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Help the Spirit of the Amulet

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Help the Spirit of the Amulet is a quest attained in Act One of Baldur's Gate 3. It can be started in Grymforge, by reading the Dark Justiciar's Journal or by picking up the Sentient Amulet. It cannot be completed until Act Three of the game.

Objectives

Objectives and journal entries may vary pending story decisions and outcomes.

Find the lost amulet.
  • We read the journal of a Dark Justiciar. He mentioned an amulet of great power that also made the wearer laugh. It was cast into the lava.
Travel to Wyrm's Crossing.
  • We found the amulet. It's been possessed by a spirit. The spirit wishes to be returned to his granddaughter. She lives at the Open Hand Temple in Wyrm's Crossing.
  • The longer we have the amulet, the worse the curse becomes.
Find Shirra Clarwen
  • We reached the Open Hand Temple. We should look for the spirit's granddaughter - Shirra Clarwen.
Bring the spirit of the amulet to Shirra.
  • We learned that Shirra Clarwen passed away. She is buried in a crypt under the temple.
Quest Complete
  • If the player character refuses to bear the monk's curse:
    • The spirit possessed Shirra's body. We refused to take on his madness, putting a stop to him instead. His spirit will forever remain cursed.
  • If the player character agrees to bear the monk's curse:
    • The spirit possessed Shirra's body. We agreed to take on the curse of his madness, allowing his spirit to pass on.
  • If the party leaves Act Two without the amulet:
    • We no longer have the amulet.

Walkthrough

Act One

The Grymforge

Within Grymforge, the party may find a skeleton of a Dark Justiciar (X: -654 Y: 424), which contains a Dark Justiciar's Journal. Journal's entry mentions a cursed amulet that provided great power but also caused the wearer to laugh uncontrollably. The Justiciar wrote that he threw the amulet into the lava. Reading the journal starts the quest to track the precious magical item down.

The Adamantine Forge

To find the amulet, the party must reach the forge itself. There, from the forge platform in its upper position, the party can jump to reach the side cave half-full of molten lava (X: -570 Y: 229). The lava here is unlike all other places where it is close: boiling and bursting, popping bubbles that leave Fire surface behind. A sequence of successful passive checks ( DC 10 Nature check, DC 15 Arcana check) will allow to understand the reason of this phenomena: a Lava Elemental wandering around the cave.

The elemental itself is non-aggressive, it doesn't react to party's presence or any actions, but defeating it will make the way to the amulet much easer because the boiling and bursting, popping bubbles that leave Fire surface behind will stop after its death. However, fighting it might be troublesome, because it restores full health each turn while it is standing in lava. Spells like Bone Chill Bone Chill might be useful.

Remains of a building with the chest

In the middle of the cave there is a rocky 'island', where a locked Adamantine chest stands. Inside the chest lies the Sentient Amulet, along with small amount of gold, a random gem and two Uncommon elixirs (see below). The chest can be opened with the Adamantine Key found on a skeleton on the sides of the lava lake (X: -619 Y: 244) or can be picked ( DC 20 Sleight of Hand check).

If the party hasn't found the Dark Justiciar's Journal before, the quest is triggered by picking up the amulet.

Once the amulet is picked up, the party member will feel the urge to laugh, which needs to be resisted:

  • Give in to the laughter.
  • Drop the amulet.
  • [WISDOM] Fight the urge. (DC 10)
  • [DUERGAR] [WISDOM] Squash all cheer and summon memories of your ancestral enemy - the mind flayers. (DC 10 Advantage Icon.png)
  • [MONK] [WISDOM] Quiet your mind. Let everything be still. (DC 10 Advantage Icon.png)
  • [WARLOCK] [WISDOM] Call on the power of your pact and resist the urge. (DC 10 Advantage Icon.png)
  • [BARBARIAN] [WISDOM] Kill the mirth. RESIST. (DC 10 Advantage Icon.png)
  • [EVIL CLERIC] [EVIL PALADIN] [WISDOM] Grit your teeth. Summon your god's wrath. (DC 10 Advantage Icon.png)
  • [GOOD CLERIC] [GOOD PALADIN] [WISDOM] Whisper a prayer. Quell the feeling with your devotion. (DC 10 Advantage Icon.png)
  • [GOOD CLERIC] [GOOD PALADIN] [WISDOM] Summon your light and devotion as you push back. (DC 10 Advantage Icon.png)
  • [SORCERER] [WISDOM] Close your eyes and let your magic flow through you in all its wild and beautiful glory. (DC 10 Advantage Icon.png)
  • [WIZARD] [INTELLIGENCE] Reach for the Weave. Let it shield you from this impulse. (DC 10 Advantage Icon.png)

If the party manages to keep from laughing, the spirit of the amulet - the Monk's Manifestation - appears with a request. The Sharrans tortured him to death, and he laughed at their pathetic (but not quite futile) attempts to break his spirit. After passing over, manic laugh became his curse. He wants to become free, and to that end wants his granddaughter Shirra Clarwen Shirra Clarwen to take the curse over from him.

