![]() If you stay in the dark, you'll get infected by the Shadow Curse and this can be a quick way to lose your entire party. There are nearby braziers which you can light, and torches work in a pinch too. You'll need the Harpers to be alive in order to access a key location later in this area.īefore you do anything else in this fight, get to a light source. Losing them during battle is possible, so it's worth healing them up if you can. This fight can be tricky, but you'll have the Harpers on your side to help. You can choose to run or hide, but most options here will lead to you joining a battle against a group of 6 Shadow creatures. The Harpers are suspicious of you at first, but one of their party members ends up getting snatched away by something in the shadows. Keep an eye out for barrels and chests to loot as you keep heading southwest.Īs you walk down a gnarled bridge made of roots, you will encounter a group led by Harper Lassandra. She will theorize that this is because she's a follower of Shar, and note that you must keep an eye out for locations relevant to Shar, like Temples. The land around you is dark and foreboding, and the target area is far to the southwest.Īs you go, Shadowheart will comment on the fact that the Shadow Curse does not seem to be affecting her as much as the others. When you enter the Shadow-Cursed Lands, your party will stop to observe the Shadow Curse and comment on how it feels. It's worth saving your game, too, as this area of the game gets significantly tricky. Make sure that you've got a torch equipped and out before progressing. When you're back from camp, walk through the archway and up to the door leading to the Shadow-Cursed Lands to continue. Speaking to Gale before you leave will show you that Gale is determined to follow through with the suicide mission. This will end Gale's life, and he seems heartbroken that Mystra would will this.įor now, you'll need to press on and leave the camp to continue. The interaction with Elminster essentially stabilizes Gale's condition, at the price of Gale promising to find the Heart of the Absolute and detonating his powers. If he does not consume enough magic - or Weave, as he calls it - he will explode with enough power to wipe out a city at the very least. This power is a result of a clash with the Goddess Mystra, his former lover, and has essentially turned Gale into a ticking time bomb. The interaction here won't make a lot of sense unless you've made progress with the Companion Quest The Wizard of Waterdeep, but Elminster will inform Gale that Mystra wants him to use his condition to defeat the Absolute.Īs a quick summary, Gale is inflicted with a terrible power that requires him to consume magical artefacts to stay alive. ![]() ![]() You'll need to meet up with him at your camp in order to progress here and learn more about what he wants. If you have Gale in your party, you'll encounter an NPC initially shown as Weary Traveller, who is immediately revealed as someone Gale knows called Elminster Aumar.Įlminster will inform your party that he has a serious message for Gale, but complain that he's been on the road too long and needs some food. Head up the stairs to the left to continue. Torches are about to become very important in this part of the game. The chest is worth lockpicking before you press onwards, as it usually contains some strong potions and a spare torch. Once you're out of the elevator, you'll be in a room with two staircases and a locked chest in front of you. This Walkthrough follows on immediately from the Underdark route to Moonrise Towers, and starts from the Grymforge elevator exit. ![]()
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