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The '''House of Hope''' is a [[location]] in Avernus. It can be accessed through a portal after performing the required ritual in the [[Devil's Fee]], [[Baldur's Gate]] during [[Act Three]]. This is [[Raphael]]'s home, and prison to many [[Eternal Debtor]]s who made the mistake of contracting him. | The '''House of Hope''' is a [[location]] in Avernus. It can be accessed through a portal after performing the required ritual in the [[Devil's Fee]], [[Baldur's Gate]] during [[Act Three]]. This is [[Raphael]]'s home, and prison to many [[Eternal Debtor]]s who made the mistake of contracting him. | ||
== Arriving == | ==Arriving== | ||
=== Haggle with Helsik === | ===Haggle with Helsik=== | ||
To access the House of Hope, the player must travel to the [[Devil's Fee]] in the northern-central part of the {{Coords|-37|-10|Lower City}}. From the Lower City Centre Wall waypoint, head north up the path and go inside the gate towards the large house. Inside you will talk to the proprietor, [[Helsik]], who will provide the components to open a portal | To access the House of Hope, the player must travel to the [[Devil's Fee]] in the northern-central part of the {{Coords|-37|-10|Lower City}}. From the Lower City Centre Wall waypoint, head north up the path and go inside the gate towards the large house. Inside you will talk to the proprietor, [[Helsik]], who will provide the components to open a portal, given that the player meets one the following conditions: | ||
* Spend 20,000 gold. | * Spend 20,000 gold. | ||
* Succeed a DC 25 Intimidation check and pay 10,000 gold, | * Succeed a DC 25 Intimidation check and pay the lower price of 10,000 gold, | ||
* or a DC 20 Persuasion check to gain access in exchange for the [[Gauntlets of Hill Giant Strength]] from the House. {{note| | * or a DC 20 Persuasion check to gain access in exchange for the [[Gauntlets of Hill Giant Strength]] from the House. {{note|Note that after successfully turning in the [[Gauntlets of Hill Giant Strength]] to Helsik, she then adds them to the wares in her shop for 1620 gold when purchasing at a 0% discount, making this the cheapest choice while still keeping the gauntlets.}} | ||
Helsik will then provide the player with the [[Grimoire Bound in Imp Skin]], a Ritual Pouch containing required items, and instructions on how to perform the ritual itself. Head upstairs and inside the ritual circle, pull out the items from the bag. The note, [[Opening a Hell Gate]], | Helsik will then provide the player with the [[Grimoire Bound in Imp Skin]], a Ritual Pouch containing the required items, and instructions on how to perform the ritual itself. Head upstairs and inside of the ritual circle, pull out all of the items from the bag. The note, [[Opening a Hell Gate]], will explain all the steps involved. The order in which the steps are performed is irrelevant. | ||
=== Alternative solution === | === Alternative solution === | ||
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The [[Ritual Pouch]] and the Grimoire Bound in Imp Skin can also be pick-pocketed from Helsik, the grimoire providing hints to complete the ritual. If the items were stolen, Helsik will comment on the player's thievery after completing the House of Hope, but won't be hostile and still happily trade. | The [[Ritual Pouch]] and the Grimoire Bound in Imp Skin can also be pick-pocketed from Helsik, the grimoire providing hints to complete the ritual. If the items were stolen, Helsik will comment on the player's thievery after completing the House of Hope, but won't be hostile and still happily trade. | ||
Duplicates of five of the ritual ingredients, but not the grimoire or the instructions, | Duplicates of five of the ritual ingredients, but not the grimoire or the instructions, can be found in various places around Helsik's room: the skull on the wooden casket in the middle of the room next to a row of books on the left side of the double door, incense on the small table next to the southern balcony door; infernal marble in the opulent chest beside the door to the bedroom; a diamond in the gilded chest near the desk by the window; and a Coin of Mammon in the gilded chest on the bedside cabinet. | ||
