More actions
Free Orpheus is a Quest in Act Three of Baldur's Gate 3.
Objectives
- We found out that the Astral Prism is a prison for the githyanki prince Orpheus. The mind flayer that calls itself the Emperor has been using Orpheus' powers to suppress the influence of the Absolute. Whether we decide to trust the Emperor or not, we should find out if there's a way to free Orpheus from his chains.
- Kith'rak Voss, a githyanki knight, planned to meet someone at Sharess' Caress who knows how to free Orpheus. We should look for answers there.
- We learned that the key to freeing Orpheus from his chains in the Astral Prism is the Orphic Hammer. It's in Raphael's possession, so tracking down his lavish abode in the Hells, the House of Hope, may be our best bet.
- Yurgir, the orthon we saved in the Gauntlet of Shar, visited our camp and told us to look for a diabolist called Helsik in the Lower City. She can help us get to Raphael's lavish abode in the Hells, the House of Hope.
- We learned that a diabolist called Helsik helped Gortash open a portal to the Hells. We should track her down in the Lower City - she might be able to help us.
- We found a shop called The Devil's Fee, run by a diabolist called Helsik. We should ask her if she can help us reach Raphael's House of Hope.
- Helsik agreed to help us get to Raphael's House of Hope in the Hells. She gave us an old grimoire that outlines the steps for a ritual to open a portal. We should follow the instructions.
- We found an old grimoire that outlines the steps for a ritual to open a portal. This sounds like the way to get to Raphael's House of Hope in the Hells. We should follow the instructions.
- We successfully opened a portal to the Hells. We should go in when we're ready.
- We entered Raphael's House of Hope. We should look around for the Orphic Hammer.
- We entered Raphael's House of Hope and learned that the key to freeing Orpheus from his chains is the Orphic Hammer. We should search for it here.
- We met a spirit by the name of Hope. She told us that the Orphic Hammer is in the Archive. We should look for it there.
- We found a note in Raphael's Boudoir containing a password that can be used in the Archive: 'Give me my heart's desire.' We should get to the Archive.
- We found the Orphic Hammer, but it is protected by a magical barrier. There must be a way to disable it.
- The Archivist granted us access to Raphael's Boudoir. We should take this opportunity while we have it.
- We learned of Raphael's boudoir. We should find a way to gain access to it - it may hold answers.
- We found a note in Raphael's Boudoir containing a password that can be used in the Archive: 'Give me my heart's desire.' We should get back to the Orphic Hammer in the Archive.
- We found the Orphic Hammer, but it is protected by a magical barrier. Perhaps the phrase from the note we found in the Boudoir will lift it.
- We successfully disabled the magical barrier protecting the Orphic Hammer. We can take it from its pedestal, but our theft is unlikely to go unnoticed.
- We defeated Raphael. We can look around for the Orphic Hammer now.
- We took the Orphic Hammer, but an alarm has notified Raphael. We should leave the House of Hope - or our efforts will have been for nothing.
- Raphael caught us before we could leave the House of Hope with the Orphic Hammer. We have no choice but to defend ourselves.
- We signed the contract with Raphael and he gave us the Orphic Hammer. We should wait for our next opportunity to enter the Astral Prism and free Orpheus.
- We defeated Raphael and can leave the House of Hope. We should wait for our next opportunity to enter the Astral Prism and free Orpheus.
- We defeated Raphael and stole the Orphic Hammer. We should wait for our next opportunity to enter the Astral Prism and free Orpheus.
- We returned to the Astral Plane. Now's our chance to break Orpheus free of his chains with the Orphic Hammer.
- We returned to the Astral Plane, but without any means to break Orpheus free of his chains. There has to be someone willing to help us.
- Just when all hope to free Orpheus seemed lost, Raphael appeared and offered to give us the Orphic Hammer if we give him the Crown of Karsus after our triumph over the Netherbrain. We signed the contract and he handed us the Hammer. It's time to free Orpheus.
- When all hope to free Orpheus seemed lost, Raphael appeared and gave us the Orphic Hammer. He reminded us of our deal: he'll come to collect the Crown of Karsus after our triumph over the Netherbrain. It's time to free Orpheus.
- We freed Orpheus from his chains. In doing so, we betrayed the Emperor, leaving it no choice but to join the Netherbrain.
