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This location plays a central role in [[Shadowheart]]'s personal quest [[Daughter of Darkness]]. {{Relative location|south=Grand Mausoleum|PAGENAME=Gauntlet of Shar|region=Shadow-Cursed Lands|east=Shadowfell}}
This location plays a central role in [[Shadowheart]]'s personal quest [[Daughter of Darkness]]. {{Relative location|south=Grand Mausoleum|PAGENAME=Gauntlet of Shar|region=Shadow-Cursed Lands|east=Shadowfell}}
== Walkthrough ==
== Walkthrough ==
There are 4 [[Umbral Gems]] in Gauntlet of Shar that are needed in order to progress through the dungeon. In order to find the four gems, the party needs to solve a number of puzzles and encounters. The layout of the dungeon is fairly open-ended past the entry chamber and can be completed in a variety of approaches.  
There are 4 [[Umbral Gems]] in Gauntlet of Shar that are needed in order to progress through the dungeon. In order to find the four gems, the party needs to solve a number of puzzles and encounters. The layout of the dungeon is fairly open-ended past the entry chamber and can be completed in a variety of approaches.  
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It is also possible to extinguish the Thuribles without lowering them by casting [[Ray of Frost]] on each of them.
It is also possible to extinguish the Thuribles without lowering them by casting [[Ray of Frost]] on each of them.


Alternatively, the party can bypass the puzzle entirely by teleporting a party member past the stone door via [[Misty Step]], [[Dimension Door]], or other means, then open it with the lever to allow the other members of the party through. It's also possible to jump past the barrier by repetitively jumping through the barrier.
Alternatively, the party can bypass the puzzle entirely by teleporting past the stone door via [[Misty Step]], [[Dimension Door]], or other means, then open it with the lever to allow the other members of the party through. You may also jump past the barrier by repetitively jumping through the barrier.


=== Mushroom cave ===
=== Mushroom cave ===
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Alternatively, heading north from the entrance room, the party enters an open hall with a lift overlooking a massive chasm. [[Reconstituted Duellist]]s/[[Reconstituted Marksman|Marksman]], apparently controlled by [[Balthazar]], will attempt to warn the party about the Gauntlet's dark defenders, [[Dark Justiciar|Dark Justiciars]], that will attack the group. Some [[Umbral Tremor]]s in the area will spawn that continuously summon more Dark Justiciars until all of those Tremors are destroyed. The skeletal undead will fight with the party against the Sharran shades.
Alternatively, heading north from the entrance room, the party enters an open hall with a lift overlooking a massive chasm. [[Reconstituted Duellist]]s/[[Reconstituted Marksman|Marksman]], apparently controlled by [[Balthazar]], will attempt to warn the party about the Gauntlet's dark defenders, [[Dark Justiciar|Dark Justiciars]], that will attack the group. Some [[Umbral Tremor]]s in the area will spawn that continuously summon more Dark Justiciars until all of those Tremors are destroyed. The skeletal undead will fight with the party against the Sharran shades.


If the party moves west, they will encounter more skeletons. A second, larger episode of tremors begins, and Justiciars are summoned to attack the party. Several waves appear, including a tremor in the center of the room that summons a [[Justiciar Crusader (Undead)|Justiciar Crusader]] if not destroyed. Following the battle, the door to [[Balthazar|Balthazar's]] outpost at {{Coords|-852|-786}} opens up, revealing the necromancer along with [[Flesh]] and three [[Ghoul Medic]]s. Balthazar assumes the party are [[True Soul]]s and tells the party to go and complete the trials for him, as the Justiciars have been making it impossible for them to move forward. The party can either agree to help him or attack him outright. Balthazar can be convinced to offer help in the form of a bell that summons his brother, [[Flesh]].
If the party moves west, they will encounter more skeletons. A second, larger episode of tremors begins, and Justiciars are summoned to attack the party. Several waves appear, including a tremor in the center of the room that summons a [[Justiciar Crusader]] if not destroyed. Following the battle, the door to [[Balthazar|Balthazar's]] outpost at {{Coords|-852|-786}} opens up, revealing the necromancer along with [[Flesh]] and three [[Ghoul Medic]]s. Balthazar assumes you are a [[True Soul]] and tells the party to go and complete the trials for him, as the Justiciars have been making it impossible for them to move forward. The party can either agree to help him or attack him outright. Balthazar can be convinced to offer help in the form of a bell that summons his brother, [[Flesh]].


If the party moves east from the lift chamber, they head towards [[Gauntlet of Shar#Yurgir's Tribulation|Yurgir's Tribulation]].
If the party moves east from the lift chamber, they head towards [[Gauntlet of Shar#Yurgir's Tribulation|Yurgir's Tribulation]].


