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Devil's Fee

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Lower City
Szarr Palace Devil's Fee Forge of the Nine
Bonecloak's Apothecary
The Devil's Fee is a Location within the Lower City in Act Three of Baldur's Gate 3.
Management is not responsible for: missing body parts, enslaved loved ones, trapped souls, or ancient world-destroying curses.
— Inscription on a blackboard near the Devil's Fee counter

Overview[edit section | visual editor]

Devil's Fee is a store specializing in all sorts of devilish artifacts and curios. It is located in the Heapside district of Baldur's Gate, ensconced between the Forge of the Nine and the southern tower of the Szarr Palace, with the entrance just behind the Bonecloak's Apothecary.

The store occupies a large detached two-storied building and has a small fenced palisade and a basement, adjacent to the Forge of the Nine's cellar.

The Devil's Fee is owned and managed by HelsikHelsik, who stands behind the counter on the ground floor. She trades in magical equipment, alchemy ingredients, dyes, potions, and scrolls. Helsik is a warlock pacted to the archdevil MammonMammon, the Lord of Avarice and the sovereign of Minauros, the Third layer of the Hells. As a diabolist, she is able to open portals to the Hells.

Access[edit section | visual editor]

There are multiple ways to get inside the Devil's Fee:

  • The main entrance at X: -39 Y: -13; leads into the main trade hall of the store
  • Balconies on the first floor with doors at X: -39 Y: 0, X: -52 Y: 3, and X: -26 Y: 3. All are available via using spatial movement like FlyFly, Misty StepMisty Step or Dimension DoorDimension Door. The doors are locked and red-outlined, but are out of any NPC's sight due to roof awnings. Each requires DC 10 Sleight of Hand Check DC 10 Sleight of Hand Check to lockpick or can be opened with a key carried by Helsik.
  • A Cracked Wall in the cellar of the nearby Forge of the Nine at X: 391 Y: 770; leads into the Devil's Fee basement. From it, the main trade hall is accessible through the hatch.

Building layout[edit section | visual editor]

The interior of the Devil's Fee.

Ground floor[edit section | visual editor]

The main entrance to the store leads into a vast trade hall. While exploring it, several objects are highlighted with a DC 5 Perception Check DC 5 Perception Check and can be interacted to examine, prompting a DC 15 Arcana Check DC 15 Arcana Check:

  • A Monster's Skull at X: -43 Y: 3 is identified as belonging to a death devildeath devil from the Fugue PlaneFugue Plane
  • Another skull at X: -47 Y: 2 is recognized as taken from a ghargatulaghargatula
  • Two gems inside the display case at X: -25 Y: 7 are identified as Infernal Diamonds from ⁠Minauros⁠Minauros.[1]
  • A Monster's Horn lies on a table at X: -32 Y: 7 and is identified as a horn torn off a war devilwar devil. Another such horn lies in the basement lab (see below).

Interacting with any of these items prompts a comment from interacting party member, either deeming it as a skilful fake (fail) or being astonished of the real hellish relic on a display (success). If KarlachKarlach is in the party, she corrects the character on a failed check. If Karlach interacts with the items herself, she still rolls the Arcana check, but with DC 0.

Identifying correctly at least two of these items grants the Touring the SightsTouring the Sights inspiration for characters with the Guild ArtisanGuild Artisan background. Also, succeeding any of these checks is one of the ways for the party to convince Helsik to show up more useful items in her stock.

On the table with the cornugon's horn stands the Orb of Infernal Visioning. The orb can be interacted with to observe a vision of RaphaelRaphael drinking wine at the House of Hope. However, if Raphael has already been killed, the vision changes, showing the archdevil MephistophelesMephistopheles consuming Raphael's bloodied body.[2]

Several display cases around the shop are red-outlined, but contain gold, valuables, Very rare spell scrolls, as well as random elixirs and / or arrows of Uncommon and Rare grade. One of them at X: -46 Y: 7 is not locked, while others require Sleight of Hand CheckSleight of Hand Checks with DC from 15 to 20 to lockpick. Bookcases may also contain Very rare spell scrolls.

At the back of the room is the counter where Helsik holds shop. Behind the counter on a shelf stands a small bust, spotted after a DC 10 Perception Check DC 10 Perception Check. Although the party can interact with it three times to unlock a hatch at X: -37 Y: 19, it is red-outlined. Otherwise, the hatch, which leads to the basement, can be lockpicked (requires DC 25 Sleight of Hand Check DC 25 Sleight of Hand Check).

Upon entering the store two plaques can be read on either side of the door:

  • The left one reads Catch a glimpse of the delights of the Nine Hells - from a safe distance, of course.
  • The one on the right runs as Crooks and swindlers beware - steal from the Devil's Fee, and it won't be the Flaming Fist who come knocking.

