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This is the 1st level of the Spellhold labyrinth.

Description of Area[]

This is the first of three dungeon levels that must be navigated by the party in order to get to the point where the final phases of the mysterious Apparition Arbiter tests will take place.

The dungeon level is fully constructed of stone blocks, doors, ornamental artwork, tiled floor areas, and elaborate torch illumination (braziers/sconces). Incredible statues, many with magical auras and abilities are present. Additionally, there are storerooms as well.

This level of the dungeon labyrinth is an oddly designed area with various tests, riddles, hazards and passages that can be explored as desired. Some are optional, others must be solved. There are few clues given that make what to do obvious to the party. Each location within this level will need to be examined and explored in order to rule out what is needed and to find out what rewards and possibilities exist. For a first-time player, the best way to approach this dungeon level is to carefully explore everything before pressing onward.

As this labyrinth was obviously designed by the builders to facilitate tests of the mind, it will be potentially rewarding and confusing. Expect some obstacles, and definitely be cognizant of traps. Walking around and fully exploring the area with no trap detection will prove 100% fatal - no saving throw, no resistance. Beware!

On the map[]

Gameplay (abbreviated walkthrough)[]

The party has been transported to this area by Irenicus. Bhodi stands above the party members looking down upon them from a parapet above, and some back-and-forth remarks are made. The party is to complete a "gauntlet" and will be hunted at some point by Bodhi. No particular goals or advice are provided from Bodhi. Afterwards, she exits the map into a tunnel.

Imoen stands near the party and can be invited to join now. Her mental state is improved from before and she can function as a full-fledged companion again. She has no equipment, and no longer has the Imoen's Belt that was present in the Irenicus Dungeon (for plot purposes). If for some reason the player doesn't desire Imoen as a party member, then there is a dialogue option to allow her to begrudgingly and apprehensively remark that maybe she can find her way back to Athkatla on her own. Just a reminder that the entire reason why the Bhaalspawn is in the Asylum was to rescue Imoen. Letting her go now, especially as she has lost her soul, and the ward just found out she is a sibling Bhaalspawn as well - is questionable at best, but it is allowed by the game. Some core party members will have some incredulous interjections about this decision. If Imoen is not added to the party, then she leaves the map, and goes somewhere, somehow, with the goal to find the Copper Coronet again.

The next event that can occur at a random time, but usually within a few turns after the Imoen conversation is that the Protagonist will have a sudden bout of symptoms. Something has caused an adverse reaction in your body. If Imoen is in the party, she will have interjections about this, and a dialogue is presented. A text display describes the event:

"Your step falters, your vision spins, and feel something is very wrong. For an instant you are conscious of nothing but the rushing of your blood."

This strange episode passes, for now.

It is time to get to exploring the area. Who knows how long it will be before Bodhi starts her hunting. The party can take any path in any order it desires, so the following below will just address the area features.

Storeroom[]

Up the steps and directly ahead is a closed door. If opened, a Clay Golem is observed, and its hostile. Within the room are numerous boxes, urns and lidded jars. Check for traps. Some useful items can be found in two containers. Note that an "Opal Stone" can be found. This gemstone isn't a valuable item like a regular gem. It has a specific purpose. The item's description reads: "This stone has a certain energy about it. It might come in useful, although at this point you aren't sure where."

Second storeroom[]

Open the door and see a number of Goblin creatures, who unsurprisingly are hostile. Within this room are various ladders, boxes, urns, jars, bolts of fabric etc. The room smells of dung and urine from the recently dispatched inhabitants doing their business in some of the earthenware jars. Picking through the storage, two containers produce some useful items and ammunition.

Statue of Riddles room[]

This roughly octagonal shaped room has two entrances/exits. The bulk of the space is occupied by a central walled stonework on which are mounted carved stone faces. Seen at the top of it is a Statue rising from the interior of a robed figure with outstretched arms to each side. It has a peculiar look to it, as if it may not be entirely of stone, and seems to actually be looking back at the viewer, although it could be some sort of illusion.

On the outermost walls of the room are more stone faces. If any of these faces are examined, some of them will display an inspection cursor. Interacting with the cursor will display a text on the game screen, reading: "Put your hand in my mouth."

Any party member can then activate the cursor and place their hand in the stone face's "mouth" opening. When this is done, an animation of swirling energy transports that character inside the central structure so that they are directly below and looking up at the central robed statue. In the character's mind or consciousness, the robed figure speaks:

"Face a face and answer you. Exit with the answer that frees. Pain is the price of failure."

The statue will then present a riddle in the dialogue box including a listing of multiple-choice answers. Select the response desired. If the correct response is given, the statue responds:

"Your answer is satisfactory. The wit is matched for this round." - and the character is teleported back outside the central area to try another stone face.

If the answer is not correct, then the statue replies:

"This answer is not satisfactory." - and then a damage animation is played upon the character, inflicting Missile damage and Fire damage. Magic resistance can affect part of the damage.

There are twelve stone faces that can be interacted with, and each one has a different riddle from the statue. The character can try as many times as they desire, and once a face's riddle is answered correctly, it is closed from further interaction. Once all the correct answers are provided, the statue remarks:

"You have answered true the twelve in stone. Rewarded are you for the wit of ages." - a Ring of Regeneration is received as well as 5,000 XP (quest).

