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Mamzell Amira is on the ground floor of Sharess' Caress, right by the front entrance. When the party speak with her, she can be asked what she has to offer. Amira mentions that a devil is in residence - {{CharLink|Raphael}}. At the bar, {{CharLink|Korrilla}} is also around, informing the party that Raphael wishes to speak with them. | Mamzell Amira is on the ground floor of Sharess' Caress, right by the front entrance. When the party speak with her, she can be asked what she has to offer. Amira mentions that a devil is in residence - {{CharLink|Raphael}}. At the bar, {{CharLink|Korrilla}} is also around, informing the party that Raphael wishes to speak with them. | ||
At the top floor is the Devil's Den, and Raphael. If {{CharLink|Voss|Kith'rak Voss}} is alive, he is inside trying to deal with Raphael, but Raphael sends him away. He does, however, have a proposition for the party. Raphael is in possession of the {{SmRarityItem|Orphic Hammer}} - a tool that can break the cage that holds {{CharLink|Orpheus}}. In return, he wants the {{ | At the top floor is the Devil's Den, and Raphael. If {{CharLink|Voss|Kith'rak Voss}} is alive, he is inside trying to deal with Raphael, but Raphael sends him away. He does, however, have a proposition for the party. Raphael is in possession of the {{SmRarityItem|Orphic Hammer}} - a tool that can break the cage that holds {{CharLink|Orpheus}}. In return, he wants the {{IconLink|size=20|Crown of Karsus Faded.png|Crown of Karsus}}, which is being used to control the [[Elder Brain]], once the party defeat it. | ||
Raphael's proposal can either be rejected or accepted. If it's rejected, he states that he will remain at Sharess' Caress for some time in case they change their mind. If the deal is accepted, he will create a {{SmRarityItem|Soul-Sworn Contract|override_icon=Soul-Sworn Contract.png|override_rarity=1}} and the party instantly feel a pang of regret, starting {{Quest|Escape the Deal}}. | Raphael's proposal can either be rejected or accepted. If it's rejected, he states that he will remain at Sharess' Caress for some time in case they change their mind. If the deal is accepted, he will create a {{SmRarityItem|Soul-Sworn Contract|override_icon=Soul-Sworn Contract.png|override_rarity=1}} and the party instantly feel a pang of regret, starting {{Quest|Escape the Deal}}. | ||
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=== Stealing the Hammer === | === Stealing the Hammer === | ||
[[File:Guildhall Diabolist Note.jpg|thumb|A note about Helsik is in Nine-Fingers Keene's room.]] | [[File:Guildhall Diabolist Note.jpg|thumb|A note about Helsik is in Nine-Fingers Keene's room.]] | ||
There is a note in the [[Lower City Sewers]] within the [[Guildhall]]. Across the way from {{CharLink|Nine-Fingers Keene}} at her desk is the | There is a note in the [[Lower City Sewers]] within the [[Guildhall]]. Across the way from {{CharLink|Nine-Fingers Keene}} at her desk is the Devil's Fee Observer Report, which states that {{CharLink|Helsik}} is a diabolist who aided {{CharLink|Enver Gortash}} and the Chosen Three in obtaining the Crown of Karsus. | ||
If the party completed {{Quest|Break Yurgir's Contract}} without killing him in Act Two, then he appears at camp to offer advice. He tips the party off to Helsik in the Lower City. | If the party completed {{Quest|Break Yurgir's Contract}} without killing him in Act Two, then he appears at camp to offer advice. He tips the party off to Helsik in the Lower City. | ||
The party can also randomly stumble upon Helsik by exploring the [[Lower City]] and entering the [[Devil's Fee]]. Helsik will initially sell a number of magical items without revealing her true work. The party can learn about this fact by walking around. Several items in the shop trigger Arcana checks which, if succeeded, reveal they are genuine artifacts from hell. These items are the Monster's Skull | The party can also randomly stumble upon Helsik by exploring the [[Lower City]] and entering the [[Devil's Fee]]. Helsik will initially sell a number of magical items without revealing her true work. The party can learn about this fact by walking around. Several items in the shop trigger Arcana checks which, if succeeded, reveal they are genuine artifacts from hell. These items are the Monster's Skull {{Coords|-43|3}}, another Monster's Skull {{Coords|-47|2}}, and infernal gems {{Coords|-25|5}}. If {{CharLink|Karlach}} is in the party, she will point out that the artifacts are genuine without the need for a check. After these artifacts are discovered, the party can pass a Persuasion check (DC 18) to ask Helsik if she is a diabolist: | ||
