamo is scary because Hatred gains protection while preparing the payoff. If a player burns SP into that wall, the next dangerous turn arrives with fewer answers left.
Mass Infection is the real route breaker. Twelve damage to everyone plus strong Poison can turn a stable attempt into cleanup mode immediately.
- Use shielded turns for healing or setup if damage will be wasted.
- Do not enter the late pattern without poison recovery or enough HP.
- Watch party HP, not only the active player.
- Finish only when the damage is certain through 1 Defense and buffs.
Hatred after the emotion fights
Greed, Solitude, and Fear all prepare the player for this fight in small ways: item timing, status handling, and charged-hit discipline.
If Hatred keeps winning, look backward. The problem may be that the route spent too much before the final check.
- Bring enough recovery after earlier Dream World bosses.
- Use stable cards over risky timing if nerves are causing misses.
- Plan SP for late turns, not just the opening burst.
- After the win, Chapter 3 rewards Ghostwalker.
FAQ
How much HP does Hatred have?
Hatred has 50 HP and 1 Defense.
Why does Hatred have Sword Energy?
Current data lists Hatred as the only enemy with Sword Energy, which it uses for moves such as Dynamo.
What makes Mass Infection dangerous?
Mass Infection hits all players for 12 damage and applies Poison level 2 for 5 turns.
What do I get for beating Hatred?
Beating Hatred completes Chapter 3 and rewards Ghostwalker.
Related Pages
Chapter
Chapter 3
Block Tales Chapter 3 is now listed as The Harrowing Home, with All Hallow's Eve noted as its older name. It released on October 21, 2024 and starts after Venomshank, when Shedletsky sends the player toward Telamon's Manor and the Ghostwalker. The route uses Bizville Railways, a train segment, Spooksville, Cemetery, Telamon's Manor, Catacombs, and Dream World. Sword Toss becomes important because flying enemies and target choice start mattering more. The chapter has many boss checks, including Slasher and the emotion fights, so save recovery for the long haunted stretch.
Location
Dream World
Block Tales Dream World is the late Chapter 3 route after Catacombs, built around Greed, Solitude/Sorrow, Fear, and Hatred. It is not a normal map stretch. The area tests item timing, poison and debuff handling, charged-hit discipline, Sword Energy pressure, and whether enough recovery survived the haunted route.
Boss
Greed
Block Tales Greed is a Chapter 3 boss in Telamon's Manor with 30 HP, level 35, Dagger Combo, Move Thief, Lacerate, and a repeatable attack order. The fight punishes players who hoard items too long, because Greed can steal from inventory and heal from the stolen value.
Boss
Solitude
Block Tales Solitude is kept here as the search name for the Chapter 3 boss now listed as Sorrow in current community data. The fight has 30 HP, level 50, a mace pattern, and Noxious Gas pressure. It is a timing check more than a raw damage race.
Boss
Fear
Block Tales Fear is a Chapter 3 boss in Dream World with 30 HP, level 80, Rotten Apple, Glue Glob, Boogeyman, and Fear's Oath. The dangerous part is the three-turn timing: Fear can charge, then punish with Boogeyman, while other moves add Poison, Slow, or DEF Down.
Card
Cure
Block Tales Cure is a 2 BP action card that costs 2 SP and heals 5 HP to yourself or an ally. It is useful when a route keeps forcing recovery turns, especially in party play or status-heavy chapters. Cure is bought from Desna for 120 TIX and Tai for 150 TIX. Pre-Demo 5 data listed a max stack of 5, with 2 obtainable copies. Use Cure before low HP becomes unrecoverable. Do not rely on it as your only survival plan if the build cannot afford the SP or if enemies can punish the heal turn.
Card
HP+
Block Tales HP+ is a 3 BP passive card that raises current and maximum HP by 5. It is one of the best early safety cards because it gives more room for missed guards, bad enemy turns, and first-time boss learning. HP+ is found in Caves [1] and Dream Path D [2], and bought from Amber for 65 TIX. Pre-Demo 5 data listed a max stack of 4, with 3 obtainable copies. Use HP+ when dying is the problem. Do not equip it if the real failure is low damage or poor SP planning.
Guide
Status Effects Guide
Block Tales Status Effects Guide focuses on what changes a turn, not on memorizing every icon. Status effects appear in battle with duration and level when applicable. Some protect, some debuff, and some steal tempo. Frozen is the early warning sign because Cruel King can apply it for 1 turn and stop the action you planned next. Fine can block status ailments for a short window. Burn, Freeze, and Poison enchants can come from card effects. The key decision is simple: remove, prevent, or race the effect before it costs more than the turn spent answering it.