Key takeaways
- Avernus is not an open region in BG3 The only substantial explorable area physically located there is the House of Hope.
- The Nautiloid is not part of the Avernus map It is a separate Prologue region that crashes in Avernus.
- The House of Hope is reached from Devil’s Fee in the Lower City, using Helsik’s ritual or the components found in her shop.
- The Orphic Hammer is the central prize It can free Hope and is also required to break Orpheus’s chains later in the game.
- The House becomes hostile after the theft is exposed Plan the heist before taking Raphael’s contract, stealing the Orphic Hammer or removing Hope’s chains.
- There is no ordinary Avernus settlement, road network, shop district or open-world faction system in BG3. Most such material belongs to Karlach’s backstory or other Forgotten Realms continuities.
About this guide
Scope: This guide covers Avernus as it appears in the base game of Baldur’s Gate 3. In the released game, Avernus is not a large, freely explorable overworld region comparable with the Wilderness, Shadow-Cursed Lands or the Lower City. Its playable content is concentrated in Raphael’s House of Hope, reached through a portal in Baldur’s Gate, while the Prologue gives only a brief view of Avernus from the Nautiloid. The wider battlefields, cities, war machines and wilderness of Avernus belong mainly to Karlach’s history and to Baldur’s Gate: Descent into Avernus, not to an explorable BG3 map.
Overview
Avernus is the First Layer of the Nine Hells, a realm of infernal war, devils, contracts and endless conflict. In Baldur’s Gate 3, it is presented less as a conventional region and more as a dangerous narrative destination connected to three major threads:
The House of Hope is a floating infernal estate owned by Raphael. It is simultaneously a residence, a prison, a vault and a trap. Entering it can provide the Orphic Hammer, allow the party to rescue Hope, expose Raphael’s contracts and lead to one of the game’s most demanding boss encounters.
What counts as Avernus in BG3?
For this guide, Avernus means the playable or directly shown locations that the game identifies as being in the infernal plane:
The Nautiloid itself remains a separate Prologue region. The game begins aboard the ship, which is travelling through or above Avernus before crashing. It should not be treated as an Avernus subarea merely because the ship is there during the escape.
Likewise, the following are neighbouring or associated locations, not Avernus locations:
Devil’s Fee is the gateway to Avernus, but it remains a Baldur’s Gate location. The actual transition occurs through the ritual portal upstairs.
What counts as Avernus in BG3?: steps
- 01The Avernus exterior seen from the Nautiloid
- 02The House of Hope
- 03The House of Hope’s internal rooms, balconies, prison and exterior platforms
The wider Avernus that players do not explore
BG3 refers to Avernus as a much larger realm through dialogue, character histories and lore. Karlach spent years there fighting in the Blood War, and Mizora’s activities are connected to infernal politics. However, the base game does not provide a general Avernus travel map, a war-machine system, a devil city or a network of roads and outposts.
Those broader elements should not be merged with the House of Hope. They are either:
---
Avernus is shown as a hostile, reddish infernal landscape dominated by fire, smoke, rocky terrain and supernatural warfare. During the Prologue, the Nautiloid passes through an environment filled with enormous flying creatures and signs of conflict. The player sees enough to establish that the plane is not merely a fiery dungeon, but a vast war-torn realm.
The House of Hope presents a very different image. Raphael’s residence floats high above the surface of Avernus on a mass of rock held aloft by complicated mechanisms. Its interior is deliberately luxurious, using polished marble, gold, red furnishings and ornate decoration. The apparent comfort conceals rot, imprisonment and spiritual exploitation.
Avernus directory
Playable or directly shown locations
---
Wider plane
Playable or directly shown locations
Route 1: The Prologue
The player begins on the Nautiloid after character creation. The ship is under attack and the party must reach the helm before it is destroyed. During this escape, the player can look outside and see Avernus. The party does not freely disembark there. Instead, the Nautiloid eventually leaves or crashes out of the immediate infernal sequence, leading into the opening areas of Act One.
This sequence establishes the plane’s importance, but it is not a route to the House of Hope and does not unlock Avernus as a travel destination.
Route 2: Devil’s Fee in Act Three
The full Avernus location becomes available in Act Three, after the party reaches the Lower City and finds Devil’s Fee. Helsik, the shopkeeper, can arrange a portal to Raphael’s House of Hope.
There are several ways to gain access to the ritual:
The ritual’s components and instructions can be obtained from Helsik or found around Devil’s Fee. The ritual can also be completed without relying entirely on her cooperation, provided the party gathers the required items and places them correctly.