* {{Dialogue option|Are you perchance a diabolist?|roll=Persuasion|dc=18}} (if only 1 Arcana check was passed) | |||
* {{Dialogue option|Your hoard of genuine infernal items is impressive - show me the ''really'' good stuff.}} (if 2 or more Arcana checks were passed) | |||
* {{Dialogue option|Curios don't interest me. I'm interested in the Hells themselves - a place called the House of Hope in particular.}} (if 2 or more Arcana checks were passed, or if the party read {{SmRarityItem|Scrapbook of Letters}} or {{SmRarityItem|Note from Director Gortash}}) | |||
* {{Dialogue option|Ever met an orthon? I have - he told me you're a diabolist.}} (if {{CharLink|Yurgir}} came to camp and was talked to) | |||
* {{Dialogue option|Did you help Lord Gortash retrieve some hellish curios by any chance?}} | |||
* {{Dialogue option|I know you're a diabolist who worked for Gortash. What did you do for him?}} (if the party read {{SmRarityItem|Note from Helsik}}) | |||
* {{Dialogue option|I found some interesting reading material downstairs. You're a diabolist, it seems.}} (if the party read {{SmRarityItem|The Enigmatic Art of Hemomancy}} in the basement) | |||
Helsik will then tell the party they can ask questions for the right amount of coin. The party can then respond with one of the following options: | |||
* {{Dialogue option|Here's 100 gold.}} | |||
* {{Dialogue option|How about 1000 gold?}} | |||
* {{Dialogue option|It's customary for any salesperson to offer a free sample.|roll=Persuasion|dc=15}} (except Rogue/Warlock) | |||
* {{Dialogue option|You know, any saleswoman worth her salt offers a free sample.|tags=Rogue|roll=Persuasion|dc=10}} | |||
* {{Dialogue option|I'm also of the pact-bound persuasion - don't suppose I can have a free sample?|tags=Fiend|roll=Persuasion|dc=10}} | |||
* {{Dialogue option|I'm something of a diabolist myself - perhaps you could spare a little free knowledge?|tags=Fiend|roll=Persuasion|dc=10|advantage=y}} | |||
She will finally introduce herself as a diabolist, and the party can then ask her whether she helped {{CharLink|Enver Gortash}} to steal the {{IconLink|size=20|Crown of Karsus Faded.png|Crown of Karsus}}, and if she opened a portal to [[Mephistopheles]]' vaults in the Hells for him to pull off the heist. | |||
Alternatively, if the party break into the upstairs part of the shop, several items in locked chests as well as her diary on the table are items from hell which will enable the party to ask about her diabolism. If the party try to access the upstairs area, they should carefully note the trap on the landing which will periodically cast Fireball when triggered. This trap can be disarmed by simply placing any water or wine into the imp's head on the right side. Another way to access the upstairs is by entering through one of the building's upstairs balconies. | Alternatively, if the party break into the upstairs part of the shop, several items in locked chests as well as her diary on the table are items from hell which will enable the party to ask about her diabolism. If the party try to access the upstairs area, they should carefully note the trap on the landing which will periodically cast Fireball when triggered. This trap can be disarmed by simply placing any water or wine into the imp's head on the right side. Another way to access the upstairs is by entering through one of the building's upstairs balconies. | ||
==== Dark Urge ==== | |||
Helsik will recognize the Dark Urge, handing them the {{SmRarityItem|Gibus of the Worshipful Servant}} which {{CharLink|Sceleritas Fel}} left at the Devil's Fee. This completely skips the usual requirements to unlock the House of Hope dialogue. She says she can tell the Urge more about their past for the price of gold, and 100 or 1000 gold convinces her to reveal that she helped the Urge and Gortash steal the {{SmRarityItem|Crown of Karsus}}. | |||
=== The Devil's Fee === | === The Devil's Fee === | ||
Once the party are aware of Helsik, they can find her at the [[Devil's Fee]]. Inquiring about Helsik being a diabolist has her revealing that her true business is not in information or hellish curious. She is Mammon's Picklock, Latchkeeper of the Nine Hells. She breaks people into the Hells, for a cost. The cost is 20,000 gold. | [[File:Hell Circle.png|thumb|The placement of the ritual items in the circle.]] | ||
