The Bloodmoon Route I Use to Unlock All 12 Characters
I chain the 15-minute unlocks, stack the Sargon and boss objectives, then finish Jaman Jato, Baal’Thamut, and Megalo Sargon without wasting full runs.
Read Guide →Game Guide Hub
I use this route to decide what to unlock next in Legacy of the Bloodmoon without mixing character progression, Red Moon Manor exploration, and weapon cleanup.
Recommended Order
Use these guides to find the right Vampire Survivors walkthrough, solution or next step.
Progression Guide
I chain the 15-minute unlocks, stack the Sargon and boss objectives, then finish Jaman Jato, Baal’Thamut, and Megalo Sargon without wasting full runs.
Map & Boss Guide
The manor gets much easier once I stop chasing every question mark. I use the map, fixed boss landmarks, the maze, garden, and northern hall to stay on route.
Weapon Guide
I keep one chest ready, max only the pieces that matter, and use the Bloodmoon unions and Velvet Dodecahedron without letting the weapon pool get in the way.
Guide Cluster
I chain the 15-minute unlocks, stack the Sargon and boss objectives, then finish Jaman Jato, Baal’Thamut, and Megalo Sargon without wasting full runs.
Read Guide →The manor gets much easier once I stop chasing every question mark. I use the map, fixed boss landmarks, the maze, garden, and northern hall to stay on route.
Read Guide →I keep one chest ready, max only the pieces that matter, and use the Bloodmoon unions and Velvet Dodecahedron without letting the weapon pool get in the way.
Read Guide →Start Legacy of the Bloodmoon by opening the first Red Moon Manor character unlock, then let the unlock list decide what the next run is for. If the blocker is a character dependency, use the character unlock route. If it is a room, boss, statue, maze, or hidden area, use the Red Moon Manor guide. If the right weapon refuses to evolve or a union will not form, use the weapon evolution guide.
Legacy of the Bloodmoon became much easier for me once I stopped treating Red Moon Manor as one giant stage that should be cleared in one perfect run.
There are really three different jobs happening at the same time.
One run may be about moving the character chain forward. Another is about finding the correct room inside the Manor. A third exists only because I need one weapon combination to work.
Those goals overlap, but forcing all three into every run created most of my wasted time.
The route I use now is simpler: identify what currently blocks the next unlock, build that run around it, then leave when the job is finished.
I start with the character progression rather than immediately trying to clear every question mark on the Manor map.
That gives later runs a purpose.
Once the first Bloodmoon character is available, the Unlocks menu begins pointing toward the next character, the next starting weapon, or the next evolution. From there I follow the dependency chain instead of roaming until something happens.
The full order belongs in the Bloodmoon character unlock guide.
That page is where I check the exact survival requirements, character-to-character dependencies, special unlock conditions, and the late transformations.
Here, the decision is only:
If I do not know which Bloodmoon character should come next, I solve that before starting another exploration run.
It prevents a common dead end where I spend a full Manor run searching for an item or enemy whose prerequisite is not available yet.
Red Moon Manor is large enough that the map becomes its own problem.
The central building, maze, northern halls, side rooms, boss triggers, hidden routes, and special objects are not arranged like a straight campaign.
That matters because the correct response to getting lost is different from the correct response to failing an evolution.
If my next condition names something that clearly exists inside the stage, I switch to navigation mode.
That includes things such as finding a boss, reaching a maze objective, locating a special enemy group, breaking a stage object, or reaching one of the Manor’s less obvious rooms.
I use the Red Moon Manor map and progression guide for those runs.
The important change in how I play them is that I stop detouring for every icon I pass.
A route run is successful when I reach the thing I came for.
If I find a useful passive or chest on the way, good. If grabbing it sends me deep into another branch of the Manor while the actual objective is somewhere else, I leave it for another run.
That becomes increasingly important later, when the screen is dense enough that navigation itself is harder than killing normal enemies.
The third branch is the one that fooled me most often.
I could have the correct character, be standing in the correct stage, survive comfortably, and still make no progress because the build was wrong.
Bloodmoon has both normal evolutions and multi-weapon unions. Some need a specific passive at its maximum level; others require several weapons to exist in the same build.
That changes what I take at level-up.
