Editing Gauntlet of Shar

From Baldur's Gate 3 Wiki
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{PageSeo
| title = Gauntlet of Shar
| description = The Gauntlet of Shar is a location found within the Grand Mausoleum in the Shadow-Cursed Lands. It is the major dungeon of Act Two, featuring many puzzles and combat encounters, while its completion leads to pivotal developments in multiple questlines.
| image = Gauntlet of Shar Lobby.jpg
}}
[[File:Gauntlet of Shar Lobby.jpg|thumb|The entrance to the Gauntlet of Shar.]]
[[File:Gauntlet of Shar Lobby.jpg|thumb|The entrance to the Gauntlet of Shar.]]


The '''Gauntlet of Shar''' is a [[List of Locations|Location]] in the [[Underdark]]. It is only accessible through the [[Grand Mausoleum]] in the [[Shadow-Cursed Lands]]. It is the major dungeon of [[Act Two]], featuring many puzzles and combat encounters, while its completion leads to pivotal developments in multiple questlines.  
The '''Gauntlet of Shar''' is a [[List of Locations|Location]] found within the [[Grand Mausoleum]] in the [[Shadow-Cursed Lands]]. It is the major dungeon of [[Act Two]], featuring many puzzles and combat encounters, while its completion leads to pivotal developments in multiple questlines.  


This location plays a central role in [[Shadowheart]]'s personal quest [[Daughter of Darkness]].  
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}}
{{Q|What can silence the Nightsong? Only the Nightsinger herself - Shar. Mistress of the Night. Lady of Loss.|image=Book Tome R Unfaded.png}}
 
{{Relative location|south=Grand Mausoleum|PAGENAME=Gauntlet of Shar|region=Shadow-Cursed Lands|east=Shadowfell}}


== Walkthrough ==
== Walkthrough ==
There are 4 {{SmRarityItem|Umbral Gem|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.  
=== Entrance ===
=== Entrance ===
[[File:Gauntlet of Shar Statue Puzzle.png|thumb|The statue and its Umbral Gem.]]
[[File:Gauntlet of Shar Statue Puzzle.png|thumb|The statue and its Umbral Gem.]]
Line 20: Line 12:
Just inside the entrance is a statue with an unobtainable Umbral Gem. Shar speaks directly through the statue, inviting the party to take on her trials and prove themselves worthy. However, directly approaching the statue will trigger a hidden forcefield, repelling the party members.  
Just inside the entrance is a statue with an unobtainable Umbral Gem. Shar speaks directly through the statue, inviting the party to take on her trials and prove themselves worthy. However, directly approaching the statue will trigger a hidden forcefield, repelling the party members.  


In order to continue, the party must extinguish eight Mystic Thuribles around the room. There are two side hallways to the east and west of the room, and levers located in alcoves to the north and south of each hallway. Each alcove is protected by one pressure plate and one vent, which can be disarmed with {{SkillCheck|Sleight of Hand|10}}. Activating the traps produce a cloud similar to {{SAI|Hunger of Hadar}}, minus the acid damage.
In order to continue, the party must extinguish eight Mystic Thuribles around the room. There are two side hallways to the east and west of the room, and levers located in alcoves to the north and south of each hallway. Each alcove is protected by one pressure plate and one vent, which can be disarmed with {{SkillCheck|Sleight of Hand|10}}. Activating the traps produce a cloud similar to [[Hunger of Hadar]], minus the acid damage.


Activate the levers to lower the Thuribles, then interact with them to snuff out their lights. Any {{SmRarityItem|Moonlantern|Moonlanterns}} or other sources of light must also be unequipped. Once the room is shrouded in darkness, purple glyphs are revealed around the statue. Follow the gaps in the glyphs to touch the Umbral Gem. This opens the stone door with [[Arcane_Lock_(Condition)|arcane lock]] to the north. The gaps in the barriers do not change between playthroughs, allowing the puzzle to be skipped on repeat playthroughs via route memorization.
Activate the levers to lower the Thuribles, then interact with them to snuff out their lights. Any [[Moonlantern]]s or other sources of light must also be unequipped. Once the room is shrouded in darkness, purple glyphs are revealed around the statue. Follow the gaps in the glyphs to touch the Umbral Gem. This opens the stone door with [[Arcane_Lock_(Condition)|arcane lock]] to the north. The gaps in the barriers do not change between playthroughs, allowing the puzzle to be skipped on repeat playthroughs via route memorization.


It is also possible to extinguish the Thuribles without lowering them by casting {{SAI|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 {{SAI|Misty Step}}, {{SAI|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 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.


