Baldurs Gate Dark Alliance Walkthrough
Page Tools.Walkthrough: Act I Act IBaldur's Gate Once you get to Baldur's Gate, Randalla will give you another reward-1000 experience and 1000 gold. When she leaves, you'll be alone in the city. There is a Save Point near the center of town. The Church of Helm is to the south of the save point, and the Purple Wyrm Inn & Tavern is to the north. Each character has a 'sponsor' of sorts who will give them bonus experience just for talking to them (and giving them 2000 gold).
Here is how it breaks down:. Allesia: Seek Huros inside the Church of the Helm for 2000 experience.You can repeat any of these quests immediately, provided you have the money. With each amount you pony up (the second is 4000 gold), you will get that amount of experience. This is a quick way to build levels if you have some excess cash. After the first time you do this, a quest note will appear on the character status screen.
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It will state that you may complete the quest more than once. When you are done exploring the city, enter the Purple Wyrm (if you haven't already).Baldur's Gate: Purple Wyrm Inn & TavernInside, there are several people to talk to (as detailed above), as well as another Save Point. When you are ready to take a quest, meet up with Randalla. Tell her that you're seeking work and she'll share a couple tales of woe with you.
Tell her you want to investigate a series of grisly murders and she'll send you to Bloodmire Manor, on the northeast end of town. Head there now.Note: You can do this quest now, or you can talk to everyone and do the quest that appeals to you first. For the purposes of this walkthrough, we will tackle them in a specific order and give directions accordingly. If you do them in a different order, simply scan down the page to the section of walkthrough that applies to the quest you chose. No matter what order you choose to do them in, be sure to return to the Purple Wyrm to collect your reward after completing a quest.When you step outside, talk to Bartley the trader. He'll sell you goods and tell you about using the workshop.
You can also find out about the workshop by reading the Basics section of this guide. Get rid of all the gear you picked up during the Prologue and purchase any upgraded equipment you might need.Bloodmire Manor I As soon as you step into the Manor, there is a Save Point.
There is also a harpsichord near the entrance. You don't need it right now, so step into the room and slay the demon dogs that approach (watch for their poison attacks, and get in close to fight them) and be sure to smash the vases in the lobby for potential goods. There are staircases to the north, east and west. They all connect together so just head up and clear everything from the corridor and move down the hallway that leads north.Keep moving forward, killing more dogs.
In a nook near a fireplace, you'll find another Save Point. Backtrack a bit and enter the door on the opposite side of the hall. You'll meet one of those loping mutants you saw in the opening cut scene. Dispatch him and clear the hallway of enemies. Be sure to check all of the chests here for goods. Return to the main hall and go into the next door (on the same side of the hall).
Clear it of enemies and open the chest near the bed for some goodies. There are a couple more chests at the end of this hall, and a servant to rescue. Kill the dog hassling him and he'll run off. Go back to the hallway and follow it to the end, heading through the doorway here.In the next hallway, more haggard undead await. Slay them and continue to the next hallway split. Head down the eastern branch and kill the undead here.
Midway down this path is a Save Point. Use it and continue fighting, then round the corner and keep heading east (leaving the other doorway alone for now). Fight your way to the end of this hallway, where you'll find two more doorways.The eastern door opens, but the northern one is locked. Head through to the east.
Battle the enemies here and search the chest to find a Key for the room you just passed. Don't go there yet. Continue heading east through the next doorway and slay everything in the ensuing hallway, and free a servant. Head back to the locked door and use it to gain access to the library. Follow the diagonal corridor back to a circular hallway. Explore the chests here to get weapons and gold. One of them also contains a Harpsichord Music Sheet.
Continue down the path and dispatch the hordes of undead you encounter. There are weapon racks here, so be sure to search them.
Eventually, you'll reach a doorway that leads back to the other hallway that branched off. There is a servant near this door who will only be rescued once you step through the door and waste what's on the other side.Follow the path west, and then look at the map to find the secret door. Go through and look in the chest in this area to get another Music Sheet. There is another weapon rack in the nook nearby.
