Through a Mirror Darkly

''You find a small hand mirror as you enter the foyer of Oldstone Hall. The image in the mirror is dark and murky, but the glass pulses with a mysterious power.'' {{Quest
 * name       = Through a Mirror Darkly
 * adpack     = Shadowfell Conspiracy
 * level      = 16
 * epic       = 26
 * duration   = long
 * solo       = 5103
 * normal     = 8855
 * hard       = 9205
 * elite      = 9555
 * ecasual    = 24668
 * enormal    = 42314
 * ehard      = 43515
 * eelite     = 44716
 * loc        = Oldstone Hall
 * bestower   = Jacinta Last
 * npc        = Jacinta Last
 * zone       = Wheloon Docks
 * patron     = Purple Dragon Knights
 * favor      = 7
 * free       = no
 * extreme    =
 * othermap   = yes
 * thirdmap   = yes
 * maplegend  = no
 * mappic     = Map through a mirror darkly.jpg
 * mappic2    = ThroughAMirrorDarklyGuide.png
 * mappic3    = MirrorGuide.png

The headstrong adventurer Oriphaun Huntsilver has learned that the Netherese have obtained a Nether Scroll - and he wants you to help him take it away from them.
 * loadingpic = Questloading ThroughAMirrorDarkly.jpg
 * overview   = {{Shadow Over Wheloon}}

Go to Oldstone Hall inside Wheloon Prison, and meet Oriphaun Huntsilver there. | objective_1  = Help Oriphaum retrieve the Nether Scroll | objective_2  = Use the Mirror of Shadows in your possession to enter the Shadowfell | objective_3  = Gather Light Orbs (4 total) | objective_4  = Gather Shadow Orbs (4 total) | objective_5  = Defeat the Shade Wizard, Tyvrus | optional_1   = Defeat Auralace the Arcane Assassin | opt_percent_1 = 15 | optional_2   = Defeat Cygl'ghax the Shadow Beholder | opt_percent_2 = 22 | optional_3   = Defeat Jannek the Howler Master | opt_percent_3 = 10 | optional_4   = Find all the Archwizard's Orders (4 total) | opt_percent_4 = 15
 * Darovic Cholney can teleport you to the quest for free once you have completed the full chain.
 * traps= Trap DC
 * Blades in the secret chest room on top floor, south side (pressure plate should be disarmed on Material Plane). On Epic you can only disarm the trap in the Shadowfell-side plane.
 * Spell Ward on Top floor, North. May appear on either normal or shadowfell side. Does not always appear.
 * Trap in Top floor, SE room.

Strategy
A common strategy is to split up to do both north and south sides simultenously, especially if run on EN in epics. The trapper should go south to do the traps there. Note that if you trigger the spell wards too many times, they will disappear, do not trigger them to avoid this.

Main Hall

 * Put the mirror of shadows on your hot bar and use it every time something is blocking your path, like the stone wall behind Oriphaun.


 * Switch to shadow side. Get the orders next to the stairs. They look like a sparkling book.


 * Orders and shadow orbs are always on the shadow side.


 * Light orbs are always on the light side.

North Route Bottom Floor

 * Switch to light side Enter the north hallway. Switch to shadow side. Enter the first room and get the orders.


 * Go to the NW corner of the map. Before entering the NW corner room, switch to light side. Enter the NW corner room and get the light orb.


 * Go to the NE corner of the map. Before entering the NE corner room, switch to shadow side. Enter the NE corner room and get the shadow orb.


 * After getting the shadow orb, go south to do the howler optional. You will need to switch to shadow side after entering the room on your right.


 * Go back to the north hallway and use the stairs to go up to the second floor.

North Route Second Floor

 * It is possible for the north hallway on the second floor to have a spell ward. The spell ward is not always present.


 * Go to the NW corner of the map. Enter the room, then switch to shadow side to get the shadow orb.


 * Go to the NE corner of the map. switch to shadow side. Enter the room to get the orders


 * Go south to the eastern hallway. The eastern room contains both a light orb on the light side and orders on the shadow side.