=== Mushroom cave ===
=== Mushroom cave ===
West of the entrance, the temple walls degrade and open into a large natural cave overgrown with giant mushrooms, similar in appearance to the [[Underdark]]. A [[Cloaker]] lies in wait to ambush party at {{Coords|-819|-867}}. Cutting through this cave leads to a kitchen and feasting hall. In an adjoining room at {{Coords|-809|-816}}, five [[Rat|Rats]] encircle an '''Altar to Shar'''; each party member can pass a {{Ability check|Religion|14}} to pray at this altar and obtain {{Cond|Nightsinger's Favour}} until next long rest. Failing the check (or praying as a Cleric of Selûne) causes the party member to instead be afflicted by {{Cond|Shar-Stricken}}.
West of the entrance, the temple walls degrade and open into a large natural cave overgrown with giant mushrooms, similar in appearance to the [[Underdark]]. A [[Cloaker]] lies in wait to ambush party at {{Coords|-819|-867}}. Cutting through this cave leads to a kitchen and feasting hall. In an adjoining room at {{Coords|-809|-816}}, five [[Rat|Rats]] encircle an '''Altar to Shar'''; each party member can pass a {{Ability check|Religion|14}} to pray at this altar and obtain {{Cond|Nightsinger's Favour}} until next long rest. Failing the check (or praying as a Cleric of Selûne) causes the party member to instead be afflicted by {{Cond|Shar-Stricken}}.


Pulling the lever at {{Coords|-825|-810}} opens the way to the vast antechamber abutting {{CharLink|Balthazar|Balthazar's}} room.
Pulling the lever at {{Coords|-825|-810}} opens the way to the vast antechamber abutting [[Balthazar|Balthazar's]] room.


=== Balthazar's Outpost ===
=== Meeting with Balthazar ===
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 {{CharLink|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 {{CharLink|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 (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 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 {{SAI|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 the [[Knock]] spell can be used to bypass the lock.


=== Trials of Shar ===
=== Trials of Shar ===
In order to reach the {{CharLink|Aylin|Nightsong}}, the party must find four {{SmRarityItem|Umbral Gem|alias=Umbral Gems}} to access the heart of the Gauntlet.
In order to reach the [[Nightsong]], the party must find four {{RarityItem|Umbral Gem|alias=Umbral Gems}} to access the heart of the Gauntlet.


Each trial must be started by interacting with the sacrificial bowl at the trial's entrance. If {{CharLink|Shadowheart}} is in the party, she will volunteer each time, gaining {{Approval|Shadowheart|+5}} if she is allowed to give blood, and losing {{Approval|Shadowheart|-1}} if she is not. Whoever gives blood to begin the trial receives a single turn of [[Bleeding (Condition)]].
Each trial must be started by interacting with the sacrificial bowl at the trial's entrance. If [[Shadowheart]] is in the party, she will volunteer each time, gaining {{Approval|Shadowheart|+5}} if she is allowed to give blood, and losing {{Approval|Shadowheart|-1}} if she is not. Whoever gives blood to begin the trial receives a single turn of [[Bleeding (Condition)]].


Solving all four trials of Shar earns the [[Inspiration|Inspirational Events]] '''In Her Footsteps''' ([[Acolyte]] background) and '''Recognised by Shadows''' ([[Noble]] background).
Solving all four trials of Shar earns the [[Inspiration|Inspirational Events]] '''In Her Footsteps''' ([[Acolyte]] background) and '''Recognised by Shadows''' ([[Noble]] background).
Line 56: Line 48:
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 of 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 {{SAI|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. Doing this allows the party member to get into the gem room before the shadows spawns, while the rest of the party has to be kept out of the maze. Then the trial has to be started to spawn the gem. The party member in the gem room can then pick it up. 
It is possible to visit the maze before starting the trial, if having a party member, who is good at lockpicking.  


A gate blocks the way to the Umbral Gem. The gate guarding the gem can be unlocked with the {{SmRarityItem|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 party members to the beginning of the room.
Line 67: Line 59:
Along the corridor to the north from the Soft-Step Trial is a door with a plaque that says "''Her Most Hallowed Mercy''". This is the entrance to the Self-same Trial {{coords|-767|-727}}.
Along the corridor to the north from the Soft-Step Trial is a door with a plaque that says "''Her Most Hallowed Mercy''". This is the entrance to the Self-same Trial {{coords|-767|-727}}.


