Register Lost Password?  Cookie?
  The time now is 05:15 AM GMT -6.  
Banshee Network
 
BG: Dark Alliance II
Game Information
Recent News
Walkthrough
Character Information
Heroes
Statistics
Game Resources
Downloads
Screenshots
BGDA II Interview
BGDA II Review
BGDA II Forum
BGDA Products
Buy BGDA II! (Xbox)
Buy BGDA II! (PS2)
Site Features
Submit News
News Archives
Join Our Staff
Forums
Community Blogs
Reviews
Previews
Interviews
Editorials
About GB
Advertise With Us!
Advertisement
 

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


 
 
1 – BARELY HIDDEN LEVER

Open the cell door to find a lever pull it to open the door next to the save point. Doing so will also spawn some skeleton archers.


2 – ANOTHER LEVER

Go down the hall to the west until you reach a lever at the end. Pull it to open the door.


3 – NOT ANOTHER LEVER

Go north all the way to the end of the hall. Pull that lever to loot the cells on the west side. You’ll have to fight newly spawned skeletons and watch out fo a fire pillar you’ve just acivated to do so. Head East when you are finished.


4 – SECRET TREASURE

About halfway down the hall, you’ll find a wall that shoots fireballs. In the area where the fireballs hit is a loose stone that you can use to open a secret door. Head through for some good loot. Continue east to the end of the hall when you are done.


5 – STOP WITH THE LEVERS

Remember the door to the north with the save point on the other side? The lever at the end of the hall that goes east opens it. Thankfully, it also turns off the firballs that shoot across the hall.


6 – CELLBLOCK

Head north, then east, looting the cells you come across on the way.


7 – AMBUSH

The room across from the anvil is empty, so proceed to the end of the hall. When you approach the chest, four skeletons spawn.


8 – PULLCHAIN

Head north, then east. You’ll see the exit to the west, but you need to find the lever that opens the door, of course. Before you do, though. Investigate the cells on the way. One of the cells on the south side has a pull chain that opens a door on the north side.


9 – THE LAST LEVER

Use the lever at the end of the cellblock hall to open the door to the exit.


10 – STAIRS UP

The exit leads to the catacombs. Firewind Manor must be quite a spread if it has a cellar, dungeons, and catacombs.

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
 
 
      Copyright ©2000-2009, GameBanshee.com