Basement[edit section | visual editor]

The basement of the Devil's Fee.

The Devil's Fee has a basement which can be accessed either through a hatch behind the counter on the ground floor, or by breaking down a wall in the cellar of the Forge of the Nine.

The basement consists of two rooms, one of which serves as a storage room and an office and contains an Opulent Chest with random rare alchemical ingredients. The chest requires DC 18 Sleight of Hand Check DC 18 Sleight of Hand Check to lockpick or can be opened with a Silver Key hidden in the row of books at X: 377 Y: 776. The wooden stairs in this part of basement lead into the main trade hall of the Devil's Fee. If the party break into the basement through the Forge of the Nine cellar, a lever nearby must be used to open the hatch from below.

The other room serves as a laboratory. On a workbench here at X: 379 Y: 767 lies another Monster's Horn. Unlike items in the trade hall, it does not prompt a Perception check, but still can be identified if interacted with. The locked Big Pot near the table requires DC 20 Sleight of Hand Check DC 20 Sleight of Hand Check to lockpick and contains a piece of Infernal Marble.

Upper floor[edit section | visual editor]

The upper floor consists of a large salon, which concurrently serves as a ritual room, and of Helsik's private quarters. The stairs leading to it start near the counter.

The stairs landing in front of the entrance is protected by an Explosive glyph trap (DC 10 Perception Check DC 10 Perception Check to detect), which casts FireballFireball if triggered. On the wall is a speaking gargoyle head marked as "Thirsty Ward". Interacting with it prompts it to say "Gravelled tongue, sanded throat. Hard to swallow... hurts to 'breathe'..." and opens a Combine menu. Inserting any kind of liquid (any wine or water) disarms the trap.[3]

The locked door behind the trap opens with Helsik's Key. Otherwise, it requires DC 15 Sleight of Hand Check DC 15 Sleight of Hand Check to lockpick. Alternatively, the upper floor can be accessed by jumping, flying or otherwise travelling onto any of the aforementioned outer balconies. All doors there are locked but can be opened with Helsik's key.

If the party successfully bargain with Helsik to aid them with reaching the House of Hope, she gives them the key to the room and disarms the trap.

In the far part of the room a heptagram (a seven-point star) is drawn in blood on the floor. On a nearby table is Helsik's Diary. The bookcases around the summoning circle may contain random spell scrolls of Very rare grade. The room also features an Opulent Chest and a Gilded Chest. Both require DC 20 Sleight of Hand Check DC 20 Sleight of Hand Check to lockpick and contain Valuables and rare alchemical ingredients, as well as components necessary to open the portal to the Hells (see Involvement section).

The side chamber serves as Helsik's bedroom and contains a locked Gilded Chest, which can be opened with the Gold Key from the desk in the ritual room.[4] Otherwise, it requires DC 20 Sleight of Hand Check DC 20 Sleight of Hand Check to lockpick. It contains Mask of Soul Perception and a Coin of Mammon.

At X: -28 Y: 18 a DC 10 Perception Check DC 10 Perception Check highlights a loose plank in the floor. Under it is a note which confirms that Helsik provided GortashGortash with a portal to the Hells.

Roof[edit section | visual editor]

TaraTara sits on the eastern roof ridge. She used to sell the Hat of the Sharp Caster here. However, as of game version 4.1.1.7151330, Tara's trade options are bugged, and she does not have the hat in her inventory.[5]

On the western roof ridge, at X: -50 Y: 7 a DC 15 Perception Check DC 15 Perception Check reveals a plank with a stash under it. Inside are a Trap Disarm Toolkit, Thieves' Tools (1 to 3 sets), and several Uncommon or Rare potions and / or grenades.

Also, the western roof ridge is a convenient point to move to the Szarr Palace ramparts, if the party want to bypass the charmed guards in the Central Watch Tower.

Outside the building[edit section | visual editor]

There are several NPC vignettes around the Devil's Fee.

  • There is a group of children just outside the Devil's Fee fence. RuntRunt and StinkerStinker dare one another to visit the "devil's house" but none of them wants to go first, mocking and accusing each other of cowardice. SpoolSpool, however, thinks it is all boring and offers to change the game.
  • Afar the entrance is Nelburn FrustNelburn Frust. He attempts to activate a lucky charm which he bought from Helsik. Nelburn is frustrated because he cannot say the magical phrase "scarab sap" three times in a row, either muddling the words or repeating it four times instead of three. [6]

Involvement[edit section | visual editor]

The placement of the ritual items in the circle.
Here's the grimoire and necessary components. Take this key, too. It unlocks the ritual room upstairs. There's a blood circle already drawn. Don't ask whose blood.
Helsik, instructing the party

The shop proprietor Helsik initially sells various Alchemy ingredients, Grenades, and Dyes but the party can unlock access to her "Curated Selection". She can also provide a way to reach the Hells to those who can afford the payment for the services. However, to pick up this trace, the party must first find a clue revealing Helsik as a diabolist. This can be done in several ways:

Once any of this is done, all quests concerning the party's dealings with Raphael and / or freeing Prince Orpheus, and the map quest marker move to the Devil's Fee. If the party talk to Helsik afterwards and appeal to the clue(s) they have found, Helsik offers them her real stock as well.

