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(→Entrance: Added Ray of Frost advice about extinguishing Thuribles. Just tested on Honour Mode, works fine.) |
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It is also possible to extinguish the Thuribles without lowering them by casting [[Ray of Frost]] on each of them. | It is also possible to extinguish the Thuribles without lowering them by casting [[Ray of Frost]] on each of them. | ||
Alternatively, the party can bypass the puzzle entirely by teleporting 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. | 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 === | ||
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Alternatively, heading north from the entrance room, the party enters an open hall with a lift overlooking a massive chasm. [[Reconstituted Duellist]]s/[[Reconstituted Marksman|Marksman]], apparently controlled by [[Balthazar]], will attempt to warn the party about the Gauntlet's dark defenders, [[Dark Justiciar|Dark Justiciars]], that will attack the group. Some [[Umbral Tremor]]s in the area will spawn that continuously summon more Dark Justiciars until all of those Tremors are destroyed. The skeletal undead will fight with the party against the Sharran shades. | Alternatively, heading north from the entrance room, the party enters an open hall with a lift overlooking a massive chasm. [[Reconstituted Duellist]]s/[[Reconstituted Marksman|Marksman]], apparently controlled by [[Balthazar]], will attempt to warn the party about the Gauntlet's dark defenders, [[Dark Justiciar|Dark Justiciars]], that will attack the group. Some [[Umbral Tremor]]s in the area will spawn that continuously summon more Dark Justiciars until all of those Tremors are destroyed. The skeletal undead will fight with the party against the Sharran shades. | ||
If the party moves west, they will encounter more skeletons. A second, larger episode of tremors begins, and Justiciars are summoned to attack the party. Several waves appear, including a tremor in the center of the room that summons a [[Justiciar Crusader]] 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 | 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 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 | 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 === | ||
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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 | 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 [[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 | It is possible to visit the maze before starting the trial, if having a character in the party, who is good at lockpicking. | ||
A gate blocks the way to the Umbral Gem. The gate guarding the gem can be unlocked with the {{RarityItem|Soft-Step Trial Key}} in a hidden room of the maze ({{Coords|-803|-760}}). The party can flip a lever at {{Coords|-803|-753}} to unlock this room. The final gate can also be lockpicked with a {{SkillCheck|Sleight of Hand|10}}, or bypassed entirely with a teleporting spell like {{SAI|Misty Step}} (a {{RarityItem|Scroll of Misty Step}} can be found on a skeleton at {{Coords|-807|-762}}). | A gate blocks the way to the Umbral Gem. The gate guarding the gem can be unlocked with the {{RarityItem|Soft-Step Trial Key}} in a hidden room of the maze ({{Coords|-803|-760}}). The party can flip a lever at {{Coords|-803|-753}} to unlock this room. The final gate can also be lockpicked with a {{SkillCheck|Sleight of Hand|10}}, or bypassed entirely with a teleporting spell like {{SAI|Misty Step}} (a {{RarityItem|Scroll of Misty Step}} can be found on a skeleton at {{Coords|-807|-762}}). |