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High Hall

Overview[edit | edit source]

The High Hall is a location in the final sequence of the game. It is reached after travelling through the Morphic Pool and the Astral Plane. The location is named after its main building, the High Hall, which the party must reach in order to resolve the final quest Confront the Elder Brain. The location consists of a few subarea's, the Watch Citadel where the local law enforcement is stationed, an underground sewer system and the High Hall itself with its courtyard. The party cannot fast-travel or go to camp for resting while in the High Hall.
Locations[edit | edit source]
After travelling through the portal in the Astral Plane, the party members enter the High Hall from the western side. After the party walk the stairs Kith'rak Voss confronts them. His reaction varies greatly depending on the choices they made just before inside the Astral Plane. He can be ultimately persuaded to join, aiding in the Gather Your Allies quest. Otherwise he turns hostile. Voss is accompanied by Veteran Gish, Veteran Raider, and Veteran Warrior . Right after the confrontation, the path leads to the Watch Citadel.
Watch Citadel and Surroundings[edit | edit source]
The Watch Citadel is a small area visited before the High Hall's Courtyard. Any allies gathered during the game as part of the quest Gather Your Allies appear here, and give short lines of support dialogue. There is also a trader for last minute supplies, Koll the Red. The Flaming Fist Beorn Wunterbrood asks the party to finish his speech.
The table next to Koll is covered in various magical equipment and consumables. However, taking any of these items counts as stealing and causes Koll to permanently vanish in a cloud of smoke – along with the remaining items on the table. This also causes Beorn Wunterbrood and any nearby characters gathered as part of the Gather Your Allies quest to become hostile - preventing the party from using their Gather Your Allies abilities.[1]
The citadel has two exits:
- One on the eastern side, from there the party can walk through a hallway towards the main stairway of the courtyard, or the party can jump down into a sewage stream, where a rusted iron gate can be destroyed, revealing an entrance into the Upper City Sewers.
- One on the northern side, going through a bell tower, this route also ends up at the main stairway. The bell tower itself can be climbed, atop is a Winged Horror and a locked chest ( DC 10 Sleight of Hand Check containing gold, a Silver Ingot, a Potion of Animal Speaking and an Uncommon arrow.
While approaching the stairway multiple unnamed civilians flee downstairs, running towards the Watch Citadel. Among them is one named character called Wrenfrew the Barker.[2] While on the stairs a cutscene starts where multiple Watch guards flee from a Mind Flayer and run outside the gate. Two of them are killed. The party can then speak with the guards, lead by Watchman Gyordi, and persuade them to help in the coming courtyard fight.
Before entering the large gate towards the courtyard the end-game party can go both north and south.
- To the south are two civilians which turn into Mind Flayers and attack the party.
- To the north a platform can be jumped upon which eventually leads to the northern entrance of the sewers. The entrance is in a small room with a metal door. In the room is a locked ( DC 15 Sleight of Hand Check) Gilded Chest containing gold, Pearl, Purple Worm Toxin, Elixir of Guileful Movement, Elixir of Psychic Resistance and a Potion of Angelic Reprieve.
High Hall Courtyard[edit | edit source]

The High Hall Courtyard is a large area before the High Hall proper. It can be entered by going through a large opened gate. On the other side a large host of enemies is met consisting of Absolutist cultists, Winged Horrors, Goblins, an Ogre, a Spectator, an Illithid Arcanist and several Mind Flayers. Entering the courtyard causes the enemies to attack. However, it is possible to bypass this battle by approaching the High Hall from the northern or southern routes – or taking the sewers. It is also possible to only fight parts of the host of enemies by not running too far into them.
Just above the gate is a room where a lever causes the main gate to open or close.
In the northeastern end of the courtyard, behind a locked door, Civilian[3], Tilly and Robyn have managed to stay hidden, paralyzed by fear. They can be fought or convinced to leave by talking to them through the door. Inside their hiding room is only a note to the kitchen staff. There is another locked door which leads to a balcony with a locked ( DC 15 Sleight of Hand Check) Heavy Chest containing Potion of Supreme Healing.
While fighting through the courtyard the party must eventually reach the stairway which leads to High Hall proper, this is near where the Spectator is. A noble lies dead on the floor, and next to him are Legal Notes. On the wall next to him is a Memory Brain Jar.[4] At a small table on the north side of the stairs to high hall lies A Home for Every Working Baldurian!.
Opening the large doors leads to the High Hall, where the party must climb up to reach The Netherbrain.
Upper City Sewers[edit | edit source]

