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Daughter of Darkness
Objectives[edit | edit source]
Objectives and journal entries may vary pending story decisions.
Walkthrough[edit | edit source]
Recruiting Shadowheart[edit | edit source]
Shadowheart is first encountered on the Nautiloid in the Prologue, where she is trapped in a Mind Flayer Pod. The party can either abandon Shadowheart to her fate, or aid her as part of . If rescued from the pod, she is later found unconscious in Act One on the Ravaged Beach at X: 273 Y: 223. If left in her pod, she can be found banging on the door to the Dank Crypt at X: 285 Y: 305.
Recruiting Shadowheart in Act One initiates her Daughter of Darkness quest. If ignoring her or refusing to let her join, she reappears in the Druid Grove. If still not recruited, she appears either at the Goblin Camp or the Mountain Pass with the Mysterious Artefact while the party is being overwhelmed by the voice of The Absolute.
At the very last chance of recruitment, Shadowheart states the party needs the Artefact, and that she needs them to avoid being hunted down for it. If still refusing to recruit her, she says she will remain in the same place until they change their mind. However, entering the Mountain Pass causes the Mysterious Artefact to transfer to the player character during a Long Rest. The artfect also passes to the player character if approaching the Goblin Camp without her in the active party.
Follower of Shar[edit | edit source]
While quite secretive at first, Shadowheart eventually reveals her biggest secret - she is a devotee of . One way to trigger this is by finding the Selûnite statue in the Owlbear Cave. Once reading the prayer sheet in front of the Selûnite Chest, Shadowheart interjects that they should just leave it, as it is trash at best and dangerous at worst. If an DC 15 Insight check is passed while asking Shadowheart why she cares so much, she confesses that she worships Shar.
Shadowheart's mission[edit | edit source]
Shadowheart is forced to reveal more about herself at the Goblin Camp or Mountain Pass after the Mysterious Artefact protects the party from the voice of the Absolute. If the player character asks her to explain (and if having enough approval) she only offers that she has a mission to return the artefact to Baldur's Gate at all costs and that it is very important. Otherwise, Shadowheart says it is nothing; the player character must then pass an ability check to reveal the nature of the artefact:
- [INTIMIDATION] Not good enough. Explain yourself, or I'll cut you loose. (DC 10)
- [BERSERKER] [INTIMIDATION] SPEAK, OR I BREAK IT, THEN YOU. (DC 10
)
- [BARBARIAN] [INTIMIDATION] I'll have answers, or I'll have blood. (DC 10
)
- [PERSUASION] That was far from nothing. Tell me what you know, please. (DC 10)
If the matter is pressed, either by saying there has to be more to it or by asking why she has to travel to Baldur's Gate, she finally admits that she worships . She reveals she is on a mission to retrieve the artefact at all costs and her memories were suppressed so she would not betray the Lady of Sorrows. She further explains that she lives in the Sharran cloister in Baldur's Gate, where she must return and is the only one left of her cohort who survived the journey.
A mysterious wound[edit | edit source]
At various points during the adventure, when Shadowheart is in the party, she can feel intense pain from a Mysterious Sharran Wound. This can be encountered quite early if, for example, choosing to save Arabella as part of or finding the broken Selûne statue in the Blighted Village near the windmill. Shadowheart is initially quite cagey about the wound, simply describing it as an old wound that never properly healed.
After unveiling her Shar worship, Shadowheart reveals more about her wound, explaining it is a burden imposed on her by Shar and that she can somehow feel Shar's influence. Yet even now, she still does not know why she has it, assuming Shar must have her reasons. As a Shar worshipper, she has been taught to endure every pain - if it has a reason.
Conflict at camp[edit | edit source]
During the night, the player character wakes up to Shadowheart holding a knife to Lae'zel's neck. She mockingly explains she will tell the party Lae'zel was transforming, so she put her down. If nothing is done, Shadowheart slits Lae'zel's neck and smashes her parasite as it crawls out. If the player character chooses to defend Lae'zel, Shadowheart becomes hostile and must be killed. If instead conveying between them, a successful DC 10 Persuasion check, convinces Shadowheart to stand down. In this case, Lae'zel and Shadowheart agree to set aside their differences, and the event leaves them both respecting each others resolve more; they never fight over the artefact again.
