Walkthrough Baldur’s Gate 3 – Act 3

All story and side tasks of the third act of the game; Rivington, Lower City, Casador’s Castle, other Baldur’s Gate quests

Everything is quite simple! Unlike the first act, which you could leave through Grimforge or the Mountain Pass, there is only one way to get into the third act – only after the destruction of Ketherik Torm and the Apostle Myrkula. When this happens, no matter how you approached clearing the Shadowflighted Lands and the Moon Towers, you will be able to use the passage near the “Road to Baldur” rune circle. Confirm the action, and keep in mind that you will no longer be able to return to these lands (as well as to all previous ones).

Read also:

  • Walkthrough Baldur’s Gate 3 – Act 1
  • Walkthrough Baldur’s Gate 3 – Act 2
  • Walkthrough Baldur’s Gate 3 – Act 3
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  • How to complete the Goblin Camp in Baldur’s Gate 3
  • How to get through the Dark Crypt in Baldur’s Gate 3
  • Baldur’s Gate 3 Character Creation Guide
  • How to become an Oathbreaker Paladin in Baldur’s Gate 3
  • Best build for Oathbreaker Paladin in Baldur’s Gate 3
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  • Baldur’s Gate 3 – class guide

At the very beginning of the act, you will find yourself in your camp. Talk to everyone, especially Nightsong, Maiden Eileen, and Isobel. You will receive Selûne’s Nightspear, which is required for the Shadowheart quest.

After the first rest, leave the camp to watch a cut-scene in which (if Thaniel is freed) the Shade-tainted of the earth will be freed from the dark curse. You will be taken to the location “Observation deck on the Snake Rock”. Chat with all the characters. In the Karlach district, on the boxes you can find a note from Volo, who says that he was forced to urgently leave for Baldur’s Gate, but promises to meet us on the spot.

When you’re ready, go back to sleep. By doing this, you will hear the voice of the Absolute, and her followers will appear. Kill the enemies and make your way to the Astral Portal, which will damage you every turn and generate a new enemy. Don’t try to kill everyone. Your task is to enter the portal. Therefore, you can already jump closer to the portal with any character on the first turn, and enter it on the second. All heroes are teleported.

Jump over the rubble, killing githyanki until you meet the Emperor. In addition, you will see the captive Orpheus, as well as meet the Illithid Emperor. He will say that he keeps the Absolute from penetrating your mind. I recommend him to believe – if you kill an illithid, then you yourself will die, since the Absolute will make a slave out of you. In addition, you will have to fight against everyone at once. In general, intercede for the illithid and kill all the githyanki.

A cut-scene will start. Orpheus cannot be released, because it is he who protects your mind from the Absolute. Then the Emperor (aka the guardian from the prism) will offer development. If you agree, you will become half illithid and gain access to new skills. You can refuse or eat the grub. The larva will have to be trampled on, and the Emperor will be angry, but still resigned to your choice. And you can pass the test of wisdom. After collecting all the resources, return through the portal to the material plane. Talk to your current companions (the rest will not be in the camp) and go to bed. After leaving the camp, you will go towards Baldur’s Gate.

Rivington

Head down to Dragon Crossroads to find the Rivington Rune Circle. A girl named Yenna will run up to you and say that her mother has disappeared. Give her food to get the allies’ approval and Jenna will leave. Later, she will appear in your camp, and you can let her stay. Why not? There will be a lot of unnecessary characters here, but, fortunately, it is impossible and unnecessary to interact with refugees and townspeople.

Houses of Arfur. Bandits from the guild, the owner Arfur and refugees are standing near the house. Arfur asks to vacate the house. You can take over everything. Pass an intimidation check and Arfur will leave the refugees at home. Complete the “Investigate Suspicious Toys” task below and Arfur will disappear by itself. And you’ll even get a pass to the Lower City!

If you go behind the requisitioned barn, you will find refugees with different names. Among them will be a tent with surviving tieflings. A little further at the locked barn door is a guard. Talk to him to find out that Orin, who is a werewolf, is standing in front of you.

Head west to find the gates of the Circus of the Last Days. Speak to Klaus at the entrance, pass the check or pay 200 gold to have him open the passage for you. Take your time and go along the circus to the north to find a fork and a large well, near which two women are standing. After passing the attention check, you will find a descent in the well. So you can go down to the Well Bucket location.

However, apart from the standard loot and a letter unrelated to tasks, there is nothing here. One of your companions can permanently die when leaving the well. It is best to divide the squad into groups.

There is a Sword Coast Courier Service near the well. Firstly, if you find Shkryab, in a conversation with the trainer Angry Markhia, you can give him away. If you do not want to give the dog away, pass the test. The second check will drive Marchia away from the animals, and they will be cared for by a halfling. Secondly, if you go inside the building, you can take the side quest “Missing Letters”. The checks will be difficult, so save ahead of time. On the second floor, you can read the letters and talk to the pigeon commander (experience points). On the ground floor, examine the poster on the postmaster’s desk about Gortash’s coronation to update the quest to find him.

Circus of the end of days

Enter the territory of the Circus in any way. Move along the left wall. The mummy sells customization items (for example, you can change the color of the armor). A little further there will be a genie with a tape measure. To win the jackpot, you need to steal the magic ring from the genie Akabi. Hide behind him with Astarion and try to steal the ring using stealth. Or use an invisibility potion. After stealing the ring, spin the wheel to win your jackpot. You will find yourself in the jungle. Pass by the dinosaurs (you can kill them if you wish) and move to the portal to leave this place. Make sure that Astarion gets into the jungle! The fact is that the portal itself will have a locked chest, requiring 20 faces per die. And Astarion is your professional cracker. Once you open this chest, you can get the legendary trident “Nirulna”!

A little further are stone creatures, Kostik and Kameshka. You can buy various goods from Kostik or order a statue of yourself for your camp for 5000 gold. Find a cage with a Shadow Grip in the circus. Talk to the creature. If you pass an Intelligence check with an investigation, you can break the lock. In this case, the Shadowgrip will remain locked up and will not be able to kill anyone (later). The dinosaur Ryzhik sits in a cage next to it. You can feed his meat to gain experience points.

Finally, approach the stage where Drop the Clown is performing. Whatever you choose, the Droplet and the other minions of the Absolute will attack you. However, you can pass some checks to approach the scene with caution. In addition, if you say that you have strength, many companions will like it. If the cage is blocked, then Shadowgrip will not help the enemies. From the corpses, you can collect various loot, including the keys to the cage with the beast. You can open the cage with Ryzhik. If you feed him, he won’t kill anyone. If you use a conversation with the dead on Fumm (aka the fake Drop), you can find out that his mistress took the body of the real Drop for her creation. Apparently, the part of the body that you can find under the Temple of the Open Hand belongs to the Drop.

At the center of the Circus of the End of Days is the Zethino fairy. You can come to her, pay 100 coins and choose any companion from the current squad to test your feelings. It doesn’t really matter which one you choose, as Zethino will soon assume his true form. This is Orin. You can leave the circus.

Continue exploring Rivington

To the right of the circus is Rivington’s Department Store. It is useless to talk to the blacksmith himself, but you can visit the shop nearby and talk to the seller. There is a hatch in another house, but you won’t be able to open it right now.

