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This is Main floor of the Spellhold asylum. There are two methods of entry, and each changes the gameplay for the player.

Note: This wiki usually uses the area name taken from the Near Infinity game engine editor program. The NI program refers to AR1515 as Irenicus's Living Room. In this instance the wiki has elected to stay with Spellhold Main Floor as that is a better descriptor.

Area description[]

The Spellhold main floor consists of a large open hall with connecting study and bed chamber. The study door is sealed against any intrusion. A text message will display if the door is examined: "This door is completely covered in magical wards. Someone very powerful must want to keep this passage from being entered. There is no physical or magical way to open it at present."

Further on is a cellblock and is accessed from the main hall and ascending a staircase. A corridor connects to a Cellblock area. The block has five small cells with barred iron doors. Within each cell is a simple bed platform. There is a sixth room, a sort of large cell that also doubles as a lockable meeting or dining room. A banquet table and highbacked chairs are within. This chamber has decorative wall ornamentation.

At the end of the cellblock is a less austere room, titled as the Inmate Commons. It has interesting wall decor, cushioned and bench style seating and a cozy fireplace.

On the map[]

There are three Auto map markers in this area viewable on the player's menu. Coordinates below:

Gameplay[]

Party arrives by being committed to the asylum[]

If the party managed to convince Pirate Lord Desharik that they needed to be committed to the asylum (see Getting inside the asylum) then the player will observe a cinematic cut scene of the exterior of Spellhold, and afterwards, the party will next appear in the cellblock. An official named Lonk the Sane addresses the party and announces:

''Proceed to the recreation area. Enjoy your time out; you go back under key when night comes."

Some questions can be asked directed at Lonk, of various types, including who he is, where are Imoen and Irenicus and that sort of thing. All given answers are a bit vague, but at least you know both are present somewhere in the asylum.

Note:If the party attacks Lonk, then further dialogue and exploration will be curtailed - because this action will trigger the appearance of Irenicus who intercedes and rapidly transitions the party to the laboratory cut scene. The party can't actually kill Lonk so it won't net any XP or loot at this stage of the game. This action will potentially prevent much dialogue with the other inmates, including Imoen.

The party is free to explore the cellblock and the Inmate Commons area. All doors exiting the area are fastened shut and are magically sealed. There is an opportunity to converse with each of the six other inmates as well as Imoen. Core party members will have interjections and commentary depending on who is being spoken with. Gain some insight into the strange world of the mentally unstable mages undergoing "examinations" here.

After speaking with Imoen, who disappointingly seems not to remember any in the party, a short time after the dialogue is over then Jon Irenicus will dimension door into the cell block and start a series of remarks and conversation. There is no chance to take any action during this process, and at the end of it a sleep gas is delivered upon the party members. This leads to a cut scene cinematic taking place in the basement laboratory area. Gorion's Ward is trapped in a glass tube and various shadow thieves are also in similar tubes. A strange process is initiated that slays each thief, and the protagonist's bhaalspawn powers are removed, as well as the very essence of a soul.

The party reappears in The asylum maze, with Bodhi looking down upon the party from an elevated parapet and mocking all. Apparently, the party is to face the asylum maze with built-in challenges and tests, as well as being eventually hunted down for sport.

Party arrives using the Wardstone for Asylum[]

Entry by the party through the main door into the interior of spell hold is only possible if the wardstone is possessed.

As soon as the party enters the facility, the Coordinator initiates contact. See his page for details of what transpires.

If Yoshimo is a party member[]

Yoshimo has some plot actions in this area. When the Coordinator or Jon Irenicus reveal that the party has actually been lured here with Imoen as bait - it will also be revealed that Yoshimo was not what he seemed, and for unknown reasons at this time, is seemingly allied to Irenicus. Much dialogue and party replies occur during this event. Eventually the party will be made helpless by a sleep gas - and Irenicus and Yoshimo are present in the Spellhold basement laboratory as Gorion's Ward soul essence is drained. From now on, Yoshimo will no longer be a party member.

After the Battle with Irenicus[]

This area can later be fully explored after the Battle with Irenicus in Spellhold encounter, and after speaking with Saemon Havarian. If the party agrees to Saemon's plan to use his ship to pursue Irenicus, then the party is transported outside the Asylum and a future time agreed to meet in Brynnlaw's The Vulgar Monkey. Now free to move, the party can reenter the asylum and finish exploring the main floor.

The party can also delay speaking with Saemon by being invisible, and moving past him without initiating dialogue at this time - and can continue to the old Director's Study area and explore it. The door to the study will be unlocked now - When the door to the study in this area is opened, the party will face a Stone Golem guardian.

Once that impediment is felled, there are containers in the office and bed chamber that can be examined for objects and items. Now go back and speak to Saemon in the corridor.

If the party killed Saemon earlier, then the only way out of Spellhold is by using Jon's Key and taking the portal back on the Spellhold Basement floor. The door leading out of the asylum can't be opened once Saemon is dead.

If the party accepts Saemon's offer to help the party get off the island of Brynnlaw, then Leaving the island questline is initiated.

Creatures[]

NPCs[]

Enemies[]

Treasure[]

Note: The T1 and T2 corresponds to the Map Notes selected on the InfoBox gallery. All treasures are within one of the six containers in this area.

T1[]

T2[]

Gallery[]

Mod content[]

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

The Sword Coast Stratagems mod offers a component under the "Tactical Challenges for BG2" umbrella that is titled:
Party's items are taken from them in Spellhold
This component does essentially what it says: when the party are captured in chapter 4, their equipment is taken from them, and they have to survive the labyrinth beneath Spellhold without it. A small amount of nonmagical equipment is available relatively quickly in the Asylum. Players (even solo players) might want to note that Imoen does carry the Enchanted Weapon spell.

The taken equipment (including bags of holding, ammo cases, gem bags etc.) is stored within the Spellhold Main floor locked study area and can be accessed later in this questline. Party items provided by other mods, such as unique equipment and weapons with mod-only .ITM file identifiers will probably not be removed by SCS. Normal game provided items typically will be removed from the party.

Mod gallery[]

Portraits from Portraits Portraits Everywhere


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