Shadowheart's memories[edit | edit source]
As part of her sacred mission for Shar, Shadowheart has lost most of her memories about herself. She believes she can only regain them by returning to her cloister with the artefact. Yet, Shadowheart does remember some things about her life. If, after learning about her Shar worship, the player character asks Shadowheart "Tell me something about yourself besides Shar, besides tadpoles," she reveals that she cannot swim and likes Night Orchids. If asked for anything more she would care to share, Shadowheart explains she literally cannot, as there is little she remembers about herself.
Shadowheart and wolves[edit | edit source]
When faced with wolves, Shadowheart throws a wisdom saving throw. If she fails this roll then she shows extreme fear, gains the
status and can be spoken with about the matter. She then explains they are ravenous predators with fangs, so it is hardly irrational for her to fear them.If the player character has at least 10 approval, she asks the party to avoid facing wolves if at all possible, as they have been decent to her so far. Otherwise, she just says the player character should not be surprised if she is reluctant to face them in the future.
With high enough approval, another dialogue option with Shadowheart is unlocked. She then says she wants to share something, as she has never felt more comfortable with anyone than she has with the player character. She says that it is difficult to put into words and asks the player character to connect their tadpoles so she may show them what she wants to share. The memory shows a young Shadowheart as a group of Sharran worshippers corner a wolf in the woods. The leader of the Sharrans, the Mother Superior who raised Shadowheart, asked her name and took her away to be raised in the cloister.
Shadowheart has no memory before the woods and cannot remember what her name was before becoming Shadowheart. A passive check reveals a typical Selûnite ritual is to send children into the woods at night to find their way back home. If the check is passed, the player character can mention it looked like she was wearing Moonstone, which is typical attire for Selûnites. However, Shadowheart rejects this and says she was just wearing some meaningless bauble.
Wolves can be encountered in the following areas:
- Two in the the Inner Sanctum of the Druid Grove
- Three in the back of the Zhentarim Hideout
- Two in the captain's room in Creche Y'llek
- Two worgs at the checkpoint of the Goblin Camp
Noblestalk[edit | edit source]
The party can obtain a Noblestalk, a powerful curative, at X: -4 Y: -62 in the Underdark in the same area as . In order to safely acquire the Noblestalk, the Bibberbang in the area must not be detonated. There are several ways to achieve this, such as utilising spells such as , or , using Glut to move the Noblestalk, or using
the Sovereign's Key to prevent the Bibberbang from activating.
After obtaining the Noblestalk, the player character can offer it to Shadowheart to consume as a chance to regain her memories. She is hesitant to do this, as she fears it might be considered defying Shar to try and overcome her memory suppression, but a successful ( DC 12 Persuasion check or
DC 12 Intimidation check) convinces her to consume it. If she does, she regains a childhood memory of a tiefling named 'Rennald' who comforted her when she was being teased by the other initiates. This initiates , as Shadowheart hopes to reunite with the tiefling in Baldur's Gate.
Night orchids[edit | edit source]
Within the Shadow-Cursed Lands, a Night Orchid can be found in the Ruined Battlefield, northeast of the Last Light Inn at X: 57 Y: 179. By talking to Shadowheart, the player character can remind her that she told them about the flower, and they have one for her. She teases the player character, initially saying she hopes they did not pick them by hand, as they are deadly poisonous. She quickly adds she was only joking - they are safe, and beautiful. She thanks them for the gift, while adding with some disappointment that she has nothing to give in return.
The Night Orchid can only be given to Shadowheart if she has previously been asked about her interests.[1]
The Chosen of Shar[edit | edit source]
During dialogue with Shadowheart, she reveals she has always dreamed of becoming a Dark Justiciar, but the Mother Superior thwarted any attempts at doing so. More information on the Dark Justiciars can be found within the Inner Sanctum of the Druid Grove by examining the murals with Shadowheart in the party. This starts Halsin is saved during , he can explain more about a war that was fought between the Selûnites and the Dark Justiciars.
to learn more about the Dark Justiciars and their history. Additionally, ifIf choosing to Grymforge, several signs of Dark Justiciar remnants can be found. In the area near the Deep Rothé as part of , there are several Dark Justiciar corpses which Shadowheart can comment on. Additionally there is a path past the rubble leading above the ground floor of Grymforge. This path contains many sets of pressure plate traps which can be found by passing Perception checks and then disarmed. The path ends at a locked grate, behind which is a trapped Gargoyle Statue, an Idol of Shar and lever. The grate can either be opened by lockpicking it, smashing it with force damage or by pulling the lever using . The grate can also be passed with spells such as or . Speaking to Shadowheart, she can be gifted the Idol of Shar. This can unlock unique dialogue options (especially with Selûnite clerics), and an opportunity to earn approval with the player character.
