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'''House of Hope''' is a [[Location]] that can be accessed through a portal from [[Baldur's Gate]] in [[Chapter Three]]. This is the location the player arrives at after performing the ritual in [[Devil's Fee]].
{{Location page
==Arriving==
| prefix = The
To access the House of Hope, you must travel to [[Devil's Fee]] in north-central [[Baldur's Gate]]. From the Lower City Centre Wall waypoint, head north up the path and go inside the gate towards the large house. Inside you will talk to [[Helsik]] behind the counter, who will open a portal to the House of Hope provided one of three conditions is met:
| name = House of Hope
* Spend 20,000 gold
| alt name =
* Perform a persuasion check to lower the price to 10,000 gold
| image = edward-vanderghote-houseofhope-01.webp
* Agree to bring back the [[Gauntlets of Hill Giant Strength]] from the House
| image description = Central chamber
| act = three
| summary = It can be accessed through a portal after performing the required ritual in the [[Devil's Fee]], [[Baldur's Gate]] during [[Act Three]]. This is {{CharLink|Raphael|Raphael's}} home, and prison to many [[Eternal Debtor]]s who made the mistake of contracting him.
| region = Avernus
}}
{{TOC|limit=3}}
== Entering ==
=== Haggle with Helsik ===
To access the House of Hope, the party must travel to the [[Devil's Fee]] in the northern-central part of the {{Coords|-37|-10|Lower City}}. From the Lower City Centre Wall waypoint, head north up the path and go inside the gate towards the large house. Inside you will talk to the proprietor, {{CharLink|Helsik}}, who will provide the components to open a portal if the party meets one of the following conditions:
* Paying 20,000 gold to Helsik
* Succeeding a DC 25 Intimidation check and paying 10,000 gold,
* [[Warlock]]s can succeed a DC 25 Persuasion check with advantage to lower the price to 10,000.
* Passing a DC 20 [[Persuasion]] check to gain access in exchange for the {{SmRarityItem|Gauntlets of Hill Giant Strength}} from the House of Hope. {{ref|Since Patch #7, Helsik no longer sells the {{SmRarityItem|Gauntlets of Hill Giant Strength}} if they are given to her for the quest {{Quest|Acquire the Gauntlets for Helsik}}, but they still can be pickpocketed.}}


Whichever option you choose, Helsik will provide you with a bag of ritual items and a note on how to perform the ritual itself. Head upstairs and inside of the ritual circle, pull out all of the items from the bag. The [[Opening a Hell Gate]] note will explain all the steps involved (order does not matter):
Helsik will then provide the party with the {{SmRarityItem|Grimoire Bound in Imp Skin}}{{ref|The hints of the {{SmRarityItem|Grimoire Bound in Imp Skin}} can be deciphered as follows:
* "Place that which has no eyes but used to see at the western point of the circle" -> Place the skull on the westernmost point of the circle, the one facing the altar Helsik's diary is on.
* "Two spaces lie opposite that point. 'Pon the left - place what is cut but cannot bleed" -> At the opposite direction from which you placed the skull there are two points; on the left one as you face them (i.e. the northern of the two points to the east), place the diamond.
* "To the right - that which smells but cannot sniff." -> Place the Incense on the right of where you placed the diamond (i.e. the southern of the two points to the east).
* "Besides the dead remains - the aspect of the Avariced lord sits clockwise so." -> Place the Coin of Mammon next to the skull clockwise (i.e. on the point to the north-west).
* "Then the circle's centre shall receive the internal marvel of infernal marble." -> Place the infernal marble in the centre.
* "Finally - and I mean no disrespect - ''go to hell''" -> Self-explanatory: "Enter the House of Hope".}}, a {{SmRarityItem|Ritual Pouch}} containing required items, and instructions on how to perform the ritual itself. The grimoire provides hints to complete the ritual.


* Place the skull on the star point near the altar
The Ritual Pouch and the Grimoire Bound in Imp Skin can also be pick-pocketed from Helsik. If the items were stolen, Helsik will comment on the party's thievery after completing the House of Hope, but won't be hostile and still happily trade. However, if the items are stolen by one party member while another party member is attempting to purchase them Helsik will kick the party out of the shop and cast {{SAI|Arcane Lock}} on the main entrance; re-entering the shop will cause her to become immediately hostile.
* Place the coin of Mammon on the next point to the right (if your character is facing the altar)
* Skip a point and place the diamond on the next point after that
* Place the incense on the point following the diamond
* Place the Infernal Marble in the center of the star


Afterwards, the ritual will be complete, and it will open a portal to the House of Hope.
The party has to head upstairs and put the items from the bag on the right places of the rituial circle. The note, {{SmRarityItem|Opening a Hell Gate}}, explains the steps involved.  


