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House of Healing

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Reithwin Town
Grand Mausoleum
Baldur's Gate House of Healing Mason's Guild
The Waning Moon
The House of Healing is a Location within Reithwin Town in Act Two of Baldur's Gate 3.
Should I be in need of medical treatment, please don't bring me here.
Gale, approaching the building for the first time

Overview[edit | edit source]

The House of Healing occupies the north-western corner of the town. It is a long two-storied building ending with a round hall; the second floor is only used above the round part, where the hospital library is kept. Along its northern and eastern side, a large graveyard outspreads, edging the riverbank. To the west is the morgue.

The House includes a hospital ward, an annex with a children's ward, and most noticeably, a large operating theatre which bears a strong resemblance to anatomical theatres of old, used to dissect cadavers. It is staffed entirely by undead nurses, and led by the residing surgeon Malus Thorm Malus Thorm. Above the theatre is a rich library; behind the theatre is Malus Thorm's office. The office and both wards have their own exits into the graveyard.

Exploring the House of Healing is crucial for progressing the Lift the Shadow CurseLift the Shadow Curse quest, which in turn is necessary if the party want to recruit Halsin Halsin as a permanent companion.

Hospital sections[edit | edit source]

Hospital ward[edit | edit source]

Inside the ruined hospital

The main hospital ward is a rectangular hall ending with two spiral stairs leading to the upper level of the operating theatre. Beneath them is the double door for moving in survey targets (and moving out the remains). The hall also has smaller galleries along both sides with doors opening into the graveyard (western) and into the children's ward (eastern).

The main ward is tended by Sister Sinda Sister Sinda, who stands near the reception counter. If the party use the main entrance and come close to her, she starts a dialogue and politely asks them to wait their turn to be seen. There are several ability checks which allow the party to proceed, depending on the feats of the interacting character, listed on Sinda's page. Of all possible origins and companions only the Dark Urge Dark Urge and Astarion Astarion need no ability checks to convince Sinda.

Sinda's locked counter and the heavy chest beside it, both red-outlined, contain some alchemical ingredients. The key to the counter can be looted or pickpocketed from Sinda.

Behind Sinda at X: -210 Y: 0 on a mattress lies a skeleton carrying  True Love's Embrace.

The opposite (eastern) gallery is cluttered with bookcases and various medical equipment. Three  Potion of Sleep can be taken here. At the end of the gallery at X: -193 Y: 12 stands a stack of wooden crates with a bet list on the top. Inside one of these crates  Shar's Temptation can be found.

This gallery has a door which leads to the children's ward. The children's ward has an exit into the graveyard, and the gallery is far enough from Sinda's reception. Thus, this way can be used to enter the House of Healing - bypassing any need for ability checks at the entrance.

Children's ward[edit | edit source]

The children's ward is a separate room adjacent to the eastern part of the hospital, with its own small yard opening into the graveyard. However, sick children are no longer present; the only two occupied cots carry the corpses of Arabella's Arabella's parents, Locke Locke and Komira Komira. If the party have already met Arabella in front of the graveyard gate and agreed to help herhelp her, approaching the bodies progresses the quest.

Both tieflings' bodies are available to Speak with Dead Speak with Dead, but only Locke agrees to speak.

Near the bodies stands Sister Lidwin Sister Lidwin. If the party convince her that her "patients" received enough care, she can act as a trader. Also, chests and baskets in the room contain random alchemical ingredients.

Operating Theatre[edit | edit source]

The operating theatre as seen from its upper gallery

The round northern section of the building encompasses the operating theatre, with wooden stairs for observers leading up to the huge bookcases along the walls. The aforementioned spiral stairs from the hospital ward lead to the upper level and to the elevator at X: -199 Y: 26, which can be used to reach the Hospital Library (see below).

Malus Thorm Malus Thorm and his undead "sisters" Anya Anya, Geanne Geanne, Hunna Hunna and Vanessa Vanessa are performing an "operation" on a Distressed Patient Distressed Patient in the centre of this room. Their cones of vision intersect and cover only the central area of the theatre. Thus, it is possible to explore the upper level of the room, as well as Malus's office at X: -199 Y: 67 and the Hospital Library without drawing their attention.

Malus Thorm's office is the small room just north of the operating theatre. It has two locked exits into the graveyard which can be opened with the  key on the desk. Otherwise, both require DC 10 Sleight of Hand check to lockpick from either side. On the same desk is the book  Surgery and Physiology: A Sharran's Primer, which can unlock important dialogue lines in interactions with Malus. In the painted chest in the corner lie the  Poisoner's Gloves, and the counter on the western side contains random rare alchemical ingredients.

