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The 3rd level of Spellhold labyrinth is detailed on this page, including an abbreviated walkthrough. This just another part of the multiple steps required in the Escaping the asylum quest.

Description of Area[]

This is the third 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 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[]

Gameplay (abbreviated walkthrough)[]

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 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, plus 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 Yuan-ti and 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 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 creature heads of some type.

In an unmodified game the Yuan-ti's won't be able to open the door and pursue, because the creature scripting isn't advanced enough. 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 a bit more closely that are on the northern wall, the party identifies 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 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.

Note: The party might notice what appears to be secret room nearby as the fog of war recedes. This may have been a planned room by the artist/developers but is not finished or reachable.

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. The game provides no clue 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 the Ulitharid and Spirit Troll dropped an enchanted weapon each.

The Passageway[]

After felling the Umber hulk, follow the passageway north and it corners to the east. A Wolfwere pack roars to the attack towards 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 the game gives no clues about this. 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 (marked Boot Machine on InfoBox Map Notes)[]

The Token Machine in the Spellhold labyrinth

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. What it is and does is unknown.

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".

If the player wishes to insert some tokens, the choices are 5, 10, 15 or 20 tokens. Select which one desired.

The outcome of this action is not revealed on this page. See the Token Machine article if the reader wants a "spoiler". This info is separated from this page for readers who don't want to see advance information and wish to play the game as it was presented to a first-time player. The wiki realizes that not everyone wants to know everything ahead of gameplay and spoiling the surprise factor.

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. 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.

Note:A bit of advice offered here - for the best scripting outcome and to avoid glitches - suggest that the player's Bhaalspawn character enter this room first, and even better, by themself. This will mitigate a known and reported scripting bug still present in BG2EE with this particular area.

There are two femal vampires and Bodhi ahead. Ideally, the protagonist is in this room when first exploring this area. This allows a script to trigger so that Bodhi can detect and speak to the PC. As promised, she has hunted down the party in the labyrinth. She will initiate dialogue with the PC, which allows a selected reply, and ends in her and the two Vampire (Elder) to begin attacking the bhaalspawn. Seconds later (if the script works properly) begins the first involuntary change of the bhaalspawn into the Slayer Form.

This form can't be controlled by the player, and it will attack Bhodi. When she is subsequently damaged to a predetermined threshold, this triggers more dialogue from her, and she and any surviving vampire allies change back into bats and speedily flee the map. Bodhi cannot be slain here, although it might be possible to destroy the elder vampires with some luck (they'll turn into a gas cloud and flee - awarding 10,500 XP each).

After Bodhi flees, there is about three to five rounds remaining before the Slayer form ends and the PC 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 to the player.

Note: Attacking the bats before triggering the transformation sequence (which requires the bhaalspawn's close proximity) will not destroy them, as their bat forms are mostly indestructible. Also, doing this will stress the script and could foul up the whole slayer form sequence.

Examination of the minotaur statue in this room reveals the following text:

"This statue is missing its horns."

Perhaps the party already has one 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 iiluminated. 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 minotaur inside a square shaped room. A few clay storage urns are also seen. Another fight will now take place. Examine the container in here and find a second Minotaur Horn. Also, some more Mithral Token coins are found. There is a total of 21 tokens available in this dungeon. 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.

For the next area article, see the Kobold Room (Spellhold Test) page.

Creatures[]

Enemies (alphabetical order)[]

Treasure[]

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

T1[]

T2[]

T3[]

T4[]

T5[]

Spirit Troll[]

Ulitharid[]

T6[]

T7[]

Token Machine (aka Boot Machine on InfoBox "Map Notes")[]

  • Unknown item or items available - See walkthrough above.

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).

Reference: (ar1202, ar1514.are)

Gallery[]

Mod content[]

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

Mod gallery[]


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