In the east of the region, to the right on the map from the fields with wheat and the mill, there is a camp of the Gurts tribe. Talk to them along with Astarion and agree to help. Read the description of the task itself below.

If you go north from the forge and go down a few ledges to the right of the passage to the city, you can find the entrance to the cave. Go through it to find yourself in Engliron’s cellar. Here you can talk to Vulburn, if you saved him in the previous act from the Moon Towers, or Bart, who asked to save his friend. Vulbren will offer to destroy the Steel Guard, while Bart will have another option. Surely if Vulbren does not survive, someone else will think about the destruction.

To the north is the Southern Outpost at the Crossroads. You can pay 200 gold to go to this part of the city. You can threaten, and then (most likely if you saved the gnomes in the Moon Tower and / or Deepholm) a Nimble will appear, which will deactivate the Steel Guardian. The officer will let you through to Dragon’s Crossing.

Dragon Crossroads

At the very beginning there will be a rune circle. The southern part of the Dragon Crossing. Immediately turn right to find Matip Falcao. He will offer a worthy reward if you find the dwarves’ hideout and bring him the head of their leaders. We have already found the hideout of the gnomes earlier, and who will be their leader depends on several factors. In particular, if Vulburn was rescued from the Moon Towers, he will be the leader of the gnomes.

The first building on the right is the Weasel Sharess brothel, the second is Carmi’s Clothes. At the entrance you will meet Naaber. Keep talking to him until the dialogue ends and you will be rewarded with an amulet (+1 execution, -1 intimidation).

Further, if there is a Jaheira in the party, you can meet with the harpers. The penultimate building on the left is the Dantelon’s Dancing Ax weapon shop. Talk to its owner with Jaheira in your party to get a rusty key. Outside, go up to the second floor to the potions shop. Exit through the door and see another locked door. Follow her down the stairs to open another locked door. This will take you to one of the rooms of the weapons shop (you can press the button to open the door to the common room of Dantelon’s Dancing Axe). Go downstairs, go to the harpers and silently follow Jaheira, who will give the command to attack. You will take your enemies by surprise. Speak with Jaheira to start the Master Harp Companion Quest. To update the quest, talk to Gerald if he survived and ask Jaheira for Minsk.

Check out Laska Sharess. Talk to Mamzel Amira on all topics to get two tasks – “Find the “strict librarian” Ffiona” and “Make a deal with the devil.”

Before you go inside the fortress, you can turn left and go down to the shore with a large ship. There will be traps on the way to him, so grab Astarion, who will easily disarm them. On the very shore you will see the bandits of the Guild and the Stone Lord. You can take any side or refuse, and then you have to fight against everyone at once (in fairness, they will fight among themselves).

Infiltrate the Serpent Rock Fortress

At the very end of the southern part is the guard. Talk to Elin. If you received a pass during the “Investigate Suspicious Toys” quest, you can show it. Or pass any checks with the suggested skills to lower the bridge. Also in the mail you can find a report for the Duke of Ravengard, with which you should also be let through. In general, getting here is not difficult if you complete side tasks. And you can also get a pass to the Serpent Rock from the interrogator Valeria if you investigate the murders in the temple of the Open Hand.

Inside the fortress, go to the throne room on the right, accept or refuse Lord Gortash’s offer. In any case, if you do not attack him personally, there will be no battle. Then you can go further north and get into the Lower City.

lower city

As soon as you move to the Lower City, activate the rune circle on the right side. Follow a little forward and find a woman named Estra Steer on the left. After talking to her, you will receive the task “Stop the printing presses”.

Lower City Sewers

You can get here from several places, but the easiest is to go to the Elfsong tavern, go down to the basement from the kitchen and make your way to the Emperor’s old hideout, which he will tell you personally (on the “Visit the Emperor’s old hideout” quest).

After defeating the rats, go through the door on the left, into the room with the books. As a result of a successful attention check, you will see a button. Click, and the door of one of the large barrels will open in the next room. Pass through it and drive to the hideout of the Shield Knights.

Keep in mind that githyanki warriors are waiting for you inside, so the battle will be dangerous and serious. After the victory, go forward and find the statue. Stand behind it alternately with different characters to pass the attention check and find the button. By clicking on it, you will open the passage to the secret room. Look around, take the sword of the Emperor, and the task will be completed. However, you can examine the rest of the items in the room to hear the Emperor’s comments. Then enter the back room and go down through the hatch into the Sewers under the Lower City.

Here you will meet Orin (most likely), who kidnapped one of your companions. The way forward is blocked by a poisonous haze. Jump onto the wooden structure and shoot the lever on the wall to get rid of the poison. You can jump into the gaps on the left and right. If you jump to the left, then on the left side you can find the exit from the sewers to the city (along the long stairs), and on the right – a closed door to the Guild tavern (bandits). You can hack it.

If you jump onto the ledge on the right, you will find the point of transition to the prison in the Junkyard. Finally, go through the big door to find Bhaal’s minions. Rescue the refugees from these heretics and move further west. Break the wooden door and go down to the left to the City Sewers rune circle. Now you can return here at any time.

In the northwestern part, you can find the Greasy and Stinky Rise. With it, you can get to the Fimm’s Cargo Basement. Even further to the northwest there will be the location of the Great Cistern, and here you will be attacked by Baal servants led by Sylarea (although the most dangerous in their group is Kevo Fogge). In the very north, look for the Rune Circle of the Underground City Rune. You cannot enter the city itself. If you go further west from them, you can leave the cave and get into the Ancient Lair.

In the middle of the sewers there is a channel with a ferry. At each stop there is a lever that allows you to call the ferry. Move on it from south to north. On the second pier there is a kitrak Voss (the ferry is located there by default). Further north you will meet the girl Estelian. Talk to her to convince her to leave the sewers, otherwise she will become fodder for the vampire. When you get tired of studying the sewers, you can return to the Basilisk Gate rune circle.

Obtain a Netherian Gortash Stone

This quest will appear at the end of the second act. Inside the Sword Coast Courier Service, north of Arfur’s Mansion, you can examine a poster of Gortash’s coronation. There are actually more of these posters, and you can find them in different parts of the city. So you will know that the coronation of Gortash will take place on the Serpent Rock.

To get there, you must complete the corresponding quest “Infiltrate Serpent Rock Keep”. At the very end of the southern part is the guard. Talk to Elin. If you received a pass during the “Investigate Suspicious Toys” quest, you can show it. Or pass any checks with the suggested skills to lower the bridge. Also in the mail you can find a report for the Duke of Ravengard, with which you should also be let through. In general, getting here is not difficult if you complete side tasks. And you can also get a pass to the Serpent Rock from the interrogator Valeria if you investigate the murders in the temple of the Open Hand.

Once inside, go through the door on the right to the throne room and talk to Gortash. No need to be heroic and attack everyone, it is unlikely to win. Instead, agree to an alliance with Gortash (if you pass the Insight check, your character will understand that Gortash is really ready to share his power with you). Yes, Karlakh will be unhappy, but she will not leave your squad. But the most interesting thing is what Gortash will talk about next – there is a faceless person in the camp who is watching you. Apparently, it is impossible to find out who the Doppelganger is. The information should be taken differently: Orin can take the form of any member of the squad, so keep that in mind. And later, in the temple of Baal, she will do so, then offer a counter-deal like the one you made with Gortash. Later you will meet Orin and she will offer to kill Gortash, and then fight each other. Accept its terms or not, choose for yourself, but it’s easier to focus on it.

