Gauntlet of Shar
Deep beneath the Grand Mausoleum in the Shadow-Cursed Lands, this ancient Sharran testing ground challenges adventurers with trials, traps, and demonic inhabitants. Players must conquer three trials of Shar and confront the orthon Yurgir to gather Umbral Gems and claim the Spear of Night. These relics ultimately grant access to the Shadowfell, where the Nightsong is held and Shadowheart's fate as a Sharran devotee is determined.
- Region
- Shadow-Cursed Lands
- Levels
- 7-9
- Getting there
- North-west of the Grand Mausoleum waypoint, enter the Grand Mausoleum and solve the painting button puzzle (Moonrise Towers, Grief, General) to reveal the secret traversal platform descending into the temple (X: -822, Y: -752)
- Connects to
- Grand Mausoleum, Silent Library, Shadowfell
- Related quests
- Daughter of Darkness · The Chosen of Shar · Find Ketheric Thorm's Relic · Find the Nightsong · Kill Raphael's Old Enemy
- Services and people
- Balthazar · Yurgir · Nessa · Flesh · Lyrthindor
- Enemy types
- Fiends · Undead · Monstrosities · Beasts · Humanoid shadows
The short version
What matters
- •Conquering the three Trials of Shar and looting Yurgir grants all four Umbral Gems required to unlock the final doors down to the Shadowfell.
- •Solving the Riddle of the Night inside the Silent Library secures the Spear of Night, the essential quest weapon for Shadowheart's storyline.
- •Defeating Yurgir satisfies Raphael's bargain regarding Astarion's infernal scars and awards the rare Hellfire Hand Crossbow.
Common mistakes
- •Submerging into the pool at the Verge of the Shadows before finishing outside Act 2 content; doing so permanently advances the world state and locks out unfinished quests.
- •Attacking another companion's duplicate during the Self-Same Trial, which inflicts the crippling Cheater's Folly attribute penalty on your character.
- •Forgetting to manually search the dark floor of the Self-Same arena after the mirror fight, which causes players to overlook the powerful Killer's Sweetheart ring.
What you can skip
- •Bargaining peacefully with the dungeon rats, as their tiny cache yields far less value than fighting Lyrthindor for his unique Sharran equipment.
Walkthrough
The area in the order you play it. Tick things off as you go: they tick off in the checklists below too.
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1
Shar's Entrance Statue Puzzle
After arriving via the traversal platform and activating the Gauntlet of Shar Waypoint, enter the grand entrance hall where a statue of Shar sits encircled by an invisible forcefield. Pull the four levers located in the corner alcoves to lower the Mystic Candelabras, extinguish each candelabra along with all personal light sources, and read the glowing purple floor runes to locate the safe gaps. Slip through the gaps to touch the Umbral Gem on the central pedestal to extinguish it and open the heavy stone doors ahead.
Tip: Ungrouping a single companion makes navigating the forcefield gaps much easier without bumping party members into the repelling barrier.
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2
Central Corridor Skirmish
Push forward through the newly opened doors into the main hallway, where you must fight through waves of Reconstituted Duelists and Marksmen while prioritizing the glowing Umbral Tremors spawning them. Once the corridor is clear, defeat the remaining Justiciars outside the western door where Balthazar's forces are fortified, triggering the doors to unseal so you can enter his laboratory.
Key fight: Umbral Tremor DefenseTip: Focus all high burst-damage attacks directly onto the Umbral Tremors before they can summon additional Dark Justiciars.
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3
Balthazar's Laboratory
Speak with Balthazar inside his workshop to discover his mission to retrieve the relic for Ketheric Thorm, and pass a DC 14 Persuasion check to receive the Summon Golem Bell. If you wish to eliminate him now rather than during later climactic encounters, initiate combat to defeat Balthazar alongside Flesh and his undead sentinels before exploring the rest of the temple.
Key fight: BalthazarTip: Slaying Balthazar right here in his laboratory prevents an exponentially more hazardous encounter later on in the Shadowfell.
Watch out: Attacking Balthazar before speaking with him locks you out of the Summon Golem Bell, and stealing the jarred remains labeled Mother Dearest from his shelf will trigger immediate hostility.
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4
Head down the western corridor to offer blood at the first two trial altars, pre
tip: Enter the Self-Same Trial unequipped or strip down beforehand to spawn unarmed, fragile clones before re-equipping your gear to crush them effortlessly.
Key fight: Self-Same TrialTip: Enter the Self-Same Trial unequipped or strip down beforehand to spawn unarmed, fragile clones before re-equipping your gear to crush them effortlessly.
Watch out: In the Self-Same Trial, attacking a clone designated for a different companion inflicts the severe Cheater's Respite curse (-1 to all ability scores per infraction until a long rest).
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5
Faith-Leap Trial and the Silent Library
Proceed down the corridor to the Faith-Leap Trial, where you must follow the engraved floor map in front of the altar (or use Flight/Grant Flight) across the invisible chasm to collect the third Umbral Gem. Next, descend into the Silent Library, defeat the central Librarian orb to dispel the silencing aura, and disarm the trapped bookshelves to loot the book Teachings of Loss: The Nightsinger. Insert this book into the Riddle of the Night plinth to unlock the inner vault, where you can collect the Dark Justiciar Helmet from the gilded chest along with the Spear of Night and the Dark Justiciar Half-Plate from the altar.
