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Last Light Inn

| Shadow-Cursed Lands | ||||
| Last Light Inn | → | Ruined Battlefield | ||
“Only spot in the region that's not been swallowed up by this damn curse.<...> If you want to catch your breath, the inn's the only place to do it.„
Overview[edit | edit source]

The Last Light Inn is a large guesthouse located in the northern part of the Ruined Battlefield, in the Shadow-Cursed Lands. It occupies a vast island between two waterstreams, which merge and run southward to flow into the River Chionthar near Moonrise Towers.
The inn consists of the two-storied main building with river docks in its rear, a smaller separate stable with a smithy, and a small patch of land near the water end with a makeshift graveyard. In front of the main building is a yard with a fountain.
Currently the territory of the inn is patrolled by Harpers. They have placed barricades along the perimeter and also planted several mines at the accessways which are hard to control. Apart from the protective moonlight dome which wraps most part of the island, the territory is thickly lighted with torches. Dousing torches in front of any guard causes them to warn the party. Dousing three sources of fire in a row makes all Harpers in the inn hostile to the party.
History[edit | edit source]
Once, the Last Light Inn was a large, and probably prospering, tavern and hostel on the road from Elturel to the Reithwin town. Its proprietor Halfred, like most locals, was a devotee of Selûne. When followers of Shar began to take power in the region, Halfred joined the Selûnite resistance movement, though he preferred to keep low profile unlike his brother Morfred. After Shadow Curse wrapped and devastated the lands surrounding the inn, it was abandoned and began to fall into disrepair.
Until the recent past, the only inhabitant of the half-ruined inn was the Selûnite cleric Isobel. With the patronship of her goddess, she raised a magical dome repelling both the curse and the shadow creatures, thus transforming the former road-house into a protected refuge.
Later, the Last Light Inn was repurposed into a base of operations by the Harpers, joined from time to time by the Flaming Fists. By the time of the game events, the inn still serves as a safe haven from the Shadow Curse, sheltered from Shar's magic by Isobel's moonshield.
Access[edit | edit source]
The Last Light Inn can be accessed by crossing the bridge at X: -2 Y: 114. The border of the moonshield divides the bridge approximately in the middle. When approaching it, the party members and the Dream Guardian comment on it, calling the place a haven safe from the shadows.
The inn has also two alternative ways of access:
- The basement of the inn is connected with the cellar of the small mansion on the fringe of the Ruined Battlefield. However, the way to the mansion itself from the Shadow-Cursed Lands is blocked by the cursed trees; the only unhindered approach to it is a path from the Last Light Inn's inner yard starting at X: -10 Y: 166. Spells providing spatial movement like Misty Step or Dimension Door can help. However, if the party emerges from the inn basement without having first obtained approved entry by the main bridge or by the docks, the whole inn turns hostile to them.
- If the party take on and complete the Rescue the Tieflings and / or Rescue Wulbren quests, they can use a boat to sail to the Last Light Inn docks. There they inevitably run into the patrolling Harpers, and the course of the meeting depends on whether they have already been to the inn or not.
Courtyard, stables and smithy[edit | edit source]
When approaching the location for the first time, the party is stopped by the Harper Elifer. If the party has already met the scouting squads led by Branthos or Lassandra and helped them, any of survived squad members appear to be close and vouch for the party. Regardless, Elifer quickly calls up her senior-in-rank, Jaheira.
Straight off, Jaheira summons vines to entangle the player character, and accuses them of being a True Soul, proving her guess with the use of a Mind Flayer Parasite Specimen. If the player character uses any option to try and get rid of the vines and succeeds, Jaheira orders the Harpers to attack. Otherwise, the party have a chance to convince her to let them go.
At this point, Mol[1] runs up and vouches for the party; otherwise, Marcus can do so instead. If Marcus vouches, he connects via the tadpole to the player character's mind, and the latter can at this moment expose him as a follower of the Absolute. Betraying Marcus's true allegiance is one of the ways to earn the Always Trust a Dishonest Person inspiration to characters with the Charlatan background. If the party chooses this course, Marcus summons 13 Crawling Claws and flees. He can be met later in Moonrise Towers.
After Mol or Marcus stand up for the player character, Jaheira dispels the vines and demands an explanation as to why the player character is infected yet is not following the cult's orders. They can dodge the question (which leads eventually to a DC 21 Persuasion check to convince Jaheira), or show her the Mysterious Artefact. If convinced, Jaheira invites the party to have a drink with her inside the inn.