At the top of the stairs is a Ward trap that | At the top of the stairs is a Ward trap placed that will cast a Fireball spell each time it is stepped on. On its right is a Ward shaped as an Imp that recites; "Gravelled tongue, sanded throat. Hard to swallow... hurts to ''breathe''...". Placing any water or wine{{note|There is a bottle of [[Stagswift Tonic]] and [[Frostkiss Ale]] below a Stuffed Deep Rothé head on the stairway.}} will disarm the trap, replying "Too wet. Too cold. No fun. Begone!". | ||
=== Opening the portal === | === Opening the portal === | ||
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{{prereq|Be careful with mods when using the portal, and in the House itself!}}{{bug}} | {{prereq|Be careful with mods when using the portal, and in the House itself!}}{{bug}} | ||
== Overview == | == Overview == | ||
=== Foyer === | ===Foyer=== | ||
The portal exits into the House's foyer, which has a large door and four [[Pillar of Souls]]. Using the door will summon [[Hope]], who will introduce herself and give the party four sets of [[Debtor's Attire]], which will disguise them from the | The portal exits into the House's foyer, which has a large door and four [[Pillar of Souls]]. Using the door will summon [[Hope]], who will introduce herself and give the party four sets of [[Debtor's Attire]], which will disguise them from the Eternal Debtors while in the house. | ||
=== Feast hall === | ===Feast hall=== | ||
The next room north of the foyer is the feast hall, where Raphael transported the player during his first introduction. Gone are the lavish displays of food and ordered furniture, the player now sees the reality of Raphael's illusory temptations as they truly are; rotting food, disorder and wandering, trapped souls. | The next room north of the foyer is the feast hall, where Raphael transported the player during his first introduction. Gone are the lavish displays of food and ordered furniture, the player now sees the reality of Raphael's illusory temptations as they truly are; rotting food, disorder and wandering, trapped souls. | ||
Cleaning the hall is a lone [[Infernal Mason]], who introduces himself as the architect who built [[Moonrise Towers]]. | Cleaning the hall is a lone [[Infernal Mason]], who introduces himself as the architect who built [[Moonrise Towers]]. | ||
=== Chamber of Egress === | === Chamber of Egress === | ||
East of the feast hall is a large room filled with portals leading different locations. The portals are closed, but can be interacted with to hear a brief line about each destination. The player avatar and origins each have a different line. | East of the feast hall is a large room filled with portals leading to a number of different locations. The portals are all closed, but can be interacted with to hear a brief line about each destination. The player avatar and origins each have a different line. | ||
Scrubbing the floor of the room is its keeper, [[Nubaldin]], who can be persuaded into revealing Hope's physical location | Scrubbing the floor of the room is its keeper, [[Nubaldin]], who can be persuaded into revealing Hope's physical location. | ||
=== | === Archive === | ||
The last room down the hall is the archive. Opposite the entrance is a lever which opens a shortcut back to the feast hall. | |||
Inside the archive are several books with information related to the House and to the Crown of Karsus. More notably, there are three pedestals with rare equipment, and the [[Archivist]] who is keeping an eye on them. | |||
The pedestals each have a pressure plate (which can be disarmed) that alerts the House if the item is removed. The northern pedestal holds the [[Gauntlets of Hill Giant Strength]], the southern the [[Amulet of Greater Health]], and to the west is the [[Orphic Hammer]], which can only be retrieved by removing the shield with a password. | |||
=== Boudoir === | |||
In the centre of the hall is entrance to the the boudoir; the northernmost room in the House. Access to the boudoir requires either an invitation from The Archivist in the archive, or traversal across the platforms from a balcony next-door to the Chamber of Egress. | |||
In the first section of the room are some locked opulent chests, one of which contains a [[Potion of Angelic Slumber]]. A pool sits in the centre of the room, with some restoration facets that will restore the party (does not work during fighting or after having beaten Raphael). | |||