If the interacting party member is the Dark UrgeDark Urge, Helsik recognizes them, and they have access to the special stock immediately. She can also fill them in about their escapade with Gortash to MephistarMephistar to steal the Crown of Karsus. Finally, Helsik gives the Urge the Gibus of the Worshipful Servant, which was left, according to her, by their "little scrote of a friend".

The party can choose the way to access the ritual room with the heptagram in Devil's Fee: they can negotiate with Helsik to give (or sell) them the supplies and instruction to open a portal to the House of Hope, or to break in the first floor and open the portal self-dependently.

If the party arrange the deal with Helsik, she gives them access to the ritual room and all necessary ingredients, as well as the instructions for opening the portal (both the Grimoire Bound in Imp Skin and the note clarifying its text). However, all necessary elements can also be gathered in the ritual room and / or Helsik's adjacent bedroom:

  • A Coin of Mammon is in a Gilded Chest next to Helsik's bed. The chest can be opened with Gold Key, or lockpicked with a DC 20 Sleight of Hand Check DC 20 Sleight of Hand Check.
  • A piece of Infernal Marble is in an Opulent Chest in the ritual room, and another one in the Big Pot in the basement of the Devil's Fee (both containers require DC 20 Sleight of Hand Check DC 20 Sleight of Hand Check to lockpick).
  • A Diamond is in a Gilded Chest in the ritual room (requires DC 20 Sleight of Hand Check DC 20 Sleight of Hand Check to lockpick).
  • A Skull is inside the coffin at the north-west corner of the ritual room. Another one can be purchased or pickpocketed from Helsik.
  • A bowl of Incense is on the table to the side of the south balcony door. It is not highlighted with the Show Item Labels button. Also, it can be pickpocketed from Helsik.
  • The instruction on placing the items onto the correct places is in the Grimoire Bound in Imp Skin, which can be pickpocketed from Helsik (although not strictly necessary for opening the portal).

After placing all five items on correct places, the bloody lines of the heptagram start to burn, and the center is now marked as Portal to the House of Hope. Placing the items at the wrong locations does not destroy them; they can be picked up and rearranged correctly.

Entering the House of Hope through the portal grants one or both of the following inspirations upon arrival:

Related locations[edit section | visual editor]

Related quests[edit section | visual editor]

Characters[edit section | visual editor]

Outside[edit section | visual editor]

Creatures[edit section | visual editor]

These creatures are spawned if the party provokes a combat with Helsik.

Loot[edit section | visual editor]

Sold by Helsik[edit section | visual editor]

These items are available only if the party knows about Helsik's dealings as a diabolist

Sold by Tara[edit section | visual editor]

In exchange for Fish and / or magical items

Other[edit section | visual editor]

Related literature[edit section | visual editor]

Notes[edit section | visual editor]

  1. The case is locked and impossible to lockpick. It can be opened with Helsik's Key, but even after unlocking it, the diamonds cannot be looted (which is likely a bug).
  2. The correspondent dialogue file LOW_DevilsFee_AD_CrystalBall has also several other lines for both cases, but these are not played as of current game version.
  3. If the party trigger the glyph trap, the gargoyle mocks them on being roasted. After 'feeding' it also changes the reaction, now sounding discontent with being wet and cold. In case if none of party members have an appropriate liquid in the inventory, two bottles of wine are on a shelf under the stuffed head, halfway to the first floor. Also bottles of both wine and water are in the ritual room.
  4. Helsik carries another Gold Key, but this one seemingly does not fit any lock in the store.
  5. In order to progress Tara from here to her next location, the party must first acquire the hat from atop the entrance awning of Sorcerous Sundries (via Telekinesis or an Arrow of Roaring Thunder) and reverse pickpocket it onto her, then buy it back from her, and then take a long rest.
  6. This tongue twister is a cultural reference to the 1988 Tim Burton film Beetlejuice, where a similar phrase pronounced aloud three times summoned the main antagonist.
  7. Only if they have been retrieved from the House of Hope and given to Helsik. Since Patch #7, Helsik no longer sells them after the quest Acquire the Gauntlets for HelsikAcquire the Gauntlets for Helsik is completed, but they still can be pickpocketed.

External Links[edit section | visual editor]