=== Vault ===
=== Vault ===
Just north of the the antechamber to Balthazar's outpost is a locked Vault door guarding Sharran treasures {{Coords|-822|-759}}. The lock is protected by an exceptional {{Ability check|Sleight of Hand|30}}. There is no key for this door, but the [[Knock]] spell can be used to bypass the lock.
Just north of the the antechamber to Balthazar's outpost is a locked Vault door guarding Sharran treasures {{Coords|-822|-759}}. The lock is protected by an exceptional {{Ability check|Sleight of Hand|30}}. There is no key for this door, but you can use the [[Knock]] spell to bypass the lock.


=== Trials of Shar ===
=== Trials of Shar ===
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==== Soft-Step Trial ====
==== Soft-Step Trial ====
[[File:Soft Step Key Quest.jpg|thumb|The key to the Soft-Step Trial.]]
[[File:Soft Step Key Quest.jpg|thumb|The key to the Soft-Step Trial.]]
The first trial room is on the left of the Trial Hall, with a plaque that says "''Her Most Vaunted Treasure''" in front of the door. {{Coords|-771|-755}}
The first trial room is on the left as you enter the Trial Hall, with a plaque that says "''Her Most Vaunted Treasure''" in front of the door. {{Coords|-771|-755}}


The Soft-Step Trial is a stealth trial. There are two [[Shadow]]s patrolling a small maze, which must be stealthily navigated to get to the Umbral Gem. Only one character needs to successfully reach the end of the room to complete the trial. If a character is detected, all characters are teleported back to the start of the maze. The entire maze is heavily obscured, requiring the participating character to pass a {{Ability check|Stealth|10}} whenever hiding in the Shadow's sightline to pass undetected, or to use [[Invisibility]] (a [[Scroll of Invisibility]] can be found on a skeleton at {{Coords|-775|-767}}).
The Soft-Step Trial is a stealth trial. There are two [[Shadow]]s patrolling a small maze, which must be stealthily navigated to get to the Umbral Gem. Only one character needs to successfully reach the end of the room to complete the trial. If a character is detected, all characters are teleported back to the start of the maze. The entire maze is heavily obscured, requiring the participating character to pass a {{Ability check|Stealth|10}} whenever hiding in the Shadow's sightline to pass undetected, or to use [[Invisibility]] (a [[Scroll of Invisibility]] can be found on a skeleton at {{Coords|-775|-767}}).


It is possible to visit the maze before starting the trial, if having a party member, who is good at lockpicking.  
It is possible to visit the maze before starting the trial, if you have a character in your party, who is good at lockpicking.  


A gate blocks the way to the Umbral Gem. The gate guarding the gem can be unlocked with the {{RarityItem|Soft-Step Trial Key}} in a hidden room of the maze ({{Coords|-803|-760}}). The party can flip a lever at {{Coords|-803|-753}} to unlock this room. The final gate can also be lockpicked with a {{SkillCheck|Sleight of Hand|10}}, or bypassed entirely with a teleporting spell like {{SAI|Misty Step}} (a {{RarityItem|Scroll of Misty Step}} can be found on a skeleton at {{Coords|-807|-762}}).
A gate blocks the way to the Umbral Gem. The gate guarding the gem can be unlocked with the {{RarityItem|Soft-Step Trial Key}} in a hidden room of the maze ({{Coords|-803|-760}}). The party can flip a lever at {{Coords|-803|-753}} to unlock this room. The final gate can also be lockpicked with a {{SkillCheck|Sleight of Hand|10}}, or bypassed entirely with a teleporting spell like {{SAI|Misty Step}} (a {{RarityItem|Scroll of Misty Step}} can be found on a skeleton at {{Coords|-807|-762}}).


Once the party has the Gem, a transporter will appear that can be interacted with to teleport any party members to the beginning of the room.
Once the party has the Gem, a transporter will appear that can be interacted with to teleport any characters to the beginning of the room.


==== Self-Same Trial ====
==== Self-Same Trial ====
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Only party members that are within the trial room will be copied into reflections and entered into the trial. Placing additional party members outside the room and trying to sneak them through by opening the door later will forfeit the trial; however, this can be bypassed if ''there is no door''. Destroying the {{Cond|Sturdy}} door and sneaking in additional party members after the fact can allow the trial to be trivialized by a single character.
Only party members that are within the trial room will be copied into reflections and entered into the trial. Placing additional party members outside the room and trying to sneak them through by opening the door later will forfeit the trial; however, this can be bypassed if ''there is no door''. Destroying the {{Cond|Sturdy}} door and sneaking in additional party members after the fact can allow the trial to be trivialized by a single character.


Once all the shadow copies are defeated, one of them will drop an Umbral Gem to be looted, and the transporter on the upper level of the room will activate to give a shortcut back to the entrance. {{RarityItem|Killer's Sweetheart}} can be found on the ground where the player character's reflection was defeated.
Once all the shadow copies are defeated, one of them will drop an Umbral Gem to be looted, and the transporter on the upper level of the room will activate to give a shortcut back to the entrance. {{RarityItem|Killer's Sweetheart}} can be found on the top level.


