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[[File:Free Orpheus Quest.jpg|thumb|{{noexcerpt|The Prince of the Comet is trapped within the Astral Prism.}}]] | [[File:Free Orpheus Quest.jpg|thumb|{{noexcerpt|The Prince of the Comet is trapped within the Astral Prism.}}]] | ||
'''Free Orpheus''' is a [[Quest]] in [[Act Three]] of Baldur's Gate 3. It is started by either talking to | '''Free Orpheus''' is a [[Quest]] in [[Act Three]] of Baldur's Gate 3. It is started by either talking to {{CharLink|Voss|Kith'rak Voss}} or {{CharLink|Raphael}} in [[Sharess' Caress]]. | ||
__TOC__ | __TOC__ | ||
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== Walkthrough == | == Walkthrough == | ||
=== Sharess' Caress === | === Sharess' Caress === | ||
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. | {{CharLink|Amira|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 | At the top floor is, among others, a room called the Devil's Den, and Raphael can be found inside it. If {{CharLink|Voss|Kith'rak Voss}} is alive, he is also inside trying to deal with Raphael, but the latter sends him away. Raphael does, however, have a proposition for the party; he 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 | Raphael's proposal can either be rejected or accepted. If it is rejected, he states that he remains at Sharess' Caress for some time in case the party change their mind. If the deal is accepted, he creates 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}}. | ||
=== | === Devil's Fee === | ||
[[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 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. | 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 {{SmRarityItem|Devil's Fee Observer's 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 | If having 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 | The party can also randomly stumble upon Helsik by exploring the [[Lower City]] and entering the [[Devil's Fee]]. Helsik initially sells a number of magical items without revealing her true work. The party can learn about this fact by walking around in the shop. Several items there trigger [[Arcana]] checks which, if succeeded, reveal that they are genuine artifacts from hell. These items are a Monster's Skull at {{Coords|-43|3}}, another Monster's Skull at {{Coords|-47|2}}, and infernal gems at {{Coords|-25|5}}. If {{CharLink|Karlach}} is in the party, she can find out that the artifacts are from hell without the need for a check. After these artifacts are discovered, the party can pass a {{Ability Check|Persuasion|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|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|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 | * {{Dialogue option|Curios don't interest me. I'm interested in the Hells themselves - a place called the House of Hope in particular.}} (if two 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|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|Did you help Lord Gortash retrieve some hellish curios by any chance?}} | ||
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* {{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) | * {{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 | Helsik then tells the party that 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|Here's 100 gold.}} | ||
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* {{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}} | * {{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 | She finally introduces 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 | 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 enable the party to ask about her diabolism. If the party try to access the upstairs area, they should do carefully because of the trap on the landing which periodically casts Fireball when triggered. This trap can be disarmed by placing any water or wine into the imp's head on the right side. Another way to access the rooms upstairs is by entering through one of the building's balconies. | ||
==== Dark Urge ==== | ==== Dark Urge ==== | ||
Helsik | Helsik recognizes 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}}. | ||
=== | === Portal to Avernus === | ||
[[File:Hell Circle.png|thumb|The placement of the ritual items in the circle.]] | |||
The party can inquire Helsik about being a diabolist, which results in 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|I serve a creature not unlike Lord Mammon - surely you can lower the price.|tags=Fiend, Warlock|roll=Persuasion|dc=25}} | ||
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* {{Dialogue option|Cut the price or I cut you into little pieces. ''CHOOSE.''|tags=Barbarian|roll=Intimidation|dc=25|advantage=y}} | * {{Dialogue option|Cut the price or I cut you into little pieces. ''CHOOSE.''|tags=Barbarian|roll=Intimidation|dc=25|advantage=y}} | ||
Optionally, the party | Optionally, the party offer her to retrieve the {{SmRarityItem|Gauntlets of Hill Giant Strength}}, which 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|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}} | * {{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. The party must move upstairs in the Devil's Fee to find a circle in blood. Then the ritual items must be placed in the correct areas as described in the Grimoire Bound in Imp Skin. 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. | |||
* Skull {{Coords|-35|6}} | * Skull {{Coords|-35|6}} | ||
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* Empty spot | * Empty spot | ||
Then, drop the Infernal Marble in the center of the circle and a portal to hell opens. | Then, the party must drop the Infernal Marble in the center of the circle and a portal to hell opens. | ||
=== Meeting Hope === | === House of 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 | Once inside the [[House of Hope]], a projection of strange dwarf appears 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 and chained in the prison of the House of Hope. If the party ask her a question, she answers, and a sound of chains can be heard. Hope asks the party to speak quietly to continue: | ||
* {{Dialogue option|''Focus on speaking as quietly and calmly as possible.''|roll=Intelligence|dc=10}} | * {{Dialogue option|''Focus on speaking as quietly and calmly as possible.''|roll=Intelligence|dc=10}} | ||
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* {{Dialogue option|''Speak as the words of revenge whispered in a dying sinner's ear.''|tags=Oath of Vengeance|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 | If passing the check, Hope expalins only the Orphic Hammer can release her from her chains. She tells 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 | If failing the check, she disappears 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 | [[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 {{CharLink|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|''Concentrate on speaking softly and without emotion.''|roll=Charisma|dc=15}} | ||