Once the party are aware of Helsik, they can find her at the [[Devil's Fee]]. Inquiring about Helsik being a diabolist has her revealing that her true business is not in information or hellish curious. She is Mammon's Picklock, Latchkeeper of the Nine Hells. She breaks people into the Hells, for a cost. The cost is 20,000 gold, unless the party can haggle her down: | |||
* {{Dialogue option|I serve a creature not unlike Lord Mammon - surely you can lower the price.|tags=Fiend, Warlock|roll=Persuasion|dc=25}} | |||
* {{Dialogue option|Look, we both know your patron doesn't need that much. Lower the price.|tags=Warlock|roll=Persuasion|dc=25}} | |||
* {{Dialogue option|You'll halve that price or I'll halve you.|roll=Intimidation|dc=25}} | |||
* {{Dialogue option|Cut the price or I cut you into little pieces. ''CHOOSE.''|tags=Barbarian|roll=Intimidation|dc=25|advantage=y}} | |||
Optionally, the party can try and convince her you'll retrieve the {{SmRarityItem|Gauntlets of Hill Giant Strength}} for her (Starts {{Quest|Acquire the Gauntlets for Helsik}}): | |||
* {{Dialogue option|Waive the fee and I'll add one of Raphael's artefacts to your collection.|roll=Persuasion|dc=20}} | |||
* {{Dialogue option|I'm a skilled thief - give me free passage and I'll bring you back a 'souvenir'.|tags=Rogue|roll=Persuasion|dc=20|advantage=y}} | |||
Striking a deal with Helsik, she gives the party all the tools needed to open a portal to Hell. This includes a {{SmRarityItem|Grimoire Bound in Imp Skin}} and a {{SmRarityItem|Ritual Pouch}} with all the necessary items. Go upstairs in the Devil's Fee to find a circle in blood. Read the Grimoire Bound in Imp Skin to learn the ritual, then place the ritual items in the correct areas. Starting from the point closest to Helsik's diary and going clockwise: | Striking a deal with Helsik, she gives the party all the tools needed to open a portal to Hell. This includes a {{SmRarityItem|Grimoire Bound in Imp Skin}} and a {{SmRarityItem|Ritual Pouch}} with all the necessary items. Go upstairs in the Devil's Fee to find a circle in blood. Read the Grimoire Bound in Imp Skin to learn the ritual, then place the ritual items in the correct areas. Starting from the point closest to Helsik's diary and going clockwise: | ||
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=== Meeting Hope === | === Meeting Hope === | ||
[[File:House of Hope Map Quest.jpg|thumb|A map to the House of Hope.]] | [[File:House of Hope Map Quest.jpg|thumb|A map to the House of Hope.]] | ||
Once inside the [[House of Hope]], a strange dwarf will appear to greet the party. She believes the party are in great danger, and she herself is dealing with her jailers, but she can be convinced to stick around. Asking her who she is reveals she is {{CharLink|Hope}}, and she is trapped in the prison. | Once inside the [[House of Hope]], a strange dwarf will appear to greet the party. She believes the party are in great danger, and she herself is dealing with her jailers, but she can be convinced to stick around. Asking her who she is reveals she is {{CharLink|Hope}}, and she is trapped in the prison. If the party asks her a question, she will answer, however there will be the sound of chains and Hope will ask the party to speak quietly to continue: | ||
* {{Dialogue option|''Focus on speaking as quietly and calmly as possible.''|roll=Intelligence|dc=10}} | |||
* {{Dialogue option|''Prepare to speak in your finest stage whisper.|roll=Charisma|dc=10}} | |||
* {{Dialogue option|''Formulate your questions using as few words as possible.|roll=Wisdom|dc=10}} | |||
* {{Dialogue option|''Speak soft as the breeze-caught melody.''|tags=Bard|roll=Performance|dc=10}} | |||
* {{Dialogue option|''Make your words soft as the assassin's footfall.''|tags=Rogue|roll=Stealth|dc=10}} | |||
* {{Dialogue option|''Speak quietly, and with reserve.''|tags=Monk|roll=Insight|dc=10}} | |||
* {{Dialogue option|''Try really hard not to roar your words.''|tags=Barbarian|roll=Performance|dc=10|disadvantage=y}} | |||
* {{Dialogue option|''Whisper as you would in the depths of a hunt.''|tags=Ranger|roll=Stealth|dc=10}} | |||
* {{Dialogue option|''Assume the familiar quietude of a student in a grand library.|tags=Wizard|roll=History|dc=10}} | |||
* {{Dialogue option|''Whisper as you would in most intimate prayer.''|tags=Cleric|roll=Religion|dc=10}} | |||
* {{Dialogue option|''Emulate the quiet of a peaceful glade.|tags=Druid|roll=Nature|dc=10}} | |||
* {{Dialogue option|''Recall the hush before the roar of battle.|tags=Fighter|roll=History|dc=10}} | |||
* {{Dialogue option|''Remember that time you turned into a table - you were really quiet then.''|tags=Wild Magic|roll=Performance|dc=10}} | |||