Disable the Steel Guard

Once you’re in the Deep Gnome Dungeon, accessed from the river, northeast of the Sword Coast Courier Service, talk to Bart Ruth and the rescued Vulburn. If Vulbern was not saved, you can talk to Bart or Tulla from the Underdark. Vulburn will offer to disable the Steel Guard, but do it by planting a bomb that will kill all the creatures on the outpost at once. Instead, you can refuse and say that you will resort to other methods. This is how the task will begin. You can still take the bomb, but don’t use it. The quest will update when you get to Serpent Rock Fortress.

Acquire the Netherian Orin Stone

This quest will appear at the end of the second act. You can update the quest behind the Requisitioned Warehouse east of Arfur’s Mansion by talking to the guard at the back door, just past the tieflings (on the east side). It will be the werewolf Orin. The next quest update can be obtained by exploring the Temple of the Open Hand and completing the quest “Solve the Murders at the Temple of the Open Hand”. In the basement under the temple you will find a secret cave with enemies. Kill and inspect several scattered bodies of refugees. On one of them there will be a dismembered body of a clown and a note.

The quest will be updated after you get to Serpent Rock Fortress. To do this, you need to complete the corresponding task “Infiltrate the fortress on Serpent Rock”. At the very end of the southern part is the guard. Talk to Elin. If you received a pass during the “Investigate Suspicious Toys” quest, you can show it. Or pass any checks with the suggested skills to lower the bridge. Also in the mail you can find a report for the Duke of Ravengard, with which you should also be let through. In general, getting here is not difficult if you complete side tasks. And you can also get a pass to the Serpent Rock from the interrogator Valeria if you investigate the murders in the temple of the Open Hand.

Talk to Gortash and accept his alliance. You will find out what plan he, Ketherik and Orin had, that Orin betrayed him after the death of Torm and wants to get all three stones, wanting to sow real chaos in the city in honor of Baal. In general, you will find out that she is hiding in her temple in the Lower City.

Investigate murders

If you complete the quest “Solve the Murders at the Temple of the Open Hand” and visit Freygo’s rooming house, you can find a hidden room on the third floor. Read the note with the list of victims for Baal. This is how the task will begin. If you don’t complete this task, at the beginning of the Dragon Crossing, find the bunkhouse on your own on the left hand, go up to the third floor and break open the closet with Astarion to get into the same room. You will advance on the mission if you investigate the murder in the Temple of the Open Hand and inform Interrogator Valeria about it.

She will say that you need to tell the Hand of Develle in the Lower City about the events taking place. You need to look for her in the Elven Song tavern. Go to the Lower City, which will happen according to the plot of the game. Open the map and you will see a lot of markers pointing to the various people that the Bhaal cultists are trying to kill. You can save them all, or kill at least two of them to complete the “Impress the Murder Tribunal” quest.

Instead of impressing the Tribunal, you can warn any potential victims you meet in the Lower City. So, visit the Elfsong tavern and talk in the kitchen with chef Rovir. The task will be updated.

Further west of Baldur’s Herald (edition) is Highberry Bark. Go to her, save and start a conversation. If you pass the magic check (use a character with magical abilities), you will realize that the wine is poisoned. Report to Cora and then kill Dolor, who created his doppelgangers. Search the corpses. On one of them will be the key to the tombstone shop. Enter the Highberry family house in the same place, talk to Cora to receive a reward – 961 gold coins. If desired, look for the key to the wine cellar in the kitchen, and then open the hatch near the stairs leading up. Shkryab’s ball will be lying on the floor. If you pass the attention check, you will find a cache under the floorboards. Examine to get the Highberry Safe Key. Remove the picture from the wall and open the safe, to get the Elixir of Universal Resilience and the Potion of Flight. When you’re done with searching the basement, you can leave this place.

Now let’s warn Frank Grushka. The entrance door to the building pointed to by the marker will be closed. Go around and find a passage boarded up with boards. Break the boards and enter the house, where you will find Grushka’s corpse. Perhaps I was late, because before going to him I rewound 2-3 nights. Examine the corpse, pick up the bloody parchment. Look for the key to the hatch on the bookshelves, and the hatch itself – not far from the corpse and the bed, under the travel chest, which will either have to be moved or broken. Go down to Grushka’s basement, inspect the large corpse and take the clown’s hand, the second part of the body.

Impress the Murder Tribunal

If you complete the quest “Solve the Murders at the Temple of the Open Hand” and visit Freygo’s rooming house, you can find a hidden room on the third floor. Read the note with the list of victims for Baal. This is how the task will begin. If you don’t complete this task, at the beginning of the Dragon Crossing, find the bunkhouse on your own on the left hand, go up to the third floor and break open the closet with Astarion to get into the same room.

To impress the Tribunal, you need to kill two people from the list found. For example, brother Carmen Tut, owner of Carmi’s Clothes in the southern part of Dragon’s Crossing, next to the Weasel Sharess brothel. On the second floor, you can steal paints for equipment.

Instead of impressing the Tribunal, you can warn any potential victims you meet in the Lower City. So, visit the Elfsong tavern and talk in the kitchen with chef Rovir. The task will be updated.

Gathering Allies

In the third act, you can continue this task, which is related to the search for allies. Councilor Florrick could be your next ally. It will happen in the third act. Attend Lord Gortash’s inauguration ceremony, then speak with Duke Ulder Ravengard. This way you will not only know that he is infected with a larva, but also where Florrick will be captured (you need to choose the option with an illithid). Then leave the throne room and enter the room opposite where the rune circle is located. Use the passage to go down to the prison at Serpent Rock. Talk to the guard at the entrance. If you pass the attention test, you can say that you have come to your father. Or pass any other test, and the door will be opened for you. You can also hack while the guard is sleeping.

Walk forward and talk to Councilor Florrick in the cell on the left side. Promise to release her. Then, when a lone guard walks past you, go into turn-based mode and steal the key to the cell. Open the chamber, but first make sure you have an invisibility potion in your inventory. Throw it at the freed Councilor Florrick and go to the exit.

At some point, Orin will kidnap one of your allies. For example, for me it was Khalsin. A message will appear stating that he has gone his own way. Do not worry! If you continue to hunt Orin and Baal, you will free him soon. Even the quest “Save the victim of Orin” will begin.

A marker will appear in Baldur’s Gate, pointing to the location of the wizard Lorroacan. Move there and talk at the entrance with Aradin, who first spoke about the Nightsong. You can report that the Nightsong is in your camp, but in this case, Aradin will most likely be killed. Just scare him by saying that she is immortal and does not like jokes. Return through the portal, move to the camp and talk to Maiden Eileen. Report Lorroacán and offer help. Together with her, return to the tower and defeat Lorroakan. Rolan will join you in battle. After the victory, the Maiden Eileen will become your faithful ally, which will lead to promotion on the “Gathering Allies” quest.

