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Last updated: 3 July 2026

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BG3 House of Hope Guide: All Items, Raphael & Escape

Updated July 202613 min readBy the HowToPlayHub team

The House of Hope is Baldur's Gate 3's most rewarding optional dungeon — and the home of Raphael, the devil whose silky Act 1 monologue you likely still remember. The dungeon holds some of the best permanent loot in the game, a free full long rest hidden in a devil's bedroom, and an unforgettable boss fight with one of BG3's most theatrical villains. It is entirely optional, but skipping it means missing the Orphic Hammer (required to free the Emperor's true form), the Amulet of Greater Health, the Gauntlets of Hill Giant Strength, and the Helldusk armour set. This guide covers entry to exit: the Helsik ritual to open the portal, every item and where it hides, how to get two powerful fight allies, and exactly how to take Raphael apart phase by phase.

Quick answer

The House of Hope holds three of the best items in BG3 and the iconic Raphael fight. Enter via Helsik's ritual (20,000 gold or a persuasion check), keep your disguise on, loot the Archive (Amulet of Greater Health, Gauntlets of Hill Giant Strength, Orphic Hammer), take a free full rest at the Boudoir's restoration faucets, and free Hope in the basement. When Raphael ambushes you at the exit, destroy his four Soul Pillars with force or bludgeoning damage before he transforms.

01When to Go — and Why

The House of Hope is accessed in Act 3 via a ritual in the Lower City of Baldur's Gate. There is no fixed story requirement to enter, but the recommended party level is 11 or 12 — the Raphael fight is punishing below that threshold, particularly on Tactician or Honour Mode.

The main reasons to go:

Go before the end-game assault on Baldur's Gate. Once certain story triggers fire, the House of Hope may no longer be accessible. Visiting at the start of Act 3 gives you the most time to benefit from the loot.

02Getting In: The Helsik Ritual

The only way into the House of Hope is through a portal ritual performed at the Devil's Fee, a curio shop in the Lower City of Baldur's Gate. The proprietor, Helsik, is a tiefling dealer in infernal artefacts who knows how to open a temporary gate to the House of Hope.

You can learn about Helsik through several routes: reading reports in the Lower City, identifying hellish items sold in her shop, looting infernal curios from around the city, or — most directly — meeting Yurgir in Act 2's Gauntlet of Shar and helping him break his contract with Raphael. Yurgir will name Helsik directly.

Dealing with Helsik: She offers to open the portal in exchange for gold or service. Your options:

If you pay or persuade, Helsik gives you the five items and the grimoire that explains placement. If you steal, you still need the grimoire (or this guide).

The ritual placement is performed on a seven-point star inscribed on the floor of Helsik's upstairs room. Five of the seven points (and the centre) are used:

Once all five components are placed correctly, the centre of the star opens a portal. Step through to enter the House of Hope.

03First Steps Inside: The Disguise Is Everything

You arrive in a grand foyer staffed by devils, debtors, and servants who treat the place as mundane bureaucracy. The House is not immediately hostile — but only as long as you maintain your cover.

Pick up the Debtor's Attire (Indebted Disguise) from the foyer before going anywhere else. All four party members can wear it. While the disguise is active, NPCs treat you as legitimate visitors and will not attack.

The disguise breaks if you:

Going hostile prematurely locks you out of the free long rest in the Boudoir and makes navigation harder. Maintain your disguise through the Archive and Boudoir sections before triggering anything that breaks it.

The layout at a glance: From the foyer, the main corridor leads to the Archive on one side and the Boudoir on the other. The entrance to Hope's Prison is accessible from the lower level. You can reach all three areas without confrontation if you keep your disguise and do not touch monitored items carelessly.

04The Archive: Three Pedestal Items and a Weight Trap

The Archive is the item-dense area to one side of the main corridor. It contains three pedestals, each holding a powerful piece of equipment — and each pedestal is wired to a pressure sensor that triggers the alarm if the weight is removed.