Tip: Casting Daylight or throwing light sources onto the chasm tiles in the Faith-Leap Trial briefly outlines the invisible pathing edges.
Watch out: If you fail to obtain the Spear of Night from this vault, Shadowheart cannot fulfill her destiny or decide the fate of the Nightsong.
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6
Confronting Yurgir the Orthon
Move to the ruined eastern wing, flanking through the upper broken walkways to loot the Boots of Brilliance from a locked Heavy Chest before approaching the orthon's lair. Confront Yurgir, Nessa the displacer beast, and his Merregons by either taking them down in open combat, dissecting his contract to trick him and his minions into self-destruction with high Charisma checks, or agreeing to investigate his contract; once he perishes, loot his fourth Umbral Gem and the Hellfire Hand Crossbow.
Key fight: YurgirTip: Sneaking up via the eastern broken upper tier gives you high ground and prevents Yurgir from surprising you with an ambush barrage of Orthonian explosives.
Watch out: Assisting Yurgir by finding a way to break his contract peacefully denies you the Hellfire Hand Crossbow and breaches Raphael's deal, driving Astarion to abandon your party unless you pass difficult approval checks.
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7
The Sharran Rats and Lyrthindor
Head to the base of Shar's towering statue near the cragged rock path to encounter swarms of talking rats using Speak with Animals. Decline their bribery stash and eliminate the rat waves until they coalesce into Lyrthindor, the last surviving Dark Justiciar. Defeat Lyrthindor in battle to complete the terms of Yurgir's contract and claim the Justiciar's Scimitar and Justiciar's Greatshield from his body.
Tip: Area-of-effect spells like Spirit Guardians, Fireball, or Wall of Fire wipe out the surging rat swarms almost instantly.
Watch out: Accepting the rats' treasure deal causes them to disperse, permanently preventing Lyrthindor from spawning and cutting off this resolution route for Yurgir's contract.
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8
The Pedestals of Reckoning to the Verge of Shadows
Return to the central chamber and place one Umbral Gem into the first Pedestal of Reckoning to power the floating traversal platform down across the chasm. At the lower landing, insert the remaining three Umbral Gems into the second Pedestal of Reckoning to open the final stone doorway and unlock the Verge of the Shadows Waypoint. Step up to the edge of the pool to trigger the transition prompt leading into the Shadowfell, but do not submerge until all pending quests across Act 2 are concluded.
Tip: A Knock spell can unlock the final doorway if you somehow misplaced an Umbral Gem during the trials.
Watch out: Entering the pool at the Verge of the Shadows is an irreversible point of no return for Act 2 that locks out open quests, resolves the status of Moonrise Towers, and makes unlooted items inaccessible.
Choices here
What you decide here and what it leads to.
Dealing with Balthazar
West wing lab encounter
- Kill Balthazar now→ fight him and Flesh in his lab, permanently removing him before the Shadowfell
- Cooperate with Balthazar→ pass a DC 14 check to gain the Summon Golem Bell to summon Flesh later; fight a much harder Balthazar in the Shadowfell
Most players pick: Kill Balthazar now
Defeating him in his lab is significantly easier than facing him alongside his horde in the Shadowfell.
The Last Justiciar & Swarm of Rats
Interacting with the talking rats at the base of Shar's statue
- Make a deal→ the rats grant access to a hidden cache, but you fail the chance to help Yurgir
- Refuse/Attack the rats→ defeat the swarms and kill the manifested Justiciar Lyrthindor, breaking the loophole in Yurgir's contract
Most players pick: Refuse/Attack the rats
Making a deal locks out breaking Yurgir's contract for good.
Raphael's Contract with Yurgir
Approaching Yurgir in the east wing
- Kill Yurgir (via combat or talking him into suicide)→ completes Raphael's deal for Astarion's quest, drops the Hellfire Hand Crossbow and an Umbral Gem
- Break the contract (kill Lyrthindor first)→ spares Yurgir here and yields the gem freely, but Raphael immediately ensnares him in a new contract anyway and Astarion loses Raphael's info
Most players pick: Kill Yurgir (via combat or talking him into suicide)
Siding with Yurgir causes severe disapproval from Astarion, whereas killing him satisfies Astarion's companion quest.
Silent Library Riddle and the Spear of Night
Plinth in the Silent Library
- Insert "Teachings of Loss: The Nightsinger"→ unlocks the inner sanctum to loot the Spear of Night and Dark Justiciar Helmet
- Ignore the library/riddle→ you miss the Spear of Night entirely
Most players pick: Insert "Teachings of Loss: The Nightsinger"
Entering the Shadowfell without the Spear of Night locks Shadowheart out of her Dark Justiciar path.