Further back, the party will find [[Haarlep]] lazing about. They can be talked into giving up the password for the Orphic Hammer's shield, or killed. A large portrait west of the bed can also be opened with a key from Haarlep to find the password. | |||
=== | === Raphael's vault === | ||
Directly south of the boudoir is an infernal gem, which can be picked with a DC 10 Wisdom check, followed by a DC 20 Arcana check. Inside is the [[Helldusk Helmet]], [[Staff of Spellpower]], and Mol's contract. | |||
Inside | |||
=== Hope's prison === | === Hope's prison === | ||
At the | At the end of the hallway near the Chamber of Egress is a prison hatchway, which leads down beneath the House and into Hope's prison. Hope herself is at the centre of the room, bound by two unbreakable chains held by rocks which can be broken with the Orphic Hammer. | ||
There are also two [[Spectator]]s, one of which drops the [[Burnished Ring]], and | There are also two [[Spectator]]s, one of which drops the [[Burnished Ring]], and some [[Vengeful Imp]]s. | ||
=== Characters === | ===Characters=== | ||
{{div col}} | {{div col}} | ||
* [[Archivist]] | * [[Archivist]] | ||
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* [[Vengeful Cambion]] | * [[Vengeful Cambion]] | ||
* [[Vengeful Imp]] | * [[Vengeful Imp]] | ||
=== Related quests === | ===Related quests=== | ||
*[[Save Hope]] | *[[Save Hope]] | ||
*[[Deal with the Devil]] | *[[Deal with the Devil]] | ||
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*[[Find Mol]] | *[[Find Mol]] | ||
== Notable loot == | ==Walkthrough== | ||
{{SpoilerBox|act=3|nograd=1|unhide=1| | |||
After first arriving in the House of Hope, you will be teleported into the Foyer. Make your way towards the exit where you will have your first interaction with Hope, the house's namesake. Agree or disagree to help her (this walkthrough will assume that you are agreeing), and obtain the Debtor's clothing from her. These will allow your party to walk around the House without the occupants initiating combat. You cannot long rest in the House of Hope, but you can freely come and go through the portal while the House is passive. | |||
===Archive=== | |||
Take a left from the Feast Hall towards the western side of the map and head into the archive. Here you can steal the [[Gauntlets of Hill Giant Strength]] and the [[Amulet of Greater Health]] from the pedestals on either side of the room after disarming the traps underneath them. Provided you are not caught or can talk your way out of it, the Archivist will not initiate combat; otherwise, the entire house will turn on you. Speak to the Archivist about the [[Orphic Hammer]] in the centre of the room, and follow the dialogue options until he tells you to head into the boudoir. | |||
===Budoir=== | |||
Inside the boudoir there are two healing fountains that will provide your characters with unlimited long rests. There are two locked opulent chests, one of which contains a [[Potion of Angelic Slumber]]. Resting on Raphael's bed is Haarlep, his incubus. Speak to them and follow the dialogue options to try and obtain the magic words necessary to remove the shield from the Hammer. | |||
Alternative, kill them in a relatively simple fight. They will summon six lesser demons that should not be a problem, but they has an ability that will cause them to go Ethereal (functionally invulnerable) after taking damage, so hit them with your meatiest attacks and they will eventually fall. Loot the [[Helldusk Gloves]] and the key to Raphael's safe. The safe is located to the left (if your character is facing it) of Raphael's bed on the wall. Use the key or lockpick in order to obtain a note from Raphael about the words to the Hammer. | |||
Head back to the archive to retrieve the hammer. Afterwards, the Debtors turn hostile, and turn into Fiends after being killed. Fight your way (stopping to long rest at the pools in the boudoir when necessary) to the eastern portion of the House. Right outside of the Portal Room on the southern terminal end of the hallway is a hatch leading to the Hope's prison. Unlock, and head inside. | |||
===Hope's prison=== | |||