The three pedestal items:

Disabling the weight trap: Before lifting any pedestal item, place any object of comparable weight on the same pedestal. Swapping a heavy book, a potion, or any reasonably weighty item onto the pressure point before removing the real item prevents the trap from registering a missing object. The alarm does not fire. This works on all three pedestals.

Getting the Orphic Hammer through the shield: The energy field protecting the central pedestal requires a codeword to drop. A DC 15 Arcana check on the shield reveals that it needs a spoken passphrase. The passphrase itself — Give me my heart's desire — is recorded in Raphael's Notes, which are locked in a safe in the Boudoir. Visit the Boudoir first, open the safe, read the notes, then return to the Archive and speak the phrase aloud to drop the field.

Note: taking the Orphic Hammer from its pedestal will eventually trigger the House going hostile. Plan to do this after you have already rested in the Boudoir and freed Hope — it is effectively the point of no return.

05The Boudoir: Free Full Rest and Raphael's Vault

The Boudoir is Raphael's private chambers, reached from the other side of the main corridor. Despite belonging to the devil you are about to rob, it contains one of the most useful mechanics in the dungeon: restoration faucets in the bathroom.

Interacting with the restoration faucets provides a full long rest — HP, spell slots, and short rest charges all restored — at no Camp Supplies cost. This is not a partial rest; it is equivalent to a full camp rest. Use this immediately before triggering the Raphael fight. Buff up with long-duration spells (Heroes' Feast if you have it, Death Ward, Freedom of Movement, Bless) while your slots are full.

Raphael's Safe: There is a safe behind or beneath a portrait in the Boudoir. Opening it requires a DC 25 Sleight of Hand check. The safe contains Soul Coins and — critically — Raphael's Notes. The notes include both the Orphic Hammer passphrase (Give me my heart's desire) and directions to Raphael's hidden vault.

Accessing the Vault: The vault entrance is concealed nearby. To open it:

  1. Pass a DC 10 Perception check to notice an Inert Infernal Gem set into the door or wall.
  2. Pass a DC 10 Wisdom check while examining the gem.
  3. Pass a DC 20 Arcana check to understand and trigger the mechanism.

The vault contains: Helldusk Helmet, Staff of Spellpower, 666 gold, and Mol's Contract (a story document). The Helldusk Helmet is one of the best helmets in the game: attackers cannot land critical hits on the wearer, it grants Infernal Sight (see in magical darkness, cannot be blinded), Immolating Gaze (action, recharges on short rest — sear and frighten nearby enemies), and a +2 bonus to saving throws against spells.

There is also an incubus called Haarlep resting in the Boudoir who acts as Raphael's companion. Haarlep has the key to Raphael's safe. You can get the key by passing a Charisma-based check in conversation, or by using Sleight of Hand to pick Haarlep's pocket. Alternatively, just pass the DC 25 lock directly.

06Hope's Prison: Free Her Before You Leave

Hope is an NPC imprisoned in the basement of the House of Hope. She was one of Raphael's debtors who could not repay her deal. Her spirit is chained to two crystalline pillars, and freeing her requires the Orphic Hammer — the same tool you are here to take from the Archive.

How to find the prison: stairs or an accessible passage leads from the main floor down to a lower level where Hope is held. You will encounter her projection earlier (she introduces herself near the foyer and unlocks a door for you), but her physical chains are in the basement.

Guards: Hope's chamber is protected by Spectators and Vengeful Imps. The fight on the narrow platforms is punishing if you are not careful — knockback abilities and fall hazards are real threats. Position your party in the antechamber doorway to funnel enemies toward you rather than fighting surrounded on open platforms.

Freeing Hope: Once guards are down, use the Orphic Hammer on either of the two chains binding Hope. Both must be struck to free her. She then joins your party as a combat follower for the Raphael fight.

Why this matters: Hope has access to Banishment and healing spells. In the Raphael fight, Banishment can remove two of his summoned Cambions from the field entirely for multiple rounds, dramatically reducing incoming damage during the Soul Pillar phase. This makes the Raphael fight meaningfully easier. Freeing Hope is optional, but strongly recommended.

Warning: if Hope takes lethal damage during the escape sequence or the Raphael fight before Raphael is dead, the quest to save her fails. Keep her away from clustered enemy damage sources.

