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House of Hope

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Revision as of 15:10, 11 August 2023 by Tsutter (talk | contribs) (Created page with "'''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. ==Arriving== 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 in the large house. Inside you will talk to Helsik behind the...")
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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.

Arriving

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 in 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:

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):

  • Place the skull on the star point neare the altar
  • 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.

Walkthrough

Concentration Icons.png Spoiler warning! This section reveals details about the story of Baldur's Gate 3.

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.

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 Orphic's 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.

Inside the boudoir there are two healing fountains that will provide your characters with unlimited long rests. 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.

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 Halmet, 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.

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 Orphic's 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.

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 the demon from the Temple of Shar, depending on your choices back then. He can be persuaded to join the fight on your side with a DC30 persuasion check. In either event, we will now, finally, be fighting Raphael.

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. 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.

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 Armor from Raphael - a very powerful armor that will provide AC21 Heavy Armor that negates the need for Proficiency.

Related Locations

Related Quests

Notable Loot

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

Notable NPCs

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 architecht of the Moonrise Towers