Bloodmire Manor – Baldur’s Gate: Dark Alliance II

This guide will walk you through the Bloodmire Manor area in Chapter One of Baldur’s Gate: Dark Alliance II.

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 of 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.

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Luxrah
Luxrah

I love RPGs, MMOs, and weird little indie games. Anything that lets me build and decorate or just has a really good story. I've spent hundreds of hours in Bethesda games and even more time modding them. I also play a lot of World of Warcraft.

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