
PC GAMES
News
Reviews
Previews
Movies/Media
Downloads
Hints/Codes
GameGuides.com
Special Features
Beta Center
Release Calendar
Forums
Top Games
PC GENRES
Action
Adventure
Driving
Puzzle
Role-Playing
Simulation
Sports
Strategy
SWITCH TO:
VIDEO GAMES
GAMESPOT LIVE
GAMEBUYER
HARDWARE
SUBSCRIBE TO:
PC Newsletter
HW Newsletter
ELITE SERVICES
Join GameSpot
SEE ALSO:
3D Browser
3DFiles.com
GameFAQs
Gamespy Arcade
Netflix
Tweakfiles.com
INFORMATION
Help
Contact Us
International

|
 |

When you wake up in the dungeon, Imoen can finally rejoin the party. Equip her with whatever extra items you have on you. You might want to rest a bit and memorize some spells if you have gained levels. Head northeast. Go into the room at the intersection and kill the clay golem within. There's a trapped barrel here containing the very useful bag of holding; this item will contain 20 other items in a shop-like interface and doesn't affect your character's encumbrance. There are also some magical darts for Imoen, if you haven't armed her yet, as well as the necessary opal stone. Whatever you do, avoid the hall to the north of this room! It's trapped with an instadeath mechanism if you attempt to pass through it. Instead, go back to the beginning room and head to the northwest. Go through the first door and kill the gibberlings inside. Examine the chest inside for some more bullets (if you're using a sling) as well as an important ruby stone.
 | 
This is only half the dungeon you'll be crawling through. |
Now, the next room you'll encounter to the west is a room with 11 statues and corresponding riddles. You must take the items from the middle of the room and place them in the proper receptacle. You can attempt the puzzles if you wish or just go counterclockwise from the door: star, golden circlet, boots, water, sundial, sun necklace, sword, gagged man, mirror, hourglass, skull. You'll receive another item from the chest and 20,000 experience points.
 | 
So... many... riddles... Must... stay... conscious... |
Ruhk is near the portal to the northwest. You can kill him now if you want or come back later. For now, head to the east, where another puzzle awaits. Starting at the top of the room, go clockwise from the statue at the left. The answers, in order, are: ice, fire, coffin, candle, darkness, stars, hole, secret, fish, breath, sponge, shadows. You can do them in any order, of course.
Head back to where Ruhk is or was. If you didn't already, kill him. Head through the stargate - er, portal. Unfortunately, once you click on it, a pit fiend will pop out, so be ready with a protection from evil spell. You can place all three stones you gathered - opal, ruby, and sapphire - to summon a pit fiend, a greater werewolf, and a friendly djinni, who will give you a doomplate +3. You don't have to face them all; in fact, you can drop all but the sapphire stone to summon the Djinni right off the bat, without having to face the other two enemies.
 | 
Here's the second half of the asylum dungeon's first level. |
Now head back to the room with the clay golem. Take the door to another area nearby. You'll see a scroll; you can click on it to summon five different monsters, ranging from a kobold to a beholder. Defeat them all, and you'll receive some choice magical scrolls and a very useful item: a ring of free movement. Now, head through the secret doorway to the north. You'll be encountering hordes of kobolds in here; they won't do much damage to you, but the witch doctors can be difficult. Once you reach the large crystalline structure, a few more witch doctors will warp in. Kill them all, and you'll get a piece of the altar, which you'll need to make it to the second level. You can search the bodies for a short bow and some arrows for Imoen if you wish. Be sure to search the body with the quarterstaff and pick up the stakes.
 | 
Dace is something of a pushover, for a vampire. |
Head to the room with the ancient scroll and proceed south. Once you reach the intersection, you can head north for a not-very-rewarding fight with a half-dozen umber hulks if you wish. The only discernible reason to fight these guys, other than the experience, is that it will open a bit of a shortcut to the beginning of the level when you must return in a bit. It's probably best to avoid the area. Proceed to the southwest. Go through the door to the north to find a ton of gold as well as a few scrolls. Now, head around the corner and proceed to the northwest. Get ready for a battle.
 | 
Most of the secret doors in Baldur's Gate II aren't really so secret. |
Dace Sontan is another vampire. He's not extremely tough; just a regular old vampire, it seems, that likes melee battle. He'll probably drain your levels just for fun, but if you have people casting spells behind the fighters, he'll die fairly quickly. Stake him in his coffin and get his hand. Now, head all the way back to the room where you began the dungeon. Head to the southwest, and you'll encounter a statue's head. Since you have the keys (the hand and the crystal), it will open and give you access to the upper part of the dungeon.
|
 |
|