Bringing Shadowheart to the Verge of Shadows Pool
Pool to the Shadowfell at the Verge of Shadows
- Bring Shadowheart along→ continues her personal quest (*Daughter of Darkness*) into the Shadowfell
- Leave Shadowheart at camp→ she confronts you upon returning, permanently and hostilely leaves the party for good
Most players pick: Bring Shadowheart along
Leaving Shadowheart behind permanently destroys your relationship with her.
Stepping into the Shadowfell Pool
Verge of Shadows pool prompt
- Enter the pool→ triggers the definitive point of no return for Act 2; permanently cuts off Act 1 areas and locks incomplete Moonrise Towers/Wilderness quests (e.g. rescuing Tieflings/Gnomes)
- Turn back→ lets you finish all remaining Act 1/Act 2 side quests and Moonrise infiltrations first
Most players pick: Turn back (until all side content and Moonrise rescues are complete)
Major Act 2 point of no return.
Checklists
Don't miss 0/10
Secrets
0/1
Key fights
Enemies: Umbral Tremors, Deep Umbral Tremors, Dark Justiciars, and a Justiciar Crusader (assisted by Balthazar's Apostate Ghouls and Skeletal Servants)
Threats: Tremors repeatedly summon Dark Justiciars via Permit Passage each turn, while the Justiciar Crusader hits with high martial damage and Justiciars carry Radiant Retort, which reflects double radiant damage back to the attacker
Weaknesses and resistances: Tremors are vulnerable to Radiant damage and resistant to physical damage, acid, cold, and fire, while completely immune to necrotic, poison, psychic, and thunder; Dark Justiciars have Sunlight Sensitivity
Tactics: Hold chokepoints along the western hallway outside Balthazar's chamber, ignore summoned adds initially to prioritize bursting down the Umbral Tremors with ranged attacks and Radiant bursts, and let Balthazar's allied undead tank the frontline
Rewards: Access to Balthazar's outpost chamber, experience points, Dark Justiciar equipment (such as Justiciar Greatswords and scythes), and camp supplies
Enemies: Balthazar, Flesh (Flesh Golem), and Skeletal Sentinels
Threats: Animate Dead, Cloudkill (poison damage), Ray of Sickness, and Misty Step; Flesh features Berserk, multi-attack slam attacks, and high bludgeoning damage
Weaknesses and resistances: Immune to poison damage; vulnerable to physical damage control via Silence, Counterspell, and burst piercing/slashing damage; Flesh is susceptible to Fire and Acid to prevent regeneration
Tactics: Cast Silence over Balthazar's starting position or use Arrows of Arcane Disruption at the threshold of his laboratory room to shut down his spellcasting, bottle neck Flesh in the entrance doorway with grease or ice surfaces, and burst down Balthazar before he can cast Cloudkill
Rewards: Circle of Bones, Moonlantern, supply crates, and safe passage through the Gauntlet of Shar
Enemies: Shadow Clones / Mirror Images of the player's current party members
Threats: Exact copies of party spells, abilities, feats, and equipment, plus the passive Cheater's Folly curse (which afflicts a character with -1 to all ability scores if they attack a clone other than their own) and inherent Invisibility spamming
Weaknesses and resistances: Clones share all base mortal weaknesses of the party members they reflect, lack legendary resistances, and are vulnerable to See Invisibility and ambush burst damage
Tactics: Unlink party members to sneak in individually, use See Invisibility (or Volo's Ersatz Eye) to spot clones hiding on the upper stairs and flanks, and have each party member exclusively engage their own duplicate to avoid Cheater's Folly
Rewards: Umbral Gem, Killer's Sweetheart ring (looted from the final defeated clone)
Enemies: Yurgir the Orthon, Displacer Beast (Nessa), and Merregon Legionnaires
Threats: Invisibility, Orthonian Concussive Blast, Hellfire Crossbow explosive volleys, throwing Orthon Explosives (delayed timed fire/thunder bombs), and high-ground vantage ambush
Weaknesses and resistances: Resistant to cold, bludgeoning, piercing, and slashing from non-magical attacks; completely immune to fire and poison; vulnerable to having his timed Orthon Explosives thrown back at him or being persuaded to kill his own forces via high DC dialogue checks
Tactics: Sneak up to the high-ground broken masonry ambush ledge instead of walking into the central lower ruins chokepoint, throw thrown explosives back at Yurgir's feet before they detonate, focus down the Displacer Beast with burst melee/radiant damage, and use Banishment or CC on Yurgir to clear the Merregons
Rewards: Hellfire Hand Crossbow, Boots of Brilliance, Umbral Gem, and Raphael's quest progression for Astarion
Enemies
A heavy-hitting fiend who throws explosive orbs and can be outsmarted into killing his minions and himself via high Charisma dialogue checks.
A powerful necromancer of the Absolute who raises swarms of undead fighters if combated within his inner sanctum.
Void portals that continuously summon waves of Sharran undead until destroyed.
Tips
- In the Self-Same Trial, hitting a duplicate of a party member other than your own applies the Cheater's Folly curse, which drastically lowers your ability scores until your next long rest.
Not listed for this area: shops and people.
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