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Leaving the Island is an optional sub-quest in Baldur's Gate II: Shadows of Amn and its Enhanced Edition. It is an optional follow-up quest to Escaping the asylum.

Note:This quest is shuttered and unavailable if the party kills Saemon Havarian while in Spellhold.

Subquest walkthrough topics[]

Saemon Havarian's offer[]

When leaving the Spellhold Basement after the Battle with Irenicus in Spellhold the party must ascend the staircase to the Spellhold Main Floor. If the characters move west and then turn the corner north, Saemon will be seen ahead waiting for you.

If the party is invisible at this point, then Saemon will not detect the group, and all can move past him with no interaction if that is desired. However, the exit to the outdoor area surrounding Spellhold is locked and magically sealed. So, likely it may be a good idea to speak with Saemon.

Assuming dialogue with Saemon occurs (he'll initiate it if the party is detected), a fair amount of back and forth can occur. Certain core party members have interjections at various stages of the conversation. Saemon has some insight into Irenicus plans and likely destination - he knows that he and Bodhi have fled Spellhold through the portal in the basement. Here are some snippets of what he says and proposes:

"So I will offer my service to you, in the hopes that we can benefit one another. I'm sure you can understand the motives of self-preservation. There are no secret conditions on my help. I merely seek your friendship, or at least your pardon. I require allies if I am to survive. So, will you try the portal or accompany me to the surface? Perhaps I will throw in the blade I was paid, to show you my good intent. Besides, I know a little of his plans through a peek or two at his journal. It's little enough, but I figure we're all in trouble if he isn't stopped."

If the party refuses his offer he'll say:

"As you wish, though I fail to see a benefit. It is the magic portal a level below us. The passage to the portal requires the key in his chambers, near the asylum's former exit. Fare ye well." - and Saemon departs the area.
Note:Upon refusing Saemon's offer - the party can only leave Spellhold via the portal in the basement - which apparently leads to the Underdark. Upon obtaining Jon's Key the party will pass through the portal and begin Baldur's Gate II Chapter 5. There is no turning back now.

If accepted, Saemon says:

"A sensible choice. Allow me to use my magics to penetrate Irenicus's wards and then teleport us to surface and sun."

Saemon Teleports with the party outside the Asylum[]

On a platform outside the Asylum, the party will appear with Saemon. He says:

"Good to see your person well and sound. As you can see, the way is clear and we are free. Now, to the business at hand. Go about the town and get what supplies you need. We shall meet at the tavern and make our plans for the voyage when you are ready." - Saemon departs.

Return to Brynnlaw[]

The party can enter Spellhold again if they desire (perhaps something was left behind - or the party reconsidered and wish to take the portal instead). Or, make travel on foot to Brynnlaw.

When in Brynnlaw, the party is free to do whatever it wishes before visiting the The Vulgar Monkey.

Enter the tavern when ready to meet Saemon - he'll be standing inside awaiting the planned rendezvous. Initiate conversation with him, and he'll say:

"I'm glad to see you, though our meeting is colored by the unfortunate events I must relate. I had hoped them settled, but... I am denied. I have no ship with which to offer passage. It has been scuttled in an act of the purest malice! Such villainy I am subjected to!"

The party (and several core party members) have interjections. If you hear out Saemon's plan the gist of it is that since his own ship is now out of action, then that leaves only Desaharik's personal vessel to "acquire"- and with that ship the pursuit of Irenicus and Bodhi can continue, as well as escaping the island.

In order to do that a special Pirate Horn must first be secured from the Pirate Lord's lover Cayia. During the day, Desharik has the horn, but during the nighttime, it inside the House of Desharik's Lover.

Saemon explains all this as follows (paraphrased slightly):

"The Pirate Lord, who so maliciously disabled my vessel, has a perfectly serviceable ship of his own. If we could make off with it, we would be set for sure. His ship is moored at the docks. Under cover of night, we could take it most easy. We simply have to make sure the sea gate is opened for the bay to be clear. If you could get the horn that signals the gateman, we could blow it at night and be gone before anyone is the wiser. Nary an eye will turn towards us. Ships leave at all hours, especially the Pirate Lord's. His nefarious business often goes through the night. I will not be idle in this task either. I will see to clearing the docks of those that would report us. Come now, what say you to this?"

The party can agree or refuse the offer and tell Saemon that they will use the portal instead.

If the party refuses the offer, Saemon will say:

"Then I wish you well, but I won't go with you. I'll stay here and try to complete my plan on my own." - The party will then get a journal entry, as follows:
"Leaving the Island: Saemon's offer of a ship was not a sincere one, and no doubt he knew it. His own ship is scuttled and he needs my help to get another... no doubt why he made the offer to begin with. I have decided to enter the asylum and find the magic portal that he mentioned earlier. Should I change my mind, however, he will no doubt still need me."

If the party accepts Saemon's plan, then all that is left to do is to obtain the Pirate Horn and meet him at the Pirate Lord's ship on the quayside.

Obtain the horn[]

This task needs be accomplished after sundown or close to it.

The House of Desharik's Lover or Cayia's House is in the southwest of Brynnlaw. The party will know the horn is available if they enter the home and observe Cayia and her bedmate about to drift off to sleep. There will be some dialogue between the two. Being under stealth/invisibility is advised.

A stealthy character can pluck the Pirate Horn and a Rogue Stone from the table, as well as a Random treasure from the nearby containers. If they are detected, Cayia will summon three pirate fighters and then she and her lover will flee. If desired the party can just depart the house and make for the quayside or fight the guards and send them to Umberlee's watery grave.

Meet Saemon at Desharik's Ship[]

The party then heads to the quay at the southeast of the city. Saemon comments on the horn, and remarks about the upcoming caper. Soon after, Desharik will arrive, as well as Cayia and some dialogue will ensue. The Pirate Lord sets several cutthroats on the party, whom must be defeated before Saemon can cast off.

As they hit the open seas, the party receives 20,000 XP and the Silver Blade, which Saemon will insist that Gorion's Ward takes.

Disaster at sea[]

The saga narrator displays a scrolling explanation of the ship's voyage. A strange vessel is seen gaining on your ship, and eventually it draws close. Saemon is nervous and the crew draw their weapons.

The next scenario opens with Saemon and the party aboard Desharik's stolen ship, when it is announced that all should prepare to repel boarding from a foreign vessel.

Much of the ensuing events are done under a cut scene, so the player can only view the scripted performance, dialogue and animation.

The ship has been boarded by a group of githyanki, who are using their psionic abilities to subdue the crew.

Eventual control of the party is allowed, and some fighting can occur. The githyanki captain can't be killed, as he eventually delivers some required dialogue. The purpose of this attack as stated by the gith's is to reclaim their so-called holy relic, which is likely to be the silver blade Saemon foisted on the PC. Dialogue with Saemon, the party and the Githyanki Captain will transpire.

Soon after and suddenly the ship begins sinking. A sailor crew member shouts abandon ship. The Githyanki Captain orders his force to flee and return to their vessel, as a new attacker is present - the shark folk known as the Sahuagin.

Saemon announces that he is bailing out on the whole mission and will escape - leaving the party on their own and stuck with the silver blade.

The shark creatures will soon sweep onto the deck and carry the party down into the deep as the ship sinks, transporting them to the Underwater City and beginning the quest The prophecy of Sekolah.

Rewards[]

  • Experience for defeating enemies only, such as Desharik (11,000 XP) and various pirate guards (about 4,000 XP).
  • For setting sail on the Pirate Ship: 20,000 XP (each character).

Gallery (including some Mod content)[]

Portraits from Portraits Portraits Everywhere
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