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|description=Escape the Deal is a sub-quest of the quest Deal with the Devil in Act Three of Baldur's Gate 3. It is automatically added to the journal if Raphael's contract is accepted.
|description=Escape the Deal is a sub-quest of the quest Deal with the Devil in Act Three of Baldur's Gate 3. It is automatically added to the journal if Raphael's contract is accepted.
}}
}}
[[File:Soul-Sworn Contract Quest.jpg|thumb|A contract signed with great reluctance.]]


'''Escape the Deal''' is a sub-quest of the [[quest]] [[Deal with the Devil]] in [[Act Three]] of Baldur's Gate 3. It is automatically added to the journal if Raphael's contract is accepted.
'''Escape the Deal''' is a sub-quest of the [[quest]] [[Deal with the Devil]] in [[Act Three]] of Baldur's Gate 3. It is automatically added to the journal if Raphael's contract is accepted.
[[File:Soul-Sworn Contract Quest.jpg|thumb|A contract signed with great reluctance.]]


{{SpoilerWarning}}
{{SpoilerWarning}}
<br><br/>
==Objectives==
==Objectives==
<div class="toccolours mw-collapsible mw-collapsed">
<div class="toccolours mw-collapsible mw-collapsed">
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If the party completed [[Break Yurgir's Contract]] without killing him in Chapter Two, then he appears at camp to offer advice. He tips the party off to Helsik in the Lower City.
If the party completed [[Break Yurgir's Contract]] without killing him in Chapter 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). After these artifacts are discovered, the party can pass a Persuasion check (DC 18) to ask Helsik if she is a diabolist.
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). After these artifacts are discovered, the party can pass a Persuasion check (DC 18) to ask Helsik if she is a diabolist. You can also trigger the learning of Helsik capabilities by exploring the top floor and finding Coin of Mammon and other objects in the top floor area that reveal she is capable of opening a door into hell and triggers Escape The Deal and giving you two dialogue options to ask her about what was done for Gortash to obtain the crown and another asking her about her ability to enter hell. After those two dialogue options have been used she will request gold with gold requested up to 1000, after paid you can then ask to get into hell and she will request 10,000 gold and with Rogue Persuasion you can offer to steal something for her. 


=== The Devil's Fee ===
=== The Devil's Fee ===
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[[File:Hell Circle Order.jpg|thumb|The placement of the ritual items in the circle.]]
[[File:Hell Circle Order.jpg|thumb|The placement of the ritual items in the circle.]]
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]], [[Opening a Gate to Hell]], 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 counter-clockwise:
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]], [[Opening a Hell Gate]], 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)
* Skull (X:-35, Y: 6)
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If alive, [[Mol]] has a [[Contract: Mol|contract]] in the House of Hope, locked in a room with an Inert Infernal Gem {{coords|6481|2944}}. Interacting with the gem requires a Wisdom (DC 10) and an Arcana (DC 20) check to open.
If alive, [[Mol]] has a [[Contract: Mol|contract]] in the House of Hope, locked in a room with an Inert Infernal Gem {{coords|6481|2944}}. Interacting with the gem requires a Wisdom (DC 10) and an Arcana (DC 20) check to open.


This room also contains 666 gold, a {{IconLink |Quarterstaff PlusOne Icon.png| Staff of Spellpower }}, and a {{IconLink |Helldusk Helmet Icon.png| Helldusk Helmet }}.
This room also contains 666 gold, a {{RarityItem|Staff of Spellpower}}, and a {{RarityItem|Helldusk Helmet}}.


=== The Archivist ===
=== The Archivist ===
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Upon entering the Boudoir, the party is accosted by an incubus named [[Haarlep]], who has been polymorphed into a perfect copy of Raphael. Haarlep asks why the party is there, but is already aware that they seek their contract. Haarlep will help the party out if they agree to "play a game" with him. Agreeing to play the "game" will have the party taking off their clothes and Haarlep seducing them to give over their mind and body. The party can insist the 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 is accosted by an incubus named [[Haarlep]], who has been polymorphed into a perfect copy of Raphael. Haarlep asks why the party is there, but is already aware that they seek their contract. Haarlep will help the party out if they agree to "play a game" with him. Agreeing to play the "game" will have the party taking off their clothes and Haarlep seducing them to give over their mind and body. The party can insist the 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.


Refusing to play makes Haarlep 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 {{IconLink |Helldusk Gloves Icon.png| Helldusk Gloves }}. The safe contains the magic phrase needed to steal the contract.
Refusing to play makes Haarlep 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 {{RarityItem|Helldusk Gloves}}. The safe contains the magic phrase needed to steal the contract.


[[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. Simply utilize [[Greater Invisibility]], [[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. Disarm it (DC 20), then press the button below the painting. Lockpick the safe (DC 25) and take its content, then sneak off before Haarlep notices anything.
Raphael's magic phrase can be pilfered without the need to deal with Haarlep. Simply utilize {{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. Disarm it (DC 20), then press the button below the painting. Lockpick the safe (DC 25) and take its content, then 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. One the way to the prison, the party can stop in the Boudoir and use the rejuvenation faucet (X:-6482, Y:2977) to heal. Hope's prison cell is on the eastern side of the House, in a hatch just south of the Outer Portals. Once inside, the party will face two Spectators and a large number of Vengeful Imps. Equip the Orphic Hammer and smash the two crystals to free Hope, who joins the party as a temporary companion.
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 (X:-6482, Y:2977) to heal. Hope's prison cell is on the eastern side of the House, in a hatch just south of the Outer Portals. Once inside, the party will face two Spectators and a large number of Vengeful Imps. Equip the Orphic Hammer and smash the two crystals to free Hope, who joins the party as a temporary companion.


Once Hope is freed, return to the entrance where the portal is located. Unfortunately, Raphael, Yurgir, and Korrilla are there waiting. Raphael, enraged, will state that the deal is over and that none of the party is getting out alive. Yurgir can be convinced to switch sides with a persuasion check (DC 30 if he was killed in Chapter Two), or he automatically switches sides if he helped the party find the House of Hope in the first place. Yurgir never joins the party if he was convinced to kill himself in Chapter Two.
Once Hope is freed, return to the entrance where the portal is located. Unfortunately, Raphael, Yurgir, and Korrilla are there waiting. Raphael, enraged, will state that the deal is over and that none of the party is getting out alive. Yurgir can be convinced to switch sides with a persuasion check (DC 30 if he was killed in Chapter Two), or he automatically switches sides if he helped the party find the House of Hope in the first place.


== Quest Rewards ==
== Quest Rewards ==
* {{IconLink |Gloves of Soul Catching Icon.png| Gloves of Soul Catching }} if [[Raphael]] is defeated while keeping [[Hope]] alive.
* {{LgRarityItem|Gloves of Soul Catching}} if [[Raphael]] is defeated while keeping [[Hope]] alive.
* {{IconLink |Helldusk Armour Icon.png| Helldusk Armour }} looted from Raphael's corpse.
* {{LgRarityItem|Helldusk Armour}} looted from Raphael's corpse.
* Yurgir as an ally for [[Gather Your Allies]] if he is convinced to fight against Raphael.
* Yurgir as an ally for [[Gather Your Allies]] if he is convinced to fight against Raphael.
* Mol as an ally for [[Gather Your Allies]] if her contract is stolen and returned to her.
* Mol as an ally for [[Gather Your Allies]] if her contract is stolen and returned to her (and not told that Raphael is dead if you killed him).


== Notes ==
== Notes ==
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