Route 2: Devil’s Fee in Act Three: steps
- 01Learn about Helsik and her services through relevant dialogue, including certain outcomes involving Yurgir.
- 02Negotiate with Helsik.
- 03Pay her 20,000 gold.
- 04Pass the relevant intimidation or persuasion checks to reduce the cost or change the arrangement.
- 05Steal or collect the ritual components yourself.
- 06Perform the ritual upstairs in Devil’s Fee.
The portal requires five placed components
| Ritual component | Placement |
|---|---|
| Skull | The point nearest the altar or starting reference |
| Coin of Mammon | The next point clockwise |
| Diamond | The appropriate point after the skipped position |
| Incense | The point following the diamond |
| Infernal Marble | The centre of the circle |
Preparation checklist
Once inside the House of Hope, fast travel and returning to camp are unavailable.
---
The House of Hope is Raphael’s estate in Avernus. It is also the central dungeon, quest location and boss arena for the game’s Avernus content.
The building appears lavish when Raphael first brings the party there in Act One. Later, when the party enters by force in Act Three, the illusion is gone. The Feast Hall is dirty and decayed, the food is rotten, the furniture is disordered and trapped souls appear to warn or complain. The building’s true nature is therefore revealed as the party’s relationship with Raphael collapses.
Main residents and characters
Raphael
Raphael is the owner and master of the House of Hope. He is a cambion devil who uses bargains to obtain power, souls and influence. His principal offer concerns the Orphic Hammer, which he promises in exchange for the Crown of Karsus after the Absolute crisis.
Raphael is not simply a vendor or quest-giver. His deal can alter the party’s later choices regarding:
If the party refuses his offer, it can still infiltrate the House and steal the hammer. If the party accepts, it can later break the contract by finding and destroying it inside the House.
Hope
Hope is a prisoner of Raphael. She appears first as a projection and can assist the party with information and disguises. If the party agrees to rescue her, she provides Debtor’s Attire, allowing the group to move through much of the House without immediately provoking the residents.
Hope is held in a prison beneath the main level and is bound by two infernal crystals. The Orphic Hammer is required to destroy them. Once freed, Hope becomes an attached follower for the escape and can assist in the final battle.
Korrilla
Korrilla is associated with Raphael and appears during the House’s final confrontation. Her fate depends on the party’s decisions and actions during the escape.
Yurgir
Yurgir is an orthon previously encountered in the Gauntlet of Shar. His contract with Raphael can be resolved in Act Two. If the party helps him, he may later provide information about Helsik or become an ally against Raphael. His presence in the final fight depends on the earlier quest outcome and later persuasion options.
The Archivist
The Archivist guards the House’s records and the Orphic Hammer. He is central to the Archive sequence and can be deceived or defeated. Once the party takes the Soul-Sworn Contract or otherwise triggers the heist’s alarm, the House’s inhabitants become hostile.
Mol
Mol’s contract is stored in Raphael’s Vault if she survives the relevant earlier events. Recovering it can support Mol’s later story and can affect her availability as an ally for the final battle.
House of Hope directory
Hostile or combat-related inhabitants
Some named or described occupants are not ordinary residents in the conventional sense. The House contains bound debtors, trapped souls and creatures connected to Raphael’s control.
---
Feast Hall
The Feast Hall is the central room. It is the place where Raphael’s Act One hospitality is replayed and exposed as deception. In the Act Three infiltration, the hall contains rotten food, disordered furniture and harmless souls that appear briefly to deliver warnings.
The hall is a useful orientation point because it connects to the principal routes through the House. After the alarm, it can also serve as a defensible area from which to fight approaching enemies.
Main Corridor
The Main Corridor connects most of the House’s important rooms. Eternal Debtors patrol the area, and Errant Souls may appear while the party explores.
Several wardrobes contain Debtor’s Attire. This disguise is valuable if the party did not receive clothing from Hope or needs replacements. The corridor also contains locked chests with potions, gold, scrolls and other valuables.
The eastern side leads towards Hope’s Prison and the outer balcony. The western side leads towards the Archive and related areas.
Archive
The Archive is the most important room for the central heist. It contains:
The Orphic Hammer rests on a central pedestal. It is both a legendary weapon and a story-critical tool. Its special Unshackling Strike can break the magical bonds restraining Hope and Orpheus.
The Soul-Sworn Contract is used to break Raphael’s bargain if the party accepted it. The party must steal it from the Archive and later destroy it according to the quest instructions.