* {{Dialogue option|''Embody the silence of the slumbering wyrm.''|tags=Draconic Bloodline|roll=Performance|dc=10}} | |||
* {{Dialogue option|''Be like the eye of a storm - quiet among the chaos.''|tags=Sorcerer|roll=Performance|dc=10}} | |||
* {{Dialogue option|''Recall the silence in your soul after your oath was broken.''|tags=Oathbreaker|roll=Performance|dc=10}} | |||
* {{Dialogue option|''Be quiet as whispered words in a solitary glade.''|tags=Oath of the Ancients|roll=Performance|dc=10}} | |||
* {{Dialogue option|''Speak as the whispered promise - soft, but assured.''|tags=Oath of Devotion|roll=Performance|dc=10}} | |||
* {{Dialogue option|''Speak as the words of revenge whispered in a dying sinner's ear.''|tags=Oath of Vengeance|roll=Performance|dc=10}} | |||
If the party succeeds the check, Hope expalins only the Orphic Hammer can release her from her bonds. She explains that the party have to get past the Debtors and sneak to the Archive to get the Hammer. To aid the party, she gives them a Debtor's Disguise so that they can move about the House undetected. Choosing to save Hope leads to the quest {{Quest|Save Hope}}. | |||
If the party fails the check, she will disappear early without giving the party a disguise | |||
=== The Archivist === | === The Archivist === | ||
Before entering the Archives, Hope appears once again to warn the party about the [[Archivist]]. She says the party must exploit his weakness to get by. Before she can fully explain, the party must pass | [[File:Archivist Convinced.jpg|thumb|The Archivist welcomes "Verillius" to the Archive.]] | ||
Before entering the Archives, Hope appears once again to warn the party about the [[Archivist]]. She says the party must exploit his weakness to get by. Before she can fully explain, the party must pass an ability check to keep speaking quietly to her: | |||
* {{Dialogue option|''Concentrate on speaking softly and without emotion.''|roll=Charisma|dc=15}} | |||
* {{Dialogue option|''Think two steps ahead, plotting out your queries in advance.''|roll=Intelligence|dc=15}} | |||
* {{Dialogue option|''Focus your efforts on formulating concise questions.''|roll=Wisdom|dc=15}} | |||
After passing the check, if asked how to deal with the Archivist, she says he fears authority figures. With a Persuasion check (DC 20), she says he particularly fears Verillius Receptor, a High Inquisitor of Zariel who has official permission to audit Raphael's collection. Verillius' true form is so ghastly and mind-scarring that she takes on guises when she comes to visit. The party can exploit this by pretending to be that guise. If Hope fails to get out the name, then a successful use of {{SAI|Detect Thoughts}} (DC 10) can be used on the Archivist to reveal the name as well. | |||
Once inside, it is neccessary to pass a Deception check (DC 15) to get the Archivist to fully believe in the ruse. Unfortunately, the Archivist cannot give access to the Orphic Hammer, as it is surrounded by an impervious sphere. The sphere requires a magic code that only Raphael has. Instead, he refers the party to wait in the Boudoir until Raphael has returned. The Archivist can also relinquish the pass to the Boudoir by being intimidated (DC 25), or simply by pickpocketing him. | Once inside, it is neccessary to pass a Deception check (DC 15) to get the Archivist to fully believe in the ruse. Unfortunately, the Archivist cannot give access to the Orphic Hammer, as it is surrounded by an impervious sphere. The sphere requires a magic code that only Raphael has. Instead, he refers the party to wait in the Boudoir until Raphael has returned. The Archivist can also relinquish the pass to the Boudoir by being intimidated (DC 25), or simply by pickpocketing him. | ||
If the Archivist is not successfully deceived or intimidated, information on how to enter the Boudoir can be found in the Outer Portals room | If the Archivist is not successfully deceived or intimidated, information on how to enter the Boudoir can be found in the Outer Portals room {{Coords|-6441|2920}}. {{CharLink|Nubaldin}} is cleaning up the room. Speaking to him, he explains that he once ran the prisons, but was moved to the Outer Portals room after failing to prevent Gortash from escaping. If the party killed {{CharLink|Enver Gortash}}, they can tell him that they killed him, which will delight Nubaldin. As a reward, Nubaldin explains a secret trick to get into the Boudoir - go next door to the balcony {{Coords|-6446|2936}} and jump off the stones to enter the balcony of the Boudoir. | ||