Underneath the Upper City Courtyard lie the Upper City Sewers, its main purpose being an alternative route towards the High Hall proper. It can be entered in two ways:
- Directly outside of the Watch Citadel (where all allies have gathered) by jumping into the small sewage river to the south and breaking open the rusted iron gate at X: 258 Y: 33. After it is broken down, the sewers can be entered from the south side.
- Going north from the Watch Citadel, up the stairways – but turn left towards the north before entering through the lifted gate. There is a broken piece of road which serves as a platform that can be jumped upon. Another jump forwards leads to a tower-like structure. The party can jump down on a balcony which leads to a small room with a metal door that can be entered into the sewers (at X: 263 Y: 126). This route is guarded by two patrolling Winged Horrors.
If the party enters via the southern entrance they find themselves in a sewage stream. Inside this room is a Traveller's Chest which contains a Potion of Angelic Reprieve. Nearby is a gate which can be unlocked by a lever (highlighted by a DC 5 Perception Check). The room after the gate contains a Goblin Boss and three Cranium Rats.
The metal door which is used as northern entrance also ends up in this room.
At the east side of the room is a door which leads to the main area of the sewers. It is a large room with a tentacle protruding through the roof into a reservoir of sewage. The northern side features a blocked path where Merug 'Curly' Dugald is buried under a pile of rubble (X: -1477 Y: 3160). He carries a High Hall Key, used to open the heavy oak doors while climbing the High Hall proper. The southern hallway remains open. Once the party enter the room, all enemies there turn hostile and attack. They consist of Goblins, Necromites, multiple Followers of the Absolute, an Illithid Arcanist and the Death Knight Stalker Svignee.
At the end of the main area another door leads to a small room, containing a locked Wooden Chest ( DC 7 Sleight of Hand Check), contains gold, Scroll of Polymorph, Trap Disarm Toolkit and a Potion of Supreme Healing. There is a short stairway leading to another metal door, which connects to the back to the High Hall Courtyard.
Ascending to the upper level reveals a hidden chamber and an alternative path into the heart of the citadel:
- A Hidden Room: A concealed button in the upper room unlocks a secret doorway providing direct access to the courtyard.
- The Reinforced Door: There is a locked door in this area that cannot be lockpicked; it requires a specific key or must be bypassed entirely.
- Platforming Route: For a more tactical approach, the party can navigate the broken stairs to reach a jumping-off point. From here, use the wooden platforms to bypass the main defenses and enter the High Hall directly.
High Hall[edit | edit source]

