Chapter
Block Tales Chapter 3 Walkthrough
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.
Last updated: 2026-04-27
Quick Facts
| Current title | The Harrowing Home |
|---|---|
| Old title | All Hallow's Eve was the older Chapter 3 name before the Demo 5 rename. |
| Release date | October 21, 2024 |
| Starts after | Chapter 3 starts after the Venomshank is obtained in Chapter 2. |
| Train Ticket | Shedletsky gives the player a Train Ticket for the Bizville Railways route. |
| Major locations | The Train, Cemetery, Telamon's Manor, Catacombs, and Dream World are part of Chapter 3 coverage. |
| Boss set | Slasher, Greed, Solitude, Fear, and Hatred are listed under Chapter 3 boss coverage. |
| Completion badge | Redemption is earned by completing Chapter 3. |
| Sword Toss | Sword Toss is found in the haunted Manor basement and can hit flying enemies. |
| Reviewed facts | Checked against current community wiki data on 2026-04-27. |
Block Tales Chapter 3 route order
Chapter 3 is a longer route than its first haunted rooms suggest. The train segment leads into Spooksville and Cemetery, then Telamon's Manor and Catacombs, then Dream World.
The safe habit is to restock before the route turns inward. Once the haunted route starts chaining rooms, careless item use gets expensive.
- Bizville Railways: board with the Train Ticket.
- Train: handle the bandit interruption.
- Cemetery and Manor: prepare for undead and haunted enemies.
- Catacombs and Dream World: save recovery for boss pressure.
Sword Toss and coverage checks
Sword Toss matters because it lets the Sword reach flying enemies and choose targets. That is a real route upgrade when the fight stops being a simple ground target problem.
If your build cannot reach flying or priority targets, Chapter 3 can waste turns even when your damage looks fine on paper.
- Pick up Sword Toss in the haunted Manor basement.
- Use it when target choice matters more than raw damage.
- Keep Ball tools ready for puzzles and enemy rows.
- Do not spend SP on Sword Toss when a normal attack already reaches.
Haunted-route failure points
Chapter 3 has many boss checks, so losing one fight does not mean the whole build is wrong. Name the failure first: flying coverage, low HP, poor item timing, or bad action commands.
Slasher and the Dream World fights reward calmer play than panic offense.
- Use defensive cards while learning unfamiliar attack timings.
- Save stronger items for Catacombs and Dream World.
- Do not chase optional cleanup before the story route is stable.
- Review boss pages when the same turn keeps ending the run.
FAQ
What is Chapter 3 called now?
Current community data lists Chapter 3 as The Harrowing Home. All Hallow's Eve is noted as the older name.
Where does Chapter 3 start?
It starts after Venomshank, when Shedletsky sends the player toward Bizville Railways and Telamon's Manor.
Where do I get Sword Toss?
Sword Toss is found in the haunted version of Telamon's Manor basement.
What badge completes Chapter 3?
Redemption is the Chapter 3 completion badge.
Related Pages
Location
Cemetery
Block Tales Cemetery is a Chapter 3 haunted-route stop after the train and Spooksville path, before Telamon's Manor, Catacombs, and Dream World. It is a resource checkpoint: undead enemies, flying targets, and route length start asking for Sword Toss, better item timing, and calmer play.
Location
Telamon's Manor
Block Tales Telamon's Manor is the Chapter 3 haunted manor route after Cemetery and before Catacombs and Dream World. It connects Telamon story context, Greed, the Solitude/Sorrow route naming issue, Sword Toss in the haunted basement, Amber's HP Drain shop source, and Banished Knight's later card shop.
Location
Catacombs
Block Tales Catacombs is the Chapter 3 haunted route after Telamon's Manor and before Dream World. Slasher guards the Catacombs entrance with 30 HP, a repeating Slasher Signature, Jump Stab, Shield Up pattern, and DEF Up pressure. Treat the area as a resource checkpoint before the final Dream World chain.
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.
Card
Sword Toss
Block Tales Sword Toss is a 1 BP Sword action card that costs 1 SP and turns Sword into a ranged attack. Its real value is not raw damage. It lets you choose any enemy and hit Flying targets while keeping the same damage and action command as a regular Sword. That makes it worth equipping when Chapter 3 or later fights waste turns with airborne or priority enemies. It is not worth spending SP when a normal Sword hit already reaches the target. Treat it as coverage, not a main damage upgrade.
Boss
Slasher
Block Tales Slasher is a Chapter 3 boss at the Catacombs entrance with 30 HP, level 65, Slasher Signature, Jump Stab, and Shield Up. The pattern is Slasher Signature, Jump Stab, Shield Up, then repeat. The fight is a timing and DEF Up check before the Ghostwalker route gets stranger.
Boss
Hatred
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.
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.