A strong unrelated weapon can actually make an objective run worse by occupying a slot and diluting later choices. A chest can be wasted because I open it one level before the recipe is ready. An item can also be globally unlocked without being physically held in the current run.
The Bloodmoon weapon evolutions and unions guide owns those conditions.
I use it whenever my question starts sounding like:
Those are build-state problems, not Manor-route problems.
One habit slowed down my first Bloodmoon sessions more than it should have: staying in a run simply because Vampire Survivors normally encourages me to keep going.
For unlock progression, that is not always useful.
If the Unlocks menu has already given me what I entered for, another long lap around the Manor does not automatically make the run more productive.
At that point I ask one question:
Is there another nearby objective I am already equipped to finish?
If yes, I combine them.
For example, a weapon run is worth extending when the same finished build can also satisfy the next character condition. A Manor route is worth extending when another required target sits in the same section and does not require me to rebuild the run.
Otherwise I take the completed unlock and move on.
This approach is much faster than assuming every visit to Red Moon Manor should become a full-stage clear.
Bloodmoon rewards combining tasks, but only the right tasks.
The useful combinations happen naturally.
A character needs its starting weapon leveled. That weapon needs an evolution. The evolution opens the next character. Those goals belong in one run because the same build advances all of them.
The bad combinations are the ones that compete for slots or send me to opposite ends of the Manor.
If I need three particular weapons for a union, I am not also filling the build with several unrelated weapon chains.
If I need to navigate the maze, I want enough survival to move safely, but I do not need to turn that trip into an experiment with every new weapon I see.
If a late unlock requires several earlier pieces to be available at once, I prepare those pieces before entering rather than discovering halfway through the run that one prerequisite is still locked.
The first part of Bloodmoon feels relatively guided because one character tends to point toward the next.
Later, the structure loosens.
That is when the Manor starts asking for more unusual objectives rather than another simple character-and-weapon pair.
I do not treat that change as a signal to clear the map randomly.
Instead I split late cleanup into two groups.
Stage-bound objectives stay with the Red Moon Manor route. If the condition depends on a specific enemy, boss, statue, room, maze section, or map event, I prepare a safe build and go directly there.
Build-bound objectives stay with the weapon and character routes. If the condition cares about a particular weapon, passive, transformation, or combination of already-unlocked pieces, I secure those pieces before worrying about exploration.
That division is why the late game feels far less chaotic even though more options are open.
Velvet Dodecahedron looks like a map-search problem at first.
It is easy to spend a run looking around Red Moon Manor because the Unlocks menu says you need to hold it.
But the important step happens earlier: Velvet has to become available through its weapon progression first.
After that, unlocked and held are still two different states.
That specific interaction is handled in the weapon evolution guide, because the actual problem is the state of the build rather than a new standalone exploration route.
I use the same test elsewhere in Bloodmoon.
Before hunting the map, I make sure the game is already capable of giving me what I am hunting.
That single check saves surprisingly long Manor runs.
Finding the destination is only half of some Red Moon Manor objectives.
A route can be correct and still be a bad run because I arrived too weak.
That happens most often when I rush away from early experience to chase a question mark or boss marker immediately.
I give the build enough time to become stable before committing to the deeper Manor sections. Once basic enemies stop dictating my movement, I start the long route.
The exception is a very early pickup whose entire purpose is to begin the next unlock chain. In that case, reaching the pickup quickly matters more than building a perfect late-game setup.
For the maze bosses, special halls, Kujata route, Baal’Thasar sequence, and other location-bound cleanup, the Red Moon Manor guide keeps those routes in one place rather than scattering them across separate one-question pages.
Once the primary character chain, Manor objectives, and weapon combinations are under control, I stop following a fixed order.
At that point my remaining work is usually determined by the Unlocks screen.
A missing character sends me back to the character route.
A missing stage objective sends me into Red Moon Manor.
A blank weapon or failed transformation sends me to the evolution list.
I prefer that over attempting a generic “100% run.”
Bloodmoon is built from dependencies, and those dependencies do not all reward the same kind of play.
Once I know whether the next blank belongs to progression, navigation, or build construction, the DLC becomes a collection of short, deliberate runs instead of one enormous checklist.