This is the 3rd level of dungeon labyrinth below Spellhold and it is the final area to be explored in the Escaping the asylum quest. It 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.
Description of Area
The level is fully constructed of stone blocks, doors, ornamental artwork, tiled floor areas, and elaborate torch illumination consisting of braziers/sconces. Incredible statues, many with magical auras and abilities are present. Additionally, there are storerooms as well.
It is an oddly designed area with various locked doors, hidden wall panels, trapped triggers, barriers and passages that must be explored. 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.
On the map
- Automap Marker "Exit" (to AR1512 Spellhold Bodhi's Hunt Level 1) (
530.571). The party enters this level here. - Automap Marker "Exit" (to AR1507 Kobold Room (Spellhold Test)) (
2268.2336). This is where the party must exit the level to continue the Escaping the asylum quest.
Gameplay
There is only one way into the dungeon to start with, and that is from level 1 after solving the Head of the Builder riddle. The party enters this level down a descending staircase.
Entry room
In terms of what to do first, or which way to go - it doesn't really matter. The way the level will play out is that regardless of what the party explores, there will be times when retracing and backtracking is necessary. Doors can't be opened in some places until certain "keys" are obtained first. The party is going to find lots of mithral tokens and won't know what to do with them, or if there are more to be found. Plus, there are lootable items throughout all areas and XP to be gained. And so, with that said, this walkthrough will just present information in a room-by-room format. Explore everything and leave no stone unturned.
From the entry room, there are two paths that can be explored. Open one of two doors to the east. There is a northeastern leading door, and a southeastern door.
Through the door to the northeast
Opening the door presents a corridor leading east, which corners to the north and ends with another closed door. Nothing is found and no containers are available to examine in the corridor.
The Painting room
Open the door to the north. Observed is a room with low illumination, just a light source to the right of the door inside a large rectangular chamber with tiled floor. A group of several Yuan-ti and one Yuan-ti Mage are seen and they will react to any detected party members in a hostile fashion. Enter the room or close the door and don't go in right now, the Yuan-ti won't be able to open the door and pursue.
The observant party member will recall that there were four large painted pictures on the North wall of this room spaced at regular intervals. They appeared to be creature heads of some type.
If desired, the party can enter the room and battle these creatures. If they are defeated, some loot can be collected from their corpses.
Examining the painted wall panels on the northern wall a bit more closely, the party can identify a mind flayer, a troll, an umber hulk and a genie representation. There aren't any openings or secret doors found inside. This room is a dead end for now.
Open the southeastern door
Back to the entry room, open the door and go east into the passageway. Eventually the corridor corners south and leads on. If the party moves slowly enough or has a rogue with Find Traps / Detect Illusion enabled, then likely will be discovered two secret doors/wall panels. Try to open the one on the corner of the corridor.
Horseshoe-shaped wheel chamber
The door here is locked. Pick the lock or try to force the door, or perhaps attempt a Knock spell. Assuming the door was opened, the only object of note within is a pedestal or stand with a horseshoe shaped wheel-lever upon it. Examination of it with the inspection cursor displays:
- "You may rotate this horseshoe-shaped wheel."
If the wheel is interacted with again, a display says:
- " You turn the wheel with all your strength. From the west, you hear a loud creaking as if a door were being opened."
If the wheel turned yet again, the display says:
- "You turn the wheel with all your strength. From the west, you hear a loud creaking as if a door were being closed."
Based on the audible creaking noise location, the source of this sound is just across the hallway (which is the other secret door detected).
The other secret door (on the corridor's western side)
If the party detects this secret door and tries to open it, it is clear that there is no normal method to do so. Something else is needed. If the horseshoe shaped wheel in the room just east of this door is activated, then the door may be opened.
If the door is opened, the party will observe a group of Troll creatures, who naturally are hostile. Dispatch these monsters and enter the connecting chamber to find a storeroom littered with stinky scraps, offal, dung, bones and general troll filth scattered amidst several storage containers. Some of these can be searched through, and potentially useful items can be collected. Retrieve whatever is desired.
Move further east and south along the corridor ending with a closed-door facing east.