To complete this trial, the party must defeat shadowy copies of themselves. These copies have the same abilities and gear as the real thing, and cannot be restrained or shoved. If a character attacks a copy of a different party member while their own copy is still alive, they will receive a stack of {{Cond|Cheater's Folly}}, reducing all [[Ability Score]]s by 1 until {{SAI|Remove Curse}} is used or the party takes a long rest. The debuff stacks up to four times. Once a party member's copy is dead, they can freely attack the other copies with no debuff incurred.  
To complete this trial, the party must defeat shadowy copies of themselves. These copies have the same abilities and gear as the real thing, and cannot be restrained or shoved. If a character attacks a copy of a different party member while their own copy is still alive, they will receive a stack of {{Cond|Cheater's Folly}}, reducing all [[Ability Score]]s by 1 until [[Remove Curse]] is used or the party takes a long rest. The debuff stacks up to four times. Once a party member's copy is dead, they can freely attack the other copies with no debuff incurred.  


Familiars and other summoned creatures are not duplicated, and can freely attack anyone without incurring penalties.
Familiars and other summoned creatures are not duplicated, and can freely attack anyone without incurring penalties.


Only party members that are within the trial room will be copied into reflections and entered into the trial. So, if doing the trial with one character (preferably a martial character) and removing all armor and weapons before starting the trail, then the doppleganger that is spawned when the trial is started, will also have no gear equiped. The combat does not start right away, so it's possible to re-equip armor and weapons before engaging the enemy, which will be outgeared then.
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.
 
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 by destroying the {{Cond|Sturdy}} door. After that it's possible to sneak in additional party members without forfeiting the trial.


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. {{SmRarityItem|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 ground where the player character's reflection was defeated.


==== Faith-Leap Trial ====
==== Faith-Leap Trial ====
Line 89: Line 79:
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.
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 {{SAI|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 {{SAI|Fly}} or a [[Druid|Druid's]] [[Wild Shape: Dire Raven|Dire Raven]] form can also be used to clear the trial.
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 the party member back to the entrance quickly.


==== Yurgir's Tribulation ====
==== Yurgir's Tribulation ====
The fourth and final Umbral Gem is in the possession of the orthon {{CharLink|Yurgir}} in the eastern branch of the Gauntlet at {{coords|-652|-776}}, lying near his bed of corpses. The party can fight him or help him resolve his contract with Raphael, which starts the quest {{Quest|Break Yurgir's Contract}}. It is also possible to steal the gem and get out unnoticed with sufficient [[stealth]] or {{SAI|Invisibility}}.
The fourth and final Umbral Gem is in the possession of the orthon [[Yurgir]] in the eastern branch of the Gauntlet at {{coords|-652|-776}}, lying near his bed of corpses. The party can fight him or help him resolve his contract with Raphael, which starts the quest [[Break Yurgir's Contract]]. It is also possible to steal the gem and get out unnoticed with sufficient [[stealth]] or [[Invisibility]].


Choosing to side with Yurgir will have the party hunting down the last of the living Dark Justiciars in the Shadow-Cursed Lands, {{CharLink|Lyrthindor}}. Following cragged rocks opposite from the Silent Library (starting at {{Coords|-736|-753}}) all the way downward into a small grotto, the party will come across a ritual circle at {{Coords|-708|-722}}. Attacking a rat elsewhere in the Gauntlet will cause the surviving rats to eventually swarm all the way downward into the grotto. Following these rats is a simple way to locate the area. Lighting the candles will summon a rat, who offers to reveal a hidden treasure cache ({{Coords|-685|-710}}, unobtainable without accepting the rat's bargain) in exchange for his life. Attacking the rat begins a battle with a swarm of rats who eventually coalesce into Lyrthindor.
Choosing to side with Yurgir will have the party hunting down the last of the living Dark Justiciars in the Shadow-Cursed Lands, [[Lyrthindor]]. Following cragged rocks opposite from the Silent Library (starting at {{Coords|-736|-753}}) all the way downward into a small grotto, the party will come across a ritual circle at {{Coords|-708|-722}}. Attacking a rat elsewhere in the Gauntlet will cause the surviving rats to eventually swarm all the way downward into the grotto. Following these rats is a simple way to locate the area. Lighting the candles will summon a rat, who offers to reveal a hidden treasure cache ({{Coords|-685|-710}}, unobtainable without accepting the rat's bargain) in exchange for his life. Attacking the rat begins a battle with a swarm of rats who eventually coalesce into Lyrthindor.