==== Alternative Solution ====
Duplicates of five of the ritual ingredients, but not the grimoire or the instructions, are found upstairs in Helsik's room: the skull on the wooden casket in the middle of the room next to a row of books on the left side of the double door, incense on the small table next to the southern balcony door; infernal marble in the opulent chest beside the door to the bedroom; a diamond in the gilded chest near the desk by the window; and a Coin of Mammon in the gilded chest on the bedside cabinet.


You can pickpocket the Ritual Pouch and the [[Grimoire Bound in Imp Skin]] book from Helsik, the former are all the items needed for the ritual while the latter provide the solution to do the ritual in the form of hints, if the items were stolen she will comment on you knowing you were a thief upon completing the House of Hope (but won't be hostile and still happy enough to trade with you).
At the top of the stairs is a Ward trap that casts a {{SAI|Fireball}} spell when stepped on. On its right is a Ward shaped as an Imp that recites; "Gravelled tongue, sanded throat. Hard to swallow... hurts to ''breathe''...". Placing any water or wine{{ref|There is a bottle of {{SmRarityItem|Stagswift Tonic}} and {{SmRarityItem|Frostkiss Ale}} below a Stuffed Deep Rothé head on the stairway.}} will disarm the trap, replying "Too wet. Too cold. No fun. Begone!". If the Grimoire, the Ritual Pouch containing required items, and the instructions are bought from Helsik, the trap will be disarmed.


Head upstairs there's a Ward trap placed that will cast a Fireball spell upon touching it every time you walk upon it, and on its right a Ward Imp that tells you their "tongue is dry", placing any water or wine will disarm the trap, there's a bottle of [[Stagswift Tonic]] nearby on the stairway you've taken and is below a Stuffed Deep Rothe Head hanged on the wall.
=== Opening the portal ===
[[File:Bg3-helsik-ritual-map.jpg|thumb|Skull away from door]]
Putting the items on the correct places and using the portal will transport the party to the House of Hope. The order of placing these items doesn't matter as long as they are put on their correct places:
* Placing the skull on the star point near the altar
* Placing the coin of Mammon on the next point to the right (if your character is facing the altar)
* Skipping a point and place the diamond on the next point after that
* Placing the incense on the point following the diamond
* Placing the Infernal Marble in the centre of the star


Place the items in the correct order and head to the House of Hope.
Entering the House of Hope causes Raphael to disappear from [[Sharess' Caress]], thus becoming inaccessible until the confrontation.


* "Place that which has no eyes but used to see at the western point of the circle" -> Place the skull west of the altar (use the map/compass).
== Exiting  ==
* "Two spaces lie opposite that point. 'Pon the left - place what is cut but cannot bleed" -> At the opposite direction from which you placed the skull there's two points, on the left one place the diamond.
The House of Hope is exited through the same portal the party used to enter. This portal remains open for the rest of the game and allows free passage between the House and Baldur's Gate except when the alarm is raised. Once the alarm has been triggered, attempting to use the portal will instead cause [[Raphael/Combat|Raphael to appear and engage in combat]] with the party. During the confrontation with Raphael the portal is closed.
* "To the right - that which smells but cannot sniff." -> Place the Incense on the right of where you placed the Diamond.
* "Besides the dead remains - the aspect of the Avariced lord sits clockwise so." -> Place the Coin of Mammon next to the skull clockwise.
* "Then the circle's centre shall recieve the internal marvel of infernal marble." -> Place the infernal marble in the center.
* "Finally - and I mean no disrepsect - ''go to hell''" -> Self explanitory "Enter the House of Hope".


Like what was said above, the order of placing these items doesn't matter as long as they are placed in their correct places.
=== Raising the Alarm ===
The alarm is only raised when one of the following conditions is met: 


==== Be Careful with Mods here! ====
* The party has been spotted by someone while not disguising themselves with {{SmRarityItem|Debtor's Attire}}.
* The party has attacked any of the debtors.
* The party has stolen the {{SmRarityItem|Orphic Hammer}}.
* The party has destroyed the {{SmRarityItem|Soul-Sworn Contract|override_icon=Soul-Sworn Contract.png|override_rarity=1}}.
* The party has stolen the {{SmRarityItem|Amulet of Greater Health}} and triggered the pressure plate.
* The party has stolen the {{SmRarityItem|Gauntlets of Hill Giant Strength}} and triggered the pressure plate.
* The party has freed {{CharLink|Hope}}.


