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Bloodmire Manor
Did we miss anything in this location? Is there something we didn't discover? Let us know!


1 – GUARD DOGS

The creatures in Bloodmire Manor are hostile. Run around the halls of the main room and kill them before investigating the doors to the other rooms.


2 – SOUTH SIDE ROOM

The side room south of the northern save point has some monsters, two chests, and a weapon rack.


3 – NORTH SIDE ROOM

You’ll rescue a servant in the side room north of the save point and be informed that there are four others.


4 – EAST DOOR

Head around the corner and through the east door. Again, kill all the monsters in the main halls. You should be down to one servant to rescue after doing so. Head back to the door you originally came through.


5 – SECRET PASSAGE

Press a bookcase along the north side of the wall as you’re heading east and you’ll enter a set of rooms that has a few chests and a weapon rack. You find a sheet of harpsichord music in one of them that you’ll need later on. Keep heading north and you’ll reach a save point.


7 – ANOTHER BOOKCASE

Keep heading north and you’ll eventually see another side room to the west on your mini-map. Use the bookcase to enter it and loot the chests. Another sheet of harpsichord music is in one of them.


8 – LAST HOSTAGE

Head east from this room and you’ll find the last hostage.


9 – GOODIES

Eventually, your path will cause you to turn south. Explore the side room to the east for two chests. The side room to the west has a weapon rack.


10 – TO SECOND FLOOR

A save point waits in the next room and also the stairs to the second floor.


11 – BACKTRACK

When you get back downstairs, you’ll have to backtrack all the way back to the hall where you went behind the bookcase. The door to the east is locked, so head south to a save point. Keep heading all the way east to make sure you’re getting rid of all the critters. Along the way, you’ll loot a chest that contains the key to the library (the area behind that door you couldn’t open.


12 – LIBRARY

You’ll get the last sheet fo music in the library. Before you go play the harpsichord, though, check out the cellar by returning to the save point and heading south.


13 – CELLAR

The exit to the cellar is south of the second save point.


14 – MAESTRO

Head all the way back to the room you started from and play the harpsichord to open the door to a room with a trap door.


15 – SEE WHAT’S ON THE SLAB

Pull the lever to open the trap door and head down to Luvia’s laboratory.

Walkthrough
Prelude
Trade Way
Trollbark Forest
Red Fang Lair
Biletooth's Treasury
Wayfork Village
Wayfork Inn
Chapter One
Baldur's Gate
Sewers
Purple Wyrm Inn
Bloodmire Manor
Bloodmire 2
Bloodmire Cellar
Bloodmire Laboratory
Lower Lab
Warehouse
HOG Hideout
Argesh's Hold
Wood of Sharp Teeth
Cloak Wood Camp
Red Fang Base
Red Fang Passage
Firewind Cellar
Firewind Dungeons
Firewind Catacombs
Firewind Manor
Chapter Two
Warehouse
Purple Wyrm Inn
Skull Gorge
Wyrm Forest Ambush
Lyran's Hold
LH Upper Level
LH Cellar
Lyran's Ossuary
LH Observatory
High Moor Ambush
Brigand's Ruins
Brigand's Hall
Halls of the Hammer
Second Deep
Third Deep
Trollclaw Ambush
Dragonspear Castle
Dragonspear Dngns
Dragonspear Caverns
Ulachalothe's Lair
Seer's Cove
Sea Temple
Sea Temple 2
Hill's Edge
Chapter Three
Baldur's Gate
Baldur's Gate
Orc Cave
Orc Cave 2
Reaching Woods
Baragoth's Lair
Dark Monestary
Unholy Mausoleum
Gandam's Hold
Gandam's Mine
Zarad's Clocktower
Zarad's Study
Plane of Air
Air Foundation
Plane of Earth
Earth Foundation
Plane of Water
Water Foundation
Plane of Fire
Fire Foundation
Keep Threshold
Keep of Pale Night
KOPN Dungeons
KOPN Two
Mordoc's Sanctuary
Mordoc's Gate
MG - Tower Entry
Onyx Tower
Onyx Tower Two
Onyx Tower Three
Onyx Tower Top
Plane of Shadow
 
 
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