Save victim Orin

The quest will begin when you meet Orin. I had it in the sewers below the Lower City, where I descended through the Emperor’s old hideout under the Elfsong tavern. It doesn’t matter what you say to her.

Fight the elder brain

Subdue the Elder Brain

This quest will appear while resting on Serpent Rock Lookout at the beginning of Act 3, when you are attacked by followers of the Chosen One.

Destroy the Elder Brain

This quest will appear while resting on Serpent Rock Lookout at the beginning of Act 3, when you are attacked by followers of the Chosen One.

Personal tasks

Help your protector

This quest will appear while resting on Serpent Rock Lookout at the beginning of Act 3, when you are attacked by followers of the Chosen One.

Learn the story of Prince Orpheus

The task will end at the beginning of the third act. It doesn’t matter how many books about Orpheus you read, as you will meet the character in the Astral Prism along with the Emperor.

Free Orpheus

This quest will start in any case after you leave the Astral Prism, having seen Orpheus captured in it. When you get to the guild tavern in the sewers (for example, on the assignment “Harp Master” from Jaihera), pay attention to the sheet “To the Devilist Folder” lying on the table with Kina Ninefingers. Feel free to read it to update information about this task. You need to visit the Devil’s Lot shop to meet with the devilish Helsik, who, apparently, knows how to open a portal to hell.

Below, in the “Help Kithrak Voss” quest, you can find out how to get to the House of Hope. After that, you must get the Orphic Hammer, and we have detailed about it in the chapter below, which is called “Houses of Hope”.

Help kithrak Voss

You will be able to continue the mission in the third act, in the Weasel Sharess brothel in the Young part of Dragon’s Crossing, when you meet with the devil Raphael. Go down to the first floor of the brothel and find Kithrak Voss. He will offer to steal the Orphic Hammer, and will be waiting in the sewers along with the weapon.

To continue the task, you need to get to the House of Hope. If you go exactly west of the Elfsong, you will find the Devil’s Lot shop, run by a certain Helsik. Talk to her, use persuasion a few times, figure out how to get to the House of Hope. If everything goes well and you meet the conditions, Helsik will give a note and the items needed to perform a special ritual. In addition, if you have taken the task “Free Orpheus”, there will be a marker on the map pointing to Helsik in her shop “Devil’s Share”.

To get to the House of Hope, after talking with Helsik, go up to the top floor and find the pentagram on the floor. Read the note received from Helsik. So, you need to correctly position five items. Examine the pentagram. Note that it has one beam. On its top, in a triangle, place the skull. After that, put the coin of Mammon in the circle on the right. Leave the next circle clockwise empty, and then place the diamond. In the circle following the diamond, throw incense clockwise. Finally, throw the infernal marble into the center. The puzzle is solved and you can move to the House of Hope.

After that, you must get the Orphic Hammer, and we have detailed about it in the chapter below, which is called “Houses of Hope”.

Make a deal with the devil

Raphael, whom we know, can be found on the second floor of the Weasel Sharess brothel, in the southern part of the Dragon Crossing. You can learn about it from Mamzel Amira, the owner of this establishment. Also opposite Amira is Corilla. Talk to her to find out that she is Raphael’s servant. Climb to the third floor of the Weasel Sharess Brothel and find the Devil’s Lair. When kithrak Voss leaves, chat with Raphael on all topics. You don’t have to agree to the deal! You can refuse, and even if there is Laezel in the squad, just let them know that you can pick up the Orphic Hammer yourself. She won’t hold a grudge against you. The task will continue, and Raphael will not refuse his offer, so you can return to him at any time.

You will update the task when you get to the House of Hope. If you go exactly west of the Elfsong, you will find the Devil’s Lot shop, run by a certain Helsik. Talk to her, use persuasion a few times, figure out how to get to the House of Hope. If everything goes well and you meet the conditions, Helsik will give a note and the items needed to perform a special ritual. In addition, if you have taken the task “Free Orpheus”, there will be a marker on the map pointing to Helsik in her shop “Devil’s Share”.

To get to the House of Hope, after talking with Helsik, go up to the top floor and find the pentagram on the floor. Read the note received from Helsik. So, you need to correctly position five items. Examine the pentagram. Note that it has one beam. On its top, in a triangle, place the skull. After that, put the coin of Mammon in the circle on the right. Leave the next circle clockwise empty, and then place the diamond. In the circle following the diamond, throw incense clockwise. Finally, throw the infernal marble into the center. The puzzle is solved and you can move to the House of Hope.

In general, the task will end after you deal with Raphael in the House of Hope. We talked about it in the section of the same name below.

Accept your potential

Baldur’s Gate

Save the Grand Duke

Keep going through the game until you reach Dragon Crossroads. Take part in the inauguration ceremony of Lord Gortash, and then you can talk to Will’s father, the Duke, and find out that he is infected with a parasite. Chat with Mizora at the throne room, go to the camp and go to bed. In the evening, Mizora will appear with other devils and offer a choice – Will enters into a life contract with her and finds out a way to save his father, or Will refuses, gains freedom, but his father dies. In any case, Will will stay with you and retain his abilities.

In short, disagree! If you advise Will to find freedom, he will regret the loss of his father. After that, the Grand Duke would be doomed to die at some point in the campaign. However, if you find out where he is being held, you can save him without Mizora. You can complete the quests “Save the Gondians” and “Avenge the Iron Hand Clan” to find the Grand Duke.

The second option is to sign a contract after all. Will signs a lifetime contract with Mizora. This will bind Will’s soul to Mizora, and after the story campaign, he will become her slave. Survival ensures that the Grand Duke will help in the future in rebuilding Baldur’s Gate.

Regardless of the decision made, you will not see any drastic changes. Will will still have powers, he will also know where Gortash is holding the duke captive. And you can immediately try to save him, ensuring that his father does not die before your complete victory over the Absolute and the Elder Brain.

If you manage to rescue the Grand Duke from Gortash’s prison, Will’s father will share a secret with the group: a snake lives under Baldur’s Gate. The bronze dragon protects the city, and the hero can summon it for help. Therefore, you can enlist his support to help Baldur’s Gate against the impending threat.

This way, you can save Will’s father even without Misora, but when you do, you will run into her during the attempt to free the Grand Duke. And this, as for me, is the best option for a hero.

Help the cursed monk

The task will continue if you find an amulet with a monk’s spirit imprisoned inside in the Adamantine Forge. It is located inside the chest on the right side of the forge itself (you need to jump through the lava to the ruins). So, run up from the Rivington runestone until you find a circus on your left. Further north, on the left is the Temple of the Open Hand. Go inside and talk to Sister Janissa in the main hall. She will say that Shirra died last year, but there is her grave nearby.

In the kitchen, to the right of the main altar, look for a hatch. Go downstairs, go into the main hall with three doors and open the door on the right. You will see four sarcophagi. Shirra is buried in the far left. Examine the tablet and open the sarcophagus. The spirit will inhabit Shirra’s body. Talk to him and he will offer his madness. If you agree, gain the spell (focus) “Tasha’s Disgusting Laugh” but lose Wisdom. And if you refuse, you will have to kill the undead that the cursed monk will call for. But if you kill Shirra, then everyone else will die.