Stone edifice chamber
Open the closed door leading east. Inside is observed an illuminated rectangular room. The pungent odor of sweat and musk is immediate. Closed doors are seen on the north and east walls. The center of the room has a large stone edifice, some kind of a slightly curved spire narrowing at the top. the floor has ornate decor and cut wall alcoves display various small statues.
Within this room are several hostile axe-wielding Minotaur creatures. Put these beasts down and examine any containers for possible found items.
Painting statues room
Open the northern door to this room from the stone edifice chamber. Observed is an illuminated circular shaped room. The room's center is occupied with a stone cistern with water partially filling the interior. Three cut alcoves are present on the interior walls. Each alcove displays a statue.
The cistern seems to be a container. If inspected, several items are within that can be collected. Two unique items found are the Minotaur Horn and Mind Flayer Painting. That painting may be of use in the big room where the Yuant-ti's were found, plus the mind flayer painting seen on that room's north wall matches this piece of art found.
The statues on the wall can be examined. Place the toggle cursor over it and the following text is displayed:
- "The statue holds an oil painting in one hand, as if offering it to you. The other hand is raised in warning. You may take the painting if you wish."
If a party member decides to take the painting, then another message is displayed:
- "You take the painting, and the statue begins to move. Magical energy swirls around it as it casts a spell."
Each statue that is individually activated will provide a specific single painting, to include the Troll Painting, Umber Hulk Painting and the Djinni Painting. There are no clues provided as to which painting is assigned to a statue. The magical energy that casts a spell when the painting is bestowed will launch a Disintegrate, Incendiary Cloud or a modified Fireball spell effect on the party member who receives the painting. Unfortunately, these are not traps that can be disarmed, just hostile spells.
Now with all four paintings in the party's possession, they could return to the large rectangular Painting room with the corresponding wall paintings on the room's north wall. You suspect that these paintings could be key findings to open a passageway or other access to another sub-area in the labyrinth.
Return to the painting room
With the Mind flayer, troll, Umber hulk and Djinni paintings in hand, return to the painting room. This was a dead end before, but with the paintings each corresponding wall portrait on the room's north wall can be opened. Simply touch the portrait with a party member to access what is behind each. Open them one at a time or more if desired.
The party will face a Ulitharid, a Spirit Troll, an Umber Hulk and a Noble Djinni. They will be hostile. A few of these creatures may be under invisibility to start with.
Only the Umber hulk wall panel reveals a passageway to the north. The other creatures were in closed cells. Note that both the Ulitharid and Spirit Troll drop an enchanted weapon.
The Passageway
After felling the Umber hulk, follow the passageway north and it corners to the east. A Wolfwere pack might appear and attack any detected party member.
Further on a closed door to the south is seen, as well as another corridor that leads north and corners east, ending at an open Iron Door leading to a vault of some kind.
The Vault
With an open armored iron door, the party can peer inside. A square room with a single light source is seen. A reinforced chest rests on the floor. Moving a bit closer the party observes three Clay Golem constructs standing dormant and facing the chest. The golems are immobile and neutral. They appear to detect the presence of the party but do not threaten or move.
The party can preemptively attack the golems if they wish. But, perhaps checking out the chest would be a better idea? What is inside?
If the party sends a member to open the chest, some intriguing treasure is seen, including a clearly magical bundle of string, some more of those odd mithral token coins as well as a stunning gemstone. Just opening the chest has not caused the golems to stir.
The party can take the items in the chest if they desire, possibly while being hidden or invisible. What the golems will do, if anything, cannot be accurately forecast, as there no clues given about why they are there. To be certain, they can be slain beforehand, or the treasure can be grabbed and see what transpires. Make plans accordingly.
The Storeroom
Opening the closed door leads to a storeroom with a few containers and a table. Seen inside is a hostile Stone Golem that will engage any detected party member. Beyond the storeroom leading south to short hallway connecting to another area, the Token machine room.
Token Machine room

The Token Machine can be found at the center of this octagonal shaped room. It is a splendid contraption, like something produced by the crafters of Gond.
Examining the machine with the cursor reveals some dialogue text:
- "This bizarre contraption has a small slot set in a beautifully engraved panel. A message is written on an old board which has been carelessly tucked into a crack in the machine."