Inside the prison you will find Hope bound by chains on two sides where two Spectators and a handful of lesser demons wait. Kill them and equip the Orphic Hammer to the melee slot of any character. Use that character to smash the rocks holding Hope's chains, and she will join your party. She's a relatively strong level 10 Cleric, who has access to a Divine Intervention — don't use it until we get to the finale of the House. | |||
=== Exiting === | |||
Head back up and through the Feast Hall, make sure you are fully healed and rested, and head back to the Foyer. When you click on the portal back to Baldur's Gate, Raphael is back, and he is very upset. There is ''no way'' to avoid combat here. He will be accompanied by Hope's sister, as well as [[Yugir]], the demon from the [[Gauntlet of Shar]]. Yugir can be persuaded to join the fight on your side with a DC30 persuasion check, even if you convinced him to kill himself during Act Two. In either event, we will now, finally, be fighting Raphael. | |||
Knock out the soul pillars in the four corners of the room, as Raphael draws power from them in the form of powerful spells as well as increasing his DEX by a significant amount. Alternatively, a party with very strong single target damage may choose to forgo the pillars and focus on Raphael from the start. His high AC can be negated via some crowd control spells such as [[Hold Monster]], although their duration is reduced to 1 turn on this particular enemy. | |||
Try to keep Hope alive as she has access to very powerful spells, and powerful AoE healing. She can also use a Level 5 spell slot (though the spell is located under Cantrips) to 'banish' someone from her house — effectively being able to kill 2 (or more, if the slots are refreshed) adds for a single Action. | |||
Kill the towers, keep Hope alive and healing, use Divine Intervention when you need to, and the fight is fairly straightforward for a Level 12 party. Afterwards, soak in your victory and loot the [[Helldusk Armour]] from Raphael — a very powerful armour that will provide AC21 Heavy Armour that negates the need for Proficiency. | |||
}} | |||
==Notable loot== | |||
Notable items obtained in this location, whether looted, or obtained as a quest reward: | Notable items obtained in this location, whether looted, or obtained as a quest reward: | ||
=== Boudoir === | ===Boudoir=== | ||
*{{MdRarityItem|Helldusk Gloves}}, acquired by defeating [[Haarlep]] | *{{MdRarityItem|Helldusk Gloves}}, acquired by defeating [[Haarlep]] | ||
*{{MdRarityItem|Potion of Angelic Slumber}}, | *{{MdRarityItem|Potion of Angelic Slumber}}, inside a locked Opulent Chest DC 15 | ||
=== Archive === | ===Archive=== | ||
When stealing from daises in Archive, the House will become hostile unless their pressure plate is disarmed first. This requires DC 15 Perception check to unveil followed by a DC 20 Sleight of Hand check to disarm. | When stealing from daises in Archive, the House will become hostile unless their pressure plate is disarmed first. This requires DC 15 Perception check to unveil followed by a DC 20 Sleight of Hand check to disarm. | ||
*{{MdRarityItem|Gauntlets of Hill Giant Strength}}, stolen from a dais | *{{MdRarityItem|Gauntlets of Hill Giant Strength}}, stolen from a dais | ||
*{{MdRarityItem|Amulet of Greater Health}}, stolen from a dais | *{{MdRarityItem|Amulet of Greater Health}}, stolen from a dais | ||
*{{MdRarityItem|Orphic Hammer}}, stolen from a dais, must have the necessary words in order to turn off the shield | *{{MdRarityItem|Orphic Hammer}}, stolen from a dais, must have the necessary words in order to turn off the shield | ||
=== Raphael's vault === | ===Raphael's vault=== | ||
A vault across from the boudoir, which requires a DC 10 Wisdom check followed by a DC 20 Arcana check to unlock. | |||
*{{MdRarityItem|Staff of Spellpower}} | *{{MdRarityItem|Staff of Spellpower}} | ||
*{{MdRarityItem|Helldusk Helmet}} | *{{MdRarityItem|Helldusk Helmet}} | ||
*{{MdRarityItem|Contract: Mol}} | *{{MdRarityItem|Contract: Mol}} | ||
=== Hope's prison === | ===Hope's prison=== | ||
*{{MdRarityItem|Burnished Ring}}, acquired after defeating [[Spectator]] during the quest [[Save Hope]] | *{{MdRarityItem|Burnished Ring}}, acquired after defeating [[Spectator]] during the quest [[Save Hope]] | ||
=== Foyer === | ===Foyer=== | ||
*{{MdRarityItem|Helldusk Armour}}, acquired after defeating | *{{MdRarityItem|Helldusk Armour}}, acquired after defeating final encounter of the area | ||