=== The Boudoir === | === The Boudoir === | ||
[[File:Boudoir Balcony Route.jpg|thumb|Jumping on the rocks here leads to the Boudoir's balcony.]] | |||
Upon entering the Boudoir, the party are accosted by an incubus named {{CharLink|Haarlep}}, who has been polymorphed into a perfect copy of Raphael. Haarlep asks why the party are there, but is already aware that they seek the Orphic Hammer. Haarlep will help the party out if they agree to "play a game" with him. Agreeing to play the "game" will have the interacting party member taking off their clothes and Haarlep seducing them to give over their mind and body. The interacting party member can insist that just the body be taken, which Haarlep will agree and tells them that they will always know when an orgasm is experienced in their form. Otherwise, giving over both mind and body results in a game over. | Upon entering the Boudoir, the party are accosted by an incubus named {{CharLink|Haarlep}}, who has been polymorphed into a perfect copy of Raphael. Haarlep asks why the party are there, but is already aware that they seek the Orphic Hammer. Haarlep will help the party out if they agree to "play a game" with him. Agreeing to play the "game" will have the interacting party member taking off their clothes and Haarlep seducing them to give over their mind and body. The interacting party member can insist that just the body be taken, which Haarlep will agree and tells them that they will always know when an orgasm is experienced in their form. Otherwise, giving over both mind and body results in a game over. | ||
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[[File:Hopes Red Crystals.jpg|thumb|Smash the crystals with the Orphic Hammer to free Hope.]] | [[File:Hopes Red Crystals.jpg|thumb|Smash the crystals with the Orphic Hammer to free Hope.]] | ||
After leaving the Archive, the residents of the House of Hope turn hostile, including the Debtors and several Hell Spheres. One the way to the prison, the party can stop in the Boudoir and use the rejuvenation faucet | After leaving the Archive, the residents of the House of Hope turn hostile, including the Debtors and several Hell Spheres. One the way to the prison, the party can stop in the Boudoir and use the rejuvenation faucet {{Coords|-6482|2977}} to heal. | ||
If returning to the entrance where the portal is located, {{CharLink|Raphael}}, {{CharLink|Yurgir}}, and {{CharLink|Korrilla}} are there waiting. Raphael, enraged, will state that the deal is over and that none of the party members are getting out alive. Yurgir can be convinced to switch sides with a persuasion check, or he automatically switches sides if he helped the party to find the House of Hope in the first place: | |||
* {{Dialogue option|Fight with me, Yurgir, or I'll strike you down again.|roll=Intimidation|dc=25}} (if already defeated in Act 2) | |||
* {{Dialogue option|Join the winning side - Raphael doesn't stand a chance against me.|roll=Persuasion|dc=30}} | |||
{{main|Raphael/combat}} | {{main|Raphael/combat}} |
Latest revision as of 15:37, 19 November 2024
Free Orpheus is a Quest in Act Three of Baldur's Gate 3. It is started by either talking to Kith'rak Voss or Raphael in Sharess' Caress.
Objectives[edit | edit source]
Walkthrough[edit | edit source]
[edit | edit source]
Mamzell Amira is on the ground floor of Sharess' Caress, right by the front entrance. When the party speak with her, she can be asked what she has to offer. Amira mentions that a devil is in residence - Raphael. At the bar, Korrilla is also around, informing the party that Raphael wishes to speak with them.
At the top floor is the Devil's Den, and Raphael. If Kith'rak Voss is alive, he is inside trying to deal with Raphael, but Raphael sends him away. He does, however, have a proposition for the party. Raphael is in possession of the Orphic Hammer - a tool that can break the cage that holds Orpheus. In return, he wants the , which is being used to control the Elder Brain, once the party defeat it.
Raphael's proposal can either be rejected or accepted. If it's rejected, he states that he will remain at Sharess' Caress for some time in case they change their mind. If the deal is accepted, he will create a Soul-Sworn Contract and the party instantly feel a pang of regret, starting .
Stealing the Hammer[edit | edit source]
There is a note in the Lower City Sewers within the Guildhall. Across the way from Nine-Fingers Keene at her desk is the Devil's Fee Observer Report, which states that Helsik is a diabolist who aided Enver Gortash and the Chosen Three in obtaining the Crown of Karsus.