# As of Hotfix #4, this portal will be bugged and will not work if you have a mod that increases the level cap. A workaround is to reset your party to 1st level by talking to [[Withers]], and then perform the ritual. You can then level up again once you've entered the portal.
WARNING: If raising the alarm and attempting to exit while Raphael is still in the possession of the player character's Soul-Sworn Contract, then there will be an instant, automatic Game Over!
# If you have a mod that allows you to have more than 4 party members (summons don't count) then this will cause issues as Hope's Disguise will only work for the first four characters meaning you will alert some of the house residents.


==Walkthrough==
== Overview ==
{{SpoilerBox|After first arriving in the House of Hope, you will be teleported into the Foyer. Make your way towards the exit where you will have your first interaction with [[Hope]], the house's namesake. Agree or disagree to help her (this walkthrough will assume that you are agreeing), and obtain the Debtor's clothing from her. These will allow your party to walk around the House without the monsters initiating combat. Note that you will have nothing to worry about while traipsing around the House for now, and can explore at will. You cannot long rest in the House of Hope, but you can freely leave through the portal up until you initiate the ending sequence.
=== Foyer ===
[[File:House of Hope Foyer.jpg|thumb|The foyer, with the portal present.]]
The portal exits into the House's foyer, which has a large door and four [[Pillar of Souls]]. Approaching the door will summon {{CharLink|Hope}}, who will introduce herself and give the party four sets of {{SmRarityItem|Debtor's Attire}}, which will disguise them from the [[Eternal Debtor]]s while in the house.


Take a left from the Feast Hall towards the western side of the map and head into the archive. Here you can steal the [[Gauntlets of Hill Giant Strength]] and the [[Amulet of Greater Health]] from the pedestals on either side of the room after disarming the traps underneath them. Provided you are not caught or can talk your way out of it, the Archivist will not initiate combat; otherwise, the entire house will turn on you. Speak to the Archivist about the [[Orphic Hammer]] in the center of the room, and follow the dialogue options until he tells you to head into the boudoir. Interact with the shield on the Hammer in order to pass the Arcana check (not necessary if you kill [[Haarlep]]) where it tells you to obtain magic words to lower the shield.
=== Feast Hall ===
[[File:House of Hope Feast Hall.jpg|thumb|View of the Feast Hall and all its mess.]]
The next room north of the foyer is the feast hall, where Raphael transported the party during his first introduction. Gone are the lavish displays of food and ordered furniture, the party now can see the reality of Raphael's illusory temptations as they truly are; rotting food, disorder and wandering, trapped souls.


Inside the boudoir there are two healing fountains that will provide your characters with unlimited long rests. There are two locked opulent chests, one of which contains a [[Potion of Angelic Slumber]]. Resting on [[Raphael]]'s bed is Haarlep, his incubus. Speak to him and follow the dialogue options to try and obtain the magic words necessary to remove the shield from the Hammer. Alternative, kill him in a relatively simple fight. He will summon 6 lesser demons that should not provide a problem for you, but he has an ability that will cause him to go Ethereal (functionally invulnerable) after an instance of damage, so hit him with your meatiest attacks and he will eventually fall. Loot the [[Helldusk Gloves]] and the key to Raphael's safe. The safe is located to the left (if your character is facing it) of Raphael's bed on the wall. Use the key or lockpick in order to obtain a note from Raphael about the words to the Hammer.
Cleaning the hall is a lone {{CharLink|Infernal Mason}}, who introduces himself as the architect who built [[Moonrise Towers]].


Across from the boudoir is a 'lock' that you can pick with a DC10 Wisdom check, followed by a DC20 Arcana check. Inside are the [[Helldusk Helmet]], [[Staff of Spellpower]], and Mol's contract. Loot these, explore anything else you want to see, and head back to the archive to retrieve the hammer. After you loot the hammer, the Debtors will drop the facade and all turn in to aggressive demons. Fight your way (stopping to long rest at the pools in the boudoir when necessary) to the eastern portion of the House. Right outside of the Portal Room on the southern terminal end of the hallway is a hatch leading to the Prison. Unlock, and head inside.
=== Main Corridor ===
The semicircular Main Corridor can be accessed from the east and west exits from the Feast Hall. It connects all rooms of the House and is populated by several Eternal Debtors. In the Main Corridor various container can be found which contain a Debtor's Attire. The Prison Hatchway, which leads to Hope's prison, is located on the east end of the corridor.  


Inside the prison you will find [[Hope]] bound by chains on two sides where two Spectators and a handful of lesser demons wait. Kill 'em all, and equip the Orphic Hammer to the melee slot of any character. Use that character to smash the rocks holding Hope's chains, and she will join your party. She's a relatively strong level 10 Cleric, who has access to a Divine Intervention — don't use it until we get to the finale of the House.
=== Chamber of Egress ===
[[File:House of Hope Chamber of Egress.jpg|thumb|The Chamber of Egress with all the portals.]]
East of the feast hall is a large room filled with portals leading different locations. The portals are closed, but can be interacted with to hear a brief line about each destination. The player character and origins each have different comments on it.