*{{MdRarityItem|Gloves of Soul Catching}}, reward from the quest [[Save Hope]] | *{{MdRarityItem|Gloves of Soul Catching}}, reward from the quest [[Save Hope]] | ||
== Gallery == | ==Gallery== | ||
<gallery heights="150"> | <gallery heights="150"> | ||
edward-vanderghote-houseofhope-04.webp|Top view | edward-vanderghote-houseofhope-04.webp|Top view | ||
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== Bugs == | == Bugs == | ||
# As of Hotfix #4, the portal will be bugged and will not work if you have a mod that increases the level cap. A workaround is to reset your party to 1st level by talking to [[Withers]], and then perform the ritual. You can then level up again once you've entered the portal. | # As of Hotfix #4, the portal will be bugged and will not work if you have a mod that increases the level cap. A workaround is to reset your party to 1st level by talking to [[Withers]], and then perform the ritual. You can then level up again once you've entered the portal. | ||
# If you have a mod that allows you to have more than 4 party members (summons don't count) then this will cause issues as Hope's Disguise will only work for the first four characters meaning you will alert some of the house residents. To remedy this, additional disguises can be found in the Wardrobes scattered throughout the hallways. | # If you have a mod that allows you to have more than 4 party members (summons don't count) then this will cause issues as Hope's Disguise will only work for the first four characters meaning you will alert some of the house residents. To remedy this, additional disguises can be found in the Wardrobes scattered throughout the hallways. | ||
== Notes == | ==Notes== | ||
{{notebegin}} | {{notebegin}} | ||
{{notelist}} | {{notelist}} | ||
* The [[Grimoire Bound in Imp Skin]]'s hints can be deciphered as follows: | * The [[Grimoire Bound in Imp Skin]]'s hints can be deciphered as follows: | ||
** "Place that which has no eyes but used to see at the western point of the circle" -> Place the skull | ** "Place that which has no eyes but used to see at the western point of the circle" -> Place the skull west of the altar. | ||
** "Two spaces lie opposite that point. 'Pon the left - place what is cut but cannot bleed" -> At the opposite direction from which you placed the skull there | ** "Two spaces lie opposite that point. 'Pon the left - place what is cut but cannot bleed" -> At the opposite direction from which you placed the skull there's two points; on the left one as you face them (i.e. the northern of the two points to the east), place the diamond. | ||
** "To the right - that which smells but cannot sniff." -> Place the Incense on the right of where you placed the diamond (i.e. the southern of the two points to the east). | ** "To the right - that which smells but cannot sniff." -> Place the Incense on the right of where you placed the diamond (i.e. the southern of the two points to the east). | ||
** "Besides the dead remains - the aspect of the Avariced lord sits clockwise so." -> Place the Coin of Mammon next to the skull clockwise (i.e. on the point to the north-west). | ** "Besides the dead remains - the aspect of the Avariced lord sits clockwise so." -> Place the Coin of Mammon next to the skull clockwise (i.e. on the point to the north-west). | ||
** "Then the circle's centre shall receive the internal marvel of infernal marble." -> Place the infernal marble in the centre. | ** "Then the circle's centre shall receive the internal marvel of infernal marble." -> Place the infernal marble in the centre. | ||
** "Finally - and I mean no disrespect - ''go to hell''" -> Self-explanatory: "Enter the House of Hope". | ** "Finally - and I mean no disrespect - ''go to hell''" -> Self-explanatory: "Enter the House of Hope". | ||
* The portal between Baldur's Gate and the House of Hope will remain open for the rest of the game, except during the confrontation | * The portal between Baldur's Gate and the House of Hope will remain open for the rest of the game, except during the confrontation Raphael. | ||
* Entering the House of Hope causes Raphael to disappear from [[Sharess' Caress]], thus becoming inaccessible until the confrontation. | * Entering the House of Hope causes Raphael to disappear from [[Sharess' Caress]], thus becoming inaccessible until the confrontation. | ||
{{noteend}} | {{noteend}} |