If the party completed
without killing him in Act Two, then he appears at camp to offer advice. He tips the party off to Helsik in the Lower City.The party can also randomly stumble upon Helsik by exploring the Lower City and entering the Devil's Fee. Helsik will initially sell a number of magical items without revealing her true work. The party can learn about this fact by walking around. Several items in the shop trigger Arcana checks which, if succeeded, reveal they are genuine artifacts from hell. These items are the Monster's Skull X: -43 Y: 3, another Monster's Skull X: -47 Y: 2, and infernal gems X: -25 Y: 5. If Karlach is in the party, she will point out that the artifacts are genuine without the need for a check. After these artifacts are discovered, the party can pass a Persuasion check (DC 18) to ask Helsik if she is a diabolist:
- [PERSUASION] Are you perchance a diabolist? (DC 18) (if only 1 Arcana check was passed)
- Your hoard of genuine infernal items is impressive - show me the really good stuff. (if 2 or more Arcana checks were passed)
- Curios don't interest me. I'm interested in the Hells themselves - a place called the House of Hope in particular. (if 2 or more Arcana checks were passed, or if the party read Scrapbook of Letters or Note from Director Gortash)
- Ever met an orthon? I have - he told me you're a diabolist. (if Yurgir came to camp and was talked to)
- Did you help Lord Gortash retrieve some hellish curios by any chance?
- I know you're a diabolist who worked for Gortash. What did you do for him? (if the party read Note from Helsik)
- I found some interesting reading material downstairs. You're a diabolist, it seems. (if the party read The Enigmatic Art of Hemomancy in the basement)
Helsik will then tell the party they can ask questions for the right amount of coin. The party can then respond with one of the following options:
- Here's 100 gold.
- How about 1000 gold?
- [PERSUASION] It's customary for any salesperson to offer a free sample. (DC 15) (except Rogue/Warlock)
- [ROGUE] [PERSUASION] You know, any saleswoman worth her salt offers a free sample. (DC 10)
- [FIEND] [PERSUASION] I'm also of the pact-bound persuasion - don't suppose I can have a free sample? (DC 10)
- [FIEND] [PERSUASION] I'm something of a diabolist myself - perhaps you could spare a little free knowledge? (DC 10 )
She will finally introduce herself as a diabolist, and the party can then ask her whether she helped Enver Gortash to steal the , and if she opened a portal to Mephistopheles' vaults in the Hells for him to pull off the heist.
Alternatively, if the party break into the upstairs part of the shop, several items in locked chests as well as her diary on the table are items from hell which will enable the party to ask about her diabolism. If the party try to access the upstairs area, they should carefully note the trap on the landing which will periodically cast Fireball when triggered. This trap can be disarmed by simply placing any water or wine into the imp's head on the right side. Another way to access the upstairs is by entering through one of the building's upstairs balconies.
Dark Urge[edit | edit source]
Helsik will recognize the Dark Urge, handing them the Gibus of the Worshipful Servant which Sceleritas Fel left at the Devil's Fee. This completely skips the usual requirements to unlock the House of Hope dialogue. She says she can tell the Urge more about their past for the price of gold, and 100 or 1000 gold convinces her to reveal that she helped the Urge and Gortash steal the Crown of Karsus.
The Devil's Fee[edit | edit source]
Once the party are aware of Helsik, they can find her at the Devil's Fee. Inquiring about Helsik being a diabolist has her revealing that her true business is not in information or hellish curious. She is Mammon's Picklock, Latchkeeper of the Nine Hells. She breaks people into the Hells, for a cost. The cost is 20,000 gold, unless the party can haggle her down:
- [FIEND] [WARLOCK] [PERSUASION] I serve a creature not unlike Lord Mammon - surely you can lower the price. (DC 25)
- [WARLOCK] [PERSUASION] Look, we both know your patron doesn't need that much. Lower the price. (DC 25)
- [INTIMIDATION] You'll halve that price or I'll halve you. (DC 25)
- [BARBARIAN] [INTIMIDATION] Cut the price or I cut you into little pieces. CHOOSE. (DC 25 )
Optionally, the party can try and convince her you'll retrieve the Gauntlets of Hill Giant Strength for her (Starts ):
- [PERSUASION] Waive the fee and I'll add one of Raphael's artefacts to your collection. (DC 20)
- [ROGUE] [PERSUASION] I'm a skilled thief - give me free passage and I'll bring you back a 'souvenir'. (DC 20 )
Striking a deal with Helsik, she gives the party all the tools needed to open a portal to Hell. This includes a Grimoire Bound in Imp Skin and a Ritual Pouch with all the necessary items. Go upstairs in the Devil's Fee to find a circle in blood. Read the Grimoire Bound in Imp Skin to learn the ritual, then place the ritual items in the correct areas. Starting from the point closest to Helsik's diary and going clockwise:
- Skull X: -35 Y: 6
- Coin of MammonX: -34 Y: 8
- Empty spot
- Diamond X: -30 Y: 7
- Incense X: -29 Y: 4
- Empty spot
- Empty spot
Then, drop the Infernal Marble in the center of the circle and a portal to hell opens.