The spirit tells the party that Shirra lives in Wyrm's Crossing and serves at the Open Hand Temple as a cleric of Ilmater Ilmater. The monk promises to bestow blessings upon the party if they agree to undertake this journey.

However, should the player character choose to succumb to the urge bestowed by the amulet, it won't bring any negative consequences or effects, and the quest can still be continued.

The dialogue with the spirit contains several unnecessary Ability checks that may shed some light on the Monk's Manifestation story.

If the party agrees to help the spirit, Monk's Manifestation says he shall travel with them and grant some help on their way. Sentient Amulet can be worn by any party member, providing them with the ability to cast Shatter Shatter once per Short Rest, Ki Restoration (Lesser) and an ability Talk to the Sentient Amulet, which allows to reconsider the decision about helping the spirit at any time. Simply keeping the amulet in the inventory doesn't grant any of these.

The quest cannot be ultimately resolved until the beginning of the Act Three of the game.

Act Three

The Open Hand Temple

The Open Hand Temple where Shirra Clarwen worships is in Rivington (X: -19 Y: -5), north of the Circus of the Last Days.

Within the Open Hand Temple, the party will find its second-in-charge cleric Sister Yannis (X: -44 Y: -6) having an argument with Investigator Valeria. They are discussing the recent murder of Father Lorgan, which Valeria is charged with investigating. After they finish their conversation, Valeria leaves, and the party can speak to Yannis about the murder. Through the dialogue, there is an option to ask the Ilmaterian where to find Shirra Clarwen. Yannis explains that Shirra passed away last year and was buried in the temple crypt.

The Crypt

Shirra Clarwen's tomb.

The crypt can be reached through the hatch in the kitchen (X: -62 Y: :3). Enter the prayer hall to the south, then take the door to the west to find the passed clerics' resting place. Shirra Clarwen is buried in the sarcophagus in the far-left corner of the room (the one bathed in sunlight). To 'find' her, first read the plaque, then open the lid of the sarcophagus.

After that, the conversation starts automatically. To trigger the cutscene, the party doesn't even need to have the Sentient Amulet itself present in the inventory, let alone wear it. Monk's Manifestation will possess the withered husk of Shirra's corpse. He laments the death of his granddaughter, as she would have been willing to bear the curse on the wishes of her god, Ilmater. As it is, the spirit needs now another volunteer to get rid of the curse.

At that point of the quest the party can decide whether to agree to bear the curse or reject the offer. Also, one of the side options here is to try and guess the truth about the spirit's affliction through DC 15 Arcana check. If successful, it will be revealed that the curse nature is actually tantamount to Tasha's Hideous Laughter Tasha's Hideous Laughter spell.

Dealing with the curse

If the party choose to bear the curse, there are three options to avoid negative consequences - DC 15 Wisdom check, DC 15 Constitution check or DC 2 Wisdom check (Illithid). The party must succeed in these checks twice (with same DC). It is possible to select the same check twice (except the Illithid one). Each failed check or choosing to succumb to the spell results in a permanent loss of 1 Wisdom point. If the curse has been removed, the party member that endured it (no matter of the Wisdom loss) will gain the ability to cast Tasha's Hideous Laughter Tasha's Hideous Laughter once per Long Rest.

If the party refuses to bear the curse, or stops partway through absorbing it, the monk becomes hostile. He raises the three other corpses in the crypt (all four will have Lvl. 9 Zombie stats and feats) to attack the party and must be defeated.

Rewards

The quest rewards experience several times while progressing the quest, for a total of 200 xp:

Companion approval

  • Agree to bear the monk's madness Lae'zel disapproves -1 Minthara disapproves -1 Halsin approves +1 Karlach approves +1 Minsc approves +1 Wyll approves +1
    • Withstand the monk's madness and earn Tasha's Hideous Laughter Astarion approves +3 Gale approves +3 Halsin approves +3 Lae'zel approves +3 Karlach approves +3 Jaheira approves +3 Minsc approves +3 Minthara approves +3 Shadowheart approves +3 Wyll approves +3
  • Refuse to inherit the curse Gale approves +1 Lae'zel approves +1 Minthara approves +1 Shadowheart approves +1

Quotes

I am sunlight on water, dew on grass
Monk's Manifestation