- We returned to the Astral Plane, but with Raphael gone and the Orphic Hammer lost, we have no means to free Orpheus. His fate may look different to what we had planned.
- We agreed to assimilate Orpheus, ending his life but gaining his powers of protection. We're ready to face the Netherbrain.
Walkthrough
Mamzell Amira is on the ground floor of Sharess' Caress, right by the front entrance. When the party speak with her, she can be asked what she has to offer. Amira mentions that a devil is in residence - Raphael. At the bar, Korrilla is also around, informing the party that Raphael wishes to speak with them.
At the top floor is the Devil's Den, and Raphael. If Kith'rak Voss is alive, he is inside trying to deal with Raphael, but Raphael sends him away. He does, however, have a proposition for the party. Raphael is in possession of the Orphic Hammer - a tool that can break the cage that holds Orpheus. In return, he wants the Crown of Karsus, which is being used to control the Elder Brain, once the party defeat it.
Raphael's proposal can either be rejected or accepted. If it's rejected, he states that he will remain at Sharess' Caress for some time in case they change their mind. If the deal is accepted, he will create a Soul-Sworn Contract and the party instantly feel a pang of regret, starting .
Stealing the Hammer
There is a note in the Lower City Sewers within the Guildhall. Across the way from Nine-Fingers Keene at her desk is the Devil's Fee Observer Report, which states that Helsik is a diabolist who aided Enver Gortash and the Chosen Three in obtaining the Crown of Karsus.
If the party completed
without killing him in Act 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). If Karlach is in the party, she will point out that the artifacts are genuine without the need for a check. After these artifacts are discovered, the party can pass a Persuasion check (DC 18) to ask Helsik if she is a diabolist.
Alternatively, if the party break into the upstairs part of the shop, several items in locked chests as well as her diary on the table are items from hell which will enable the party to ask about her diabolism. If the party try to access the upstairs area, they should carefully note the trap on the landing which will periodically cast Fireball when triggered. This trap can be disarmed by simply placing any water or wine into the imp's head on the right side. Another way to access the upstairs is by entering through one of the building's upstairs balconies.
The Devil's Fee
Once the party are aware of Helsik, they can find her at the Devil's Fee. Inquiring about Helsik being a diabolist has her revealing that her true business is not in information or hellish curious. She is Mammon's Picklock, Latchkeeper of the Nine Hells. She breaks people into the Hells, for a cost. The cost is 20,000 gold. With a successful Persuasion check (DC 20), she waives the fee in lieu of the Gauntlets of Hill Giant Strength, starting . Otherwise, she can be persuaded to cut down the fee to 10,000.
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 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)
- Coin of Mammon (X:-34, Y:8)
- Empty spot
- Diamond (X:-30, Y:7)
- Incense (X:-29, Y:4)
- Empty spot
- Empty spot
Then, drop the Infernal Marble in the center of the circle and a portal to hell opens.
Meeting Hope
Once inside the House of Hope, a strange dwarf will appear to greet the party. She believes the party are in great danger, and she herself is dealing with her jailers, but she can be convinced to stick around. Asking her who she is reveals she is Hope, and she is trapped in the prison. Only the Orphic Hammer can release her from her bonds. She explains that the party have to get past the Debtors and sneak to the Archive to get the Hammer. To aid the party, she gives them a Debtor's Disguise so that they can move about the House undetected. Choosing to save Hope leads to the quest .
The Archivist
Before entering the Archives, Hope appears once again to warn the party about the Archivist. She says the party must exploit his weakness to get by. Before she can fully explain, the party must pass either a Charisma, Intelligence, or Wisdom check to keep speaking to her. After passing the check, if asked how to deal with the Archivist, she says he fears authority figures. With a Persuasion check (DC 20), she says he particularly fears Verillius Receptor, a High Inquisitor of Zariel who has official permission to audit Raphael's collection. Verillius' true form is so ghastly and mind-scarring that she takes on guises when she comes to visit. The party can exploit this by pretending to be that guise. If Hope fails to get out the name, then a successful use of (DC 10) can be used on the Archivist to reveal the name as well.