Reading the old board reveals:
- "The message reads: "Master, thy boots are well recombobulated. I have destinkified the soles. 'Twas a rapturous experience to lend mine hand to the task. Thou art, sir, a man of distinguished valor..."—the flattery goes on for some time."
It continues:
- "The system of tokenage has been set to thy precise specifications. The machine will dispense quality footwear upon the placement of mithral tokens within the slot. Surreptitiously, Grophinet—thy Jester"
A text display reads as follows if the machine is further interacted with:
- "The machine can be activated by placing an appropriate number of tokens within the slot. You must have enough tokens to use it. What do you wish to do?"
The player must then select how many mithral tokens to place into the machine or can select "Leave the machine for now to look for more tokens".
There is a total of 21 tokens that can be acquired throughout the level. If the player wishes to insert some tokens, the choices are 5, 10, 15 or 20 tokens. Note that it is possible to receive multiple items, but impossible to receive the same item multiple times. See the Token Machine article for what item the machine will dispense based on the number of tokens inserted - don't look at the article if you don't want to know ahead of normal gameplay discovery - the game does not furnish this information to the player and is meant to be a mystery.
Return to the Stone edifice chamber
It's time to explore further and go through the eastern facing closed door in the Stone edifice chamber (where the minotaur monsters were encountered).
Into the corridor
Pass through the door to the adjoining corridor which leads eastward. It corners to the north, and a Troll rushes towards the sight of fresh manling flesh. The corridor ends with another closed door. Open and proceed north.
Chamber of orbs
Enter a square chamber, with elaborate decor. A circular mosaic symbol is inlaid in the floor's center (the symbol seems to be a theme in the asylum). Numerous statuettes are atop tall supporting pillars. The western and northern walls each mount unusual orbs upon stone shelving. The orbs glow slightly, casting warm illumination into the space. A passageway leads away from the chamber in a northern direction.
If a party member examines one of the orbs with a cursor, a text displays:
- "You touch the globe, and the mosaic in the center of the rooms shifts. Perhaps the mosaic needs to be stabilized or stood upon."
Armed with this knowledge, a single or group of party members could stand upon the central mosaic, then another member could activate the globe, if so a text message reads:
- "You touch the globe, and the room fills with energy."
The result of the energy is different for each of the four globes. No information or clues are provided in the game to know ahead of time what the energy might manifest. Only experimenting will reveal the effects. The party can be confident that any persons in the center area will likely be exposed to the effects. It's up to the player to decide to try out the globes or leave them be. From west to east, the orbs cast: Slow, Cure Medium Wounds, Haste, and Lightning Bolt. It seems as though there is no limit to how many times the orbs can release this energy.
When ready to proceed forward, take the corridor leading north.
Minotaur statue room
The next room is dominated by a statue of a minotaur. There are also a closed-door facing west, another on the north wall, and a corridor leading eastward.
There are two female vampires and Bodhi ahead. Ideally, Gorion's Ward is the first party member to begin exploring this area. As promised, she has hunted down the party in the labyrinth. She will initiate dialogue with the Ward, which allows a selected reply, and ends with her and the two vampires attacking the protagonist. Seconds later the first involuntary change of the protagonist into the Slayer Form takes place.
This form can't be controlled by the player, and it will attack Bhodi. This triggers more dialogue from her, and she and her vampire allies change back into bats and speedily flee the map. Bodhi cannot be slain here, but it might be possible to destroy the elder vampires with some luck before they change form and flee (one of them is worth 10,500 and the other one 8,500 XP).
After Bodhi flees, there is about three to five rounds remaining before the Slayer form ends and the Ward returns to a normal state. During that time the slayer will attack any party members it can reach. This can be quite deadly depending on the fragility of the particular party member.
Certain core party members, especially Imoen, will have commentary about this Slayer change episode after it ends - she has some insight to share that goes all the back to studies in Candlekeep. If Imoen isn't in the party, then this will of course not be revealed.
Examination of the minotaur statue in this room reveals the following text:
- "This statue is missing its horns."
Perhaps the party already has one of the minotaur horn items found in a previous area. Seems as though there might be another one somewhere.
It's now time to find out what's behind the two closed doors and explore that passageway to the east.