Meeting Hope[edit | edit source]
Once inside the House of Hope, a strange dwarf will appear to greet the party. She believes the party are in great danger, and she herself is dealing with her jailers, but she can be convinced to stick around. Asking her who she is reveals she is Hope, and she is trapped in the prison. If the party asks her a question, she will answer, however there will be the sound of chains and Hope will ask the party to speak quietly to continue:
- [INTELLIGENCE] Focus on speaking as quietly and calmly as possible. (DC 10)
- [CHARISMA] Prepare to speak in your finest stage whisper. (DC 10)
- [WISDOM] Formulate your questions using as few words as possible. (DC 10)
- [BARD] [PERFORMANCE] Speak soft as the breeze-caught melody. (DC 10)
- [ROGUE] [STEALTH] Make your words soft as the assassin's footfall. (DC 10)
- [MONK] [INSIGHT] Speak quietly, and with reserve. (DC 10)
- [BARBARIAN] [PERFORMANCE] Try really hard not to roar your words. (DC 10 )
- [RANGER] [STEALTH] Whisper as you would in the depths of a hunt. (DC 10)
- [WIZARD] [HISTORY] Assume the familiar quietude of a student in a grand library. (DC 10)
- [CLERIC] [RELIGION] Whisper as you would in most intimate prayer. (DC 10)
- [DRUID] [NATURE] Emulate the quiet of a peaceful glade. (DC 10)
- [FIGHTER] [HISTORY] Recall the hush before the roar of battle. (DC 10)
- [WILD MAGIC] [PERFORMANCE] Remember that time you turned into a table - you were really quiet then. (DC 10)
- [DRACONIC BLOODLINE] [PERFORMANCE] Embody the silence of the slumbering wyrm. (DC 10)
- [SORCERER] [PERFORMANCE] Be like the eye of a storm - quiet among the chaos. (DC 10)
- [OATHBREAKER] [PERFORMANCE] Recall the silence in your soul after your oath was broken. (DC 10)
- [OATH OF THE ANCIENTS] [PERFORMANCE] Be quiet as whispered words in a solitary glade. (DC 10)
- [OATH OF DEVOTION] [PERFORMANCE] Speak as the whispered promise - soft, but assured. (DC 10)
- [OATH OF VENGEANCE] [PERFORMANCE] Speak as the words of revenge whispered in a dying sinner's ear. (DC 10)
If the party succeeds the check, Hope expalins only the Orphic Hammer can release her from her bonds. She explains that the party have to get past the Debtors and sneak to the Archive to get the Hammer. To aid the party, she gives them a Debtor's Disguise so that they can move about the House undetected. Choosing to save Hope leads to the quest
.If the party fails the check, she will disappear early without giving the party a disguise
The Archivist[edit | edit source]
Before entering the Archives, Hope appears once again to warn the party about the Archivist. She says the party must exploit his weakness to get by. Before she can fully explain, the party must pass an ability check to keep speaking quietly to her:
- [CHARISMA] Concentrate on speaking softly and without emotion. (DC 15)
- [INTELLIGENCE] Think two steps ahead, plotting out your queries in advance. (DC 15)
- [WISDOM] Focus your efforts on formulating concise questions. (DC 15)
After passing the check, if asked how to deal with the Archivist, she says he fears authority figures. With a Persuasion check (DC 20), she says he particularly fears Verillius Receptor, a High Inquisitor of Zariel who has official permission to audit Raphael's collection. Verillius' true form is so ghastly and mind-scarring that she takes on guises when she comes to visit. The party can exploit this by pretending to be that guise. If Hope fails to get out the name, then a successful use of
(DC 10) can be used on the Archivist to reveal the name as well.Once inside, it is neccessary to pass a Deception check (DC 15) to get the Archivist to fully believe in the ruse. Unfortunately, the Archivist cannot give access to the Orphic Hammer, as it is surrounded by an impervious sphere. The sphere requires a magic code that only Raphael has. Instead, he refers the party to wait in the Boudoir until Raphael has returned. The Archivist can also relinquish the pass to the Boudoir by being intimidated (DC 25), or simply by pickpocketing him.
If the Archivist is not successfully deceived or intimidated, information on how to enter the Boudoir can be found in the Outer Portals room X: -6441 Y: 2920. Nubaldin is cleaning up the room. Speaking to him, he explains that he once ran the prisons, but was moved to the Outer Portals room after failing to prevent Gortash from escaping. If the party killed Enver Gortash, they can tell him that they killed him, which will delight Nubaldin. As a reward, Nubaldin explains a secret trick to get into the Boudoir - go next door to the balcony X: -6446 Y: 2936 and jump off the stones to enter the balcony of the Boudoir.