The Gauntlet of Shar[edit | edit source]
As part of Ketheric Thorm's servant Balthazar, which leads them to the Grand Mausoleum. The Grand Mausoleum is north of the House of Healing. The party must enter the Mausoleum after being approached by Raphael and there is a small puzzle to proceed forward. There are three paintings with buttons underneath them, which must be pressed in the following order to open the way: Moonrise Towers, Grief, General. The party must move north using the traversal gem to enter the Gauntlet of Shar.
, the party members are prompted to by aidingOnce inside, speaks to the party, inviting them to take on her trials and prove themselves worthy. The first task before absolving the Trials of Shar is interacting with a statue carrying an Umbral Gem. To do this, the party must snuff out eight Mystic Thuribles around the room. There are two levers to the north and south of each side of the room. The rooms are protected by pressure plates, which can be disarmed (
DC 10 Sleight of Hand check) as well as the vents which activate with the plates. Through using the levers, the Thuribles can be lowered; interacting with them results in snuffing out their lights. Approaching the statue before the Thuribles are snuffed out causes it to magically repel the party. Any Moonlanterns must also be unequipped, as they emit light. Once the room is shrouded in darkness, purple glyphs are revealed around the statue. A party member must follow the gaps in the glyphs to touch the Umbral Gem; doing so opens the way north.
On following the path forward some Reconstituted Duellists are encountered. They try to warn the party away, but are interrupted by tremors. Undead Justiciars attack the party and Umbral Tremors appear. The Umbral Tremors summon more Justiciars until enough are defeated or they are destroyed.
To the west more Reconstituted Duelists can be found. The tremors begin in earnest as more Umbral Tremors and Justiciars are summoned to attack the party. Several waves appear, until finally a Justiciar Crusader appears. Upon defeating it and its minions the path opens, revealing Balthazar, who has been tasked with retrieving the Nightsong. He instructs the party to complete the Trials of Shar for him, as the Justiciars have been making it difficult for them to move forward. The party can either agree to help or attack him outright. If agreeing, the party can convince him to offer assistance in the form of an item that summons his brother, Flesh. Otherwise, if refusing, Balthazar attacks with Flesh and three Ghoul Medics.
The Trials of Shar[edit | edit source]
Soft-Step Trial[edit | edit source]
After entering the room at X: -767 Y: -755, the party notice a sacrificial bowl. One party member must give a blood offering to continue onto the trial. If Shadowheart is in the party, she offers to do this. Once the offering is given, the party can proceed to the trial.
The Soft-Step Trial is a stealth trial. Two Shadows patrol a small maze, which at least one party member must sneak past to get to the umbral gem. If the party member is detected by a shadow, they are transported back to the start of the maze. can be used to prevent detection. The party member must find the Soft-Step Trial Key in the hidden room of the maze to proceed forward, lockpick the door open, or use to bypass it entirely.
Self-Same Trial[edit | edit source]
As with the Soft-Step Trial, one party member must make an offering of blood at the offering bowl to proceed.
In this trial at X: -767 Y: -727, the party members face replicas of themselves. If a party member attacks a replica of a different party member, they gain a debuff which lowers their ability scores. An easy way to end this trial quickly is to remove all equipment until the replicas appear, then add the equipment again, so that the replicas are weaker. Using only one party member also helps, as this avoids the debuff (albeit awarding less experience). Once the replica is defeated, an Umbral Gem is dropped.
Faith-Step Trial[edit | edit source]
The Faith-Step trial can be accessed by moving north of the other two trials and then following the stairs down at X: -752 Y: -727. An offering of blood at the offering bowl must be made by a party member to proceed.