Head back up and through the Feast Hall, make sure you are fully healed and rested, and head back to the Foyer. When you click on the portal back to Baldur's Gate, Daddy Raphael is back, and he is very upset. There is ''no way'' to avoid combat here. He will be accompanied by Hope's sister, as well as [[Yugir]], the demon from the [[Gauntlet of Shar]], depending on your choices back then. Yugir can be persuaded to join the fight on your side with a DC30 persuasion check, even if you convinced him to kill himself during Act Two. In either event, we will now, finally, be fighting Raphael.
Scrubbing the floor of the room is its keeper, {{CharLink|Nubaldin}}, who can be persuaded into revealing Hope's physical location and give additional information regarding {{CharLink|Enver Gortash}}.


Knock out the soul pillars in the four corners of the room, as Raphael draws power from them in the form of powerful spells as well as increasing his DEX by a significant amount. Alternatively, a party with very strong single target damage may choose to forgo the pillars and focus on Raphael from the start. His high AC can be negated via some crowd control spells such as [[Hold Monster]], although their duration is reduced to 1 turn on this particular enemy.
=== Eastern Balcony === 
North of the Chamber of Egress is a balcony where one can go outside the House. Outside, just north of the balcony is a Passageway to Hope's prison. Also on the outside, by jumping on rock platforms one can reach the Boudoir.


Try to keep Hope alive as she has access to very powerful spells, including a Divine Intervention you can use the initiate a long rest in the middle of combat, and powerful AoE healing. She can also use a Level 5 spell slot (though the spell is located under Cantrips) to 'banish' someone from her house — effectively being able to kill 2 (or more, if the slots are refreshed) adds for a single Action.
=== Boudoir ===
[[File:House of Hope Boudoir.jpg|thumb|The boudoir, looking from the pool.]]
In the centre of the Main Corridor is the entrance to the boudoir; the northernmost room in the House. Access to the boudoir requires either the {{SmRarityItem|Boudoir Invitation}} from The Archivist in the archive, or traversal across the platforms from the Eastern Balcony.


Kill the towers, keep Hope alive and healing, use Divine Intervention when you need to, and the fight is fairly straightforward for a Level 12 party. Afterwards, soak in your victory and loot the [[Helldusk Armour]] from Raphael — a very powerful armour that will provide AC21 Heavy Armor that negates the need for Proficiency.
In the first section of the room are some locked opulent chests, one contains a {{SmRarityItem|Potion of Angelic Slumber}}. A pool sits in the centre of the room, with some restoration faucets that will restore the party's resources as if they took a long rest (does not work during fighting or after having beaten Raphael). The faucets do not restore the party's ability to take additional short rests, but they do restore a bard's related {{SAI|Song of Rest}} ability. After defeating Raphael the restoration faucets will no longer function.
}}
 
Further back, the party will find {{CharLink|Haarlep}} lazing about. When approached, a conversation will automatically start; the party can convince Haarlep into giving up the password for the shield protecting the {{SmRarityItem|Orphic Hammer}}  / {{SmRarityItem|Soul-Sworn Contract|override_icon=Soul-Sworn Contract.png|override_rarity=1}}, or fight him. A large portrait west of the bed can also be moved to reveal Raphael's Safe, and opened with a key from Haarlep or lockpicked, to find {{SmRarityItem|Raphael's Notes}} which contains the password.
 
=== Raphael's Vault ===
The entrance to Raphael's Vault is directly south of the entrance to the Boudoir. To enter, the party must first succeed in a [[DC]] 10 [[Perception]] [[Ability Check|check]] to spot the infernal gem, then interact with the infernal gem by passing a DC 10 [[Wisdom]] check, followed by a DC 20 [[Arcana]] check. Inside is the {{SmRarityItem|Helldusk Helmet}}, {{SmRarityItem|Staff of Spellpower}}, and {{SmRarityItem|Contract: Mol|Mol's contract}} if she survived [[Act One]].
 
=== Western Balcony === 
The Western Balcony is located north of the Archive. Here, the [[Eternal Rat]] can be found.
 
=== Archive ===
[[File:House of Hope Archive.jpg|thumb|View of the Archive, looking straight at the Orphic Hammer]]
The westernmost room of the Main Corridor is the Archive. Opposite the entrance is a lever which opens a shortcut back to the feast hall.
 
Inside the Archive are several books with information related to the House and to the {{IconLink|size=20|Crown of Karsus Faded.png|Crown of Karsus}}. More notably, there are three pedestals with rare equipment, and the {{CharLink|Archivist}} who is keeping an eye on them.
 