Approaching the surgeon and his nurses starts an automated dialogue with various ability checks with DCs ranging from 14 to 21, which eventually allow to convince surgeon to submit a suicide by surgery, either disposing of nurses first or sparing them. If any of checks is failed, Malus Thorm attacks the party, the nurses siding with him.

Depending on the layout of the conversation and its outcome, the following inspirations may be granted:

Also, the following inspirations can be earned, if not received earlier:

Talking to Malus Thorm, revealing his story and defeating him is a necessary component as well for further obtaining the following inspirations:

Finally, the assisting nurses each carry one of four special surgical tools: an  Artificial Leech (+1), a  Bonesaw (+1), a  Syringe (+1) and a  Trepan (+1). Looting (or pickpocketing) all of these grants the inspiration Right Tool for the JobRight Tool for the Job for characters with the CriminalCriminal background.

If Malus Thorm is killed, and his nurses are not, they ascend to the upper level of the theatre and wander there, remaining neutral to the party. Also, several nurses can be found there already dead by the time the party exlpore the location. After the surgeon is dealt with, his body can be looted for the  Surgeon's Subjugation Amulet and the  Battered Lute - a story item necessary to progress the Wake Art CullaghWake Art Cullagh quest. The bookcases around the theatre may contain random Uncommon or Rare spell scrolls.

Hospital Library[edit | edit source]

The hospital library occupies the top floor of the House of Healing above the operating theatre. It can be reached by several paths:

  • Walking up the arborous vines near the children's ward to the hospital ward roof. This way, the party may run along the roof or enter the area above the ward through broken windows. Inside a  Potion of Invisibility at X: -200 Y: -6 can be taken from a large bird nest.
  • Using the elevator between the hospital ward and the operating theatre. The entrance to the library is locked and requires a  Hospital Library Key. There are two such keys; one inside the Sister Sinda's chest, and another inside the library itself. Otherwise, the door can be lockpicked with DC 10 Sleight of Hand check.
  • Series of roots tangling up from the upper level of the operating theatre at X: -193 Y: 59 allow the party to enter the library from inside.

There are two locked gilded chests in the library at X: -203 Y: 57 and X: -211 Y: 43, both requiring DC 10 Sleight of Hand check to lockpick. One of them contains alchemical ingredients.

If the party walk on the operating theatre roof from the library, they can loot another bird nest at X: -220 Y: 45.[1] Also, a vine "bridge" at X: -190 Y: 62 allows to reach the Grand Mausoleum.

Reithwin Graveyard[edit | edit source]

View of the Reithwin Graveyard
Behold the mortal remains of Marvey Bullows, town crier.
Died loudly.
— One of epitaphs on the Reithwin Graveyard tombstones

The graveyard surrounds the House of Healing from the north and is adjacent to the river. It has several possible points of entrance:

  • The Main entrance via a cast-iron gate at X: -152 Y: 20
  • A side door from the alley leading to the morgue (see below) at X: -219 Y: 16
  • Several arborous vines leading from the Mason's Guild (back balcony, back yard, and the outer-yard appentice)
  • Numerous exits from all rooms of the House of Healing building, except the library

The graveyard features numerous tombstones, some of which are interactable objects. When interacting, the Narrator prompts an epitaph, which may be found to be rather amusing, ironic, or even sarcastic. There are also several charnels, two of which can be entered and looted:

View on the camping behind Reithwin Town

If the party have not yet resolved the main events of the Act Two, from the stone ledge starting at X: -235 Y: 54 they can look at the vast camping of the army of the Absolute. Moving further along the ledge, they can find a pair of skeletons at X: -252 Y: 38. One of them can be looted for the  Assassin's Shortsword, while the other for the  Watcher's Shield. Also at this ledge are two buried treasures.

Should Arabella Arabella survive the events of Act One, she can be found at the main gate to the graveyard, searching for her parents. If approached two Shadows Shadows move to attack her, but she entangles entangles them. If the party agree to help her, the quest Find Arabella's ParentsFind Arabella's Parents is added to the journal. Arabella also asks to let her stay at their Camp, as she refuses to go to the Last Light Inn to join the other refugees.

If the party welcome the girl, she runs away, leaving the Shadows entangled and neutral to the party; they can be killed at will. Arabella's parents can be found dead in the children's ward of the hospital (see above). Agreeing to shelter Arabella in the camp gives the Greatness Thrust Upon ThemGreatness Thrust Upon Them for characters with Folk HeroFolk Hero background.

