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23.09.2023 - 01:03 / screenrant.com / Ketheric Thorm
Entering the Shadowfell is a major moment in Act 2 of , but whether it's better to enter it before or after taking on Moonrise Towers isn't always clear. In an RPG full of branching decisions and major consequences, taking the wrong step can sometimes lock off possible quests or storylines, potentially dealing damage to the story or making fights more frustrating as a result. The entrance to the Shadowfell offers a warning to complete other tasks first, but as Moonrise Towers appears to be the ultimate destination of Act 2, the best order for that particular event is more complicated.
The Shadowfell is a dark, nearly colorless plane of existence in the universe of the Forgotten Realms, the setting that utilizes. In Act 2 of the game, it can be accessed through a portal found in a temple of the dark goddess Shar underneath a mausoleum. Accessing the portal will require completing the Gauntlet of Shar, which tests various attributes of anyone who attempts its daunting trials. This task appeals particularly to Shadowheart as an aspiring Dark Justiciar of the goddess, but it can be completed by any party willing to undergo the challenges.
Related: How To Solve The Gauntlet Of Shar Puzzle In Baldur's Gate 3
Although Moonrise Towers might seem like a more legitimate point of no return, there's a good reason for the game to fire up a warning prompt in front of the Shadowfell instead. The presence of tadpoles inside of party members' heads makes them appear to hold the coveted status of True Soul to inhabitants of Moonrise, granting peaceful passage so long as the party doesn't take the initiative themselves. Taking on the Shadowfell before Moonrise destroys this opportunity, tossing away a number of potential avenues to explore and possibly making for a more difficult finale to Act 2.
Perhaps the most important quest within Moonrise Towers for parties attempting to help everyone they can is the rescue of the tieflings and deep gnomes, with both parties featuring several imprisoned characters inside the tower's cells. Entering the Shadowfell beforehand will make it impossible to complete this quest and lock off a number of other interesting encounters inside while stepping inside Moonrise first won't make it impossible to visit the Shadowfell. Even for villainous groups, there's no advantage to this path, as any decision made in the Shadowfell will only serve to lock off possible paths.
The necessity of entering the Shadowfell enters when the time comes to face off against Ketheric Thorm, who controls Moonrise Towers and stands as an obvious threat and final challenge of Act 2. A party attempting to side with Ketheric will also have to venture into the Shadowfell, as he is as concerned with securing the
This week on the Eurogamer Newscast, we discuss Sony's newly-announced PlayStation 5 «Slim», which is set to launch in the US next month.
Beating Marcus and saving Isobel in is a divisive moment in Act 2 of the CRPG. The Last Light Inn presents itself for the first time when you venture into Act 2 and stumble upon a few Harpers that are making their way through the Shadow-Cursed Lands. How you will interact with them and the residents of the only haven in the region is entirely up to you, as you can be running an evil playthrough in . Regardless, a pivotal moment in the Last Light Inn will be vital to the rest of your time in Act 2.
Thrumbo, an oddly-named zombie, can be either friend or foe to the party. In order to meet him, they'll first have to get through Wyrm's Rock Fortress and into the Lower City of Baldur's Gate. Once inside, they may spy the majesty of Philgrave's Mansion. Knock on the door (or sneak through the hole in the back), and Mystic Carrion will offer a cold greeting. He's an undead mummy, and he operates a fine little shop with some great gear for spellcasters. But more importantly, he needs the party to find his lost thrall. In return, he promises a magic item.
Pandirna isn't a character that every campaign will run across, but encountering her can lead to some interesting choices in Act 1 of the game. One of the tieflings that can be found in Druid Grove, Pandirna isn't easy to stumble upon in the way that most of the refugees are. Instead, she can be found inside a locked hut, which requires a bit of sneaking to enter without triggering any onlookers or guards. The tiefling is guarding a chest inside, although all she can really do to guard it is slump against the side.
As part of a late-game quest in , players can decide either to join the murderous Church of Bhaal or to defy it. This takes place during their introduction to Sarevok, one of the Church's leaders and a recurring antagonist from earlier titles. The party first meets him at the conclusion of the "" quest line. In it, players collaborate with the hollyphant Investigator Valeria, helping to solve a series of mysterious killings around the outskirts of Baldur's Gate. They eventually discover a list of targets, and Valeria urges them to enter Wyrm Rock Fortress and the city proper to continue their inquiry.
In a similar vein to base , the main story of the DLC has several major decisions which can drastically change the story, which rewards are obtained, and endings for both the DLC's story and the story of the main game. Taking place around the time of the later parts of 's main story, has V delving into a sectioned-off area of Night City known as Dogtown, pulled into a mission to save the president of the NUSA from a crash by the enigmatic Songbird in exchange for a promised cure to V's terminal condition.
Using a Cleric Multiclass in is an excellent way of optimizing your character’s potential as a divine damage dealer or a team supporter. Multiclassing is a feature available in Larian Studio’s popular turn-based RPG that essentially allows you to undertake two distinct classes and level them up with a single character. Doing so will open up your list of potential skills, thus giving you completely different approaches to the game. Using some of the best Multiclass combinations allows you to expand your character’s range of abilities, making them a more skilled healer or perhaps a more versatile DPS.
It's easy to see why someone would be conflicted over Raphael's deal in . He makes a lot of big promises: he can fulfill the party's wildest dreams, he can help Astarion finish his personal quest to undermine his former master, and, perhaps most importantly, he says he can cure Tav of their parasitic tadpole. Raphael's is one of many cures dangled in front of the party throughout the game, which vary greatly both in efficacy and veracity. While it quickly becomes pretty clear that Auntie Ethel's help isn't all that she promises in , Raphael's confidence and apparent power make his deal sound more tempting.
While venturing through Act 1, players may stumble across the option to free the artist Oskar Fevras in or simply leave him to his fate at the hands of the Zhentarim. This, like many others in the game, seems like a rather inconsequential decision to make, but one that eventually connects to a larger side quest, much later in the game, however. This is one of the essential quests before Act 2, even if it does seem like something worth missing out on initially. The decision to free him may seem difficult, mainly because it can cost a meaningful amount of gold.
Playing the first game before seems like the natural step, as the new Nintendo Switch title is a sequel to the original one. Nevertheless, that can be quite complicated, as the previous game was released for a previous generation of consoles. While ’s release is on the Nintendo Switch, the first came out in 2016 for the Nintendo 3DS. As such, access to it at this point can be somewhat difficult.
Thisobald Thorm has a memorable presence in Act 2 of , but deciding on the best way to deal with him isn't always easy. The Shadow-Cursed Lands of Act 2 are full of looming darkness and threatening encounters, but a few semi-abandoned locations play host to possibly more peaceful encounters. One of these is the Waning Moon, an old brewery currently occupied by a monstrous barkeep and a variety of ghouls. This barkeep is a strange, Frankenstein-like creature who can seem intimidating, but it's possible to initiate a conversation with Thisobald Thorm without pulling out a blade.
The decision of killing or saving Mizora in can be a confounding one, as the outcomes of each possible choice are not always clear. Mizora is an evil-aligned character who is revealed during Act 1 of the game and acts as a constant presence in Wyll’s questline. As such, choosing how to deal with her can be complicated, as choices may not always lead to what sprouts from rational thinking. This is true with many instances in the game, such as standing by Shadowheart in and helping her reach her faith-related goal of becoming a Dark Justiciar.