The pedestals each have a pressure plate (which can be disarmed) that alerts the House if the item is removed. The northern pedestal holds the {{SmRarityItem|Gauntlets of Hill Giant Strength}}, the southern the {{SmRarityItem|Amulet of Greater Health}}, and to the west is, depending on the party's choices when dealing with Raphael in [[Sharess' Caress]], either the {{SmRarityItem|Orphic Hammer}} or {{SmRarityItem|Soul-Sworn Contract|override_icon=Soul-Sworn Contract.png|override_rarity=1}}, which can only be accessed by removing the shield with a password.
 
If the party takes the Orphic Hammer, or an item is stolen from a dais without disarming its trap, the Debtors throughout the House will become hostile, and two [[Hell Sphere]]s will separately appear at various points in the main corridor when the party reaches them. See also: [[#Exiting|Exiting]].
 
=== Hope's prison ===
[[File:House of Hope Hope's Prison.jpg|thumb|A view of Hope in her prison, chained up to two red rocks.]]
At the eastern end of the Main Corridor near the Chamber of Egress is the Prison Hatchway, which leads down beneath the House and into Hope's prison. The prison can also be reached through the Passageway which is found outside, just north of the Eastern Balcony. Hope herself is at the centre of the room, bound by two unbreakable chains held by rocks which can be broken with the Orphic Hammer.
 
There are also two [[Spectator]]s, one of which drops the {{SmRarityItem|Burnished Ring}}, and five [[Vengeful Imp]]s.
 
=== Characters ===
{{div col}}
* {{MdCharLink|Archivist}}
* {{MdCharLink|Haarlep}}
* {{MdCharLink|Hope}}
* {{MdCharLink|Infernal Mason}}
* {{MdCharLink|Korrilla}}
* {{MdCharLink|Nubaldin}}
* {{MdCharLink|Raphael}}
* {{MdCharLink|Yurgir}}
{{div col end}}
 
=== Creatures ===
{{div col}}
* {{MdCharLink|Cambion}}
* {{MdCharLink|Eternal Debtor|icon=Portrait Raphael.png}}
* {{MdCharLink|Spectator}}
* {{MdCharLink|Vengeful Cambion}}
* {{MdCharLink|Vengeful Imp}}
* {{MdCharLink|Vengeful Merregon}}
{{div col end}}
 
=== Related locations ===
* {{Loc|Devil's Fee}}
=== Related quests ===
{{div col}}
* {{Quest|Acquire the Gauntlets for Helsik}}
* {{Quest|Deal with the Devil}}
* {{Quest|Find Mol}}
* {{Quest|Free Orpheus}}
* {{Quest|Help Kith'rak Voss}}
* {{Quest|Save Hope}}
* {{Quest|The Githyanki Warrior}}
{{div col end}}


==Related Locations==
== Notable loot ==
*[[Devil's Fee]]
==Related Quests==
*[[Save Hope]]
*[[Deal with the Devil]]
*[[Acquire the Gauntlets for Helsik]]
*[[Free Orpheus]]
*[[The Githyanki Warrior]]
*[[Help Kith'rak Voss]]
==Notable Loot==
Notable items obtained in this location, whether looted, or obtained as a quest reward:
Notable items obtained in this location, whether looted, or obtained as a quest reward:
:
Boudoir
*{{MdRarityItem|Helldusk Gloves}} (acquired by defeating [[Haarlep]])
*{{MdRarityItem|Potion of Angelic Slumber}} (inside a locked Opulent Chest DC 15)


Archive
=== Boudoir ===
*{{MdRarityItem|Gauntlets of Frost Giant Strength}} (stolen from the dais in the Archive, must disarm trap first, requires DC15 Perception check to unveil followed by a DC20 Sleight of Hands check to disarm)
* {{MdRarityItem|Helldusk Gloves}}, acquired by defeating [[Haarlep]]
*{{MdRarityItem|Amulet of Greater Health}} (stolen from the dais in the Archive, must disarm trap first, requires DC15 Perception check to unveil followed by a DC20 Sleight of Hands check to disarm)
* {{MdRarityItem|Potion of Angelic Slumber}}, x3: one inside a locked Opulent Chest ([[DC]] 15) in the boudoir, two more inside a locked Gilded Chest (DC 15) in the hallway between boudoir and archive.
*{{MdRarityItem|Orphic Hammer}} (stolen from the Archive, must have the necessary words in order to turn off the shield)
 