After blood is offered to the trial, the room is plunged in darkness, making the path forward difficult to see (and impossible to see from the overhead camera view). To complete this trial, one party member must walk along a chasm, on a barely visible pathway allowing them to move forward.
There are several ways to pass this trial:
- Following the Map: After looking at the map on the trial floor following it to the final platform without stepping off the path.
- Teleportation: Using teleportation spells such as
Darkness from the platforms or else wear equipment which provides immunity to blindness (e.g.
Eversight Ring).
and to teleport between the platforms until the character reaches the final one. This requires a party member to cast to remove the - Dropping items: It is possible to drop items, for example camp supplies, on the ground before the party member to make the path more visible.
- Using the movement ruler: In turn-based mode, the movement ruler of the character (i.e. the white line indicating movement) has a slight change in elevation where the path ends. This allows one to navigate more reliably in the maze.
- Using actions before initiating the trial: Before initiating the trial through interacting with the altar and after splitting the party, it is possible get a party member on the final platform by using , or teleportation spells such as and . Then the trial can be initiated to take the Umbral Gem.
Yurgir's Umbral Gem[edit | edit source]
There is one more Umbral Gem, which is in the possession of Yurgir, the orthon who Raphael is hunting. The party can either kill him as part of , trick him into killing himself, or help him as part of . Regardless of how the conflict is resolved, the party can take the gem, which is in front of his throne of skulls at X: -641 Y: -754.
The Silent Library[edit | edit source]
Before placing the Umbral Gems on the Pedestal of Reckoning, Shadowheart has one final request if she is in the party. She says she must obtain the Spear of Night if she is to become a Dark Justiciar. The Spear is in the Silent Library.
The Silent Library is south of the Faith-Step Trial. Once inside, Justiciar Soulhunters and Justiciar Nightweavers attack. Defeating The Librarian at the centre of the room ends the Silence spell. With a successful check, a button is revealed at X: -784 Y: -747 which unlocks the locked gate to the west.
is cast over the party. If the party is detected, a number ofTo access the hidden room, the party must place the correct book on the pedestal; Teachings of Loss: The Nightsinger, which is inside a trapped bookshelf (
DC 15 Sleight of Hand check) at X: -771 Y: -742. Interacting with the Riddle of the Night and combining it with the book opens the way. Inside is the Spear of Night, as well as a
Dark Justiciar Half-Plate (Rare) and a
Dark Justiciar Helmet. Giving the Spear to Shadowheart allows the possibility for her to later claim her place as a Dark Justiciar.
The Verge of Shadows[edit | edit source]
The party must 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. The party must move onto the platform and then activate the Traversal Gem on its edge to take the party members downwards. It is recommended to ungroup the party members and move them one by one onto the platform, thus making sure they do not stand close to the edges. Otherwise, any of them may fall off to their death when the platform moves.
At the bottom of the temple stands another Ancient Altar. Placing the remaining three Umbral Gems into its sockets opens the final massive doors. However, this door can also be opened with
, which allows to bypass all the three Trials of Shar entirely or bypass any two of them and Yurgir's Tribulation.Inserting all Umbral Gems in their proper places grants the inspiration for characters with the background.
Inside lies the Verge of the Shadows Waypoint and a pool of water which serves as a portal into the Shadowfell. If Shadowheart is in the party she says she must pray. While praying, the player can choose to pry into her mind via , which results in eavesdropping of Shar instructing Shadowheart on further actions to prove her faith and loyalty. However, doing so results in Shar revealing to Shadowheart that she is being spied upon, and approval is lost.
Shadowfell[edit | edit source]
WARNING: Entering the Shadowfell is an event horizon, which locks the party out of unfinished side quests, and pushes the party to the end of Act Two. Do not enter until all other desired business in the area has been resolved.
Although Shadowheart does not need to be taken through the Gauntlet of Shar, it is strongly advised she be taken with the party to the Shadowfell. If she is not taken, then she immediately appears after returning to the material plane to confront the party, saying they prevented her from achieving her destiny and permanently leaves the party, saying she hopes she never sees them again and forgets them in time.