 * The eastern hallway has an entrance to the balcony on the shadow side. The entrance to the balcony has a shadow orb and if you drop down, you can do the beholder optional. The beholder does not have an anti-magic cone, so you can safely use death ward and other buffs before fighting it.


 * After killing the beholder, switch to light side and open the door to enter the main hall again. Place shadow orbs on the pedestrals.


 * Switch to shadow side and cross the bridge to place the light orbs on the pedestrals.

South Route Bottom Floor

 * Go south.


 * Take the first left and enter the first room on your left. Some friendly NPCs may be fighting here. Take the shadow orb.


 * Go to the SE corner of the map. Before entering the room, switch to light side. Enter the room and take the light orb.


 * Backtrack to the south hallway and enter the room with the stairs that lead to the second floor. Switch to shadow side before climbing the stairs.

South Route Second Floor

 * Go SW. After entering the SW corridor, there is a secret door leading to a pressure plate. The plate is present on both light and shadow sides, but can only be disarmed on one side.


 * Go back to the hallway and go west to the door to the SW corner room. Enter the room, but stop right after the doorway. Immediatley switch to light side to avoid the shadows.


 * Kill Auralace and take the light orb. Auralace will periodically switch to the shadow side, but will re-appear on the light side to fight you so there is no need to follow her there. If she gets stuck on the shadow side, you will need to go to the shadow side to fight her however.


 * Go to the SE corner on the second floor. Switch to light side before opening the door. There is a spell ward behind this door.


 * Head north to the eastern hallway. The eastern room contains both a light orb on the light side and orders on the shadow side.


 * If you are a trapper, you should also check the north hallway on the second floor, light side, as a spell ward may have spawned there.


 * The eastern hallway has an entrance to the balcony on the shadow side. The entrance to the balcony has a shadow orb and if you drop down, you can do the beholder optional. The beholder does not have an anti-magic cone, so you can safely use death ward and other buffs before fighting it.


 * After killing the beholder, switch to light side and open the door to enter the main hall again. Place shadow orbs on the pedestrals.


 * Switch to shadow side and cross the bridge to place the light orbs on the pedestrals.

Boss Fight

 * The boss will switch to the shadow side after taking a minor amount of damage, so most of the party should wait on the shadow side.


 * Trash mobs will spawn on each side, but the assassins will spawn on the shadow side which are much more dangerous due to their whirling chain attack that will keep stacking damage.


 * The boss will switch between each side at certain time intervals, so you will want to kill him as quickly as possible. Every time the boss switches sides, trash will respawn, but this can be avoided if you keep one of them alive.


