348
editsDetails
Tags: Mobile edit Mobile web edit |
Cattlesquat (talk | contribs) (Details) |
||
(6 intermediate revisions by 5 users not shown) | |||
Line 2: | Line 2: | ||
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. | 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]]. {{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}} | ||
Line 15: | Line 13: | ||
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. | 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 [[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 | 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. | ||
Alternatively, the player can bypass the puzzle entirely by teleporting past the | Alternatively, the player 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 === | ||
Line 25: | Line 23: | ||
=== Meeting with Balthazar === | === Meeting with Balthazar === | ||
Alternatively, heading north from the entrance room, the player enters an open hall with a lift overlooking a massive chasm. [[Reconstituted Duellist| | Alternatively, heading north from the entrance room, the player 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 player away before the Gauntlet's dark defenders, [[Dark Justiciar|Dark Justiciars]], attack the group. [[Umbral Tremor]]s in the area will spawn that continuously summon more Dark Justiciars until they are destroyed. The skeletal undead fight alongside the player 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]] 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 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]]. | ||
Line 32: | Line 30: | ||
=== 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}}, | 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 === | ||
Line 68: | Line 66: | ||
==== Faith-Leap Trial ==== | ==== Faith-Leap Trial ==== | ||
[[File:Faith-Step Trial.png|thumb|The Faith- | [[File:Faith-Step Trial.png|thumb|The Faith-Leap Trial path, illuminated by [[Daylight|Daylight.]] (Not possible as of patch 6.)]] | ||
From the Self-Same Trial, head north and down the stairs. At the bottom, the party comes across a door to the '''Faith-Leap Trial'''. There is a plaque on the outside of the door that reads "''Her Most Sacred Path''". | From the Self-Same Trial, head north and down the stairs. At the bottom, the party comes across a door to the '''Faith-Leap Trial'''. There is a plaque on the outside of the door that reads "''Her Most Sacred Path''". | ||
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. | 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. | ||
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. | |||
Once the final platform is reached, looting the Umbral Gem will trigger another teleporter that can bring characters 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. | ||
Line 95: | Line 93: | ||
=== Find the Nightsong === | === Find the Nightsong === | ||
Return to the Pedestal of Reckoning to the north of the entrance hall. Placing | 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 [[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. |