If Balthazar is not killed before, he arrives in the Shadowfell immediately after the party, thanking them for their service in completing the trials. He floats ahead and instructs the party to come with him to witness greatness. Once leaping to the heart of the Shadowfell, it is revealed that the Nightsong is not an object, but an aasimar woman named Dame Aylin. She has been held captive by Ketheric Thorm using the power of Balthazar to share her immortal life with him.
After this, several events can play out:
- If Balzathar is alive, the party can let him take Aylin to Moonrise Towers.
- If Shadowheart is in the party, she can kill Aylin and become the Dark Justiciar she always dreamed to be.
- Dame Aylin can be set free, resulting in a battle with Balthazar, after which Shadowheart must decide whether to kill or spare her.
If the Nightsong is freed, she thanks the party. If Shadowheart spared her, then she throws the Spear of Night into the abyss of the Shadowfell. However, Dame Aylin grants her a new weapon as thanks - the Moonlight Glaive. Aylin promises to tell Shadowheart more about her history after taking down Ketheric Thorm. Aylin then flies off to face him in Moonrise Towers. As the party members leave the Shadowfell, forcably detains Shadowheart and torments her with unimaginable agony for her blasphemy before eventually sending her back to the mortal realm, her goddess' favor lost. After completing , upon speaking to Dame Aylin in camp, Shadowheart is rewarded with
Selûne's Spear of Night.
If Shadowheart kills the Nightsong, she becomes a Dark Justiciar and gains the Shar's Spear of Evening. However, a valuable ally is lost in the Aylin, and there are tragic consequences for the inhabitants of the Last Light Inn due to Shadowheart's choices: Isobel is overwhelmed and unable to sustain her protection magic over the Inn, causing all within to fall to the shadow curse. Shadowheart refers to this as cleansing the resistance to Shar's will. Additionally, Jaheira either succumbs to the shadow curse or disappears completely. Either way, she does not aid the party in the Last Light Inn fight.
Regardless of Shadowheart's fate, Ketheric Thorm must inevitably be faced as part of
. This is either mandated by Shar, who sees him as a traitor, or beseeched by Aylin, who promises to give Shadowheart more information on her past if she assists.The House of Grief[edit | edit source]
After defeating Ketheric Thorm, Shadowheart must deal with the cloister in Baldur's Gate. Dark Justiciar Shadowheart is commanded to clear out the corruption of the cloister by Shar. Selûnite Shadowheart is told by Aylin that her parents were kidnapped by the Sharran cultists and are still alive, held captive in the cloister. Either way, she must confront her former 'family.'
When Shadowheart arrives in Baldur's Gate, she advises that her peers are no doubt watching her. She can find Ferg Drogher at X: 45 Y: -98 in Rivington near the Requisitioned Barn. He calls out to the party as they get closer to him, if Shadowheart is in the party. He explains the Sharrans are in the House of Grief in the Lower City, starting . If entering the House of Grief with Shadowheart in the party, she is immediately led further in by Mirie. From here, either she or the player character can undergo the Mapping of the Heart by an Inquirer of Grief. After the Mapping, the Inquirer reveals themselves to be the Mother Superior herself, Viconia DeVir. She bids the party to come down further, into the Cloister of Sombre Embrace.
Deep in the heart of the Cloister Viconia waits with a group of Sharran cultists. She explains that she knows the party members have the artifact in their possession and she needs it to destroy the Absolute. Viconia initially attempts to negotiate in a way which keeps blades sheathed:
- All right, you wish to negotiate? Make me an offer then.
- As far as the artefact is concerned, there's nothing to discuss.
- Attack
- Turn to leave.
Selecting the first option has Viconia demanding the artifact in exchange for the party's lives. The party can counter:
- Shar will allow you to make such an offer?
- This must be truly important, if Shar would allow you to make such an offer. Why do you want it?
- [INTIMIDATION] Not happening. Even if I wanted to give it to you, I can't. The artefact is bound to me. It will kill you. (DC 20)
- [PERSUASION] The artefact alone can't save you. Best if we unite against a common enemy - the Absolute. (DC 20)
- Attack.
