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{{UnderConstruction}}
{{Location page
 
| name = The Wyrmway
The '''Wyrmway''' is a [[Location]] a hidden location found in [[Wyrm's Rock Prison]] in [[Act Three]]. 
| alt name =
 
| image = Wyrmway.jpg
There are four trials that you must complete to open the [[The Dragon's Sanctum|Dragon's Sanctum]] where [[Ansur]], a Bronze Dragon resides in.
| image description = The bridge to the Wyrmway  
 
| act = three
| summary = There are four trials that the party must complete to open the [[The Dragon's Sanctum|Dragon's Sanctum]] where {{CharLink|Ansur}}, a Bronze Dragon, resides.
| region = Wyrm's Rock Fortress
| north = The Dragon's Sanctum
| west =
| east =
| south =
}}
== Entering Wyrmway ==
== Entering Wyrmway ==
The entrance is hidden in a passage in the Wyrm's Rock Prison's western block, where two dragon head torches can be found. You can gain access to the secret passage by hitting both dragon head torches with any source of{{DamageType|Lightning}} damage such as [[Shocking Grasp]] or [[Lightning Arrow|Lightning Arrows]]. Alternatively, the Mousehole to Wyrm Rock's Cells, located on the western shore of [[Wyrm's Rock Fortress]], can be used. The secret passage can also be opened by sending your [[Mage Hand|mage hand]] through the mousehole and placing it behind the wall between the two dragon torches on the Wyrmway side. Then simply using the dragon torches with a character on the Wyrm Rock Prison side will open the wall passage. It works if the dragon head torches shine blue. Moving away the mage hand will close the passage.
The entrance is hidden in a passage in the Wyrm's Rock Prison's western block, where two dragon head torches can be found. The party can gain access to the secret passage by first hitting both dragon head torches with any source of{{DamageType|Lightning}} damage such as {{SAI|Shocking Grasp}} or {{SAI|Lightning Arrow|Lightning Arrows}} and then use them. Alternatively, the Mousehole to Wyrm Rock's Cells, located on the western shore of [[Wyrm's Rock Fortress]], can be used. The secret passage can also be opened by sending a {{SAI|Mage Hand}} through the mousehole and placing it behind the wall between the two dragon torches on the Wyrmway side. Then simply using the dragon torches with a character on the Wyrm Rock Prison side will open the wall passage. It works if the dragon head torches shine blue. Moving away the mage hand will close the passage.


== Chambers of Wyrmway ==
== Chambers of Wyrmway ==
Part of the trial is proving that you are a worthy champion to speak with Ansur, to prove yourself, you must pass 4 trials of Courage, Insight, Strategy and Justice. Failing one of the trials would cause you to face hostility.
Part of the trial is proving that the party members are worthy to speak with Ansur, to prove this, the party must pass four trials of Courage, Insight, Strategy and Justice. Failing one of the trials would cause the party to face hostilities.
 
'''Note''': The party will always be awarded XP and allowed to proceed to [[The Dragon's Sanctum]] at the end of the trials whether they successfully complete all the trials or fail and fight the hostiles.


'''Note''': You are always awarded XP at the end of the trials whether you fight hostiles or successfully complete all the trials.
=== Failing a Trial ===
If the party fail any trial, they will be attacked by five groups of undead, one wave in each chamber and another in the central area. Once all the undead have been dispatched, the party are allowed to proceed in spite of its failure, and without needing to complete any remaining trials. Failing a challenge is the only way to obtain {{SmRarityItem|Journal of Past Adventurers N°5}} and find out what happened to the party's predecessors. The hostiles to be fought consist of:
*4 [[Fallen Champion]]
*7 [[Fallen Wizard]]
*15 [[Fallen Ranger]]
*16 [[Fallen Fighter]]


==== Chamber of Justice ====
=== Chamber of Justice ===
[[File:Balduran Statue2.webp|Statue of Balduran|thumb]]This trial takes place in the far left area, with no door.
[[File:Balduran Statue2.webp|Statue of Balduran|thumb]]This trial takes place in the far left area, with no door.