Straight across the main entrance an awning covers Quartermaster Talli's supply post. Talking to her for the first time, any party member can pass a DC 10 Persuasion check and get a free Supply Pack. This can be repeated multiple times for each party member.
From the courtyard with the dried-up fountain, paths run along both sides of the main building to the docks behind. To the south, at X: -61 Y: 112 a small fane is made in the memory of fallen Harpers. On the first visit to the Last Light Inn, the party can find Harper Meygan mourning for Harper Yonas there. If they found and looted Yonas's body, they can return his sword to Meygan. Witnessing Meygan's mourn grants one or more of the following inspirations:
- Memento Mori to characters with the Entertainer background
- Tragic Love to characters with the Acolyte background.
To receive these inspirations, Yonas' funeral must be witnessed before Marcus assaults the inn.
Behind the inn and under its ground floor is a docking area. If the party save the prisoners from Moonrise Towers and choose to sail to the Last Light Inn with them, they are stopped here by Harper Arthus and put under scrutiny about being infected with a tadpole. The party is checked along others, even if they have earned Jaheira's trust before. At X: -54 Y: 145 is the door to basement (see below).
The northern part of the yard is occupied by stables with a small smithy inside, where Dammon[1] is toiling at the forge. If Karlach is in the party, she draws the player character's attention to the tiefling blacksmith. Dammon is now ready to upgrade Karlach's heart again using another piece of Infernal Iron. It can be done here and now if the material is in inventory; otherwise, Dammon can give a hint where to find it nearby. Thus, the The Hellion's Heart (or Forging a Heart) quest can be completed.
Also, Dammon can act as a trader and, if the party brings him more Infernal Iron, can forge up to three pieces of Rare armour, which earns the Hellish Armaments inspiration for characters with Guild Artisan background. If the party bring him the merregon masks obtained in Grymforge, Dammon can also make an Orthon Explosive out of each piece.
In the stables stand several oxen; a passive DC 14 Insight check allows to recognize one of them as the same Strange Ox the party have already seen in the Hollow. The ox can be convinced to share a glimpse of its true nature (see its page for the necessary ability checks). If the player character challenges the ox, it turns into a Phasm Ooze and attacks. In this case, it drops the Hat of Fire Acuity afterwards. Dark Urge characters have a unique interaction with the ox, using which causes them to brutally kill the creature. Doing this is considered an oathbreaking action for Paladins of any Oath subclass.
On the second floor of the stables the Rippling Force Mail can be taken from the locked rustic chest (requires DC 14 Sleight of Hand check to lockpick).
The path to the east side of the stables lead to the bridge armed with three Blast Mines planted in plain sight. On the path behind the stables at X: -32 Y: 187 stands Bex[1]. Talking to her can start the Rescue the Tieflings quest (or progress it if it already is in the journal). Danis joins her if saved from Moonrise Towers.
Ground floor[edit | edit source]
At the ground floor entrance, in the antechamber, a stuffed bear stands; passing a passive DC 14 Nature check upon interacting with it allows the party to recognize it as "Darkmaw the Wicked", a dread bear from legends.
In the main hall there are several encounters, some of which may add quests to the journal or progress the active ones. Most of these are available only if the party defended the Emerald Grove during the Save the Refugees quest in Act One.
At X: -54 Y: 141 Mattis[1] cries out to everyone, offering to have a look at his goods. The party can also ask him for special wares and buy the Tower-Shaped Key, which unlocks the basement of the Mason's Guild in Reithwin Town. Mattis outrages at the player character if they take items from his table. However, after the Last Light Inn is assaulted during Resolve the Abduction and Mol is kidnapped, Mattis leaves his stall to talk with other tiefling children, and items can be looted freely, including a Potion of Invisibility and Trap Disarm Toolkit .
Jaheira stands at X: -61 Y: 140. If the party have just arrived to the Last Light Inn, she offers to drink wine with them; a Medicine check reveals the wine in player character's goblet is tampered with the truth serum. The interacting party member can agree or refuse to drink the wine, which may grant one or more of the following inspirations:
- From One Hero to Another to characters with the Folk Hero background - for drinking the wine
- Not My First Time to characters with the Charlatan background - successfully passing the constitution check to resist the wine[2]
- Wary of Strangers to characters with the Urchin background - for refusing the drink
Also, simply speaking with Jaheira earns the Living Legend inspiration to characters with the Entertainer background.