Find Maul

Keep going through the game until you get to the Lower City. In any way, get to the sewers of the Lower City. There are a lot of entrances here. In addition, here you will go for several additional quests. For example, on the instructions of the companion “High Harpist”. Enter the guild tavern, go through the bar to a large room where there are children. Among them will be Mol. Talk to the tiefling to complete the quest.

Investigate suspicious toys

In Rivington, opposite the rune circle is Arfur’s house. Chat with him and the mercenaries from the Guild, promise to help with the refugees. You can intimidate Arfur or drive out the refugees. After the first conversation with the refugees, you can give them 100 coins to go to the inn. But the very essence of the task is hidden elsewhere. Enter the house and open the door ahead to the pantry. After checking with attention, you will find a hatch. Using Astarion, break open the hatch and go through the traps. However, it is much easier to break open the door on the second floor and find the hatch key on the bookshelves, which requires a higher lockpicking skill.

Defuse the chest and get a letter with compromising evidence from there. The letter talks about teddy bears. You can collect all the toys in the basement (there is a headless bear with wires on the table), but none of this will indicate the presence of explosives. Instead, to continue the quest, head east. There will be a barn guarded by the Fire Fists. Talk to Nestor outside. No matter how much you donate, no one will let you inside without verification by persuasion. Save and pass the test. Go inside, turn left and in the near left corner you will find a room with a locked donation chest. There is also a box in which teddy bears lie. If you pass the attention check, you can disable them. If not, you will have to interact with the crate and take some damage. Nestor will be pleased.

If you haven’t resolved the issue between Arfur and the refugees in his house, which is better not to, go back and talk to Arfur. Save ahead of time and make an intimidate check to find out where the trail leads (to the fireworks shop in the Lower City). You can let Arfur go or send him to jail. If you let go, get a pass to the Lower City. Or you can demand gold from above. As you understand, you will automatically resolve the issue of refugees in his house. Warn your father not to go into the basement.

If Arfur is no longer in his house (you intimidated him for the sake of refugees), then you can meet him at the Weasel Sharess tavern. Once in the Lower City, head southwest and enter the Felogir Fireworks Shop. If you followed our guide, you should have a password that will allow you to get to the second floor (talk to the guard at the door). Also be sure to chat with the merchant behind the shop.

Climb up to the second floor. Despite the guard’s warning, you can pick up the basement key from the shelf. Also, if you don’t have the password, you can jump onto the suspended platform outside and go through the door to the second floor to get the key. Go down to the first floor, use your pickpocket (for example, Astarion), stand behind Avery, go into stealth mode, activate turn-based mode and steal 3 keys. One of them opens the hatch, the other – the door on the street, but they lead to the same room. There is a chest that opens with the third key. However, to complete the task, you will have to engage in battle with all opponents. Use black powder barrels to make it easier to destroy the targets on the top floor, where they create explosives. I did not find another way to complete the task.

Ideally, you need to kill two characters on the second floor, where you will be taken by Arfur’s password. If you do it quickly, the rest will not notice anything. Then go into stealth mode with all the heroes and take them one by one to the corner of the third floor. Start the fight by exploding any barrel of black powder. In theory, no one will notice what happened. Just in case, before any fight, make sure to close the doors of the store on the first floor, near which the guards stand. Consider the fact that you will have to kill three people on the ground floor who are Bane cultists. After searching the corpses, you will be able to find different keys as well as records. One of them indicates that it was Gortash who ordered the assassination of the previous ruler of Baldur’s Gate. There will be a parasite on the corpse of the main merchant.

Missing letters

Visit the Sword Coast Courier Service near the Temple of the Open Hand and speak with Danzo Arkwright. If you descended into the well, you can show the letter from the corpse of the courier. He will ask you to find the missing letters that were lost as a result of the loss of carrier pigeons. Climb up to the top floor and use the animal talk skill to interrogate the pigeon commander. After some dialogue lines, he will point to a place to the west of the courier service, to the Temple of the Open Hand (the sign for “wings without feathers”).

Go inside the temple, in the kitchen in the far right corner there is a door leading outside. Follow there, go to the left of the door (if you look at it from the outside) and look for vines in the corner. Climb them to the roof and talk to the Tressum cat sitting on the nest.

If you pass the skill test, you can get a ring. Or leave it alone and the animal will fly away. Take the stack of letters and return to the courier service room. You can open the stack. If you read the anonymous letter, Danzo will be furious. If you do not read it and give it to the head of the service, he will reward you with 337 gold coins. On the other hand, if you open the letter and pass the social skills test, you will receive not 337, but 637 coins. Or you can keep the letter with you, but you will not receive any reward.

Feed the Mind Flayer

A little to the north of Arfur’s Mansion you can find a hill with a field of wheat and a locked mill. Break the door and go inside. A brand new illithid sleeps in the basement.

You can kill him to get a parasite for skill development. Or you can wake up and promise to feed (for example, a corpse). You can wait for the moment when you have to fight enemies and grab any dead body. Or immediately kill someone. True, as far as I understand, the corpses of refugees or townspeople disappear from the inventory. As a reward, you will receive a parasite. You will get it if you just kill the illithid. There is a letter on the corpse. You will learn that the illithid originated from Faithful Aliyana. There is a key to the mill, but you already broke down its door.

Solve the murders at the Temple of the Open Hand

Go up from the Rivington rune circle and find a little further on the Circus, on the left hand side, the Temple of the Open Hand. Go inside and in the main hall talk to Sister Yanissa. In addition, you can find out from her for Shirra, who is looking for a monk from the amulet. There are two doors to the right and left of the altar. On the right, you will find Brother Donnik, who will say that Brilgor (accused of killing Lorgan) was buried in the backyard, and Lorgan’s corpse is in the infirmary. The left door from the altar just leads to the infirmary. Talk to Rose the Penitent and find out that Lorgan’s hands were cut off, and a paralyzing poison was found in his body.

Go through the far right door, into the corridor leading to the lower floor. There will be five beds here. The middle one belonged to Father Lorgan, and you could take the key to the chest from the corpse. Be sure to save before interacting with the chest. Look around to find a candle. Then, when passing the attention test, you will find a double bottom. Open the chest and examine Lorgan’s notes.

Exit the bedroom to the backyard to find a graveyard. Near the entrance to the crypt there will be a fresh grave. Dig it up (you can find a shovel in the cemetery), get the body, throw Brilgor on the floor and use the conversation with the dead (if there is such a spell). Brilgor will say that Lorgan, like him, was killed by a dwarf in red.

The basement is in the kitchen, to the right of the altar in the main hall, where you also met Brother Donnik. Move to the main hall and open the door in front (there is a wall with a secret passage on the left, and sarcophagi on the right, among which there is Sherry’s tomb on the “Help the damned monk” quest). In the room ahead there are some books and a hole in the wall. Jump over it to get into the cave. Go further and kill three monsters. These will be shapeshifters in humanoid form. After the victory, search the corpses. In addition to the note, you will find a key with a floral motif. You can go further to search the decomposed corpses. One of them has a note that advances Orin’s quest. You will also find the dismembered body of a clown. You can go even further and search other corpses of refugees.

