Sunday, April 28, 2024

How to wake Art Cullagh and lift the Shadow Curse in BG3

house in deep shadows bg3

He also has a Multiattack that he’ll use once his HP dips below 40%, allowing him to attack multiple times in one turn. You’ll likely have a hard time getting through this fight without a source of healing. Once you’ve gained entry, your interaction with Malus Thorm can go in several directions.

Speak to Halsin and Thaniel in Camp

The artefact protects you from his influence and violence ensues. If there are enemies remaining in the tower, having Jaheira with you will help ensure that she doesn't get killed. If you killed everyone while escorting Minthara out of the tower, there may be no enemies remaining at all!. Dark UrgeIf you are playing the Dark Urge origin, you may have a couple of origin-specific interactions at this point. You can make a Wisdom (DC 16) check to eavesdrop, but Shadowheart disapproves strongly.

Oliver Hide and Seek Rewards

house in deep shadows bg3

But you can talk to him if you’re returning to this location or just finished playing Hide and Seek. And you’ll gain access to some new dialogue after he asks you to play with him. You will obtain a detrimental task after progressing the storyline a bit more. Shadow enemies will continuously spawn after Halsin leaves and will prioritize attacks against the portal.

Bring Halsin to Art

Go over to them and you will find them sleeping together. The Owlbear Cub wakes up as well so pet him too to unlock the related trophy. She is not an orphan like she was told and her parents are still alive, held captive by the sect that took her.

Traversing through the shadow curse[edit edit source]

Some of the victims inside are yet to turn but there are a total of four Mind Flayers as well. Make a simple Persuasion (DC 10) check to point out that Melodia would not have wanted this. Ketheric is weary of his existence and seems to be already defeated. Nightsong - or rather Dame Aylin - swoops in and announces that retribution has come.

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The Shadow-Cursed Lands

At this point, she will simply give up, giving you a large chunk of XP and unlocking the related trophy. Go through the door immediately to the south where you will find a trapped (DC 10) and locked (DC 14) chest containing a Coruscation Ring. Go through a locked (DC 14) door further along and make a note of the smokepowder barrel in front of the fireplace. Detonate it from a safe distance to create an exit that you can use. Unlock the cage door (DC 18) of the cell and go through. There is a path on the eastern side that you can use to reach a crossing over the river where you will find a sign warning you about the power of the Shadow Curse ahead.

Once Halsin steps through the portal, you’ll have a Shadow Cursed siege on your hands. Halsin will then lead you to the lake’s shore, just outside of Isabella’s lunar protection. Speak to him, and he’ll ask you to defend his portal while he goes to seek Thaniel. Unfortunately, he won’t let you go with him, but it’s for the best. Halsin will tell you how he knows Thaniel, and he’ll have an idea on how to find him.

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Go over to Thorm's remains and remove the Netherstone from his chest. Afterwards, climb onto the platform and use the Neural Apparatus to descend into the depths of the colony. Confirm your intention to go through the door at the end of the passageway. You will receive the Summon Us item which allows you to summon the friendly Intellect Devourer once per Short Rest. The caveat is that a given node can only be part of one pathway. The screenshot below shows the completed puzzle (although there are multiple solutions).

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If you take the Ritual Dagger of Shar, you will be attacked by three undead dark justiciars, the Charismatic Sentinel, the Intelligent Sentinel and the Wise Sentinel. All three enemies have large HP pools and are resistant to most damage types other than radiant. This allows you to grab the Fireheart amulet from a locked (DC 14) chest.

Make a Persuasion (DC 16) check or Investigation (DC 14) check to suggest that his assistants need further training. And then make a Persuasion (DC 21) check to have them hone their skills on each other. Ignore the Grand Mausoleum because the main quest will bring you here later. When they're dead, grab the Lightning Jabber spear from the remains of the chief.

You will see a cultist party approaching led by a drider named Kar'niss who is carrying a lantern. From the ambush area, backtrack to a junction and take the path leading southwest. When you reach another junction, continue south and you will reach the site where the tiefling refugees were ambushed. Before looking for Isobel, you can explore the inn and speak to some familiar faces together with some new ones. If you speak to one of the tiefling refugees, they tell you that their party was ambushed by cultists.

The dog is a lesser shadow creature with no aura around its body. Its hobby is running into its targets, turning invisible, and repeating the cycle. The dog’s disappearing act can be stopped easily by using a simple light source or using an AoE attack. It will make it easier to avoid being spotted by the parents if you are less in number at a time. You will automatically be put into the turn-based mode, during which Oliver will run back and forth in the house to perplex your senses.

The door to the left of the throne leads to the laboratory of Araj Oblodra. If you speak to her, she tells you that she has an offer for you. Enquire further, and she asks for a drop of blood which she will use to make a potion, keeping the remainder for "research".

Back on the ground floor, go through to the Children's Ward where you will find Sister Lidwin fussing over the remains of Arabella's parents, Komira and Locke. You can trap Malus in a loop of reviving his assistants when his turn comes round by targeting them. Make sure that you keep your health above 50% so that he does not get to use his multiattack ability. When you defeat him, you will unlock the related trophy.

At this point, you can make a Persuasion (DC 16) check to have him kill his followers, making fighting him easier. Alternatively, make a Persuasion (DC 16 check) to convince Yurgir that you might be able to find a way to help him. Yurgir's ContractIf you head north, you will catch a glimpse of a Displacer Beast. Follow the beast and Yurgir will reveal himself, saying that you have the smell of Raphael all over you. Continue east up some stairs and look for a gilded chest behind an altar containing the Least Expected shortbow.

The boy runs off invisible behind a wagon in front of the house. You will need some form of detect invisibility to catch him. If you don’t have those things, don’t worry; you can roll perception checks to find him behind the wheelbarrow anyway.

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