In the centre of the hall, near the big hearth, the party can find Alfira and Cerys[1]. Both can start the Rescue the Tieflings quest (or progress it). Unlike Bex, speaking to either of them also starts the Find Zevlor quest. Alfira also asks the interacting party member for some words of encouragement, and choosing any line that cheers her up earns the A Smile Better Suits... inspiration to characters with the Folk Hero background.
In the far end of the main hall at X: -75 Y: 147 is a bar. Umi and Ide are trying to talk Rolan[1] out of drinking too much wine. Talking to Rolan can launch the Rescue the Tieflings quest, too. After a long rest, Rolan disappears from the inn and can later be found in the Ruined Battlefield, and Ide can be convinced to surrender a book she found in the inn and wanted to give Rolan as a gift.
In a corner behind the bar is a heavy chest marked as "Innkeeper's Lockbox". It can be opened with the Innkeeper's Key, which can be found in a bird nest on the tavern's roof (X: -67 Y: 145). Otherwise, a DC 10 Sleight of Hand check is required. Inside is gold and the Innkeeper's Journal, shedding some light on the demise of the Selûnite resistance against the followers of Shar.
In the side gallery behind Jaheira's table, in the corner at X: -58 Y: 134, is an alchemist's table where Barcus Wroot[1] wanders. He can start the Rescue Wulbren quest, if it was not initiated before. If Wulbren Bongle is saved, Barcus gives the party the Brilliant Retort as a reward. Obtaining this item earns the In the Palm of My Hand inspiration to characters with the Guild Artisan background.
Near the table the cat His Majesty can be found. Talking to him earns the Noble Feline inspiration to characters with the Noble background, and the Alley Cats inspiration to characters with the Urchin background as well, if the party has already met Steelclaw in Moonrise Towers.
A bit farther at X: -61 Y: 132 is a chess table with a set of the Lanceboard on it. On the party's first visit to the Last Light Inn, Mol can be found playing a match against Raphael.[3] If speaking to them, a cutscene plays out, where Mol asks an advice on how to win. The player character has multiple options to help her, including rigging the board (but can also give a bad advice). Successfully helping Mol can grant one or more of the following inspirations:
- Helping the Little Guy inspiration to characters with the Folk Hero background
- Orphan Camaraderie inspiration to characters with the Urchin background
- Shuffling the Board inspiration to characters with the Charlatan background - only if helping Mol by rigging the gameboard
- Theskan Tactician inspiration to characters with the Sage background
If Astarion is in the party, Raphael turns the conversation to the vampire's scars. Astarion can ask Raphael about their meaning, but does not get an immediate answer.[4] Regardless, Astarion's personal quest (The Pale Elf or Call of the Blood) is advanced. If Astarion is played as an origin, the corresponding option must be chosen intentionally within the dialogue - in this case Raphael does not talk about it himself.
After speaking to the party Raphael disappears, and the player character can talk to Mol, to find out the devil offered her a contract. Praising her for it or encouraging to sign the contract is considered an oathbreaking action for Paladins of any Oath subclass.
The eastern part of the ground floor consists of two separate lodging rooms. In the smaller at X: -79 Y: 156 Mirkon[1] is looking for loot. However, he does not notice neither the Loose Planks at X: -72 Y: 150 where the Snowburst Ring is hidden ( DC 10 Perception check to detect), nor a wooden chest in the corner with gold and random alchemical ingredients.
The larger room was obviously used as common lodgings. It has several beds with cupboards between and forgotten backpacks on them; both can be looted for random potions and some gold. The bookcases here may contain random spell scrolls as well.
On the party's first visit to the inn, this room is used as a headquarters by a small squad of the Flaming Fist under command of Counsellor Florrick[5]. They have followed the trace of Duke Ravenguard to Moonrise Towers, but do not have the means to reach it due to the darker Shadow Curse around it. If the party takes at least one long rest within the Shadow-Cursed Lands before visiting the inn, Florrick will have already departed, leaving behind several Fists and a letter addressed to the party on the table in the room.