Deadly Corridor[]

Behind the Statue of Riddles chamber is a corridor with an abrupt turn. Around the corner are a group of Yuan-ti and a Yuan-ti Mage. They are not friendly. The corridor beyond them seems to corner again and connect to a long and unusual corridor with odd stone blocks protruding from either wall. The corridor seems to lead to the storeroom that was guarded by a Clay Golem. Tread carefully.

Statues room[]

The party will eventually find a room with a small descending staircase with eleven similar statues lining three of the walls. This subject is discussed separately on the Statue item riddle page.

Gem Portal room[]

Through a closed door and down a small corridor leads to a square room currently occupied by a Ruhk and several Mephit creatures. All are hostile and will aggressively attack if any party members are discovered.

Assuming the guardians are dealt with, the strange chamber has one feature that can be interacted with. A glowing and swirling energy inside a door frame indicates some kind of magical portal. If the party is in possession of the Opal Stone, Sapphire Stone and the Ruby Stone (all can be obtained on this dungeon level), then when a character interacts with the portal one of the gemstones is consumed, and then shortly afterwards a creature surges out of the portal.

An Opal Stone will Induce a Greater Wolfwere to spring forth from the portal. The slavering beast is hostile and blood thirsty, attacking the closest party member detected.

A Ruby Stone will gate a Pit Fiend through the portal in a gust of sulphureous brimstone and ash - it is a monstrous devil from the depths of hell and bent on destruction.

The Sapphire stone conjures an odd Djinni, who is neutral and offers some words and a gift for solving the portal test. The Doomplate is placed in the PC's inventory.

Hand of the builder[]

Ascend another long staircase from the central area and pass through to a corridor. Ahead is an alcove with an altar and deity statuette atop. Examine the altar for some found items. Further along down the corridor can be seen a gigantic stone head of some unknown historical figure. Nearby are seen some guardian creatures, possibly Minotaur and Umberhulk monsters, or there may be a group of Yuan-ti (this is a random spawn area). If any party members are detected these hostile defenders will attack.

After defeating the defenders, a squat clay jar can be opened to find some useful treasure. Looking over the gigantic stone head, the observer can tell that there is a passageway behind the head. The bulky statue blocks the pathway. A fine seam in the jaw of the stone head is discerned, and perhaps this block will act as a door. Interacting with the statue displays a text:

"Only builder may pass. His hand alone shall open the way once focus of power is restored."

The party is not sure what this clue is all about, but the means to open the statue's jaw isn't understood. Perhaps further into the asylum an answer can be found.

After this dungeon level has been fully explored, the party can transition through a choice of two exit doorways that descend to another area.

After exploring the second level of the dungeon, return to level 1. The party should be in possession of the two components needed to allow the "Head of the Builder" statue to allow passage towards Spellhold Bodhi's Hunt Level 3. If so, a dialogue text and journal update occur - each party member receives a reward of 22,500 XP, and the giant stone head's jaw opens. It is now time to progress further into the asylum labyrinth.

Creatures[]

Enemies (alphabetical order)[]

Treasure[]

Note: The "T" locations correspond to the Map Notes selected on the InfoBox.

T1[]

T2[]

T3[]

Statue of Riddles[]

100% completion of stone face riddles reward:

T4[]

T5[]

T6[]

Portal gem test reward:

Quests[]

Gallery[]

Mod content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

First off, a quick note about the Ascension mod if the player has installed it. Although this mod doesn't affect anything in SoA specifically (except if Watcher's Keep is accessed before the Throne of Bhaal game portion) - decisions regarding plans for Imoen as a companion are a planning factor that can be addressed right now. Imoen will have an entire revised story line awaiting the player with Ascension in ToB - which can provide unique gameplay and tactics with her revised Bhaalspawn powers. this can make or break success in the final battle. So, consider whether taking Imoen into the party now will be what the party would want to do, so that she can gain experience and contribute better to the party's efforts later in ToB.

The Sword Coast Stratagems revises all enemy creatures to some extent in the Asylum. In some cases, different or additional enemies are included.

If the player elected to install the "Party's items are taken from them in Spellhold" component, then the player will already notice that many items have been removed from the characters inventory. If the player has acquired other mod-only items that aren't normally present in the unmodified game, then they will probably still be available. This component adds a realistic touch that seems reasonable, in that Irenicus would not place the party into the Asylum labyrinth with all their gear, wands, potions, scrolls etc. That would be frankly stupid and illogical. So, if you had the fortitude to install this component, do not despair, as everything needed to overcome the challenges ahead can be resolved by using your wits and what can be found. Have fun and enjoy the more realistic difficulty of being an unwilling captive of the asylum. Note: The removed items can be recovered later. They are not gone for future gameplay.

Installing the Improved Asylum mod will revise all three Asylum dungeon levels in small and moderate ways. On the first level dungeon, the mod changes the Statue of Riddles tests. New questions and required answers replace most of the original ones. This is good for those players who have previously done this adventure and are looking for a bit of fresh mental stimuli.

Mod gallery[]

Portraits from Portraits Portraits Everywhere
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