Taking the contract or hammer is effectively the point at which the heist becomes a full escape sequence. Search the House first if you want to collect optional loot without fighting through an alerted building.
Directory
Boudoir
The Boudoir is Raphael’s private room. It is initially protected by a magical curtain requiring an invitation, though the party can bypass the main entrance by reaching it from the exterior platforms.
The room contains a bathing pool with Restoration Faucets. These can restore the party and are especially useful before the final fight. The Boudoir also connects to Raphael’s Vault and contains the portal route to the wider exterior platforms.
Raphael’s Vault
Raphael’s Vault is sealed by an Infernal Gem. Opening it requires:
The Vault contains valuable equipment and story material, including:
The Vault is optional but worth visiting before the House becomes hostile.
Raphael’s Vault: steps
- 01spotting the gem with Perception;
- 02interacting with it through a Wisdom check;
- 03completing the Arcana check that deactivates the seal.
Directory
Hope’s Prison
Hope’s Prison lies beneath the main level of the House. The prison consists of narrow iron platforms surrounded by open space and infernal machinery. Hope is bound to two red crystals.
The party must use the Orphic Hammer’s Unshackling Strike against both crystals. Freeing Hope causes her to join the party for the escape. The prison is guarded by Spectators, Vengeful Imps and other threats.
The prison can be reached from the Main Corridor or through the exterior route below the eastern balcony. The exterior route may be useful when avoiding some internal obstacles, although it requires careful jumping.
Exterior balconies and platforms
The House is surrounded by floating rock and narrow exterior routes. From the eastern balcony, the party can jump across platforms to reach the Boudoir. This route is useful if the main curtain is locked or the party has not yet obtained the Boudoir Invitation.
The jumps can kill characters who fall, so split the party and cross one character at a time when necessary. Characters with low Strength may need spells, equipment or alternate routes.
The western balcony contains the Eternal Rat, who remains non-hostile even if the House is alerted. Nearby records reveal more about Raphael’s treatment of Hope.
Directory
---
Before the alarm
While the party wears Debtor’s Attire and follows Hope’s instructions, many residents can be passed without immediate combat. This is the best time to explore, search containers and open optional areas.
The disguise is not a universal solution. If the party is discovered or interacts with certain restricted areas, the House can become hostile.
After the alarm
Once the party steals key items or is detected, the House shifts into an escape encounter. Eternal Debtors, Hell Spheres and other inhabitants attack. Some Hell Spheres are too large to pass through certain doorways, allowing the party to retreat into narrower areas and attack from a safer position.
Raphael
The final battle takes place near the exit portal. Raphael is supported by four Pillars of Souls, which are central to his combat strength. Destroying or controlling the battlefield around these pillars is usually more important than simply concentrating on Raphael.
---
A strong approach is to
- 01free Hope before approaching the exit;
- 02heal at the Boudoir’s Restoration Faucets;
- 03position the party before activating the final route;
- 04deal with the pillars and supporting enemies;
- 05use crowd control or defensive spells against the cambions;
- 06keep Hope protected, since her survival affects rewards.
Major items
The Orphic Hammer is the most consequential item. Without it, the party cannot normally free Orpheus from his chains. Raphael may provide it through a contract, but the party can also steal it from the Archive.
Major items
| Item | Location or source | Importance |
|---|---|---|
| Orphic Hammer | Archive, or supplied by Raphael through his deal | Frees Hope and can break Orpheus’s chains |
| Helldusk Armour | Raphael’s corpse | Major endgame armour reward |
| Helldusk Helmet | Raphael’s Vault | Unique equipment |
| Staff of Spellpower | Raphael’s Vault | Powerful spellcasting staff |
| Mol’s contract | Raphael’s Vault, if applicable | Supports Mol’s storyline |
| Gloves of Soul Catching | Reward for defeating Raphael while keeping Hope alive | High-value late-game reward |
| Debtor’s Attire | Hope or wardrobes in the Main Corridor | Allows safer movement through the House |
| Boudoir Invitation | Archive | Opens the main Boudoir route |
Rewards connected with allies
---
This route is designed to maximise loot and story information before the House becomes hostile.
If you already accepted Raphael’s deal, the exact order can change. The party may have the Orphic Hammer before entering the House, but freeing Hope early causes the House to become hostile immediately.
---
Rewards connected with allies: steps
- 01Enter the House and speak with Hope. Agree to help her if you intend to rescue her.