The only cot in use is occupied by delirious Art Cullagh; he repeats various rhymed lines with the name "Thaniel" in them. If the Lift the Shadow Curse is in progress, waking Art from his catatonia progresses it.[6] Waking him grants one or more of the following inspirations:
- Favour for a Favour inspiration to characters with the Noble background
- Strings of Fate inspiration to characters with the Entertainer background
- Waking the Sleeper inspiration to characters with the Sage background
At X: -65 Y: 132 is the stairs to the first floor of the tavern.
First Floor[edit | edit source]
The first floor of the Last Light Inn consists of a gallery running the full round along the main hall, and a single room above the ground-floor lodgings. The room is occupied by Isobel, a Cleric of Selûne who created and has since maintained the protective moonshield around the tavern.
When first visiting her room, Isobel is on the balcony, performing the supportive rites for the moonshield. At this moment, it is possible to safely loot her chamber. On her desk lies Isobel's Diary, and the wardrobes contain several sets of camp clothing of medium and citizen grade, and Selûnite Robes as well. In the corner at X: -68 Y: 156 stands an elven bust, depicting Ketheric Thorm as he was before spurning Selûne.
Upon approaching Isobel, a cutscene starts, where Isobel grants the party her protection which allows them to mitigate the lesser effects of the Shadow Curse. After that, Marcus appears and tries to kidnap Isobel on Ketheric Thorm's orders, revealing himself as a follower of the Absolute, and the quest Resolve the Abduction is started.[7]
The conversation with Isobel (and with Marcus afterwards) may earn one or more of the following inspirations:
- Meeting of Fates inspiration to characters with the Folk Hero background - for siding either with Marcus or Isobel when resolving the abduction
- Moonweaver's Prayer inspiration to characters with the Acolyte background - for witnessing Isobel's rite to support the moonshield
- Shield of the Moon inspiration to characters with the Sage background - for obtaining Isobel's blessing
- Tadpole Solidarity inspiration to characters with the Charlatan background - for helping Marcus to abduct Isobel[2]
- Morally Grey inspiration to characters with the Charlatan background - for betraying the trust of the Last Light Inn inhabitants[2]
Also, allowing Marcus (or his minions) to abduct Isobel is considered an oathbreaking action for Paladins of any Oath subclass.
If Marcus is defeated, his body can be found later outside the inn approximately at X: -63 Y: 171. A DC 18 Survival check near this point reveals a buried treasure.
After meeting Isobel for the first time, the Dark Urge characters receive a personal request from their butler as a part of their personal quest. If they kill her, they receive the Lunar Eclipse inspiration.[8] If the Dark Urge allows Marcus to kidnap Isobel and later confirms to Jaheira that it was their deliberate decision, Jaheira becomes hostile to the party. Killing Jaheira in this way also grants the Dark Urge the Forced Retirement inspiration.
Basement[edit | edit source]

The basement of the Last Light Inn includes a storage (to the north) and a small jail with two cells (to the south). However, behind it a secret chamber is hidden, connected with a subterranean cavern which leads into the cellar of the mansion across the inn.
In the chamber, numerous bottles of wine can be taken to stock up Camp Supplies. Also, at X: 26 Y: -276 a buried treasure is hidden (requires DC 16 Survival check to find). In the far end of the storage behind several crates and a cobweb a double door to the back chamber is hidden. Inside at X: 24 Y: -716 a cracked wall leads to the cavern.
In the jail section on the table lies Last Light Detention Cell Key, which opens not only both cells, but also the locked Evidence Chest nearby. In the eastern cell a set of Thieves' Tools can be found, and another one - in the back chamber behind another cracked wall at X: 22 Y: -758.
Neither of the cracked walls are highlighted by any ability check when approaching from either side. Destroying the walls by any means of Fire damage is possibly dangerous, as a Smokepowder Barrel leans against each.
A wooden chest near double metal doors contain a Scroll of Revivify and minor loot. The doors require DC 14 Sleight of Hand check to lockpick. Otherwise, it can be opened with the Last Light Side Entrance Key, which lies further in the cavern.
Inside the cavern a pack of seven Meenlocks lurk, attacking on sight. A DC 10 Arcana check allows the observer to understand what these creatures are and remember their weaknesses. One of Meenlocks drops the Covert Cowl.