07Triggering the Fight: Exit Sequence and Yurgir

Once you have rested, looted the Archive (with the weight-swap trick), opened the vault, and freed Hope, take the Orphic Hammer from its pedestal and head for the exit portal in the Chamber of Egress.

Attempting to use the exit portal while the House is alarmed (which it will be once you took the Orphic Hammer or freed Hope) causes Raphael to appear and lock the portal. He arrives with six Vengeful Cambions and his lieutenant, Korrilla Hearthflame. The portal reopens after he is defeated.

Recruiting Yurgir: If you did not kill Yurgir in Act 2's Gauntlet of Shar, he appears in this fight on Raphael's side. You can flip him to your side with a DC 30 Persuasion check before or at the start of combat. Yurgir is a powerful Orthon devil; having him fight alongside you instead of against you swings the action economy noticeably. If you helped him break his contract in Act 2, he is already predisposed to assist you and the check is easier to pass.

If you signed a contract with Raphael at any point and still hold the Soul-Sworn Contract document, attempting to leave while the House is alarmed results in an immediate game over — Raphael invokes the contract terms. Destroy the contract (found in the vault) before triggering the alarm if you made that deal.

Pre-fight preparation checklist:

08The Raphael Fight: Soul Pillars First, Then Ascension

Raphael enters combat with 666 HP and an effective AC of 27 while all four Soul Pillars are standing. The pillars buff him significantly: each active pillar adds +1d12 fire damage to his attacks and +3 Dexterity, plus grants him soul charges he spends on powerful spells. While pillars stand, chip damage against Raphael is nearly futile — the fight has two phases, and the first is about the pillars, not about him.

Phase 1: Soul Pillars

The four Soul Pillars stand at the corners of the arena. Each has 99 HP. They are:

Priority tactics for the pillars:

Raphael's key abilities in Phase 1 include Diabolic Chains (18–108 fire damage, Dex save) and Incinerate (8–64 fire damage, costs 2 soul charges). He is immune to fire and resistant to cold, lightning, and poison. Use force, radiant, or necrotic damage on Raphael himself once his AC drops.

Phase 2: Ascended Fiend Form

When all four Soul Pillars are destroyed, Raphael permanently transforms into his Ascended Fiend form. His AC drops from 27 to 21 and he loses the pillar-driven buffs. However, he gains access to Ravaging Inferno — a catastrophic area spell that deals 20–120 hellfire damage and, critically, ignores fire resistance and immunity. Any party member who has relied on fire resistance buffs is no longer protected.

In Ascended form he also gains a Multiattack (2 claws, 8–23 slashing each) and Action Surge-equivalent additional attacks. He is also more vulnerable: his AC is 21, and without pillar regeneration, sustained damage finishes him.

Honour Mode Legendary Actions: In Honour Mode, Raphael uses Legendary Actions between player turns. In Phase 1, he uses Beguiling Rebuke — a Wisdom saving throw that, on failure, charms the attacker and nearby allies, preventing them from attacking Raphael for a round. In Ascended form he switches to Soul Ascension, which creates a column of necrotic damage (6d10) and transforms nearby Cambions into tougher Hellfire Cambions. Honour Mode Raphael can use one Legendary Action per round per remaining Soul Pillar — another reason to destroy pillars quickly.

Managing his summons: Raphael calls Vengeful Cambions and Korrilla at the start of the fight. Use Hope's Banishment to remove two of them immediately. Have a character with Hunger of Hadar, Web, or Hypnotic Pattern handle the remaining Cambions — leaving them active wastes your action economy attacking Raphael while his minions apply pressure from the sides.

Recommended party position at fight start: spread out across the centre of the arena. Do not cluster — Ravaging Inferno and Diabolic Chains both hit grouped targets badly. If two characters start adjacent, move one before your first action.

09Full Loot Summary: Everything You Can Take

A successful House of Hope run yields the following items:

The Helldusk Helmet and Helldusk Armour are two pieces of the same armour set. Both are available in a single visit. The Gauntlets and Amulet are among the strongest permanent stat-boost items in the game for caster characters who lack natural Strength or Constitution. Take all of them.