To figure out the murder, you need to find a place where the key with a flower motif will fit! You can do this later. Once you get to Dragon Crossroads, find Freygo’s Bunkhouse on your left. Go inside, chat with different characters (there are two merchants), go up the stairs to the second floor. There will be some locked chests here, but you need to climb even higher up the wooden stairs. There will be a locked cabinet in the attic. Click on it and it will open with the same flower key.

You will find yourself in a secret room. If you pass the attention check, you will find traces of blood near the bed. Pass one more check, and you can pull out the corpse of Ffiona Goldenbeak from under the bed.

Use a conversation with the dead to find out that her own son killed her. Also take the key with the number “5” from the corpse. On the table, read the list of victims to update this task. Using Ffiona’s key, you can open her chest on the second floor. Inside there is an unnecessary diary and equipment paint.

When you get to the Weasel Sharess brothel, talk to the interrogator Valeria on the second floor (flying baby elephant). Once you’ve provided all the clues, you’ll complete the quest and progress through the Investigate the Murders quest. In addition, Valeria will give a pass to the Serpent Rock.

Explore the Casador Palace

In the east of the region, to the right on the map from the fields with wheat and the mill, there is a camp of the Gurts tribe. Talk to them along with Astarion and agree to help.

If you can’t find the entrance to the southern tower of the Zarra Palace, go to coordinates X:- 68; Y:-53. Please note that there will be an event in the camp at night during which some of Kasador’s slaves will try to kidnap Astarion, and you will have no other options but to kill everyone. The slaves you defeat will simply disappear. Either way, enter the tower and make dialogue checks to avoid getting into a fight with the guards. Then you will be able to get to the Casasdora Palace.

The first task is to open the Sinister Door. And for this we need two things. Go down the stairs from the door and at the very bottom you will find a necrotic door. Behind it will be a room with a corpse radiating necrotic magic. Use Mist Step to avoid damage and search the dressers for a Kozakura Dictionary. Read it with any character to memorize the spell. The chest in the same room contains a helmet that, at 50% health or less, grants an additional bonus action and increases your Dexterity saving throw by +1.

Also in the lower part you need to open the illusory door to the kennel. The same Astarion can do this. Talk to the skeleton Gowdy. After some checks, you will receive a ring with the family crest. Or you will be forced to defeat the skeleton in battle.

Return to the Sinister Door and interact with it. The character will automatically place the ring and cast the spell. Once the door is open, you will have to fight several werewolves and other animals. After the fight, take the elevator down the nearest door on the left, by Kasador’s office. This will take you to Kasador’s dungeon.

There are several cameras here. The one on the left can be printed with the Zarra family crest ring. You can make a Wisdom check to learn about the ancient vampire Velioth. You will also receive a scroll that tells about the ritual that Kasador wants to perform. To become the supreme vampire, he will have to destroy 7000 creatures.

There is a doorway in the main corridor leading to a precipice. There is another way downstairs, but for now it’s best to avoid it: getting out of there will be difficult, and breaking the locked door requires a DC30 check. Even if you open it, you will find a sewer, and you will not be able to return to the dungeon. However, if you check the above location later, you’ll find a Blade with 8-18 points of piercing and radiant damage (attack rolls have advantage against undead; +1 weapon enchantment).

When you’re ready, go through the main doorway in the starting corridor. Offspring are in cages. First, focus on the boss in the main hall. The Grand Chamber leads to a boss fight with Kasador. There is no need to enter into a direct confrontation with him, since it is extremely difficult to win in this way. Instead, pay attention to the following things.

The arena is quite small and is located in the middle of an abyss. You will fight not only with the boss, but also with his werewolf minions and bats. Several slaves are trapped in a trap thanks to magical runes. While Kasador absorbs their power, he restores health points and increases necrotic damage.

The Boss is hypersensitive to sunlight and will take 20 radiant damage whenever he starts his turn in sunlight. It also suffers penalties on saving throws and ability checks.

With the above in mind, the best way to defeat Kasador is to ungroup your squad and enter stealth mode. Then cast the Daylight spell at the center of the arena. Kasador will take the first damage. While he is under the sun, move the characters with Thunder Wave (or similar spells) as close to the boss as possible. Drop the enemies. Keep in mind that Kasador will trap Astarion and incapacitate him if he is in the “detection” zone. Keep the character as far away as possible.

In any case, before you deal the killing blow to Kasador, create a backup. Kasador will disappear as you actually fought his projection. His physical form is in a coffin in the middle of the arena. Interact with the coffin to watch a cutscene. And here you have to make an important choice related to Astarion.

Tell Astarion that performing the ritual will result in the death of thousands of people. Then successfully complete several persuasion checks. Astarion will agree, and then kill Kasador and free his brats. From the ground you can pick up the staff of Kasador. You can also decide what to do with the caged slaves.

You can continue the ritual, let’s combine our thoughts with the thoughts of Astarion. He will carve runic symbols into Kasador’s back and turn him into one of the conduits. In the middle of the cut-scene, you will be able to decide whether to let him complete the ritual or interrupt it permanently. If he completes the ritual, all the brats and slaves will be torn apart. Astarion will become a Rising Vampire, gaining new abilities and an increase in necrotic damage by 1-10 units.

If you stop Astarion in the middle of the ritual, he will not like it, as he has already tasted unsurpassed power. He gets angry and attacks you. You will have no choice but to finish off the former companion. Knocking out Astarion in this battle is the same as killing him. As with Minsk, it will not work.

For your efforts, you will receive the following rewards:

  • A special weapon “Misfortune”, which will appear in the inventory after the quest, provided that you did not allow Astarion to break the staff). Deals 3 to 19 points of bludgeoning and necrotic damage (+1 bonus to spell saves and spell attack rolls; creatures affected by your spells that fail their saving throws allow 1-4 HP to be healed; +2 weapon enchantment; Rot Spell).
  • From Kasador’s remains, you will receive a Rhapsody sword that deals 7-14 points of piercing damage (+1 bonus to attack rolls, damage, and spell saves for each creature you kill (max +3); chance to cause bleeding if you hit a creature from stealth mode or invisibility; +1 weapon enchantment).
  • When you try to leave the dungeon, you will meet Ulma and other ghurts who were looking for the missing children. If Astarion has completed the ritual, then they will consider him a monster. You must either fight them or kill Astarion. If you convinced Astarion not to perform the ritual, then you can peacefully disperse with the cucumbers. In addition, they will become your allies in the Gathering Allies mission.

Avenge the Iron Hand Clan

Once you’re in the Deep Gnome Dungeon, accessed from the river, northeast of the Sword Coast Courier Service, talk to Bart Ruth and the rescued Vulburn. If Vulbern was not saved, you can talk to Bart or Tulla from the Underdark. Vulburn will offer to disable the Steel Guard, but do it by planting a bomb that will kill all the creatures on the outpost at once. Instead, you can refuse and say that you will resort to other methods. This is how the task will begin. You can still take the bomb, but don’t use it.

Deal with the gnomes

This quest is the exact opposite of the mission above “Avenge the Iron Hand Clan”. At the very beginning there will be a rune circle. The southern part of the Dragon Crossing. Immediately turn right to find Matip Falcao. He will offer a worthy reward if you find the dwarves’ hideout and bring him the head of their leaders. We have already found the hideout of the gnomes earlier, and who will be their leader depends on several factors. In particular, if Vulburn was rescued from the Moon Towers, he will be the leader of the gnomes. If you do it in any way and bring the head of the dwarf leader, get 800 gold coins from Falcao. The task above will fail.