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* {{Dialogue option|''Focus your efforts on formulating concise questions.''|roll=Wisdom|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 | After passing the check, if asked how to deal with the Archivist, she says he fears authority figures. With a {{Ability Check|Persuasion|20}}, she says he particularly fears Verillius Receptor, a High Inquisitor of {{CharLink|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 {{Ability Check|Deception|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 {{Ability Check|Intimidation|intimidated|25}}, or by pickpocketing him. | |||
Once inside, it is neccessary to pass a Deception | |||
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}}. | If the Archivist is not successfully deceived or intimidated, information on how to enter the Boudoir can be found in the Outer Portals room at {{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 having killed {{CharLink|Enver Gortash}}, and telling Nubaldin about it, delights him. As a reward, Nubaldin explains a secret trick to get into the Boudoir - going next door to the balcony at {{Coords|-6446|2936}} and jumping off the stones to enter the balcony of the Boudoir. | ||
=== The Boudoir === | === The Boudoir === | ||
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 | [[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 helps the party out if they agree to "play a game" with him. Agreeing to play the "game" has 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 to only give over their body, to which Haarlep agrees and tells them that they 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 | If refusing to play, then Haarlep becomes hostile. Additionally, succeeding in a {{Ability Check|Constitution|25}} during the "game" also makes him hostile. Defeating Haarlep makes him drop the location of Raphael's safe, as well as the {{SmRarityItem|Helldusk Gloves}}. The safe contains the magic phrase needed to steal the hammer. | ||
[[File:Raphael Safe Location.jpg|thumb|The location of Raphael's safe.]] | [[File:Raphael Safe Location.jpg|thumb|The location of Raphael's safe.]] | ||
Raphael's magic phrase can be pilfered without the need to deal with Haarlep. The party can use {{SAI|Greater Invisibility}}, {{SAI|Supreme Sneak}}, or other skills to move towards the giant painting west of the bed. A successful | Raphael's magic phrase can be pilfered without the need to deal with Haarlep. The party can use {{SAI|Greater Invisibility}}, {{SAI|Supreme Sneak}}, 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 ({{Ability Check|Sleight of Hand|20}}), then the party must press the button below the painting, lockpick the safe ({{Ability Check|Sleight of Hand|25}}), take its content, and sneak off before Haarlep notices anything. | ||
=== Escaping Hell === | === Escaping Hell === | ||
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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. | After leaving the Archive, the residents of the House of Hope turn hostile, including the Debtors and several {{CharLink|Hell Sphere|Hell Spheres}}. On the way to the prison, the party can stop in the Boudoir and use the rejuvenation faucet at {{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, states that the deal is over and that none of the party members are getting out alive. Yurgir can be convinced to switch sides with an Intimidation or Persuasion check: | |||
* {{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}} | |||
Yurgir automatically switches sides if he helped the party to find the House of Hope in the first place. | |||
After [[Raphael/combat|defeating]] Raphael, it is possible to leave the House of Hope with the Orphic Hammer. | |||
=== Freeing Orpheus === | === Freeing Orpheus === | ||
The party can | The party can show Kith'rak Voss the Hammer once it is been obtained, as part of {{Quest|Help Kith'rak Voss}}. This can be done immediately in Sharess' Caress if Raphael's deal was taken, or in the [[Lower City Sewers]] near the Undercity Ruins waypoint if Raphael's deals was not taken. Voss is immensely grateful to the party and gifts them with a {{SmRarityItem|Silver Sword of the Astral Plane}}, then moves on to prepare to take on the Elder Brain. | ||
The party must bide their time until they are ready to undertake {{Quest|Confront the Elder Brain}}. After obtaining all the Netherstones, it is revealed that the Elder Brain dwells within the [[Morphic Pool]] underneath the city. North of the Temple of Bhaal waypoint there is a boat which takes the party to the Brain. The Brain has evolved into a Netherbrain and there are a number of increasing difficult stat checks to fight against it. However, the Netherbrain is too powerful, and the {{CharLink|The Emperor|Emperor}} steps in to save the party by bringing everyone inside the Astral Prism. | |||
There the Emperor states that only a mind flayer can hope to take down the Netherbrain in its current form and that the mind flayer must consume the power of Prince {{CharLink|Orpheus}} in order to succeed. As being a mind flayer himself, the Emperor says that 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 becomes 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. | |||
Alternatively the party can directly attack Orpheus' chains, without talking to the Emperor before. The result is the same, the Emperor leaves to reassimilate into the Netherbrain. | |||
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 | 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 and offers one last deal: 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 are assimilated by the Netherbrain, causing a game over. Thus the party is forced to {{Quest|Fulfill the Deal}}. | ||
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 {{Quest|Steal a Githyanki Egg}}. However, he agrees to stand down and works with the party. | 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 {{Quest|Steal a Githyanki Egg}}. However, he agrees to stand down and works with the party. |
Latest revision as of 19:41, 6 March 2025
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, among others, a room called the Devil's Den, and Raphael can be found inside it. If Kith'rak Voss is alive, he is also inside trying to deal with Raphael, but the latter sends him away. Raphael does, however, have a proposition for the party; he 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 is rejected, he states that he remains at Sharess' Caress for some time in case the party change their mind. If the deal is accepted, he creates a Soul-Sworn Contract and the party instantly feel a pang of regret, starting .