The Boudoir[edit | edit source]
Upon entering the Boudoir, the party are accosted by an incubus named Haarlep, who has been polymorphed into a perfect copy of Raphael. Haarlep asks why the party are there, but is already aware that they seek the Orphic Hammer. Haarlep will help the party out if they agree to "play a game" with him. Agreeing to play the "game" will have the interacting party member taking off their clothes and Haarlep seducing them to give over their mind and body. The interacting party member can insist that just the body be taken, which Haarlep will agree and tells them that they will always know when an orgasm is experienced in their form. Otherwise, giving over both mind and body results in a game over.
If refusing to play, then Haarlep becomes hostile. Additionally, succeeding in a Constitution check (DC 25) during the "game" also makes him hostile. Defeating Haarlep makes him drop the location of Raphael's safe, as well as Helldusk Gloves. The safe contains the magic phrase needed to steal the hammer.
Raphael's magic phrase can be pilfered without the need to deal with Haarlep. The party can use
, , or other skills to move towards the giant painting west of the bed. A successful perception check reveals that the painting is rigged with a trap. It is neccessary to disarm it (DC 20), then press the button below the painting. Then the party must lockpick the safe (DC 25) and take its content, then sneak off before Haarlep notices anything.Escaping Hell[edit | edit source]
The Archivist is instantly aware if the Orphic Hammer is stolen. He states that the dinner bell has rung for Raphael and the party are the main course. Hope appears one last time to state that everything will be on fire once they leave the Archives. She pleads with the party one last time to come to the prison and smash her chains.
After leaving the Archive, the residents of the House of Hope turn hostile, including the Debtors and several Hell Spheres. One the way to the prison, the party can stop in the Boudoir and use the rejuvenation faucet X: -6482 Y: 2977 to heal.
If returning to the entrance where the portal is located, Raphael, Yurgir, and Korrilla are there waiting. Raphael, enraged, will state that the deal is over and that none of the party members are getting out alive. Yurgir can be convinced to switch sides with a persuasion check, or he automatically switches sides if he helped the party to find the House of Hope in the first place:
- [INTIMIDATION] Fight with me, Yurgir, or I'll strike you down again. (DC 25) (if already defeated in Act 2)
- [PERSUASION] Join the winning side - Raphael doesn't stand a chance against me. (DC 30)
Freeing Orpheus[edit | edit source]
The party can choose to show Kith'rak Voss the Hammer once it's been obtained, as part of
. This can be done immediately in Sharess' Caress if Raphael's deal was taken, or Voss moves to the sewers near the Undercity Ruins waypoint if the hammer wasn't acquired. He is immensely grateful to the party and gifts them with a silver sword, then moves on to prepare to take on the Elder Brain.The party must bide their time until they are ready to undertake Morphic Pool underneath the city. The party must take a boat north of the Temple of Bhaal waypoint to get there and faces the Brain head on. The brain has evolved into a Netherbrain and there are a number of increasing difficult stat checks to fight against it. However, the brain is too powerful, and the Emperor steps in to save the party by bringing everyone inside the Astral Prism.
. After obtaining all the Netherstones, it is revealed that the Elder Brain dwells within theThe Emperor states that only an illithid can hope to take down the Netherbrain in its current form and that the illithid must consume the power of Prince Orpheus in order to succeed. As an illithid, the Emperor says he can do this, and asks the Netherstones be relinquished to him.
If selecting I don't believe a word you just said., followed by I will never trust you., then the Emperor will become enraged and states that he has no other choice but to reassimilate into the Netherbrain. He leaves the party in the Astral Realm. If possessing the Orphic Hammer, the party can equip it and attack the crystals binding Orpheus.
There is also the possibility of the party not retrieving the Orphic Hammer and spurning the Emperor. In this case, Raphael appears within the Astral Prism. He has front row seats to the final hour, and now he's come with the sole salvation of Faerun. There are no more deals: only master and vassal. The party must sign a contract for the Orphic Hammer in exchange for the Crown of Karsus, or the world ends. Failing to uphold the bargain means the party's souls are forfeit. Refusing to sign turns the party into mind flayers who assimilate into the Netherbrain, causing a game over. The party is forced to
.Once Orpheus is freed, he confronts the party on their choices, saying the party should have let his honor guard kill them so they could have avoided this whole situation. He also confronts the party if they stole the Githyanki egg in
. However, he agrees to stand down and works with the party.