Find the “strict librarian” Ffiona

A task can be activated in different ways. The first option is to visit Laska Sharess and talk to Mamsell Amira, who will say that one of her employees has gone missing. But if you went on the task “Solve the murders in the temple of the Open Hand” or independently got into the secret room on the third floor of Freygo’s Bunkhouse, look for Ffiona’s corpse under the bed (you need to pass several checks), and then talk to the owner of Freygo’s Bunkhouse on the first floor (a gnome in red shirt). Report everything to Mamzel Amira at Laska Sharess. Mamzel will allow you to use the services of the drow twins for free. Go into the room on the right and talk to these drow. You can spend time with a brother or sister, or both. In any case, the drow will plunge the room into darkness, so that the intimate scene will be interactive, but textual.

Help the subduke

In the Weasel Sharess, you can eavesdrop on a conversation between Earuevert and Borgus Elamin, sitting in chairs on the first floor.

Free Councilor Florrick

The quest will begin after you infiltrate Serpent Rock Keep in Dragon’s Crossing. To do this, you need to complete the corresponding task “Infiltrate the fortress on Serpent Rock”. At the very end of the southern part is the guard. Talk to Elin. If you received a pass during the “Investigate Suspicious Toys” quest, you can show it. Or pass any checks with the suggested skills to lower the bridge. Also in the mail you can find a report for the Duke of Ravengard, with which you should also be let through. In general, getting here is not difficult if you complete side tasks. And you can also get a pass to the Serpent Rock from the interrogator Valeria if you investigate the murders in the temple of the Open Hand.

Attend Lord Gortash’s inauguration ceremony, then speak with Duke Ulder Ravengard. This way you will not only know that he is infected with a larva, but also where Florrick will be captured (you need to choose the option with an illithid). Then leave the throne room and enter the room opposite where the rune circle is located. Use the passage to go down to the prison at Serpent Rock. Talk to the guard at the entrance. If you pass the attention test, you can say that you have come to your father. Or pass any other test, and the door will be opened for you. You can also hack while the guard is sleeping.

Walk forward and talk to Councilor Florrick in the cell on the left side. Promise to release her. Then, when a lone guard walks past you, go into turn-based mode and steal the key to the cell. Open the chamber, but first make sure you have an invisibility potion in your inventory. Throw it at the freed Councilor Florrick and go to the exit. When you leave the fortress, Florrick will speak to you. The task will be completed, and the woman will become your ally.

Stop printing presses

As soon as you move to the Lower City, activate the rune circle on the right side. Follow a little forward and find a woman named Estra Steer on the left. After talking to her, you will receive this task. The editorial office is located literally at the nearest crossroads. Follow the marker, go inside, go downstairs and talk to the standing man in the hat, Attward Needle. Eventually, he will call the guards, so don’t quarrel and let the Guardians take you out of the office.

In order to successfully complete the task and not lose reputation in Baldur’s Gate, before a long rest, you need to find a printing house and replace the issue with some other, “positive” article. Instead of this article, you can use one of the other three. In the second room in the basement of Mouth Baldur, at coordinates X:1021, Y:1068, find an article about a cute cat. She lies on the table; use the ALT key to recognize the item. The second article (on how to make money by trading with adventurers) is in the trash can in the same room as the article about cats. Article #3 is located on the shelf right behind the press. Don’t even touch the other articles. Interact with the typography and place one of the found articles instead.

The next step to get a positive reputation in the quest is to choose from the building with the printing presses. In general, the printing house is well guarded, but you will be able to separate your character and buy two invisibility potions that will allow you to successfully enter and exit the building. After replacing the article, return to the camp and rest. Check the quest update to make sure everything is done correctly.

Go to the editorial office on the west side. You can, of course, use an invisibility potion and open any door. It is better to do this with Astarion. The next option is a foggy step (teleportation) to the upper forests on the western side of the publishing house. This will take you to the roof. There are boards on one of the corners of the roof. Break them and jump down. You will find yourself in just the right elevator (if you enter from the main entrance, the elevator will be behind bars on the left). Immediately after that, pull the lever to find yourself in the basement where the printing house is located. The corridors are guarded by two Steel Guards. Follow one of them to the far door. When you’re as close as possible before the guard turns around, enter turn-based mode. Go through the door to hide in the room.

Break the boards in the wall on the left to get into the next room. On one of the tables is the article “The cutest cat in the world.” Be sure to pick her up! Pick up the moment and move after the second guard. Hide in the right room. When he goes back, you can enter the last door. This is the typography. Search everything, talk to the printing press. Say that you like the idea and put on the machine an article about a cat that has nothing to do with you. Return the same way. All this will be made easier if you use invisibility potions. Anyway, after getting outside, return to your camp and spend the night. The next morning you will know that the task is completed. Read the description – it should say that Baldur’s Herald no longer prints anything about you. You can buy a new issue from the newspaperman at the beginning of the Lower City.

Visit the Emperor’s old hideout

The quest will start automatically when the Emperor asks you to look into his old hideout in the Elvensong Inn. Once inside the tavern (at the beginning of the Lower City), go deeper and in the kitchen, find the stairs leading to the basement. There you will encounter a lot of rats, so prepare yourself in advance and take the appropriate task from Chef Rovir in the Elven Song kitchen. After defeating the rats, go through the door on the left, into the room with the books. As a result of a successful attention check, you will see a button. Click, and the door of one of the large barrels will open in the next room. Pass through it and drive to the hideout of the Shield Knights.

Keep in mind that githyanki warriors are waiting for you inside, so the battle will be dangerous and serious. After the victory, go forward and find the statue. Stand behind it alternately with different characters to pass the attention check and find the button. By clicking on it, you will open the passage to the secret room. Look around, take the sword of the Emperor, and the task will be completed. However, you can examine the rest of the items in the room to hear the Emperor’s comments. Then enter the back room and go down through the hatch into the Sewers under the Lower City.

Composition of the Bicycle

Once in the Lower City, talk to Chef Rovir at the Elfsong Tavern. If you wish, warn that the killers are after him (if you completed the task “Solve the murder in the temple of the Open Hand”). Go down the nearest stairs to the kitchen, but be prepared to kill a couple of dozen rats. As you understand, you need to use bombs or spells with an AoE effect. Once you’ve defeated the rats, return to Rovir for your reward. Through the same warehouse, you can get to the Emperor’s hideout, which is needed for another task. You will receive 322 coins as a reward.

Help the Survivors

I activated this quest while looking at an anti-hag cheerleading poster I found near Frank Grushka’s location, east of the Magical Supplies bookstore. The house of interest, Barren’s Chicken Coop, is nearby. Knock out the wooden door and examine some notes. The survivors have moved to a new home southwest of their current position.

Where can I find all the body parts of the Drop clown?

You can find the first part of the body under the Temple of the Open Hand when you complete the side quest “Solve the Murders in the Temple of the Open Hand”. Read the description above. The clown’s hand can be found in Grushka’s basement, where you will be taken as part of the “Investigate Murders” quest. Grushka’s house is located in the Lower City.