The High Hall itself is located just past the courtyard, going through a large double door. In the entry area the party can interact with the brain stem in the middle of the building. Doing so causes all party members to become Mindbroken thereby requiring several DC 20 Constitution Saving Throw to prevent becoming Stunned. The Netherbrain proclaims this is not the right place and the party must rise first to join it.
On a small table lies a Court Register. Inside a display case is a Potion of Superior Healing and a Scroll of Phantasmal Killer.
The way leads forward to doors on the left and right. Once the party cross either door or upon being sighted by enemies, combats starts with Intellect Devourers, Bhaal cultists, and a Nautiloid. The Nautiloid marks the floor in multiple places with either a glowing yellow circle or a smaller glowing white circle. The yellow ones will be blasted by a Nautiloid Airstrike and the white ones will receive Mind Flayer Reinforcements, consisting of one Mind Flayer and two Intellect Gluttons.
The route going to the left (north side) are blocked by a heavy oak door, which can be unlocked with the High Hall Key or by lock picking. The path continues upward and a Gilded Chest can be seen after a jump, containing a Potion of Angelic Slumber.[5]
The route going to the right (south) goes up similarly and at some point a Crumbling Statue blocks the way. It can be pushed over using Shove, succeeding a DC 20 Strength Check. After falling, the party can walk over it and continue.
Both stairs end up at a door at the top of the High Hall. If at least one party member traverses through it towards the stem of the Netherbrain combat ends. Once here, the party can use a restoration pod (not available on Tactician or Honour difficulty, alternatives are advisable) to heal, and then traverse up the stem to the final area Atop the Netherbrain.
Related quests[edit | edit source]
Characters[edit | edit source]
- Arabella
- Armoured Owlbear[6]
- Astarion
- Barcus
- Beorn Wunterbrood
- Counsellor Florrick
- Dame Aylin
- Dammon
- Ethel
- Gondian Steel Watcher
- Halsin
- Isobel Thorm
- Jaheira
- Koll the Red - trader
- Lorroakan
- Minsc
- Mitchia
- Mizora
- Mol
- Nine-Fingers Keene
- Proselyte of Mahkloompah
- Roah Moonglow[7]
- Rolan
- Rycke
- Sarevok Anchev
- Shadowheart
- Strange Ox
- The Emperor
- Ulder Ravengard
- Ulma
- Valeria
- Viconia
- Volo
- Withers
- Wulbren Bongle
- Yurgir
- Zevlor[6]
Githyanki[edit | edit source]
Other characters[edit | edit source]
Available to Speak with Dead[edit | edit source]
Creatures and enemies[edit | edit source]
- Adept of the Absolute
- Black Gauntlet of Bane
- Cranium Rat
- Goblin Boss
- Goblin Sharp-Eye
- Goblin Tracker
- Illithid Arcanist
- Intellect Devourer
- Intellect Glutton
- Inquisitor of the Absolute
- Ogre
- Mind Flayer
- Mistress of Souls
- Nautiloid (Creature)
- Necromite
- Spectator
- Stalker Svignee
- Winged Horror
- Zealot of the Absolute
Loot[edit | edit source]
Sold by Koll the Red[edit | edit source]
On the table in front of Koll the Red[edit | edit source]
Other[edit | edit source]
Related literature[edit | edit source]
Gallery[edit | edit source]
-
Entrance area to the sewers
-
Main area of the sewers
Notes[edit | edit source]
- ↑ If the party members leave through the door leading to the final battle, walk a short distance away, and wait a short time, then the allies leave the room. The party members can then kill Koll and steal any items they wish from the table. This also turns Beorn hostile but he alone poses little threat to an end-game party.
- ↑ Although explicitly named, Wrenfrew has no special interactions and cannot be spoken with.
- ↑ By all appearances, Civilian is not a 'lostname', being named this way in all corresponding game files.
- ↑ Unfortunately the party cannot return to Mind-Archive Interface within the Mind Flayer Colony to talk to this brain.
- ↑ The chest cannot be looted during combat, so the party must return after reaching the doors to the stem.
- ↑ 6.0 6.1 Can permanently die during the final fight, and is thus removed from the Epilogue.
- ↑ Roah is usually replaced by Friol in Act Three, if she is killed in Acts One or Two, but Friol does not have any dialogue lines in Dialogs/Act3/EndGame/END_GatherYourAllies_GatheredAllies while Roah does; this indicates that Friol does not replace Roah on this occasion.
- ↑ Dropped by Black Gauntlet of Bane.
- ↑ Inside a Traveller's Chest in the first room when entering the sewers from the southern entrance.
- ↑ One dropped by Stalker Svignee and one inside a Gilded Chest found while climbing the northern route of the High Hall.
External links[edit | edit source]
- Ducal Palace on the Baldur's Gate Wiki
- High Hall on the Forgotten Realms Wiki
















































































































