 * misc=
 * This quest takes place in two near-mirror dimensions: the light and the shadow side. They can be distinguished by the mini-map; the Shadowfell's mini-map has a purplish tinge, while the real world's mini-map is the normal black.
 * Acid, Cold, and Fire resistance are helpful.
 * You may come upon some hostile Dragon Knights and War Wizards; they're being controlled by Shadow Puppeteers, and if you kill *these* the Cormyreans will switch sides.
 * Upon entering the quest, each player receives a that can be used to travel to the other dimension.
 * Players need to switch dimensions to bypass blocked doors and collect four orbs in each dimension. Character/group location on the map is very important - check frequently as a passageway may continue in the "other" dimension.
 * It is not advisable to switch dimensions into the middle of an unexplored room as this can drop a player right into a group of Shades and Shadar-Kai Assassins, resulting in a swift death on elite difficulties.
 * Look for the round pedestals, which cue you that an orb may be present but in the other dimension.
 * Good stealth skills, in combination with knowledge of the orb's location, will allow you to easily teleport yourself behind enemies. Move in Sneak, pick up an orb and return to the other dimension without anyone detecting you. This is especially advised against Auralace, a seriously powered mage.
 * Using the mirror disables Sneak but does NOT remove Invisibility.
 * You have to place the 4 Shadow Orbs in their Shadow Pedestals before you can reach the Light Pedestals, via a magical bridge of solid darkness.
 * Placing all eight orbs in their pedestals opens up a passage to the end fight.
 * During the end fight, Shadar-Kai will periodically spawn in both dimensions and the boss will periodically teleport to the other dimension, leaving behind an invulnerable image of himself. In the Shadowfell you'll be fighting Assassins and Blackguards, while you'll only be facing Shar Worshippers in the real world; he will return in a minute or two, so it may be worthwhile to simply stay in one plane and take the time to heal/rebuff between encounters.
 * Locations of the Light Orbs (all in the real world):
 * The First is in the southeast room on the bottom floor.
 * The Second is in the southwest room of the top floor, guarded by Auralace and several Shadar-kai assassins.
 * The Third is in the middle room off the eastern corridor on the top floor.
 * The Fourth is in the northwest room on the bottom floor.
 * Locations of the Shadow Orbs (all in the Shadowfell):
 * The First is in the room along the south corridor on the bottom floor.
 * The Second is on a balcony on the top floor along the eastern corridor, overlooking the entrance.
 * The Third is on the top floor at the western end of the northern corridor.
 * The Fourth is in the northeast room on the bottom floor.
 * Locations of the Orders (all in the Shadowfell):
 * The First is on a table immediately after you enter the Shadowfell.
 * The Second is in a room off the eastern corridor on the top floor.
 * The Third is in the northeast room on the top floor.
 * The Fourth is in a room off the north corridor, on the bottom floor.
 * Cygl'ghax will appear in a pit just beyond the third Shadow Orb (the one on the balcony); he will only spawn after you've gone over the edge. Note that he doesn't have an antimagic field, so Death Ward will completely protect you from negative levels throughout the fight.
 * devious         = 27-28
 * discreet        = 54-56
 * aggression      = 143
 * onslaught       = 187
 * conquest        = 221-228
 * Neutralization = 2
 * observance      = 3
 * vigilant        = 4
 * mischief        = 47
 * vandal          = 62
 * ransack         = 76
 * bonus_xp_notes  =
 * Traps bonus may not be possible due to trapsmiths.
 * chest= 5
 * One for defeating Cygl'ghax
 * One for defeating Auralace
 * One for defeating Jannek
 * One behind a secret door
 * One end chest
 * collectable=10
 * Real World
 * Cabinet on the first floor, eastern corridor (where Jannek is in the Shadowfell)
 * Cabinet on the first floor, southwestern room (locked)
 * Cabinet on the second floor, northeastern room (where the shrines are in the Shadowfell)
 * Cabinet on the second floor, eastern corridor (where the opening to the courtyard is in the Shadowfell)
 * Cabinet on the second floor, west end of the southern corridor (outside Auralace's room)
 * Shadowfell
 * Cabinet on the first floor, southeast corner
 * Cabinet on the first floor, eastern corridor
 * Cabinet on the first floor, eastern corridor (need to port there from the normal side, outside of Jannek's room)
 * Cabinet on the second floor, southeast corner
 * Cabinet on the second floor, southwest room (where Auralace is in the Shadowfell)
 * npcreward= Always contains the following named Armor, along with three random items

Named Rewards
Named Monsters }}
 * unique= yes
 * monsters=
 * Dragon Knights - human fighters
 * Enforcer Recruits - human fighters
 * Burglar Recruits
 * Trapsmith Recruits
 * Howler
 * Mimics - CR 20
 * Netherese Arcanists - human casters
 * Netherese Mage - human caster
 * Priests of Shar - human clerics
 * Priestesses of Shar - human cleric
 * Shadar-Kai Assassins (CR: HE 23)
 * Shadar-Kai Blackguards (CR: HE 23)
 * Shade
 * Shade Arcanists (CR: HE 24)
 * Shadows
 * Shadow Puppeteers
 * Shadow Stalkers
 * Shar Worshippers - human
 * Trapsmith Recruits - halfling rogues
 * War Wizard - Human wizard
 * Auralace - Red-named Shade, guards one orb
 * Cygl'ghax - Red-named Shadow beholder
 * Jannek - Orange-named Shadar-kai archer
 * Tyvrus - Red-named Shade, final boss