- 02Equip Debtor’s Attire. Use the clothing Hope gives you or search the Main Corridor wardrobes.
- 03Explore the Feast Hall and Main Corridor. Collect chests, potions and scrolls.
- 04Visit the eastern balcony. Note the route to Hope’s Prison and the exterior path to the Boudoir.
- 05Enter the Archive. Obtain the Orphic Hammer, Soul-Sworn Contract and Boudoir Invitation.
- 06Search the Vault. Use the Infernal Gem sequence to obtain the Helldusk Helmet, Staff of Spellpower and any applicable contract.
- 07Enter the Boudoir. Use the invitation or the exterior platforms.
- 08Use the Restoration Faucets. Heal and prepare before triggering the escape.
- 09Go to Hope’s Prison. Destroy both crystals with the Orphic Hammer.
- 10Return towards the exit portal. Expect the final battle with Raphael.
- 11Defeat Raphael. Protect Hope if you want the best reward outcome.
- 12Leave through the portal.
The House’s hospitality is an illusion
The Act One Feast Hall is a deliberate deception. Raphael’s apparent generosity hides the misery of the debtors and prisoners. The Act Three version of the room reveals what the House really is.
Contract logic
Raphael’s contracts are not ordinary quest documents. They are binding magical agreements with serious endgame consequences. If the party accepts Raphael’s deal, destroying the original contract in the Archive is the route to escape the bargain.
The Orphic Hammer has two major uses
Do not treat the hammer as merely a weapon. Its story function matters more than its combat statistics:
The House is a one-way expedition
Because camping and fast travel are unavailable, entering without preparation can turn a minor mistake into a full reload. Bring the correct party and carry enough healing before opening the portal.
Exterior movement can be lethal
The platforms around the House are narrow and some gaps are significant. A failed jump can kill a character or separate the party. Move carefully and avoid jumping the full group simultaneously.
---
Avernus is closely tied to the game’s themes of freedom and ownership.
The area’s importance changes depending on earlier decisions:
---
Exterior movement can be lethal
| Earlier decision | Effect in Avernus |
|---|---|
| Help Yurgir in Act Two | May lead to information about Helsik and later assistance |
| Accept Raphael’s deal | Receive the Orphic Hammer through the contract, with later obligations |
| Refuse Raphael’s deal | Need to steal the Orphic Hammer if you want to free Orpheus |
| Keep Mol alive and recover her contract | Can support Mol as a later ally |
| Free Hope and keep her alive | Unlocks the Gloves of Soul Catching after Raphael’s defeat |
| Kill or lose Yurgir earlier | Removes or changes his possible role in the final battle |
Can I freely explore Avernus?
No. The base game does not contain a large open Avernus region. The substantial playable area is Raphael’s House of Hope. The Nautiloid sequence only shows Avernus during the Prologue.
Is Devil’s Fee in Avernus?
No. Devil’s Fee is in the Lower City of Baldur’s Gate. It contains the portal ritual that transports the party to the House of Hope.
Can I return to camp inside the House of Hope?
No. Fast travel and camp access are unavailable while inside.
Do I need Raphael’s permission to enter?
No. You can negotiate with Helsik, pay her, pass checks, or gather the ritual components around Devil’s Fee and perform the ritual yourself.
Can I get the Orphic Hammer without signing Raphael’s contract?
Yes. The hammer can be stolen from the Archive in the House of Hope. Refusing Raphael does not remove the possibility of obtaining it.
What happens if I free Hope first?
If the party already has the Orphic Hammer, it can free Hope immediately. However, this causes the House’s inhabitants to become hostile, so the stealth portion of the heist ends at once.
What is the best time to visit?
The House is available in Act Three after reaching the Lower City. It is generally best tackled after the party is well equipped and before committing to the final endgame sequence, because its rewards and the Orphic Hammer can affect later decisions.
---
Sources
- Nautiloid - bg3.wiki — bg3.wiki
- Devil's Fee - bg3.wiki — bg3.wiki
- House of Hope - bg3.wiki — bg3.wiki
- Deal with the Devil - bg3.wiki — bg3.wiki
- House of Hope - bg3.wiki — bg3.wiki
- Orpheus - bg3.wiki — bg3.wiki
- Hope - bg3.wiki — bg3.wiki
- Escape the Deal - bg3.wiki — bg3.wiki
- Orphic Hammer - bg3.wiki — bg3.wiki
- Save Hope - bg3.wiki — bg3.wiki