Crossing the chasm to the other side and completing some jumps into an alcove, the party can reach a Stone Door ({{Coords|-663|-721}}). Beyond the door is an abandoned ritual room containing a broken [[Mirror of Loss]] and a {{RarityItem|Silver Key}}, which unlocks a nearby chest. Leaving the room and returning to the chasm, the party can climb upwards along the rocky outcroppings to reach the area where Yurgir stands once again to claim their reward.
Crossing the chasm to the other side and completing some jumps into an alcove, the party can reach a Stone Door ({{Coords|-663|-721}}). Beyond the door is an abandoned ritual room containing a broken [[Mirror of Loss]] and a {{RarityItem|Silver Key}}, which unlocks a nearby chest. Leaving the room and returning to the chasm, the party can climb upwards along the rocky outcroppings to reach the area where Yurgir stands once again to claim their reward.


=== The Silent Library ===
=== The Silent Library ===
Once all four Umbral Gems are in the party's possession, it is possible to complete the Gauntlet of Shar and proceed to the {{CharLink|Aylin|Nightsong}}. However, if she is in the party, {{CharLink|Shadowheart}} will have a request: she wants to find the {{SmRarityItem|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 {{SAI|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-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.


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.


A button at {{Coords|-784|-747}} unlocks the Iron Portcullis to the next chamber. Alternatively, the gate can be lockpicked ({{SkillCheck|Sleight of Hand|21}}), or the lever that opens it from the other side can be hit with a ranged attack from certain angles. The chamber contains a pedestal named '''The Riddle of the Night'''{{anchor|riddle-of-the-night}}, which accepts {{SmRarityItem|Teachings of Loss: The Nightsinger}} and produces the {{SmRarityItem|Spear of Night}}, {{SmRarityItem|Dark Justiciar Half-Plate (Rare)|alias=Dark Justiciar Half-Plate}}, and a {{SmRarityItem|Dark Justiciar Helmet}}.
A button at {{Coords|-784|-747}} unlocks the Iron Portcullis to the next chamber. Alternatively, the gate can be lockpicked ({{SkillCheck|Sleight of Hand|21}}), or the lever that opens it from the other side can be hit with a ranged attack from certain angles. The chamber contains a pedestal named '''The Riddle of the Night'''{{anchor|riddle-of-the-night}}, which accepts [[Teachings of Loss: The Nightsinger]] and produces the {{RarityItem|Spear of Night}}, {{RarityItem|Dark Justiciar Half-Plate (Rare)|alias=Dark Justiciar Half-Plate}}, and a {{RarityItem|Dark Justiciar Helmet}}.


=== Find the Nightsong ===
=== Find the Nightsong ===
Return to the Pedestal of Reckoning to the north of the entrance hall. Placing one of the four Umbral Gems on the altar unlocks a platform. Move onto the platform then activate the switch to take the party downwards.
Return to the Pedestal of Reckoning to the north of the entrance hall. Placing one of the four Umbral Gems on the altar unlocks a platform. Move onto the platform then activate the switch to take the party downwards.


At the bottom is another altar. Place the remaining three Umbral Gems on the altar, opening the final massive doors. This door can also be opened with Knock, allowing parties to bypass the trials if they lose an Umbral Gem or simply do not want to complete them. Inside lies the Verge of the Shadows [[Waypoint]] and a pool of water that serves as a portal to the [[Shadowfell]]. If {{CharLink|Shadowheart}} is in the party she will want to pray.
At the bottom is another altar. Place the remaining three Umbral Gems on the altar, opening the final massive doors. This door can also be opened with Knock, allowing parties to bypass the trials if they lose an Umbral Gem or simply do not want to complete them. Inside lies the Verge of the Shadows [[waypoint]] and a pool of water that serves as a portal to the [[Shadowfell]]. If [[Shadowheart]] is in the party she will want to pray.


Entering the portal will take the party to the {{CharLink|Aylin|Nightsong's}} chamber.
Entering the portal will take the party to the [[Nightsong]]'s chamber.


'''''Entering the portal serves as the 'cut-off' point for Act 2, after which it will no longer be possible to return to any Act 1 areas (including the [[Rosymorn Monastery Trail]] and [[Creche Y'llek]]), and which will cause several quests to fail if they have not yet been completed.'''''
'''''Entering the portal serves as the 'cut-off' point for Act 2, after which it will no longer be possible to return to any Act 1 areas (including the [[Rosymorn Monastery Trail]] and [[Creche Y'llek]]), and which will cause several quests to fail if they have not yet been completed.'''''


The following sequence within the [[Shadowfell]] completes the quest {{Quest|The Chosen of Shar}}.
The following sequence within the [[Shadowfell]] completes the quest [[The Chosen of Shar]].