=== Archive ===
When stealing from daises in Archive, the House will become hostile unless their pressure plate is disarmed first. This requires DC 15 Perception check to unveil followed by a DC 20 Sleight of Hand check to disarm.
* {{MdRarityItem|Amulet of Greater Health}}, stolen from a dais
* {{MdRarityItem|Gauntlets of Hill Giant Strength}}, stolen from a dais
* {{MdRarityItem|Orphic Hammer}}, stolen from a dais, must have the necessary words in order to turn off the shield (if no contract with Raphael was made in Sharess' Caress)
* {{SmRarityItem|Soul-Sworn Contract|override_icon=Soul-Sworn Contract.png|override_rarity=1}}, found on a dais, must have the necessary words in order to turn off the shield. Can not be obtained, only destroyed. (if a contract with Raphael was made in Sharess' Caress)
 
=== Raphael's vault ===
* {{MdRarityItem|Contract: Mol}} (if Mol survived Act One)
* {{MdRarityItem|Helldusk Helmet}}
* {{MdRarityItem|Staff of Spellpower}}
 
=== Hope's prison ===
* {{MdRarityItem|Burnished Ring}}, acquired after defeating Spectator


Locked Vault
=== Foyer ===
*{{MdRarityItem|Staff of Spellpower}} (inside a vault across from the boudoir, requires DC10 Wisdom followed by DC20 Arcana checks to unlock)
* {{MdRarityItem|Gloves of Soul Catching}}, reward from Hope after saving her
*{{MdRarityItem|Helldusk Helmet}} (inside a vault across from the boudoir, requires DC10 Wisdom followed by DC20 Arcana checks to unlock)
* {{MdRarityItem|Helldusk Armour}}, acquired after defeating the final encounter of the area
*{{MdRarityItem|Contract: Mol}}


Hope's Prison
== Gallery ==
*{{MdRarityItem|Burnished Ring}} (acquired after defeating [[Spectator]] during the quest [[Save Hope]])
<gallery heights="200">
edward-vanderghote-houseofhope-04.webp|Top view
edward-vanderghote-houseofhope-05.webp|The portals
edward-vanderghote-houseofhope-02.webp|The hatch to Hope's prison
</gallery>


NPC
== Notes and references ==
*{{MdRarityItem|Helldusk Armour}} (acquired after defeating final encounter of the area)
{{notebegin}}
*{{MdRarityItem|Gloves of Soul Catching}} (reward from the quest [[Save Hope]])
{{notelist}}
{{reflist}}
{{noteend}}


==Notable NPCs==
{{House of Hope}}
*[[Hope]]
*[[Haarlep]]
*[[Raphael]]
==Other Information==
* In the Feast Hall, you can speak to one of the Debtors inside — he made a deal with Raphael to stop [[Ketheric Thorm]]'s army, but wasn't able to fully stop him. Turns out, he's also the architect of the [[Moonrise Towers]].
* The portal between Baldur's Gate and the House of Hope remains open for the rest of the game, except when confronting Raphael.
* Entering the House of Hope causes Raphael to disappear from [[Sharess' Caress]] and thus become inaccessible until the confrontation.
[[Category:Locations]]
[[Category:Locations]]
[[Category:Act Three Locations]]
[[Category:Act Three Locations]]

Latest revision as of 13:12, 12 November 2024

The House of Hope is a Location within Avernus in Act Three of Baldur's Gate 3. It can be accessed through a portal after performing the required ritual in the Devil's Fee, Baldur's Gate during Act Three. This is Raphael Raphael's home, and prison to many Eternal Debtors who made the mistake of contracting him.

Entering[edit | edit source]

Haggle with Helsik[edit | edit source]

To access the House of Hope, the party must travel to the Devil's Fee in the northern-central part of the Lower CityX: -37 Y: -10. From the Lower City Centre Wall waypoint, head north up the path and go inside the gate towards the large house. Inside you will talk to the proprietor, Helsik Helsik, who will provide the components to open a portal if the party meets one of the following conditions:

  • Paying 20,000 gold to Helsik
  • Succeeding a DC 25 Intimidation check and paying 10,000 gold,
  • Warlocks can succeed a DC 25 Persuasion check with advantage to lower the price to 10,000.
  • Passing a DC 20 Persuasion check to gain access in exchange for the Gauntlets of Hill Giant Strength from the House of Hope. [1]

Helsik will then provide the party with the Grimoire Bound in Imp Skin[2], a Ritual Pouch containing required items, and instructions on how to perform the ritual itself. The grimoire provides hints to complete the ritual.

The Ritual Pouch and the Grimoire Bound in Imp Skin can also be pick-pocketed from Helsik. If the items were stolen, Helsik will comment on the party's thievery after completing the House of Hope, but won't be hostile and still happily trade. However, if the items are stolen by one party member while another party member is attempting to purchase them Helsik will kick the party out of the shop and cast Arcane Lock Arcane Lock on the main entrance; re-entering the shop will cause her to become immediately hostile.

The party has to head upstairs and put the items from the bag on the right places of the rituial circle. The note, Opening a Hell Gate, explains the steps involved.

