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House of Hope
Arriving
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 Lower City X: -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, 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,
- Passing a DC 20 Persuasion check to gain access in exchange for the Gauntlets of Hill Giant Strength from the House of Hope. [note 1]
Helsik will then provide the party with the Grimoire Bound in Imp Skin, 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 on the main entrance, 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 [note 2] 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.
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 wineOpening the portal
Putting the items on the correct places and using the portal will transport the party to the House of Hope:
- 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
The order of placing these items doesn't matter as long as they are put on their correct places.
Exiting
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.
Raising the Alarm
The alarm is only raised when one of the following conditions is met:
- The party has been spotted by someone while not disguising themselves with Debtor's Attire.
- The party has attacked any of the debtors.
- The party has stolen the Orphic Hammer.
- The party has destroyed the Soul-Sworn Contract.
- The party has stolen the Amulet of Greater Health and triggered the pressure plate.
- The party has stolen the Gauntlets of Hill Giant Strength and triggered the pressure plate.
- The party has freed Hope.
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
Foyer
The portal exits into the House's foyer, which has a large door and four Pillar of Souls. Using the door will summon 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
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, who introduces himself as the architect who built Moonrise Towers.
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.
Chamber of Egress
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, who can be persuaded into revealing Hope's physical location and give additional information regarding Enver Gortash.
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.
Boudoir
In the centre of the Main Corridor is entrance to the 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 ability.
Further back, the party will find Haarlep lazing about. Upon approached, a conversation will automatically start; the player can convince Haarlep into giving up the password for the shield protecting Orphic Hammer / Soul-Sworn Contract, or / and killed. A large portrait west of the bed can also be opened with a key from Haarlep, or lockpicked, to find 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 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
The Western Balcony is located north of the Archive. Here, the Eternal Rat can be found.
Archive
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. More notably, there are three pedestals with rare equipment, and the 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
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
Creatures
Related quests
Notable loot
Notable items obtained in this location, whether looted, or obtained as a quest reward:
Boudoir
- Helldusk Gloves, acquired by defeating Haarlep
- 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.
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.
- 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
- Contract: Mol (if Mol survived Act One)
- Helldusk Helmet
- Staff of Spellpower
Hope's prison
- Burnished Ring, acquired after defeating Spectator
Foyer
- Gloves of Soul Catching, reward from Hope after saving her
- Helldusk Armour, acquired after defeating the final encounter of the area
Gallery
Notes
- ↑ After Patch 6, Helsik no longer sells the Gauntlets of Hill Giant Strength if they are given to her for the quest , but they still can be pickpocketed.
- ↑ There is a bottle of Stagswift Tonic and Frostkiss Ale below a Stuffed Deep Rothé head on the stairway.
- 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".
- The portal between Baldur's Gate and the House of Hope will remain open for the rest of the game, except during the confrontation with Raphael.
- Entering the House of Hope causes Raphael to disappear from Sharess' Caress, thus becoming inaccessible until the confrontation.
- After defeating Raphael the restoration faucets in the Bordoir will no longer function.