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Alternatively, heading north from the entrance room, the player enters an open hall with a lift overlooking a massive chasm. [[Reconstituted Duellist|Reconstituted Duellists]], 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.
Alternatively, heading north from the entrance room, the player enters an open hall with a lift overlooking a massive chasm. [[Reconstituted Duellist|Reconstituted Duellists]], 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 Reconstituted Duelists. A second, larger episode of tremors begins, and Justiciars are summoned to attack the party. Several waves appear, until finally a [[Justiciar Crusader]] appears. Defeat it and its minions and the path opens, revealing [[Balthazar]] at {{Coords|-852|-786}} along with [[Flesh]], a flesh golem, 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 skeltons. 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, 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 ===
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}}, or can be unlocked with (KEY????????)


=== Trials of Shar ===
=== Trials of Shar ===
In order to reach the [[Nightsong]], the player must find four {{RarityItem|Umbral Gem}}s to access the heart of the Gauntlet.
In order to reach the [[Nightsong]], the player 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 [[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)]].
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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 as you enter the Trial Hall, with a plaque that says "''Her Most Vaunted Treasure''" in front of the door.
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 player can either use normal [[Stealth]] mechanics or some form of [[Invisibility]]. There is a [[Scroll of Invisibility]] on a skeleton on a bench nearby.
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. There is a [[Scroll of Invisibility]] on a skeleton on a bench nearby.


A gate blocks the way to the Umbral Gem. The gate guarding the gem can be unlocked with the [[Soft-Step Key]] in a hidden room of the maze.{{Verify}} There is a button on the wall to the right that, when pushed, will rearrange the maze and allow access to the key. The gate can also lockpicked with a {{SkillCheck|Sleight of Hand|10}}, or use teleportation such as [[Misty Step]] to bypass the gate entirely.
A gate blocks the way to the Umbral Gem. The gate guarding the gem can be unlocked with the [[Soft-Step Key]] in a hidden room of the maze ({{Coords|-803|-760}}). The player can flip a lever at {{Coords|-803|-753}}to unlock this room. The final gate can also lockpicked with a {{SkillCheck|Sleight of Hand|10}}, or bypassed entirely with a teleporting movement spell like {{SAI|Misty Step}}.


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.
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.

Revision as of 14:05, 12 December 2023

Shadow-Cursed Lands
Shadowfell Gauntlet of Shar
Grand Mausoleum
The entrance to the Gauntlet of Shar.

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.

This location plays a central role in Shadowheart's personal quest Daughter of Darkness.

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 player 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

The statue and its Umbral Gem.

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 player.

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.The alcoves are protected by pressure plates, which can be disarmed ( DC 10 Sleight of Hand check) as well as vents that are activated by the pressure plates and produce a cloud similar to Darkness[Needs Verification]. Activate the levers to lower the Thuribles, then interact with them to snuff out their lights. Any 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 way north.

Alternatively, the player can bypass the puzzle entirely by teleporting to the gem via Misty Step, Dimension Door, or other means. The gaps in the barriers do not change between playthroughs, allowing the puzzle to be skipped on repeat plays through rote memorization.

Mushroom cave

West of the entrance, the temple walls degrade an open into a large natural cave overgrown with giant mushrooms, similar in appearance to the Underdark. A Cloaker lies in wait to ambush players at X: -819 Y: -867. Cutting through this cave leads to a kitchen and feasting hall. In an adjoining room at X: -809 Y: -816, five Rats encircle an Altar to Shar; each character in the player's party can pass a DC 14 Religion check to pray at this altar and obtain Nightsinger's Favour Nightsinger's Favour until next long rest.

Pulling the lever at X: -825 Y: -810opens the way to the vast antechamber abutting Balthazar's room.

Meeting with Balthazar

Alternatively, heading north from the entrance room, the player enters an open hall with a lift overlooking a massive chasm. Reconstituted Duellists, apparently controlled by Balthazar, will attempt to warn the player away before the Gauntlet's dark defenders, Dark Justiciars, attack the group. Umbral Tremors 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 skeltons. 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's outpost at X: -852 Y: -786 opens up, revealing the necromancer along with Flesh and three Ghoul Medics. 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 Yurgir's Tribulation.

Vault

Just north of the the antechamber to Balthazar's outpost is a locked Vault door guarding Sharran treasures X: -822 Y: -759. The lock is protected by an exceptional DC 30 Sleight of Hand check, or can be unlocked with (KEY????????)

Trials of Shar

In order to reach the Nightsong, the player must find four 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 Shadowheart is in the party, she will volunteer each time, gaining Shadowheart approves +5 if she is allowed to give blood and losing Shadowheart disapproves -1 if she is not. Whoever gives blood to begin the trial receives a single turn of Bleeding (Condition).

The Trial Hall.

Soft-Step Trial

The key to the Soft-Step Trial.

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. X: -771 Y: -755

The Soft-Step Trial is a stealth trial. There are two Shadows 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 DC 10 Stealth check whenever hiding in the Shadow's sightline to pass undetected. There is a Scroll of Invisibility on a skeleton on a bench nearby.

A gate blocks the way to the Umbral Gem. The gate guarding the gem can be unlocked with the Soft-Step Key in a hidden room of the maze (X: -803 Y: -760). The player can flip a lever at X: -803 Y: -753to unlock this room. The final gate can also lockpicked with a DC 10 Sleight of Hand check, or bypassed entirely with a teleporting movement spell like Misty Step Misty Step.

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

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 X: -767 Y: -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 Cheater's Folly, reducing all Ability Scores 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.

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. The Killer's Sweetheart can be found on the top level.

Faith-Step Trial

The dimly lit path in the Faith-Step Trial.

From the Self-Same Trial, head north and down the stairs. At the bottom, the party comes across a door to the Faith-step 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.

Similarly to the Soft-Step Trial, this trial is most easily completed with a single character. 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. In some instances, the path may be visible, though it is unclear what triggers this to be the case.[Needs Verification]

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

The fourth and final Umbral Gem is in the possession of the orthon Yurgir in the northern branch of the Gauntlet at X: -652 Y: -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.

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 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-Step Trial. The Library is heavily-trapped and patrolled by several undead 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 ( DC 15 Sleight of Hand check) bookshelves in the north east of the library contains a book called Teachings of Loss: The Nightsinger.

A hidden button atX: -784 Y: -747 can be revealed with a passive Perception check, unlocking the door to the next chamber . Alternatively, the door can be lockpicked ( DC 21 Sleight of Hand check). The chamber contains a pedestal named The Riddle of the Night, which accepts Teachings of Loss: The Nightsinger and produces the Spear of Night, Dark Justiciar Half-Plate, and a Dark Justiciar Helmet.

Find the Nightsong

Return to the Pedestal of Reckoning to the north of the entrance hall. Placing an Umbral Gem on the altar unlocks a platform that will take the party downwards.

At the bottom is another altar. Place the remaining three Umbral Gems on the altar, opening the final massive doors. 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 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.

The following sequence within the Shadowfell completes the quest The Chosen of Shar.


Waypoints

This location contains the following Waypoints Waypoints:

  • Gauntlet of Shar X: -758 Y: -794
  • Verge of the Shadows X: -722 Y: -842

Related Locations

Related quests

Notable loot

Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:

Notable NPCs

Notable monsters

External links