Get your gear and head down the northern hallway. Search the chest in the bedroom and continue around the corner, bending to the east. Be sure to search the weapon rack and chest in this hallway, and head to the bookcase. Use the action button to make a doorway appear and step through to the Save Point. Stave off a heavy enemy charge in this room, and explore the chest here. Then use the action button on the wall to the north of the save point to open a secret passage.There are plenty of undead and some demon dogs in the next hallway, so be ready for lots of battle. At the end of the hallway, the path splits in two directions-one through an open arch to the east, and other through a secret passage to the west. Head through the secret passage.
There are several chests in this room, and you'll find some Music Sheets inside them. Return to the previous room and go east. Battle a slew of demon dogs here and free the servant (two remain). Be sure to bust up the crockery to grab some extra goodies, then continue to a doorway and go through.In the hallway that follows, battle through the demon dogs and head into the side rooms here to search a series of chests. When done, head through the door. Several baddies will be waiting at the entrance, so back up and take them on in the previous room. When they drop, go through and use the Save Point.
Remember these stairs (they lead to the second floor). You'll be back shortly.For now, head way back near the beginning of this area (unless you don't care about being completist about this dungeon). Through the door just past the first fireplace checkpoint. Through this door lies a path to the south. Battle through it (passing another Save Point) and come to the end, where you'll find a servant. Save her and go through the door to get to the cellar.The cellar is full of skeletons and spiders, and tons of weapons and gear. Explore the entire area, and be sure to bust every barrel to find any hidden goods.
When the place is clean, exit and return to the stairs up to the second floor. Take them to the next level.Bloodmire Manor II The second floor of the Manor is much like the first. After a smallish opening room, the path splits in two directions-west and east. Head west first and take on the demon dogs that greet you.
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Continue following the path and battle the hordes of demon dogs that come at you. As you reach the north end of the path, the corridor will split and go west and east.
Go east first, and explore the southeast section of hallway. Continue east, battling through a series of small rooms until you reach a Save Point.Just beyond it is a staircase leading up to the attic. Don't go there yet.
Instead, continue around on the south path and mop up the monsters here. This path leads all the way back to the original path split. Before you reach the first room, however, there's a secret passage to the south. Move the bookcase back to reveal it.
Explore this odd room full of statues to find weapons on several racks. Exit the room and check the map to find another area of the map (to the north) that hasn't been explored.
Kill its inhabitants and search the chest at the foot of the bed to find more Music Sheets.Return to the hallway and head west and then north, following the path you've already explored. Where the path splits, explore the western door you didn't go through before. Kill the enemies here and grab the goods from the chests. Exit and head east, until you reach the northern path you haven't yet been to. Battle through a series of rooms and snag the goodies from the chests. At the end of the last hall, you'll find the final Music Sheet in one of the chests (this will also yield 1000 experience). Exit and return to the save point and take the stairs to the attic.The attic is a series of connected rooms stuffed with gear (check all the barrels and weapon racks), as well as some nasty vermin (rats and bats).
Make sure you explore every last nook and cranny. If crates ever block your path, simply leap over them. To get into the back room, you'll have to leap on a low crate, then jump up to the next level and walk over. Once you have explored it all and looted everything, return through the Manor to the lowest floor.Bloodmire Manor I Head to the main lobby and play the harpsichord now that you have the music to do so. Once you play, a trap door to the east will open up.
Head over to it and go down into the lab.Luvia's Laboratory I Use the Save Point once you get below, and head down the north path (there's another that leads east). This area is beset on all sides my foul vermin. Zombies and demon dogs, mostly. Go past the cells here to a chest in the corner.
As you do, all of the cells will open and monsters will attack. Dispatch them and be sure to search the cells for bonus goods.Return to the east path.
Battle the vermin and follow the path until you reach a table with a Letter on it.Read the letter and it will clue you in to just what's going on in the lab. Keep battling and following the path the only way it will take you.
As you reach a bend in the path, you'll notice a cell to the west is open. Go inside and step on the tile to open a door elsewhere in the dungeon. Shortly after this, you will reach another split. You can head north through a doorway or east down the path.Go north first.
This is a simple clear-and-grab gear job. Make it quick. Return to the previous area and head east. Battle the demon dogs and zombies here until you reach a Save Point.
Once you save, keep following the path south. Soon you will reach a large, open room full of walkways and staircases leading to a sunken area below. Kill everything here (big surprise) and be sure to head to the central platform. Throw the lever here to open a door somewhere. Then head to the lower portion of the room and keep heading south.