Explore through the western facing door
Open the door and enter a large room that stretches in a north-south direction. The room is well illuminated. A cistern with some water is directly ahead mounted on the west wall. Right away to the south can be seen a hostile minotaur. It will likely move towards any detected party member and engage with its head splitting battle axe. The cistern is also a container that has some potentially useful items within. Grab what is desired from here.
To the north is a passage that ends in a hollowed-out cavern. Seen ahead are another group of minotaurs and a free floating Gauth, its eye stalks focused towards the party. Hey, guess what? They are not friendly, and attack.
Return to the Minotaur statue room and move down the eastern corridor, which takes a sharp turn and ends at a closed door.
The storeroom
Open the doors and immediately see a group of minotaurs inside a square shaped room. A few clay storage urns are also present. Another fight will now take place. Examine the container in here and find a second minotaur horn. Also, some more mithral tokens are found. Did the party find them all? Maybe a final visit to the Token Machine is called for? This will be the last chance to do so in the saga.
Restore the Minotaur statue
Assuming the party already has both minotaur horn items in their inventory, then interact with the non-horny statue - and a text displays:
- "A door has been opened."
The exit door on the north wall is now opened, and each party member receives 29,500 XP.
With the way open, the party can transition to the next area when they are ready. What may lie ahead is unknown.
Creatures
Enemies
- Clay Golem
- Gauth
- Minotaur
- Noble Djinni
- Stone Golem
- Troll
- Spirit Troll
- Ulitharid
- Vampire
- Wolfwere (Spawn)
- Yuan-ti (Spawn)
- Yuan-ti Mage {Spawn}
Treasure
The container locations correspond to the "Notes" selected on the InfoBox.
Containers:
Container 1
Arrow of Biting (×40)
Bolt of Biting (×40)
Bullet +1 (×40)
Dart +1 (×40)
Diamond
Phantom Blade
well-off random treasure
Container 2(60)
Gesen Bow String
Mithral Token (×4)
Star Sapphire
Container 3
Dart (×40)
Dart of Wounding (×40)
Diamond
Maze Scroll
Mithral Token (×2)
Container 4
Mithral Token (×3)
Throwing Axe (×60)
Throwing Dagger (×80)
213
Container 5
Bullet +1 (×40)
Bullet +2 (×40)
Chain Lightning Scroll
Mithral Token (×4)
365 ![]()
Container 6
Arrow +1 (×40)
Acid Arrow (×40)
Limited Wish Scroll
Minotaur Horn
Mithral Token (×2)
119
Container 7
Bolt +1 (×40)
Bolt of Lightning (×40)
Mind Flayer Painting
Minotaur Horn
Mithral Token (×2)
Container 8
Bolt +2 (×40)
Mithral Token (×2)
Sunfire Scroll
78 ![]()
Container 9
Arrow +2 (×40)
Breach Scroll
Mithral Token (×2)
432
Spirit Troll (Painting room):
- drops Malakar
Ulitharid:
- drops the Flame of the North
Quests
Bugs
As of BG2EE 2.6, a door on this map has the wrong clickable area when opened. This is identified for correction in the pending Enhanced Edition Fix Pack (EEFP).
Gallery
Mod content
This section is about unofficial content that is only available via fan-made mods.
Mods:
The Sword Coast Stratagems mod revises all fightable creatures' scripting, so they act and behave smarter. Certain spell casting creatures will get better spell casting choices and preparatory "previously cast" buffs, as well as use of sequencers and the like.
Vampires may be improved with the mod's component that revises those creatures.
Troll regeneration is revised, and spirit trolls will be tougher with their special innate spell powers. The Ulitharid will use the changes made for illithids, including more Psionic Ability powers scripted for use.
The Unfinished Business for BG2 mod and the component "Bodhi Hunts you in Spellhold" makes some potential plot changes that were cut from the original game. The UB mod restores these elements.
Gallery:
| Spellhold | |
| Bodhi’s Hunt | |
| Spellhold Test |
Cave • Crushing Trap Room • Fire Room • Kobold Room • Lever Room • Myconid Room • Sahuagin Room • Spore Room • Troll Cave • Elven Table • Final Judgement |