Duplicates of five of the ritual ingredients, but not the grimoire or the instructions, are found upstairs in Helsik's room: the skull on the wooden casket in the middle of the room next to a row of books on the left side of the double door, incense on the small table next to the southern balcony door; infernal marble in the opulent chest beside the door to the bedroom; a diamond in the gilded chest near the desk by the window; and a Coin of Mammon in the gilded chest on the bedside cabinet.

At the top of the stairs is a Ward trap that casts a Fireball Fireball spell when stepped on. On its right is a Ward shaped as an Imp that recites; "Gravelled tongue, sanded throat. Hard to swallow... hurts to breathe...". Placing any water or wine[3] will disarm the trap, replying "Too wet. Too cold. No fun. Begone!". If the Grimoire, the Ritual Pouch containing required items, and the instructions are bought from Helsik, the trap will be disarmed.

Opening the portal[edit | edit source]

Skull away from door

Putting the items on the correct places and using the portal will transport the party to the House of Hope. The order of placing these items doesn't matter as long as they are put on their correct places:

  • Placing the skull on the star point near the altar
  • Placing the coin of Mammon on the next point to the right (if your character is facing the altar)
  • Skipping a point and place the diamond on the next point after that
  • Placing the incense on the point following the diamond
  • Placing the Infernal Marble in the centre of the star

Entering the House of Hope causes Raphael to disappear from Sharess' Caress, thus becoming inaccessible until the confrontation.

Exiting[edit | edit source]

The House of Hope is exited through the same portal the party used to enter. This portal remains open for the rest of the game and allows free passage between the House and Baldur's Gate except when the alarm is raised. Once the alarm has been triggered, attempting to use the portal will instead cause Raphael to appear and engage in combat with the party. During the confrontation with Raphael the portal is closed.

Raising the Alarm[edit | edit source]

The alarm is only raised when one of the following conditions is met:

WARNING: If raising the alarm and attempting to exit while Raphael is still in the possession of the player character's Soul-Sworn Contract, then there will be an instant, automatic Game Over!

Overview[edit | edit source]

Foyer[edit | edit source]

The foyer, with the portal present.

The portal exits into the House's foyer, which has a large door and four Pillar of Souls. Approaching the door will summon Hope Hope, who will introduce herself and give the party four sets of Debtor's Attire, which will disguise them from the Eternal Debtors while in the house.

Feast Hall[edit | edit source]

View of the Feast Hall and all its mess.

The next room north of the foyer is the feast hall, where Raphael transported the party during his first introduction. Gone are the lavish displays of food and ordered furniture, the party now can see the reality of Raphael's illusory temptations as they truly are; rotting food, disorder and wandering, trapped souls.

Cleaning the hall is a lone Infernal Mason Infernal Mason, who introduces himself as the architect who built Moonrise Towers.

Main Corridor[edit | edit source]

The semicircular Main Corridor can be accessed from the east and west exits from the Feast Hall. It connects all rooms of the House and is populated by several Eternal Debtors. In the Main Corridor various container can be found which contain a Debtor's Attire. The Prison Hatchway, which leads to Hope's prison, is located on the east end of the corridor.

Chamber of Egress[edit | edit source]

The Chamber of Egress with all the portals.

East of the feast hall is a large room filled with portals leading different locations. The portals are closed, but can be interacted with to hear a brief line about each destination. The player character and origins each have different comments on it.

Scrubbing the floor of the room is its keeper, Nubaldin Nubaldin, who can be persuaded into revealing Hope's physical location and give additional information regarding Enver Gortash Enver Gortash.

Eastern Balcony[edit | edit source]

North of the Chamber of Egress is a balcony where one can go outside the House. Outside, just north of the balcony is a Passageway to Hope's prison. Also on the outside, by jumping on rock platforms one can reach the Boudoir.

Boudoir[edit | edit source]

The boudoir, looking from the pool.

In the centre of the Main Corridor is the entrance to the boudoir; the northernmost room in the House. Access to the boudoir requires either the Boudoir Invitation from The Archivist in the archive, or traversal across the platforms from the Eastern Balcony.

In the first section of the room are some locked opulent chests, one contains a Potion of Angelic Slumber. A pool sits in the centre of the room, with some restoration faucets that will restore the party's resources as if they took a long rest (does not work during fighting or after having beaten Raphael). The faucets do not restore the party's ability to take additional short rests, but they do restore a bard's related Song of Rest Song of Rest ability. After defeating Raphael the restoration faucets will no longer function.