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As soon as you leave, you'll see a short cut scene, and then will have to battle the abomination known as Atrocious.Boss: Atrocious Atrocious is kind of like the other bosses you've faced thus far-keep your distance and peg him with mega-range attacks like Flame Arrow. Like other bosses, this guy comes with companions, namely demon dogs. They are more of a nuisance than anything, as Atrocious is the main show. Like always, stay on the move to avoid getting cornered. Close-in melee attacks are not recommended, as this big dog likes to vomit gaseous fumes all the live-long day, and his range with the gas attack is impressive.When he falls, go into the room to the south.
There are some chests here to explore, as well as a door that leads to the lower dungeon.Luvia's Laboratory II As always, use the Save Point at the beginning of the area. Fight your way down the winding path until you reach a grated door. Go through and you'll see a cut scene of Luvia, flanked by a pair of Abominations. She'll explain herself and then take off, leaving you to deal with her creations.Boss: Dual Abominations There are two big baddies here, and they can be dealt with best if handled separately.
Go to the right edge of the pool and the first should approach. Try to get it hung up on a corner of the pool and plaster it with ranged attacks (or ranged magic attacks) from safety. If you're the necromancer, a good idea is to summon a skeleton warrior to keep it busy while you sit there and peg it with projectiles.
But running around willy-nilly and pegging it periodically will also work. You want to try to avoid moving too much into the back part of the room, or you might attract the other Abomination. The only thing to avoid about their attacks is the strong charge that can quickly eat through your health.
Stay away from the enormous meathook arms as well.When the Abominations both go down (neither has a health bar), you will see Luvia once more. She's filling the place with poison gas. As you leave the room, the game will auto-save. Now you have to run through the entire dungeon to get away from the gas.
As you run, doors will open and enemies will pour into your path to compound your problems. Just run past them, and keep an eye on the mini-map (be sure it's in the upper right corner) so you can see where the next turn is. Don't pause to fight anything or to save. Just run until you reach the stairs up, then run through the upper level.
Eventually, you'll reach the stairs up to Bloodmire Manor. Go up and exit the Manor and return to the Inn.Baldur's Gate: Purple Wyrm Inn & Tavern Return to talk to Randalla in the bar. She'll reward you for your previous quest. Ask her about the kidnappings and she'll explain about the Hands of Glory. It's off to the Warehouse!Warehouse The Warehouse is located on the western side of town, beyond the church. Go inside, kill the fools in the first room and use the Save Point nearby. Once you do, jump up on the crates to the east (knocking some over and clearing the path).
As the path branches north, turn and follow it in that direction. Kill the dogs who approach, and mow down the knife-throwing thugs in the little crate fort at the center of the room. Here, you'll get a Crowbar. Climb over the crates and open the chest here to collect the treasure. Now return to the original split just beyond the first room.
Fight down the eastern path until you reach a squared hallway. Use the crowbar on the southern door.
Inside the room are several chests. Grab the treasure and return to the room where you got the crowbar. Continue on the north path, leaping over the crates that block the path.At the next split, follow the west path first, clearing the enemies and claiming whatever booty you can find. Then head back east (past the split), slaying Hands of Glory thugs as you go. The path bends and eventually leads to a small room, before continuing east. As you near the next room, a series of cages will be opened, unleashing attack dogs on you. Smite them and continue following the path to a somewhat obscured Save Point.
The next room is full of more knife-throwers. Light them up with ranged attacks of your own. When the last one drops, you'll find a Key. Through the next room is the way to the Hideout.Hands of Glory Hideout Use the nearby Save Point to preserve your progress.
As you go through the door, you will be greeted by a short into to the Hands of Glory Assassins. Wax these three chumps, and follow the path to another couple of assassins.
You'll also need to be on the lookout for a fire trap in this hallway. It shoots at 90 degree angles, so time your movements accordingly. Be sure you don't get nicked by a fireball as you go down the northern path, either.Continue to a square segment of path with corridors leading to the west and north. The north path is blocked by knife-throwing assassins. Pick them off from a distance, then search the nook to the right to find some gold and gear. Continue north to find a door that leads to another attack dog room. Kill them all and be sure to search their pens once you drop them.Return to the previous area and head down the western path, dispatching the pooches that block your way. There are knife-throwing goons on either side of the T-intersection.