If the or checks are passed, then Viconia relents. However, she demands that Shadowheart be handed over. The party can either agree, starting , or refuse, which starts a fight against Viconia and her followers. Defeating Viconia or giving Shadowheart over resolves the quest. If Shadowheart is a Dark Justiciar, she can convince some of the cultists to fight along with the party, and takes over the cloister after Viconia's defeat.
Kill or Spare defeated Viconia[edit | edit source]
If defeated in combat, Viconia is normally [2] Talking to her after combat triggers a conversation, which includes Shadowheart if present. Here Viconia can be spared or killed. If spared, she leaves the cloister for good, but her equipment cannot be looted, unless casting beforehand, making it possible to both get her items and spare her. The decision also affects certain Paladin oaths, but may otherwise be treated as an aesthetic or story choice. If present, both Jaheira and Minsc tell her directly how she lost her way. Jaheira approves if she is spared, while Minsc approves if she is killed.
, even without using non-lethal attacks on her.Shar's final test - Shadowheart's parents[edit | edit source]
The conclusion to Shadowheart's quest is a final test beyond the Threshold of Loss.[3] The door can be opened either by lock picking it ( DC 30 Sleight of Hand check), casting , or by placing items amounting to 1,000 or more gold value in the scale on the statue of Shar. If Shadowheart is a Dark Justiciar, the door opens on its own.
Here, Shadowheart is faced with her father Arnell and mother Emmeline Hallowleaf in the Chamber of Loss and Shar appears before the party.
Selûne path[edit | edit source]
If Shadowheart rejected and instead chose to folllow the path of through her quest, Shar taunts Shadowheart about how much of her and her parents' suffering was a result of her own defiance, before claiming that the choice Shadowheart now has to make is her final lesson. Arnell, tells her that she cannot both free her parents and free herself completely from Shar's curse; he asks her to free herself. If given the choice to make on her own and without meeting the below criteria, she asks her parents if this is truly what they want; once they reaffirm it is, she tearfully turns them into moonmotes, sending their spirits to Selûne. Otherwise Selûnite Shadowheart can be convinced to save her parents with a DC 20 Religion check or
DC 20 Persuasion check.
Shar path[edit | edit source]
If Shadowheart is a Dark Justiciar, Shar reveals who they are and restores Shadowheart's memories of them, before demanding that she kill them as her final test. If she is given the choice to make on her own, without any persuasion from the party, and without meeting the below criteria, she explains that all she has left to do is to follow orders and kills her parents. As a "blessing," Shar removes her memories again, leaving Shadowheart unburdened and ready to lead the cloister.
Saving Shadowheart's parents lives[edit | edit source]
Regardless of the path she takes, to guarantee that Shadowheart saves the lives of her parents without persuading her to do so, the player character must have 50+ approval points and at least two of the three following memories must be triggered during Act Three.[4] If this is true, then after triggering the second of those memories, a new conversation happens where Shadowheart talks about the city smells.
The memories are triggered at the following places:
- The gravestone of Allister Marnley in the Graveyard.
- A graffiti drawing hidden behind a billboard near the Baldur's Gate waypoint.
- The Night Orchid cave in the Cloister of Sombre Embrace.
Sub-quests[edit | edit source]
Quest rewards[edit | edit source]
- Shadowheart and her Sharran Followers as allies for - if Shadowheart becomes a Dark Justiciar.
- Viconia and her Sharran Followers as allies for Gather Your Allies - if Shadowheart is given over to Viconia
Achievements[edit | edit source]
- To Bloom in Darkest Night
- Gift Shadowheart a night orchid - her favourite flower. Always knew she was a softie.
Notes[edit | edit source]
- ↑ If the player character misses the conversation where Shadowheart states that night orchids are her favorite flower then it is not possible to give it to her, but there is a workaround for this involving Nightsong Point. . A disguised player character can trigger old dialogue options, even if they are out of date or do not make sense contextually. Thus the player character can ask her the necessary line and ultimately give her the night orchid, earning the player character the associated
- ↑ While still in combat it is possible to loot Viconia without having to kill her.
- ↑ While it is possible to use to reach Shadowheart's parents without interacting with Viconia first, the dialogs remain the same, implying that the Sharr's worshipers in the previous room were dealt with. They also turn hostile, preventing any further dialog with Viconia.
- ↑ Each memory gives one of the three Parent Points, and at least two are required