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Kill Raphael's Old Enemy
Kill Raphael's Old Enemy is a Quest in Act Two of Baldur's Gate 3. It can be started by speaking with Raphael near the entrance to the Grand Mausoleum.
Objectives
Objectives and journal entries may vary pending story decisions and outcomes.
Walkthrough
Raphael is waiting for the party near the entrance to the Grand Mausoleum (X:-191, Y:112). The Mausoleum is northeast of the House of Healing. He immediately strikes up a conversation, explaining that a dangerous creature lurks below the Mausoleum. Raphael couches his words in poetics, but eventually spits out that the creature is an enemy of his and he wants him dead. If Astarion is in the party when Raphael appears, then he will make a deal with Raphael to tell him about his scars in exchange for killing the demon. This occurs regardless of if Astarion has confided in the party about his scars. Raphael impresses upon the party how dangerous the creature is and, if Karlach is in the party, confirms the creature is an orthon. Then he disappears, leaving the party to move forward into the Mausoleum.
Finding the Orthon
Enter the Mausoleum after being accosted by Raphael and there is a small puzzle to proceed forward. There are three paintings with buttons underneath them, press them in the following order to open the way: Moonrise Towers, Grief, General. Move north using the traversal gem to enter the Gauntlet of Shar.
Once inside, Shar speaks to the party, inviting them to take on her trials and prove themselves worthy. The first task is to access an Umbral Gem at a statue. To do this, the party must snuff out eight Mystic Thuribles around the room. There are two levers to the north and south of each side of the room. The rooms are protected by pressure plates, which can be disarmed (DC 10) as well as vents that activate with the plates. Hit the levers to lower the Thuribles, then interact with them to snuff out their lights. Getting too close to the statue before the Thuribles are snuffed out causes it to magically repel the party. Any Moonlanterns must also be unequipped, as they emit light. Once the room is shrouded in darkness, purple glyphs are revealed around the statue. Follow the gaps in the glyphs to touch the Umbral Gem. This opens the way north.
Follow the path forward and the party eventually encounters a group of Reconstituted Duelists. They try to warn the party away, but are interrupted by tremors. A group of undead Justiciars attack the party and Umbral Tremors appear. The Umbral Tremors can summon more Justiciars until they disappear.
Dealing with Yurgir
The orthon, Yurgir, is on the eastern end of the Gauntlet (X:-658, Y:-754). Yurgir is prepared to take the party down, smelling Raphael on them, and the party can attack in response or try to make a deal with him.
Choose "Put that thing down. I'm here to talk" to start negotiations. Then choose "Wait - you know Raphael?" when Yurgir mention's Raphael's scent being on them. Choose "I've had dealings with that devil. Maybe we can help each other." to have Yurgir explains that he isn't physically trapped by the Gauntlet, but trapped by Raphael's contract. Then choose "Let's share our experiences about Raphael. Perhaps we can help each other." Yurgir shares his contract, a song:
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From here, the party can genuinely try to help him and start or trick Yurgir into killing his minions and himself.
The party can try to persuade Yurgir to stand down by offering to search for the remaining Justiciar:
- [PERSUASION] There must be something you missed. Let me search this place for you. (DC 16)
- Wait - there's one last Dark Justiciar. I met him. (if Lyrthindor already met)
- [RANGER] [PERSUASION] Wait! You might have missed something, and I'm uniquely good at tracking things down. (DC 16 )
...or they can try to trick Yurgir into killing his minions and then himself if the party member passed a DC 14 Insight check or is a bard or warlock:
- [PERSUASION] The lyrics are a trick. You've always had an audience - your followers. Get rid of them. (DC 16)
- [BARD] [PERSUASION] Raphael's a sly lyricist - he tricked you. Your followers heard your song and still live. (DC 16 )
When that doesn't work, Yurgir can be persuaded to kill his displacer beast Nessa first, and then himself:
- [PERSUASION] You're not finished yet - the displacer can hear you, can't she? Kill her. (DC 21)
- [RANGER] [PERSUASION] Displacer hearing is notoriously sharp. You must kill her too. (DC 21 )
- [PERSUASION] Exactly. Kill yourself, complete the contract, and you'll be reborn in Avernus. Free. (DC 21)
- [BARBARIAN] [PERSUASION] Kill yourself, coward. Then you'll return to Avernus. You'll be free. (DC 21 )
- [BARD] [PERSUASION] My dear hunter, isn't it obvious? You must kill yourself - then you'll be free. (DC 21 )
...or Yurgir can be persuaded to kill himself immediately, at a higher DC of 30:
- [PERSUASION] Exactly. Kill yourself, complete the contract, and you'll be reborn in Avernus. Free. (DC 30)
- [BARBARIAN] [PERSUASION] Kill yourself, coward. Then you'll return to Avernus. You'll be free. (DC 30 )
- [BARD] [PERSUASION] My dear hunter, isn't it obvious? You must kill yourself - then you'll be free. (DC 30 )
Warlocks with a Fiend patron have a unique opportunity to suggest Yurgir kill himself right off the bat:
- [FIEND] [PERSUASION] You always hear the song, orthon. Kill yourself, be reborn in the Hells, break the contract. (DC 21 )
If Yurgir is attacked outright, he's joined by many Merregons and Nessa a Displacer Beast. Persuading him to start makes it possible to persuade the Displacer Beast to side with the party in case the fight breaks out later.
If Astarion is in the party, he disapproves of doing anything beyond immediately attacking Yurgir, even if the party intend to trick him into killing his minions and himself.
If the party enter Yurgir's room from a path other than moving into his room from the west below the ledge (for example, by scaling the stairs to the south of the room), and gets close enough to Yurgir to trigger the perception check to notice the ambush, then Yurgir and his minions will immediately become hostile with no conversation as soon as they become aware of the party.
Quest Rewards
Consequences
Killing Yurgir progresses Astarion's companion quest,
.Killing Yurgir (via persuasion or outright in battle) means the party will need to pass a DC 30 persuasion check when encountering him later in order to convince him to join the fight for
.In this particular dialogue, eliminating the enemies via Persuasion grants slightly more XP than killing them normally.