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Acquire the Gauntlets for Helsik
Acquire the Gauntlets for Helsik is a Quest in Act Three of Baldur's Gate 3. It can be started by speaking to Helsik in Devil's Fee.
Objectives[edit | edit source]
Walkthrough[edit | edit source]
The Devil's Fee[edit | edit source]
Helsik, can be found at the Devil's Fee. Inquiring about Helsik being a diabolist has her revealing that her true business is not in information or hellish curios. She is Mammon's Picklock, Latchkeeper of the Nine Hells. She breaks people into the Hells, for a cost. With a successful DC 20 Persuasion check, she waives the fee in lieu of the
Gauntlets of Hill Giant Strength, which starts this quest.
If striking a deal with Helsik, she gives the party all the tools needed to open a portal to Avernus. This includes a Grimoire Bound in Imp Skin and a
Ritual Pouch with all the necessary items. The party must go upstairs in the Devil's Fee to find a circle in blood, read the Grimoire Bound in Imp Skin to learn the ritual, and then place the ritual items in the correct areas. Starting from the point closest to Helsik's diary and going clockwise:
Skull at X: -35 Y: 6
Coin of Mammon at X: -34 Y: 8
- Empty spot
Diamond at X: -30 Y: 7
Incense at X: -29 Y: 4
- Empty spot
- Empty spot
Then the Infernal Marble must be placed in the center of the circle and a portal to hell opens.
Meeting Hope[edit | edit source]
Once inside the House of Hope, a strange dwarf named Hope appears to greet the party. The party can convince her to aid them, which results in her giving each party member a Debtor's Attire so that they can move about the House undetected.
The Archives[edit | edit source]
The Gauntlets are in the Archives, as one of Raphael's newest acquisitions. They are in the northernmost corner of the room at X: -6548 Y: 2939. The platform the Gauntlets are on is rigged with a pressure plate, so they can either be swapped out with another pair of gauntlets or the trap can be disarmed before the item is stolen. Then, the party can sneak off, as with stealing anything.
If intending to steal either the Soul-Sworn Contract in or the Orphic Hammer in / , then disarming the trap and sneaking to steal the Gauntlets is unnecessary, as the alarm goes off anyways once the contract or hammer is taken.
Returning to Helsik[edit | edit source]
Once returning from Hell, Helsik demands the Gauntlets. The party can hand them over, refuse to do so, or attempt to pass a DC 10 Deception check to say that they do not have them.
If the Gauntlets are handed over, they do not appear in Helsik's trading inventory and cannot be pickpocketed back.
If refusing to hand them over, Helsik permanently refuses to trade with the party member who did not fulfill the bargain. However, other party members can begin the same conversation with her from the start.
Additionally it is possible to pass a DC 10 Deception check by saying that the party do not have the Gauntlets. She then says that this invalidates the bargain and demands a 20,000 gold payment for the trip. The party can pay off the gold fee instead of handing over the Gauntlets. At this point it is possible to tell her that the party will leave with the Gauntlets, cannot afford the fee, or attempt a
DC 10 Intimidation check by saying I just killed a devil in his own home. You really don't want to test my patience. Intimidating her allows to the party to keep the Gauntlets and continue to trade with her.
Bugs[edit | edit source]
- If the gauntlets are equipped on a party member who is currently wild shaped, then the party can agree to give Helsik the gloves and the quest completes saying the party gave them up, but a message that the gloves cannot be unequipped appears and they remain in the wild shaped character's inventory- allowing the party to keep the gloves without making any checks. Helsik acts like the party gave her the gloves.