Once inside, it is neccessary to pass a Deception check (DC 15) to get the Archivist to fully believe in the ruse. Unfortunately, the Archivist cannot give access to the Orphic Hammer, as it is surrounded by an impervious sphere. The sphere requires a magic code that only Raphael has. Instead, he refers the party to wait in the Boudoir until Raphael has returned. The Archivist can also relinquish the pass to the Boudoir by being intimidated (DC 25), or simply by pickpocketing him.
If the Archivist is not successfully deceived or intimidated, information on how to enter the Boudoir can be found in the Outer Portals room (X:-6441, Y:2920). Nubaldin is cleaning up the room. Speaking to him, he explains that he once ran the prisons, but was moved to the Outer Portals room after failing to prevent Gortash from escaping. If the party killed Enver Gortash, they can tell him that they killed him, which will delight Nubaldin. As a reward, Nubaldin explains a secret trick to get into the Boudoir - go next door to the balcony (X:-6446, Y:2936) and jump off the stones to enter the balcony of the Boudoir.
The Boudoir
Upon entering the Boudoir, the party are accosted by an incubus named Haarlep, who has been polymorphed into a perfect copy of Raphael. Haarlep asks why the party are there, but is already aware that they seek the Orphic Hammer. Haarlep will help the party out if they agree to "play a game" with him. Agreeing to play the "game" will have the interacting party member taking off their clothes and Haarlep seducing them to give over their mind and body. The interacting party member can insist that 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.
If refusing to play, then Haarlep becomes 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 Helldusk Gloves. The safe contains the magic phrase needed to steal the hammer.
Raphael's magic phrase can be pilfered without the need to deal with Haarlep. The party can use
, , 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. It is neccessary to disarm it (DC 20), then press the button below the painting. Then the party must lockpick the safe (DC 25) and take its content, then sneak off before Haarlep notices anything.Escaping Hell
The Archivist is instantly aware if the Orphic Hammer is stolen. He states that the dinner bell has rung for Raphael and the party are the main course. Hope appears one last time to state that everything will be on fire once they leave the Archives. She pleads with the party one last time to come to the prison and smash her chains.
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.
If returning to the entrance where the portal is located, Raphael, Yurgir, and Korrilla are there waiting. Raphael, enraged, will state that the deal is over and that none of the party members are 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 to find the House of Hope in the first place.
Freeing Orpheus
The party can choose to show Kith'rak Voss the Hammer once it's been obtained, as part of
. This can be done immediately in Sharess' Caress if Raphael's deal was taken, or Voss moves to the sewers near the Undercity Ruins waypoint if the hammer wasn't acquired. He is immensely grateful to the party and gifts them with a silver sword, then moves on to prepare to take on the Elder Brain.The party must bide their time until they are ready to undertake Morphic Pool underneath the city. The party must take a boat north of the Temple of Bhaal waypoint to get there and faces the Brain head on. The brain has evolved into a Netherbrain and there are a number of increasing difficult stat checks to fight against it. However, the brain is too powerful, and the Emperor steps in to save the party by bringing everyone inside the Astral Prism.
. After obtaining all the Netherstones, it is revealed that the Elder Brain dwells within theThe Emperor states that only an illithid can hope to take down the Netherbrain in its current form and that the illithid must consume the power of Prince Orpheus in order to succeed. As an illithid, the Emperor says he can do this, and asks the Netherstones be relinquished to him.
If selecting I don't believe a word you just said., followed by I will never trust you., then the Emperor will become enraged and states that he has no other choice but to reassimilate into the Netherbrain. He leaves the party in the Astral Realm. If possessing the Orphic Hammer, the party can equip it and attack the crystals binding Orpheus.
There is also the possibility of the party not retrieving the Orphic Hammer and spurning the Emperor. In this case, Raphael appears within the Astral Prism. He has front row seats to the final hour, and now he's come with the sole salvation of Faerun. There are no more deals: only master and vassal. The party must sign a contract for the Orphic Hammer in exchange for the Crown of Karsus, or the world ends. Failing to uphold the bargain means the party's souls are forfeit. Refusing to sign turns the party into mind flayers who assimilate into the Netherbrain, causing a game over. The party is forced to
.Once Orpheus is freed, he confronts the party on their choices, saying the party should have let his honor guard kill them so they could have avoided this whole situation. He also confronts the party if they stole the Githyanki egg in
. However, he agrees to stand down and works with the party.