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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}}
== Walkthrough ==
== 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.  
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 party 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 ===
=== Entrance ===
[[File:Gauntlet of Shar Statue Puzzle.png|thumb|The statue and its Umbral Gem.]]
[[File:Gauntlet of Shar Statue Puzzle.png|thumb|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.  
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 party members.  


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.
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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.
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 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.
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. You may also jump past the barrier by repetitively jumping through the barrier.


=== Mushroom cave ===
=== Mushroom cave ===
West of the entrance, the temple walls degrade and 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 {{Coords|-819|-867}}. Cutting through this cave leads to a kitchen and feasting hall. In an adjoining room at {{Coords|-809|-816}}, five [[Rat|Rats]] encircle an '''Altar to Shar'''; each character in the player's party can pass a {{Ability check|Religion|14}} to pray at this altar and obtain {{Cond|Nightsinger's Favour}} until next long rest. Failing the check (or praying as a Cleric of Selûne) causes the party member to instead be afflicted by {{Cond|Shar-Stricken}}.
West of the entrance, the temple walls degrade and open into a large natural cave overgrown with giant mushrooms, similar in appearance to the [[Underdark]]. A [[Cloaker]] lies in wait to ambush party at {{Coords|-819|-867}}. Cutting through this cave leads to a kitchen and feasting hall. In an adjoining room at {{Coords|-809|-816}}, five [[Rat|Rats]] encircle an '''Altar to Shar'''; each party member can pass a {{Ability check|Religion|14}} to pray at this altar and obtain {{Cond|Nightsinger's Favour}} until next long rest. Failing the check (or praying as a Cleric of Selûne) causes the party member to instead be afflicted by {{Cond|Shar-Stricken}}.


Pulling the lever at {{Coords|-825|-810}} opens the way to the vast antechamber abutting [[Balthazar|Balthazar's]] room.
Pulling the lever at {{Coords|-825|-810}} opens the way to the vast antechamber abutting [[Balthazar|Balthazar's]] room.


=== 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]]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.
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 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]].
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=== Trials of Shar ===
=== Trials of Shar ===
In order to reach the [[Nightsong]], the player must find four {{RarityItem|Umbral Gem|alias=Umbral Gems}} to access the heart of the Gauntlet.
In order to reach the [[Nightsong]], the party 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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It is possible to visit the maze before starting the trial, if you have a character in your party, who is good at lockpicking.  
It is possible to visit the maze before starting the trial, if you have a character in your 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 player 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 movement 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}}).


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.
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The fourth and final Umbral Gem is in the possession of the orthon [[Yurgir]] in the eastern branch of the Gauntlet at {{coords|-652|-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 fourth and final Umbral Gem is in the possession of the orthon [[Yurgir]] in the eastern branch of the Gauntlet at {{coords|-652|-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]].


Choosing to side with Yurgir will have the player hunting down the last of the living Dark Justiciars in the Shadow-Cursed Lands, [[Lyrthindor]]. Following cragged rocks opposite from the Silent Library (starting at {{Coords|-736|-753}}) all the way downward into a small grotto, the party will come across a ritual circle at {{Coords|-708|-722}}.<ref>Attacking a rat elsewhere in the Gauntlet will cause the surviving rats to eventually swarm all the way downward into the grotto. Following these rats is a simple way to locate the area.</ref> Lighting the candles will summon a rat, who offers to reveal a hidden treasure cache ({{Coords|-685|-710}}, unobtainable without accepting the rat's bargain) in exchange for his life; attacking begins a battle with a swarm of rats who eventually coalesce into Lyrthindor.
Choosing to side with Yurgir will have the party hunting down the last of the living Dark Justiciars in the Shadow-Cursed Lands, [[Lyrthindor]]. Following cragged rocks opposite from the Silent Library (starting at {{Coords|-736|-753}}) all the way downward into a small grotto, the party will come across a ritual circle at {{Coords|-708|-722}}. Attacking a rat elsewhere in the Gauntlet will cause the surviving rats to eventually swarm all the way downward into the grotto. Following these rats is a simple way to locate the area. Lighting the candles will summon a rat, who offers to reveal a hidden treasure cache ({{Coords|-685|-710}}, unobtainable without accepting the rat's bargain) in exchange for his life. Attacking the rat begins a battle with a swarm of rats who eventually coalesce into Lyrthindor.


Crossing the chasm to the other side and completing some jumps into an alcove, the party can reach a Stone Door ({{Coords|-663|-721}}). Beyond the door is an abandoned ritual room containing a broken [[Mirror of Loss]] and a {{RarityItem|Silver Key}}, which unlocks a nearby chest. Leaving the room and returning to the chasm, the party can climb upwards along the rocky outcroppings to reach the area where Yurgir stands once again to claim their reward.
Crossing the chasm to the other side and completing some jumps into an alcove, the party can reach a Stone Door ({{Coords|-663|-721}}). Beyond the door is an abandoned ritual room containing a broken [[Mirror of Loss]] and a {{RarityItem|Silver Key}}, which unlocks a nearby chest. Leaving the room and returning to the chasm, the party can climb upwards along the rocky outcroppings to reach the area where Yurgir stands once again to claim their reward.
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