Further back, the party will find Haarlep Haarlep lazing about. When approached, a conversation will automatically start; the party can convince Haarlep into giving up the password for the shield protecting the Orphic Hammer / Soul-Sworn Contract, or fight him. A large portrait west of the bed can also be moved to reveal Raphael's Safe, and opened with a key from Haarlep or lockpicked, to find Raphael's Notes which contains the password.

Raphael's Vault[edit | edit source]

The entrance to Raphael's Vault is directly south of the entrance to the Boudoir. To enter, the party must first succeed in a DC 10 Perception check to spot the infernal gem, then interact with the infernal gem by passing a DC 10 Wisdom check, followed by a DC 20 Arcana check. Inside is the Helldusk Helmet, Staff of Spellpower, and Mol's contract if she survived Act One.

Western Balcony[edit | edit source]

The Western Balcony is located north of the Archive. Here, the Eternal Rat can be found.

Archive[edit | edit source]

View of the Archive, looking straight at the Orphic Hammer

The westernmost room of the Main Corridor is the Archive. Opposite the entrance is a lever which opens a shortcut back to the feast hall.

Inside the Archive are several books with information related to the House and to the Crown of Karsus Crown of Karsus. More notably, there are three pedestals with rare equipment, and the Archivist Archivist who is keeping an eye on them.

The pedestals each have a pressure plate (which can be disarmed) that alerts the House if the item is removed. The northern pedestal holds the Gauntlets of Hill Giant Strength, the southern the Amulet of Greater Health, and to the west is, depending on the party's choices when dealing with Raphael in Sharess' Caress, either the Orphic Hammer or Soul-Sworn Contract, which can only be accessed by removing the shield with a password.

If the party takes the Orphic Hammer, or an item is stolen from a dais without disarming its trap, the Debtors throughout the House will become hostile, and two Hell Spheres will separately appear at various points in the main corridor when the party reaches them. See also: Exiting.

Hope's prison[edit | edit source]

A view of Hope in her prison, chained up to two red rocks.

At the eastern end of the Main Corridor near the Chamber of Egress is the Prison Hatchway, which leads down beneath the House and into Hope's prison. The prison can also be reached through the Passageway which is found outside, just north of the Eastern Balcony. Hope herself is at the centre of the room, bound by two unbreakable chains held by rocks which can be broken with the Orphic Hammer.

There are also two Spectators, one of which drops the Burnished Ring, and five Vengeful Imps.

Characters[edit | edit source]

Creatures[edit | edit source]

Related locations[edit | edit source]

Related quests[edit | edit source]

Notable loot[edit | edit source]

Notable items obtained in this location, whether looted, or obtained as a quest reward:

Boudoir[edit | edit source]

Archive[edit | edit source]

When stealing from daises in Archive, the House will become hostile unless their pressure plate is disarmed first. This requires DC 15 Perception check to unveil followed by a DC 20 Sleight of Hand check to disarm.

  • Amulet of Greater Health, stolen from a dais
  • Gauntlets of Hill Giant Strength, stolen from a dais
  • Orphic Hammer, stolen from a dais, must have the necessary words in order to turn off the shield (if no contract with Raphael was made in Sharess' Caress)
  • Soul-Sworn Contract, found on a dais, must have the necessary words in order to turn off the shield. Can not be obtained, only destroyed. (if a contract with Raphael was made in Sharess' Caress)

Raphael's vault[edit | edit source]

Hope's prison[edit | edit source]

Foyer[edit | edit source]

Gallery[edit | edit source]

Notes and references[edit | edit source]

  1. Since Patch #7, Helsik no longer sells the Gauntlets of Hill Giant Strength if they are given to her for the quest Acquire the Gauntlets for Helsik Acquire the Gauntlets for Helsik, but they still can be pickpocketed.
  2. The hints of the Grimoire Bound in Imp Skin can be deciphered as follows:
    • "Place that which has no eyes but used to see at the western point of the circle" -> Place the skull on the westernmost point of the circle, the one facing the altar Helsik's diary is on.
    • "Two spaces lie opposite that point. 'Pon the left - place what is cut but cannot bleed" -> At the opposite direction from which you placed the skull there are two points; on the left one as you face them (i.e. the northern of the two points to the east), place the diamond.
    • "To the right - that which smells but cannot sniff." -> Place the Incense on the right of where you placed the diamond (i.e. the southern of the two points to the east).
    • "Besides the dead remains - the aspect of the Avariced lord sits clockwise so." -> Place the Coin of Mammon next to the skull clockwise (i.e. on the point to the north-west).
    • "Then the circle's centre shall receive the internal marvel of infernal marble." -> Place the infernal marble in the centre.
    • "Finally - and I mean no disrespect - go to hell" -> Self-explanatory: "Enter the House of Hope".
  3. There is a bottle of Stagswift Tonic and Frostkiss Ale below a Stuffed Deep Rothé head on the stairway.