Let me tell you about my time in the Shark's Teeth region of Shatterscarp back in Avowed. You know that feeling when you're exploring a new area, and you spot a massive structure that just screams 'important'? That was this tower for me. It's this crucial watchtower that can see across the entire land - the kind of place that would give whoever controls it a massive strategic advantage. So naturally, when I heard it had been booby-trapped by unknown assailants, my curiosity was instantly piqued. Who would do such a thing? And more importantly, how do you even begin to approach a climb like that?

Accepting the Quest: First Encounters
Now, depending on how you approach the area, your first contact might be different. I came in from the north, and let me tell you, seeing that tower looming to my right was quite the sight. But some of my friends approached from the south and ran into a rather sketchy-looking Aumaua first. Whichever way you come from, you'll eventually come across an injured Aedyran soldier who's in pretty bad shape. The poor guy is begging for his life after taking a grievous wound. Whether you decide to help him or not (and honestly, who wouldn't at least try?), he'll give you the crucial information: the tower has been taken over by a group called the Thirdborn, and they've rigged the entire structure with traps.
So there I was, appointed as the Envoy with the job of climbing this death trap of a tower. My mission? Find out who's behind the booby-trapping and put a stop to it. Simple enough, right? Or so I thought.
The Ascent: A Lesson in Paranoia
Getting to the top of that tower was one of the most tense experiences I've had in recent gaming memory. Let me share the three golden rules I learned the hard way:
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👀 Always Watch Your Feet - I mean really watch them. Every single step matters.
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🚫 Never Open a Chest - This one seems obvious in hindsight, but in the moment? The temptation is real.
You'd think following these principles would make the climb straightforward, but here's the thing: even with perfect attention, there's still a good chance you'll trigger something. I remember thinking, 'How hard can it be to avoid pressure plates and tripwires?' Well, let's just say I learned some humility that day.
The climb itself is quite long, but what surprised me was how many different paths there were to the top. I had brought an ice weapon with me (always prepared!), which let me access a back entrance almost immediately. But if you don't have ice capabilities, you'll need to carefully maneuver along the cliffside at the back. And here's the kicker: the higher you go, the more dangerous the traps become. It's like the designers were actively trying to increase my blood pressure with each floor!
The Turning Point: That Beautiful Lever
After what felt like an eternity of careful stepping and near-misses, I finally reached a point near the top where I found... a lever. And next to it, a note that promised it would deactivate all the traps. Can you imagine my relief? I practically kissed that lever before pulling it!
But don't get too excited - you're not done climbing yet. After the lever, there's still some platforming to do. You'll need to navigate through scaffolding, climb a set of stairs, and jump across some strategically placed boxes to finally reach the very top. It's almost like the game is saying, 'Okay, we'll turn off the instant death traps, but you still need to earn this.'
The Confrontation: Diplomacy or Bloodshed?
At the top, I finally met the occupants: Katoa and Haiako, two Aumaua who were... less than thrilled to see me. Being Aedyran didn't help my case either. They were immediately on guard, weapons at the ready. Interestingly, I learned later that if you have a companion named Kai with you, they're slightly more receptive. But in my case, it was just me and my diplomacy skills (or lack thereof).
Here's where things get really interesting - there are three possible outcomes to this encounter:
| Outcome | Requirement | Result |
|---|---|---|
| They Stay | Low Resolve (<11) | Thirdborn keeps the tower |
| They Go | 11+ Resolve | You convince them to leave peacefully |
| They Fight | Any level | Combat ensues, side with Aedyrans |
I managed to pass the Resolve check (barely!), which let me convince them that any harm to me would bring the full might of my allies down on the Thirdborn. The tension in that moment was palpable - one wrong word, one misstep, and it would have been a battle on that narrow tower top. And let me tell you, fighting on a small platform at that height? Not my idea of a good time.
Rewards and Reflections
So what do you get for all this trouble? Well, the experience rewards are significant:
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6,600 XP if you fail the Resolve check
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9,900 XP if you succeed (like I did! 🎉)
But beyond the experience points, this quest represents something really special in modern gaming design. Think about it: How often do you get a mission that's equally about careful navigation, environmental puzzle-solving, and meaningful dialogue choices? The tower climb teaches you patience and observation, while the confrontation at the top tests your character's persuasive abilities.
Looking back from 2026, I can see how this quest in Avowed really pushed boundaries. It wasn't just about getting from point A to point B - it was about the journey, the tension, the multiple approaches. You could:
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Go in guns blazing (or spells casting)
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Take the diplomatic route
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Use environmental advantages (like that ice weapon shortcut)
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Or some combination of all three
And that's what makes it memorable, isn't it? When a game gives you genuine choices that affect the outcome, when the environment itself becomes a character in the story, when you finish a quest and immediately want to tell your friends about it... that's when you know you've experienced something special.
The Shark's Teeth tower quest stays with me because it asked important questions: How far will you go for strategic advantage? Can you see past racial tensions to find common ground? And most importantly, can you watch your step while contemplating these deep questions? Because trust me, those pressure plates don't care about your philosophical musings!