Morgue[edit | edit source]

The main hall of the morgue
Is that blood on the shelves? Probably cold and congealed - urgh.
Astarion, looking at the bloodbank in the morgue lab

Paved path to the morgue starts from the side door of the hospital ward next to the operating theatre. It is guarded by a pack of undead: two Shadows Shadows, one Wraith Wraith, one Shadow Mastiff Shadow Mastiff, and three shadow-cursed humanoids - a Human, a Dwarf and a Half-Orc.

Entry Hall and Main Hall[edit | edit source]

Entering through the main entrance leads the party into the entry hall of the morgue. At X: 82 Y: -998 a successful DC 10 Perception check reveals a button which opens a secret room. Inside, the  Strange Tendril Amulet can be found inside a chest, and one of the charred corpses can be looted for  Firzu's Ring of Trading.

Behind the large double doors lies an ambush-in-waiting by three Zombies Zombies and three Greater Zombies Greater Zombies. The Zombies lie on vents emitting Poison Cloud Poison Clouds, and when they rise and attack, the room is quickly filled with venomous fumes. After the fight is resolved, the room can be cleared by disabling the vents in the floor throughout the room, either by disarming them or by covering each of them again.[2]

The door to small mortuary workshop without any vents is at X: 50 Y: -992. Inside lies the corpse of a dead Harper dead Harper, carrying the  Necrotic Laboratory Spare Key. A locked chest at X: 46 Y: -1005 contains the  Bided Time robe (requires DC 14 Sleight of Hand check to lockpick).

Reading  Olam's Journal, which can be found on a desk at X: 47 Y: -1010, grants the following inspirations:

Across the door to Olam's room is the entrance to the Ominous Crevice (see below). It can only be opened with the combination of two levers: one near the door and the other one in the laboratory in the far end of the morgue.

Laboratory[edit | edit source]

The laboratory

Straight across the entrance is the Laboratory presumably used by Malus Thorm for experiments before the Shadow Curse fell. His  Surgeon's Research Notes lie on a desk at X: 47 Y: -1010 next to a bottle  Karabasan's Poison. Passing a DC 15 Perception check reveals a lever near the desk. It enables the lever unlocking the door to the Ominous Crevice. Reading the research notes grants the inspiration Hippocratic No MoreHippocratic No More for characters with the SageSage background.

At X: 9 Y: -981 is a locked, trapped chest containing the  Eversight Ring and minor loot (requires two DC 14 Sleight of Hand checks both to disarm and to lockpick).

Among the bottles on the shelves of the bloodbank, an  Elixir of Hill Giant Strength, a  Potion of Greater Healing, and a  Potion of Superior Healing stand.

Ominous crevice[edit | edit source]

The pit filled with acidic vapour

The crevice is hidden behind the metal door at X: 45 Y: -973. Unless two levers are used (the aforementioned one in the laboratory and the one near the door) it requires DC 30 Sleight of Hand check to lockpick. Inside is a deep pit filled with acid-green vapours, which can be traversed along the outer ledges, but even this way may require spatial movement such as Misty Step Misty Step, Grant Flight Grant Flight or Feather Fall Feather Fall.

If the party descend to the bottom of the pit, a Hollow Armour Hollow Armour and three Fetid Ooze Fetid Ooze appear, hostile on sight. The Hollow Armour drops a  Protective Plate.

At X: -29 Y: 930 on the ledge opposite to the exit the  Fleshmelter Cloak can be found in a locked gilded chest (requires Sleight of Hand check to lockpick).

To the north, the path leads out of the pit to the small patch of land. From it, the party can climb up several rocky cliffs westward to reach the Grand Mausoleum, or descend further to the rivershore with the dilapidated fisher's hut.

If the party cross this area in opposite direction (from the Grand Mausoleum), a button on the statue --at X: 42 Y: -969 opens the door to the Morgue.

Characters[edit | edit source]

Undead[edit | edit source]

Tieflings[edit | edit source]

Other[edit | edit source]

Creatures[edit | edit source]

Related quests[edit | edit source]

Loot[edit | edit source]

Quest Items[edit | edit source]

Other Notable items[edit | edit source]

Buried Treasure[edit | edit source]

Achievements[edit | edit source]

Non-Invasive Procedure
Kill the Surgeon before he performs surgery on you in combat.

Footnotes and References[edit | edit source]

  1. Near the nest lies a miscellaneous item named "Shadow Fungus". If picked up, it goes into the Alchemy Pouch, but cannot be used in any way, as it is the only such item within the walkthrough; possibly a discarded alchemical ingredient.
  2. It is also possible to disarm all the vents in advance before the fight covertly - for example, combining Hide Hide, Greater Invisibility Greater Invisibility spell, and Turn-based mode. However, after any action the party member in question has to make a passive 15 15 roll to remain hidden. On a first failed such check, the zombies attack.