FAQ

How do I start the House of Hope quest in BG3?

Find Helsik at the Devil's Fee shop in the Lower City of Baldur's Gate in Act 3. She can open a portal to the House of Hope for 20,000 gold, reduced to 10,000 with a DC 25 Intimidation check, or free if you pass a DC 20 Persuasion check (you owe her the Gauntlets of Hill Giant Strength from the Archive in return). You can also steal the five ritual components from her upstairs room and perform the ritual yourself without a deal.

What are the Helsik ritual ingredients and where do I place them?

The five components are: a Skull (placed near the altar at the top of the star), the Coin of Mammon (one point clockwise from the Skull), a Diamond (skip one point, place there), Incense (on the next point), and the Infernal Marble (in the centre). Three of the seven star points remain empty. If you paid Helsik, she provides all five items and the placement instructions. If you are stealing the components, search the containers in her upstairs room and take the Grimoire Bound in Imp Skin for instructions.

How do I get the Orphic Hammer in BG3?

The Orphic Hammer sits on the central pedestal in the House of Hope's Archive behind an energy shield. The shield requires a passphrase to drop: speak 'Give me my heart's desire' in front of it. The passphrase is recorded in Raphael's Notes, found in his Boudoir safe (DC 25 Sleight of Hand, or get the key from Haarlep). Before taking the Hammer, swap a heavy item onto the pedestal to prevent the weight trap from triggering the alarm.

How do I beat Raphael in BG3?

Raphael's fight has two phases. Phase 1: destroy the four Soul Pillars in the arena corners before doing anything else. Pillars have 99 HP each, are vulnerable to bludgeoning and force damage (Eldritch Blast, Magic Missile, Shatter), and immune to fire, necrotic, poison, and psychic. While pillars stand, Raphael's AC is 27 and he regenerates HP. Phase 2 starts when all pillars fall — he transforms into Ascended Fiend form (AC drops to 21) and gains Ravaging Inferno, which ignores fire resistance. Burst him down with your remaining resources. Use Hope's Banishment on Cambions and try to recruit Yurgir with a DC 30 Persuasion check at the start of the fight.

What does Raphael drop when you kill him in BG3?

Raphael drops the Helldusk Armour when defeated. The Helldusk Helmet is a separate item found in Raphael's hidden vault inside the Boudoir (accessed via a DC 10 Perception and DC 20 Arcana check). The vault also contains the Staff of Spellpower and 666 gold. The Helldusk Armour itself has AC 21, grants fire resistance, automatically provides armour proficiency, and lets the wearer cast Fly.

Should I free Hope in BG3 House of Hope?

Yes, freeing Hope is strongly recommended even though it is not required. Use the Orphic Hammer on her chains in the basement after clearing the Spectator and Vengeful Imp guards. Hope joins your party as a combat follower in the Raphael fight and has access to Banishment, which removes two of Raphael's Cambion summons from the field for multiple rounds. She also provides healing. The only cost is triggering the House hostile slightly earlier than necessary, but you should already be done with the Boudoir rest and the Archive loot by this point.

Can you recruit Yurgir in the Raphael fight?

Yes. If you did not kill Yurgir in the Gauntlet of Shar during Act 2, he appears on Raphael's side at the start of the House of Hope fight. You can persuade him to switch sides with a DC 30 Persuasion check. If you helped Yurgir break his contract with Raphael in Act 2 (rather than killing him), he is predisposed to turn against Raphael and the check is more achievable. Yurgir is a powerful devil who makes the fight significantly easier on your side.

What is the best level to attempt the House of Hope in BG3?

Level 11 or 12 is the standard recommendation. At this range your party has access to high-level spells (level 6 spell slots), which makes the Soul Pillar destruction much faster and gives you the resources to survive Raphael's Ascended form burst damage. Attempting the dungeon at level 10 or below on Tactician or Honour Mode is possible but leaves little margin for error, particularly when Raphael's Ravaging Inferno hits characters who relied on fire resistance buffing.

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