Further in the cavern at X: 36 Y: -695 is a shrine to Selûne. Aside it lies Halfred's Note and the key to double doors. Reading the note progresses the Investigate the Selûnite Resistance quest. In the farmost corner of the cavern at X: 46 Y: -736 is a trapped heavy chest ( DC 15 Perception check to detect a trap, DC 10 Sleight of Hand check to disarm, DC 14 Sleight of Hand check to lockpick) with the Coruscation Ring inside.
The roots at X: 46 Y: -717 lead inside the mansion in the Ruined Battlefield. The Shadow Curse inside this small building is thicker, its effects bearable only with a working Moonlantern or with a Pixie Blessing.
Graveyard and river beach[edit | edit source]
Crossing the shore or small bridge on the northern side of the inn leads to a small burial area. It is beyond the border of the moonshield, and the weaker effects of the Shadow Curse are applied here to any character without defence.
In the farmost end of the graveyard at X: -3 Y: 215 a rough pile of rubble can be revealed with a DC 18 Perception check. It can be then uncovered by a character with at least 15 Strength. Digging up this grave unearths a murdered Flaming Fist gnome carrying the Shield of Scorching Reprisal. If Marcus is defeated, his corpse via Speak with Dead reveals it was he who killed the gnome, who had unearthed Marcus's connection with the Cult of the Absolute.
At X: -70 Y: 203 on the river beach is a rectangular rocky buildup where an important part of the Lift the Shadow Curse quest takes place. Here, on a certain stage of the quest, Halsin opens a portal into Shadowfell to search for Thaniel trapped in there. The party's task at this moment is to defend the portal from various shadow creatures. Successfully defending the portal allows for Halsin to be recruited into the party and, eventually, to dispel the curse. Also, the following inspirations may be granted:
- Grove Keeper's Keeper inspiration to characters with the Outlander background - for defending the portal
- Patrician of the Grove inspiration to characters with the Noble background - for recruiting Halsin
At X: -56 Y: 202 is a buried treasure (requires DC 14 Survival check to detect) with gold and random alchemical ingredients.
Waypoints[edit | edit source]
This location contains the following Waypoint:
Related locations[edit | edit source]
Characters[edit | edit source]
Characters available to encounter in the Last Light Inn may vary depending on previous story choices.
Companions[edit | edit source]
Deep Gnomes[edit | edit source]
- Barcus Wroot - trader
- Nickels
- Nimble
- Wulbren Bongle
Flaming Fists[edit | edit source]
Harpers[edit | edit source]
Tieflings[edit | edit source]
Other[edit | edit source]
Creatures[edit | edit source]
This list includes the shadow creatures which appear only if the moonshield over Last Light Inn is destroyed for any reason.
Loot[edit | edit source]
Traders[edit | edit source]
Quartermaster Talli sells:
Dammon sells:
Dammon crafts:
Mattis sells:
Barcus Wroot sells:
Related quests[edit | edit source]
Achievements[edit | edit source]
Certain actions performed in the Last Light Inn lay a condition to get the following achievements:
(the Dark Urge only)- Leave No One Behind
- Save every tiefling refugee you can throughout the game in a single playthrough.
Footnotes and References[edit | edit source]
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 If survived the events of Act One
- ↑ 2.0 2.1 2.2 Possible bug: the inspiration is not triggered anymore as of game version 4.1.1.6946847
- ↑ If the party has already been to the Grand Mausoleum and met Raphael there, he does not appear in the tavern at all; Mol can then be found near the bar in the central hall.
- ↑ The layout of the dialogue depends on whether the player character knows about the scars; if they do not, Raphael magically strips Astarion naked to the waist, taunting him. If Astarion is disguised, Raphael does not speak with him at all.
- ↑ If Florrick was knocked out at Waukeen's Rest in Act One, she may not appear here; she will appear later in Baldur's Gate prison.
- ↑ This quest can also be progressed using Speak with Dead on Art.
- ↑ If the party saved the tieflings in Act One, Marcus flies and lands down on the balcony, interrupting the conversation. If they did not, he is in Isobel's room initially, choosing a moment to make his move. As of game version 4.1.1.6946847, the cutscene often shows a glitch: Marcus is shown already present on the balcony, regardless of the aforementioned plot twist.
- ↑ This inspiration is granted in case of causing Isobel's death via killing Aylin as well.
- ↑ Rewarded by Barcus Wroot for saving the deep gnomes.
- ↑ 10.0 10.1 Dropped by Isobel if she is killed.
- ↑ Rewarded by Alfira for saving the tieflings.

