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If the party completed {{Quest|Break Yurgir's Contract}} 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.
If the party completed {{Quest|Break Yurgir's Contract}} 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 {{CharLink|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.
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 {{Coords|-43|3}}, another Monster's Skull {{Coords|-47|2}}, and infernal gems {{Coords|-25|5}}. If {{CharLink|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.
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.
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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.
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 {{Coords|-6441|2920}}.  {{CharLink|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 {{CharLink|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.
If the Archivist is not successfully deceived or intimidated, information on how to enter the Boudoir can be found in the Outer Portals room {{Coords|-6441|2920}}.  {{CharLink|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 {{CharLink|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 {{Coords|-6446|2936}} and jump off the stones to enter the balcony of the Boudoir.
[[File:Boudoir Balcony Route.jpg|thumb|Jumping on the rocks here leads to the Boudoir's balcony.]]
[[File:Boudoir Balcony Route.jpg|thumb|Jumping on the rocks here leads to the Boudoir's balcony.]]


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