==Waypoints==
==Waypoints==
Line 130: Line 120:


==Related quests==
==Related quests==
* {{Quest|Break Yurgir's Contract}}
*[[Lift the Shadow Curse]]
* {{Quest|Daughter of Darkness}}
*[[Infiltrate Moonrise Towers]] (sub-quest [[Find Ketheric Thorm's Relic]])
** {{SubQuest|The Chosen of Shar}}
*[[Find the Nightsong]]
* {{Quest|Infiltrate Moonrise Towers}}
*[[Kill Raphael's Old Enemy]]
** {{SubQuest|Find Ketheric Thorm's Relic}}
*[[Break Yurgir's Contract]]
* {{Quest|Find the Nightsong}}
*[[Daughter of Darkness]] (sub-quest [[The Chosen of Shar]])
* {{Quest|Kill Raphael's Old Enemy}}
* {{Quest|Lift the Shadow Curse}}


==Notable loot==
==Notable loot==
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
*{{MdRarityItem|Boots of Brilliance}} - North of [[Yurgir]] at (X: -632, Y: -723)
*{{RarityItem|Boots of Brilliance}} - North of [[Yurgir]] at (X: -632, Y: -723)
*{{MdRarityItem|Callous Glow Ring}} - Found in a vault (Lockpick DC30) near Balthazar at (X: -821, Y: -752)
*{{RarityItem|Hellfire Hand Crossbow}} - Dropped by Yurgir
*{{MdRarityItem|Circle of Bones}} - Dropped by [[Balthazar]]
*{{RarityItem|Dark Justiciar Gauntlets (Uncommon)|alias=Dark Justiciar Gauntlets}} - Found lying on a pile of boxes near Yurgir at (X: -660 Y: -760)
*{{MdRarityItem|Dark Justiciar Gauntlets (Uncommon)|alias=Dark Justiciar Gauntlets}} - Found lying on a pile of boxes near Yurgir at (X: -660 Y: -760)
*{{RarityItem|Least Expected}} - Found in the NE of the dungeon just before Yurgir at (X: -730, Y: -800)
*{{MdRarityItem|Dark Justiciar Helmet}} - In a chest next to the Spear of Night
*{{RarityItem|Callous Glow Ring}} - Found in a vault (Lockpick DC30) near Balthazar at (X: -821, Y: -752)
*{{MdRarityItem|Dark Justiciar Half-Plate (Rare)|alias=Dark Justiciar Half-Plate}} - At the bottom of the altar with the Spear of Night
*{{RarityItem|Justiciar's Scimitar}} - Dropped by [[Lyrthindor]]
*{{MdRarityItem|Hellfire Hand Crossbow}} - Dropped by Yurgir
*{{RarityItem|Justiciar's Greatshield}} Dropped by Lyrthindor
*{{MdRarityItem|Justiciar's Greatshield}} Dropped by Lyrthindor
*{{RarityItem|Killer's Sweetheart}} - In the Self-Same Trial at (X: -833, Y: -729)
*{{MdRarityItem|Justiciar's Scimitar}} - Dropped by [[Lyrthindor]]
*{{RarityItem|Circle of Bones}} - Dropped by [[Balthazar]]
*{{MdRarityItem|Killer's Sweetheart}} - In the Self-Same Trial at (X: -833, Y: -729)
*{{RarityItem|Spear of Night}} - In the Silent Library
*{{MdRarityItem|Least Expected}} - Found in the NE of the dungeon just before Yurgir at (X: -730, Y: -800)
*{{RarityItem|Dark Justiciar Helmet}} - In a chest next to the Spear of Night
*{{MdRarityItem|Spear of Night}} - In the Silent Library
*{{RarityItem|Dark Justiciar Half-Plate (Rare)|alias=Dark Justiciar Half-Plate}} - At the bottom of the altar with the Spear of Night
*{{MdRarityItem|Teachings of Loss: The Nightsinger }}


==Notable NPCs==
==Notable NPCs==
* {{CharLink|Balthazar}}
*[[Balthazar]]
* {{CharLink|Lyrthindor}}
*[[Yurgir]]
* {{CharLink|Nessa}}
*[[Nessa]]
* {{CharLink|Yurgir}}
*[[Lyrthindor]]


==Notable monsters==
==Notable monsters==
Please note that all contributions to Baldur's Gate 3 Wiki are considered to be released under the CC BY-NC-SA license, except when noted otherwise (see BG3Wiki:Copyrights for details). If you do not want your writing to be edited and redistributed at will, do not submit it here. Per our Content Rules, you are promising that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To edit this page, please answer the question that appears below (more info):

Cancel Editing help (opens in new window)

Templates used on this page: