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House of Healing

| Reithwin Town | ||||
| Grand Mausoleum | ||||
| ↑ | ||||
| Baldur's Gate | ← | House of Healing | → | Mason's Guild |
| ↓ | ||||
| The Waning Moon | ||||
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 . 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 quest, which in turn is necessary if the party want to recruit as a permanent companion.
Hospital sections[edit | edit source]
Hospital ward[edit | edit source]

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 , 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 and 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 parents, and . If the party have already met Arabella in front of the graveyard gate and agreed to , approaching the bodies progresses the quest.
Both tieflings' bodies are available to , but only Locke agrees to speak.
Near the bodies stands . 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 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).
and his undead "sisters" , , and are performing an "operation" on a 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:
- for characters with the background) - for defeating Malus Thorm without a fight.
- for characters with the background - for using the special Sharran option in the dialogue after reading Malus's primer.
- for characters with the background - for witnessing the "operation", regardless of the outcome.
- for characters with the background - for convincing the surgeon to be killed by nurses.
Also, the following inspirations can be earned, if not received earlier:
- for characters with the background - for killing Malus Thorm regardless of the dialogue outcome.
- for characters with the background - for defeating him via dialogue options.
Talking to Malus Thorm, revealing his story and defeating him is a necessary component as well for further obtaining the following inspirations:
- for characters with the background for killing all prominent members of the Thorm family, except Ketheric.
- for characters with the background - same as above.
- for characters with the background - for discovering the fate of each of said members.
- for characters with the background - for discovering the fate of each of said members plus Morfred, the head of Mason's Guild.
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 for characters with the 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 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]

“Behold the mortal remains of Marvey Bullows, town crier.
Died loudly.„
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:
- At X: -160 Y: 47 behind a locked gate (requires DC 10 Sleight of Hand check to lockpick); the sarcophagus contains Boots of Apparent Death
- At X: -155 Y: 64 an unlocked charnel has the Icebite Robe in one of the sarcophagi
- At X: -146 Y: 42 a DC 5 Perception check points out a skeleton carrying True Love's Caress

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 survive the events of Act One, she can be found at the main gate to the graveyard, searching for her parents. If approached two move to attack her, but she them. If the party agree to help her, the quest 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 for characters with background.
Morgue[edit | edit source]

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 , one , one , 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 and three . The Zombies lie on vents emitting
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 , 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:
- for characters with the background.
- for party members with the background.
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]

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 for characters with the 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 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 , or .
If the party descend to the bottom of the pit, a and three 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]
- - deceased
- - deceased
Other[edit | edit source]
- - deceased
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]
- At X: -258 Y: 28 (requires DC 14 Survival check to find)
- At X: -265 Y: 15 (requires DC 10 Survival check to find)
Achievements[edit | edit source]
Footnotes and References[edit | edit source]
- ↑ 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.
- ↑ It is also possible to disarm all the vents in advance before the fight covertly - for example, combining , spell, and Turn-based mode. However, after any action the party member in question has to make a passive roll to remain hidden. On a first failed such check, the zombies attack.