Go north and kill the assassins you meet on the path to get a Ring of Keys. These will open the small rooms along this corridor. Enter each one to rescue a hostage. Return to the previous T-intersection, head south and you'll soon come to a Save Point. Past it is a wooden bridge. Cross it and drop the bats on the other side. Keep moving until you reach an area with more assassins. Kill them to get another Ring of Keys.
Use them to free the prisoners. When you free the last one, you will get 1000 experience and a Key. There is one captive left. In Argesh's Lair.Continue across the bridge and fight through the ensuing corridor, killing assassins and attack dogs. Down a set of stairs, you'll encounter another group of assassins.
Dispatch them and forge ahead, fighting your way to a room with a bunch of overturned tables. Through the next doorway is the entrance to Argesh's lair, a number of chests, and a Save Point. Use it and step through.Argesh the Gouger's Hold Argesh shouldn't present too much of a challenge if you keep moving. In fact, the worst thing about facing him is all of the companions that he keeps. Several archer goblins, mutant dogs and other vermin attend him and you'll have to slosh through the morass of flesh to get to Argesh. Luckily, there are crates everywhere separating the room, so it's pretty easy to get just a couple of enemies following you at the same time, then take them on individually. As always in these fights, ranged weapons are key when trying to soften groups of goons up.As for Argesh himself, you really just want to avoid the spiked knuckles.
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He'll try to pin you in a corner and lunge at you with those suckers. If you get trapped like this, you'll get cut to ribbons in no time, so stay on the move. When he comes to a rest, run in and get a couple of quick hits in, but don't get greedy. Just get your licks in, run away and wait for the next charge. When Argesh falls, you'll get a map to the Red Fang's secret base, and an iron key.Go through the door at the back of the room and free the last hostage to receive another 250 experience.

Take the stairs up and out of the dungeon. Return to the Purple Wyrm.Baldur's Gate: Purple Wyrm Inn & Tavern Randalla awaits at the bar. Talk to her again and she'll heap 4000 gold and 1000 experience on you. Now that your quests for her are done, she'll send you on to Sollus, the Captain of the Guard. If you haven't already done the sewer side quest, now isn't a bad time to do it.
Otherwise, when you talk to him, tell him you'll finish off the marauders. Head to the south end of town to return to the world map, and navigate to the Cloak Wood Lower Cliffs.Cloak Wood Lower Cliffs There's a Save Point near the starting point, as ever. Take the path to the north and follow it around to the other side of the bluff, then continue down the grassy western path. These cliffs are patrolled by goblins on wolfback, but they're no match for your leveled-up adventurer. As you come to a larger clearing, you will notice a small side path to the north.

Go in and clean it, and return to the clearing and follow the path up to the grassy area on the cliff above. The small western nook goes nowhere, so move northeast into the paths that wind around the rocks.There are so many nooks and crannies on this upper plateau that it's impossible to accurately describe where to go. Clear the entire plateau of enemies, searching every corner until the map is fully realized. You'll want to end up on the eastern side, which is where you'll climb another hill to get to even higher ground. Here, you'll encounter another Save Point. Use it and continue until you find a cave.
Go inside.Cloak Wood Cave Continue the killing spree as you head north, especially aware of the crossbow-toting goblins behind crates at the mouth of the cave. Beyond them is yet another Save Point.
Past this, you'll run into a rust monster, and the message attached to it tells you to unequip any metal weapons or armor you may have. This will probably not be a problem for some classes, but double check your gear nonetheless. Switching to a staff as your melee weapon is a good idea at this point.Search the chest in the nearby nook, then follow the twisting path and waste any rust monsters you encounter with your wooden weapons. Past the next set of crates, feel free to switch back to metal weapons for the time being. Here, you'll encounter a slew of archer-type goblins. Use a spraying ranged attack (like multiple Flame Arrows) to thin them quickly, and use the cover of nearby columns if you need to regenerate.
Beyond this point is an exit to the upper cliffs.Cloak Wood Upper Cliffs The upper cliffs are much like the lower cliffs. Head west and battle your way through the shallow, dug-out area near a small encampment. Beyond this is another hill. Follow it up to a higher plateau. Bust up the encampment here, search all of the chests and weapon racks and use the Save Point.
Once you do, fight your way to the east and clear everything in your p.