Find Song of the Night

A marker will appear in Baldur’s Gate, pointing to the location of the wizard Lorroacan. Move there and talk at the entrance with Aradin, who first spoke about the Nightsong. You can report that the Nightsong is in your camp, but in this case, Aradin will most likely be killed. Just scare him by saying that she is immortal and does not like jokes. Return through the portal, move to the camp and talk to Maiden Eileen. Report Lorroacán and offer help. Together with her, return to the tower and defeat Lorroakan. Rolan will join you in battle. After the victory, the Maiden Eileen will become your faithful ally, which will lead to promotion on the “Gathering Allies” quest.

Obtain the gauntlets for Helsik

If you go exactly west of the Elfsong, you will find the Devil’s Lot shop, run by a certain Helsik. Talk to her, use persuasion a few times, figure out how to get to the House of Hope. If everything goes well and you meet the conditions, Helsik will give a note and the items needed to perform a special ritual. In addition, if you have taken the task “Free Orpheus”, there will be a marker on the map pointing to Helsik in her shop “Devil’s Share”.

To get to the House of Hope, after talking with Helsik, go up to the top floor and find the pentagram on the floor. Read the note received from Helsik. So, you need to correctly position five items. Examine the pentagram. Note that it has one beam. On its top, in a triangle, place the skull. After that, put the coin of Mammon in the circle on the right. Leave the next circle clockwise empty, and then place the diamond. In the circle following the diamond, throw incense clockwise. Finally, throw the infernal marble into the center. The puzzle is solved and you can move to the House of Hope.

Save Hope

When you get to Raphael’s House of Hope, you can talk to a certain Hope. Chat with her and promise to help. Move to the eastern part of the house and find the archive. Talk to the local Archivist. You can confess that you came for the Hammer. The hammer itself is located under the barrier, so picking it up just like that will not work. If you pass a persuasion or other skill check, you will be invited to the boudoir. Follow the marker to the energy barrier and present the invitation.

Below we detail the entire House of Hope location, offering a complete walkthrough, obtaining all legendary items, and completing all related quests.

House of Hope

As you explore this location, you will discover the following:

  • To the right is a room with many portals leading to different worlds. No, you can’t travel to Neverwinter. But this place explains how the devils manage to move between worlds so quickly.
  • The hatch near the entrance to the room with portals leads to the Prison of Hope. Again, you need the Orphic Hammer to release Hope, so leave that object unattended for now.
  • You cannot yet pass through the magical curtain into the boudoir, but soon such an opportunity will appear.
  • There is an infernal gem hanging on the wall. Make a 10 Wisdom and 20 Intelligence check to enter the chamber of secrets. Inside you can find a very rare Helldust helmet and a very rare staff. You will also notice the Maul contract.
  • Note: if you accepted Raphael’s offer for the Deal with the Devil quest, you will most likely find your contract in this room.

Upon reaching the western part of the House of Hope, you will meet Hope again, who will tell you about the Archivist. Pass skill checks to find out that the Archivist fears Inquisitor Zariel. After that, you can pretend to be an inquisitor, which means that the archivist will not interfere with you. You can pass the test with other social skills, and then the archivist will give an invitation to the boudoir.

There are three stands with three items in the archive:

  • Orphic hammer (legendary), 4-13 damage; advantage on saving throws against spells; weapon enchantment +3. You can’t pick it up right now.
  • Amulet of Great Health (very rare). Endurance increases to 23 units; advantage on stamina saving throws.
  • Hill Giant’s Gloves of Strength (Very Rare) – Increases Strength to 23. Strength saving throw +1. It was this item that Helsik asked you for if you made a deal with her.

For now, don’t touch anything! To begin with, you need to thoroughly prepare, because from the moment you take any relic, strange things will happen that will lead to a massive battle.

The archivist will give an invitation to the boudoir. You can now pass through the magical veil. Here you will find a pool that allows you to restore all health points, spell slots and charges, as it happens only during a long rest. You will also meet the incubus Harlep, who can have an intimate scene with him (in the form of a female or male tiefling similar to Raphael).

Here is what the meeting with Harlep might end up with:

  • You can let Harlep use your body, but not your mind. Swear allegiance and find out the location of the safe (it is hidden behind the painting to the left of the bed). Harlep will also give you the key to this safe.
  • In addition, you can refuse Harlep’s offer, which will lead to a battle in which imps will join him. Then you can take the key to the safe from the corpse and open it.
  • However, if you give Harlep your heart and soul, you will see a hidden, bad ending to the game.

Open the safe and read the note. You will learn the words to say when interacting with the Orphic Hammer. Before you take the Orphic Hammer, cast invisibility on one of the characters, steal the hill giant’s gauntlets of strength and the amulet of great health. Interact with the Orphic hammer and say the right phrase (something about the heart).

Now, before you go out into the corridor, cast invisibility on the entire squad. Then run as fast as you can to the eastern part of the dungeon, where there is a hatch leading to the prison. Invisibility will allow you to hide from most enemies. To save Nadezhda, you need to go down through the hatch into the prison. It is best to manage the squad members individually.

To free Hope, you need to destroy two crystals by hitting them with the Orphic Hammer. Both crystals are guarded by dangerous guardians, although the imps that surround them are even more dangerous, since they have the spell Otherworldly Explosion. It is able to repel units that can fall into the abyss. Characters with high mobility or those with top-level illithid abilities can use Misty Step to get to the first crystal. Deal with the enemies and break both crystals.

After rescuing Hope, return to the main area and run past all the enemies. Your goal: to get to the starting room. Make sure all the characters are in place before interacting with the portal, because Raphael will appear. With him will be Yurgir, whom you killed at the request of Raphael in Shar’s Challenge. If you pass the DC30 Persuasion check, you can convince Orton to betray Raphael.

Save. By default, Raphael has 666 health and is hard to hit (10% hit chance or less). He is assisted by four Soul Pillars located in the corners of the room. The Devil is also surrounded by his minions, including Corilla.

You need to destroy the Pillars of Souls, and radiant magic is the most effective way to do this. Use an illithid’s black hole to pull most enemies into one spot (requires at least two casts from different characters). If Yurgir has joined you, he will perform a frontal strike similar to Thunderwave, knocking everyone against the wall. It’s also pretty durable, and it has attacks that deplete health (apply poison) over time.

If Will is in the party, cast Hadar’s Hunger to debuff and damage enemies. Continue dealing AoE damage with other casters. Hope has priest spells so she will help with healing.

At 60% of his maximum health, Raphael will switch to Devil Form, allowing him to deal more melee damage. From now on, the battle of attrition will begin. Keep Raphael debuffed with Hadar’s Hunger and pelt with spells, radiant damage, and ranged attacks. After defeating Raphael, you will receive the following legendary items:

  • Helldust Armor – Collect from Raphael’s corpse.
  • Soul Trapping Gloves – You will receive this reward if you save Hope from her prison. They deal 1-10 physical damage with unarmed attacks; restore 10 HP on an unarmed strike once per turn; you can forgo this healing to gain advantage on your next attack roll or saving throw; +2 stamina (up to 20).
  • If Yurgir is convinced, he will become your next ally.

 

by Abdullah Sam
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