==== Faith-Leap Trial ====
==== Faith-Leap Trial ====
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In order to complete this trial, a character must follow an invisible path, as marked on the mosaic floor in front of the sacrificial bowl. Straying from the path will return the character to the start of the trial or to the nearest platform, but only up to three times; failures after the third will instead instantly kill the character and ''then'' teleport them to the nearest platform. NOTE: In Honour Mode even a single misstep results in immediate death.
In order to complete this trial, a character must follow an invisible path, as marked on the mosaic floor in front of the sacrificial bowl. Straying from the path will return the character to the start of the trial or to the nearest platform, but only up to three times; failures after the third will instead instantly kill the character and ''then'' teleport them to the nearest platform. NOTE: In Honour Mode even a single misstep results in immediate death.


This is is not a test of memory but of faith in Shar's darkness. The map is a distraction. As with the Soft-Step Trial, this trial is most easily completed with a single character, and indeed it is quite important to split the party before venturing past the starting point, lest the other party members' pathing may send them to a premature death.  
As with the Soft-Step Trial, this trial is most easily completed with a single character, and indeed it is quite important to split the party before venturing past the starting point, lest the other party members' pathing send them to a premature death. It is possible to jump across gaps in the path or between platforms, or to use spells such as [[Misty Step]] to skip the trial and go directly to the Umbral Gem. Before patch 6, the path could also be made visible by illumination, using spells like {{SAI|Daylight}} -- such spells will however still remove the magical darkness on the platforms, making it easier to target them when e.g. teleporting.
 
Clicking on the platform where the gem is, lets the party member move straight through the darkness to the platform where the orb can be taken.
 
It is also possible to jump across gaps in the path or between platforms, or to use spells such as [[Misty Step]] to skip the trial and go directly to the Umbral Gem. Before patch 6, the path could also be made visible by illumination, using spells like {{SAI|Daylight}} -- such spells will however still remove the magical darkness on the platforms, making it easier to target them when e.g. teleporting. The spell [[Fly]] or a [[Druid|Druid's]] [[Wild Shape: Dire Raven|Dire Raven]] form can also be used to clear the trial.


Once the final platform is reached, looting the Umbral Gem will trigger another teleporter that can bring the party member back to the entrance quickly.
Once the final platform is reached, looting the Umbral Gem will trigger another teleporter that can bring characters back to the entrance quickly.


==== Yurgir's Tribulation ====
==== Yurgir's Tribulation ====
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Once all four Umbral Gems are in the party's possession, it is possible to complete the Gauntlet of Shar and proceed to the [[Nightsong]]. However, if she is in the party, [[Shadowheart]] will have a request: she wants to find the [[Spear of Night]] in the Silent Library so that she can become a Dark Justiciar.
Once all four Umbral Gems are in the party's possession, it is possible to complete the Gauntlet of Shar and proceed to the [[Nightsong]]. However, if she is in the party, [[Shadowheart]] will have a request: she wants to find the [[Spear of Night]] in the Silent Library so that she can become a Dark Justiciar.


The door to the '''Silent Library''' is located south of the Faith-Leap Trial. The Library is heavily-trapped and patrolled by several undead [[Dark Justiciar|Dark Justiciars]]. [[The Librarian]] can also be found here, generating a [[Silence]] effect that covers the entire Library and keeps any spells from being cast inside while the Librarian lives.
The door to the '''Silent Library''' is located south of the Faith-Step Trial. The Library is heavily-trapped and patrolled by several undead [[Dark Justiciar|Dark Justiciars]]. [[The Librarian]] can also be found here, generating a [[Silence]] effect that covers the entire Library and keeps any spells from being cast inside while the Librarian lives.


One of the trapped ({{Ability check|Perception|15}} to reveal, {{SkillCheck|Sleight of Hand|14}} to disarm) bookshelves in the north east of the library contains a book called {{SmItemIcon|Teachings of Loss: The Nightsinger}} {{Coords|-772|-741}}. The trap itself triggers a lowly {{SAI|Acid Splash}} and can easily be tanked if the party's ability checks aren't up to snuff.
One of the trapped ({{Ability check|Perception|15}} to reveal, {{SkillCheck|Sleight of Hand|14}} to disarm) bookshelves in the north east of the library contains a book called {{SmItemIcon|Teachings of Loss: The Nightsinger}} {{Coords|-772|-741}}. The trap itself triggers a lowly {{SAI|Acid Splash}} and can easily be tanked if the party's ability checks aren't up to snuff.
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The following sequence within the [[Shadowfell]] completes the quest [[The Chosen of Shar]].
The following sequence within the [[Shadowfell]] completes the quest [[The Chosen of Shar]].
<section end="walkthrough"/>


==Waypoints==
==Waypoints==
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== External links ==
== External links ==
* {{FRWiki|Gauntlet of Shar|long}}
* {{FRWiki|Gauntlet of Shar|long}}
 
{{NavAct2Finale|nocat=1}}
{{Gauntlet of Shar}}
[[Category:Locations]]
[[Category:Locations]]
[[Category:Act Two Locations]]
[[Category:Act Two Locations]]
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