Devil's Fee[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's Report, which states that Helsik is a diabolist who aided Enver Gortash and the Chosen Three in obtaining the Crown of Karsus.
If having 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 initially sells a number of magical items without revealing her true work. The party can learn about this fact by walking around in the shop. Several items there trigger Arcana checks which, if succeeded, reveal that they are genuine artifacts from hell. These items are a Monster's Skull at X: -43 Y: 3, another Monster's Skull at X: -47 Y: 2, and infernal gems at X: -25 Y: 5. If Karlach is in the party, she can find out that the artifacts are from hell without the need for a check. After these artifacts are discovered, the party can pass a DC 18 Persuasion check 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 two 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 then tells the party that 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 finally introduces 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 enable the party to ask about her diabolism. If the party try to access the upstairs area, they should do carefully because of the trap on the landing which periodically casts Fireball when triggered. This trap can be disarmed by placing any water or wine into the imp's head on the right side. Another way to access the rooms upstairs is by entering through one of the building's balconies.
Dark Urge[edit | edit source]
Helsik recognizes 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.
Portal to Avernus[edit | edit source]
The party can inquire Helsik about being a diabolist, which results in 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 offer her to retrieve the Gauntlets of Hill Giant Strength, which 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. The party must move upstairs in the Devil's Fee to find a circle in blood. Then the ritual items must be placed in the correct areas as described in the Grimoire Bound in Imp Skin. 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, the party must drop the Infernal Marble in the center of the circle and a portal to hell opens.
House of Hope - Meeting Hope[edit | edit source]
Once inside the House of Hope, a projection of strange dwarf appears 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 and chained in the prison of the House of Hope. If the party ask her a question, she answers, and a sound of chains can be heard. Hope asks 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 passing the check, Hope expalins only the Orphic Hammer can release her from her chains. She tells 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 failing the check, she disappears 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 DC 20 Persuasion check, 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 DC 15 Deception check 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
DC intimidated Intimidation check, or 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 at 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 having killed Enver Gortash, and telling Nubaldin about it, delights him. As a reward, Nubaldin explains a secret trick to get into the Boudoir - going next door to the balcony at X: -6446 Y: 2936 and jumping 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 helps the party out if they agree to "play a game" with him. Agreeing to play the "game" has 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 to only give over their body, to which Haarlep agrees and tells them that they 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 DC 25 Constitution check during the "game" also makes him hostile. Defeating Haarlep makes him drop the location of Raphael's safe, as well as the
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 Sleight of Hand check), then the party must press the button below the painting, lockpick the safe (
DC 25 Sleight of Hand check), take its content, and 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. On the way to the prison, the party can stop in the Boudoir and use the rejuvenation faucet at 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, states that the deal is over and that none of the party members are getting out alive. Yurgir can be convinced to switch sides with an Intimidation or Persuasion check:
- [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)
Yurgir automatically switches sides if he helped the party to find the House of Hope in the first place.
After defeating Raphael, it is possible to leave the House of Hope with the Orphic Hammer.
Freeing Orpheus[edit | edit source]
The party can show Kith'rak Voss the Hammer once it is been obtained, as part of Lower City Sewers near the Undercity Ruins waypoint if Raphael's deals was not taken. Voss is immensely grateful to the party and gifts them with a Silver Sword of the Astral Plane, 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. North of the Temple of Bhaal waypoint there is a boat which takes the party to the Brain. The Brain has evolved into a Netherbrain and there are a number of increasing difficult stat checks to fight against it. However, the Netherbrain 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 theThere the Emperor states that only a mind flayer can hope to take down the Netherbrain in its current form and that the mind flayer must consume the power of Prince Orpheus in order to succeed. As being a mind flayer himself, the Emperor says that 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 becomes 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.
Alternatively the party can directly attack Orpheus' chains, without talking to the Emperor before. The result is the same, the Emperor leaves to reassimilate into the Netherbrain.
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 and offers one last deal: 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 are assimilated by the Netherbrain, causing a game over. Thus 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.