Gauntlet of Shar BG3: How to Survive the Reithwin Maze Without Losing Your Mind

Gauntlet of Shar BG3: How to Survive the Reithwin Maze Without Losing Your Mind

You finally made it through the Shadow-Cursed Lands. Your torch is flickering, your party is exhausted, and then you see it—the Thorm Mausoleum. If you've been playing Baldur’s Gate 3 for more than ten minutes, you know that Larian Studios doesn't just hand out legendary loot. You have to earn it. The Gauntlet of Shar BG3 isn't just a dungeon; it’s a narrative bottleneck that decides the fate of your entire playthrough. Honestly, if you mess up here, you’re looking at losing entire companions or locking yourself out of the "good" endings.

Shadowheart has been talking your ear off about this place since the crash. It’s her time to shine. Or, well, her time to embrace the darkness. The Gauntlet is a massive underground complex built to test the mettle of Dark Justiciars. It’s full of puzzles that range from "oh, that’s clever" to "I am going to throw my mouse out the window." You’re here for the Umbral Gems. You need them to reach the inner sanctum where the Nightsong is held.

Let's be real: most people struggle here because they try to brute-force the mechanics. You can't just smite your way through every door. Well, you can try, but the game will punish you for it.

Getting Through the Door: The Statue Puzzle

Before you even get into the meat of the Gauntlet, you hit a room with a giant statue of Shar surrounded by a mystical force field. It’s annoying. You try to walk up to it, and bam—you’re shoved back. Most players spend twenty minutes trying to Misty Step or Jump through. Don't do that.

Basically, you need to look at the side rooms. There are levers. These levers lower the lanterns hanging from the ceiling. Once the lanterns are down, interact with them to snuff out the light. When the room is pitch black, a purple pattern appears on the floor. That’s your map. You have to navigate the gaps in the glowing lines to reach the gem in the center. If you touch a line, you get repelled. It’s a bit of a "don't touch the lava" game, but with more existential dread. Once you click that central orb, the path opens. Easy, right? Kinda.

The Three Main Trials of the Gauntlet of Shar BG3

Once you meet Balthazar—the charmingly necrotic fellow who’s also looking for the Nightsong—you’ll find the main hub. To move forward, you need three Umbral Gems from three specific trials. You should definitely bring Shadowheart. If you don't, she gets incredibly cranky, and honestly, her unique dialogue here is some of the best writing in the game.

The Soft-Step Trial

This one is all about stealth. Or, if you’re like me, it’s about sending Astarion in solo while the rest of the party hides in a corner. You have to navigate a small maze filled with shadows that patrol the hallways. If they see you, they sent you back to the start.

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There are traps everywhere. Grease bottles, tripwires, the works. You need to reach the end of the corridor and pick a lock (Difficulty Class 10, nothing crazy) to grab the gem. Pro tip: Use a Potion of Invisibility. It’s the ultimate "I don't want to deal with this" button. You can literally walk right past the shadows, grab the gem, and teleport back to the start.

The Self-Same Trial

This is arguably the coolest fight in the game. You walk up to the bowl, offer some blood, and then enter a room where you have to fight... yourselves.

Larian went all out on the AI here. The "Mirror" versions of your party have the exact same spells, feats, and equipment. If your Gale is a glass cannon Evocation wizard, the enemy Gale will Fireball you into oblivion. If your Barbarian is a Berserker, get ready to be shoved off ledges.

There’s a catch, though. You get a nasty debuff called "Cheater's Folly" if you attack a mirror image that isn't your own character’s double. It reduces your Ability Scores. To avoid this, keep your party separated and ensure everyone "claims" their twin. Or, if you want to cheese it, unequip all your gear before starting the trial, then put it back on once the clones spawn. They’ll be naked and unarmed. It’s hilarious, though it does ruin the tension.

The Faith-Leap Trial

This trial is the bane of my existence. It’s a giant room with a seemingly invisible path over a bottomless pit. You can see the faint outline of the path if you look closely at the floor in front of the altar.

Don't try to guess. The map is literally on the floor right at the start. Take a screenshot of it on your phone if you have to. If you stray off the path, your character dies instantly. Not "downed," but dead.

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If you have a character with high Strength and the Enhanced Leap spell, or just use Misty Step/Dimension Door, you can skip most of the pathing. Just be careful where you land. If you land even an inch off the invisible platform, it’s over.

Dealing with Yurgir the Orthon

You’ll notice one gem is missing. It’s not in a trial. It’s being guarded by a massive devil named Yurgir in the eastern wing of the Gauntlet. He’s been stuck here for centuries because of a contract with Raphael.

You have choices here. You can fight him, which is a nightmare because he starts the battle in ambush with a dozen Merregons throwing bombs. Or, you can talk to him. If your Charisma is high enough, you can literally convince Yurgir to kill his minions, kill his pet Displacer Beast, and then kill himself to "escape" the contract. It’s one of the most satisfying "Bard" moments in the entire game.

If you do fight him, watch out for the Orthon Explosives. They go off at the end of the turn. You can actually pick them up and throw them back at him if you're fast enough. Winning this fight (or talking your way out) nets you the final Umbral Gem and some serious approval from Astarion, as it ties into his personal quest.

The Point of No Return: The Verge of the Shadows

Once you have the four gems (and the Spear of Night from the Silent Library—do not forget the Spear!), you can take the elevator down.

Warning: Entering the pool at the bottom is a hard "Point of No Return."

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The game will give you a pop-up warning. Pay attention. This will lock out almost every unfinished quest in Act 1 and Act 2. If you haven't rescued the prisoners from Moonrise Towers or finished Halsin’s quest to lift the Shadow Curse, do it now. Once you go in, the world state changes permanently.

Inside, you face the choice regarding the Nightsong. If you let Shadowheart kill her, she becomes a Dark Justiciar, but the consequences for the region are catastrophic. If you convince her to spare the Nightsong, you find out the truth about her past. It’s a pivotal moment that requires a high Persuasion check unless you've spent the whole game building a high relationship with her.

Technical Nuances and Gear

The Gauntlet of Shar BG3 is also a goldmine for gear. In the Silent Library, you’ll find the Dark Justiciar Half-Plate and the Spear of Night. Even if you don't plan on keeping Shadowheart as a cleric of Shar, this armor is top-tier for mid-game.

Also, keep an eye out for the "Killer's Sweetheart" ring near the Self-Same Trial. It guarantees a critical hit after you kill a creature, which is legendary for Rogue or Paladin builds.

Actionable Strategy for Success

To get through the Gauntlet with your sanity intact, follow these specific steps:

  • Prioritize the Silent Library first: You need the Spear of Night to progress the story. The puzzle involves placing the book "The Teachings of Loss: The Nightsinger" on the pedestal.
  • Split your party: For the Soft-Step and Faith-Leap trials, only send one person. It reduces the chance of AI pathing triggering a trap or falling off a ledge.
  • Long Rest before Yurgir: You’re going to need your spell slots. Whether you're fighting or talking, the stakes are high.
  • Save frequently: The Faith-Leap trial is notorious for "glitching" where characters slide off platforms. Save after every successful jump.
  • Check your quest log: Ensure "Find Zevlor," "Rescue Wulbren," and "Lift the Shadow Curse" are at the appropriate stages before entering the Shadowfell pool.

The Gauntlet is a test of patience as much as skill. It’s the climax of Shadowheart's arc and the gateway to the end of Act 2. Approach it with a plan, and you’ll walk out with some of the best loot and story beats the game has to offer.

Go back to Moonrise and finish those side quests first. You'll thank me later. Once you step into that water, there is no going back. Good luck.