In this trial you need to remove a dishonorable judge and give the right punishment to the crime, the crime is shown in paintings starting from "The Apple" and ending with "The Judgement", the paintings depict a man who steals an apple to feed urchin children and went on beyond to steal an artifact, chased around Baldur's Gate and being judged with a punishment.
In this trial the party need to remove a dishonorable judge and give the right punishment to the crime, the crime is shown in paintings starting from "The Apple" and ending with "The Judgement", the paintings depict a man who steals an apple to feed urchin children and went on beyond to steal an artifact, chased around Baldur's Gate and being judged with a punishment.


The Judge is in the middle of the shrouded area, and is dishonorable and must be removed with magic as it is invulnerable to all damage sources and cannot be pushed (physically or magically).
{{CharLink|The Judge}} is in the middle of the shrouded area, and is dishonorable and must be removed with magic as it is invulnerable to all damage sources and cannot be pushed (physically or magically).


Known ways to remove the judge:
Known ways to remove the judge:


* {{SAI|Remove Curse}}
* {{SAI|Absorb Intellect}}
 
* {{SAI|Banishment}}
* {{SAI|Banishment}}
* {{SAI|Control Undead}}
* {{SAI|Exhort the Risen}}
* {{SAI|Greater Restoration}}
* {{SAI|Polymorph}}
* {{SAI|Polymorph}}
* {{SAI|Remove Curse}}
* {{SAI|Turn Undead}}
* {{SAI|Turn Undead}}
* Methods that Control Undead
* Methods that Control Undead
* {{SAI|Dimension Door}} ''(teleport the judge anywhere outside the circle)''
** {{SAI|Displace}} ''(teleport the judge anywhere outside the circle)''
* {{SAI|Displace}} ''(teleport the judge anywhere outside the circle)''
** {{SAI|Spirit Guardians}} and {{SAI|Moonbeam}} ''(push the judge out with the damage field avoidance behavior)''
* {{SAI|Spirit Guardians}} and {{SAI|Moonbeam}} ''(push the judge out with the damage field avoidance behavior)''
* {{SAI|Aura of Murder}} ''(chase the judge out with the debuff avoidance behavior)''


When he is removed, the shadows are lifted, and the 3 shadowed paintings can be picked up or inspected. The 3 paintings are named "The Cell", "Freedom", and "The Hanging"; the paintings represent the final judgement for the crime. One of them must be placed on the Empty Niche found at the center of the room.
When he is removed, the shadows are lifted, and the 3 shadowed paintings can be picked up or inspected. The 3 paintings are named "The Cell", "Freedom", and "The Hanging"; the paintings represent the final judgement for the crime. One of them must be placed on the Empty Niche found at the center of the room.


'''To solve the trial, the sentence needs to be proportional to the crime. Place "The Cell" painting on the Empty Niche.'''
To solve the trial, the sentence needs to be proportional to the crime. When interacting with the statue, if {{CharLink|Wyll}} is in the party, he gives some words of wisdom which can provide a hint regarding the correct answer to the trial; "The right path (to justice) often lies between the extremes.". Placing "The Cell" painting on the Empty Niche solves the trial.  


==== Chamber of Insight ====
Inserting "Freedom" or "The Hanging" into the niche fails the trial and summons a horde of skeletons.
This trial requires you to walk over a nearly invisible path between the two left-hand statues of Balduran.


In this trial you need figure out the counselor who does not advise for the city's prosperity and strike them down. The 3 possible choices are Stedd, Amaps, and Suelto.
===Chamber of Insight===
This trial requires the party to walk over a nearly invisible path between the two left-hand statues of Balduran.


To know who's the correct solution you need to read the books that are flying around. Picking them up (there is a dialogue cursor) requires a Sleight of Hand check. The books are destroyed if you attack them directly. You can also throw the books to stop them from flying and be able to read them. Activating Turn-Based Mode when near a book makes picking them up or throwing them simpler.  If a character simply shouts for the book to stop moving, use a different character to trigger the sleight of hand check.
In this trial the party need to figure out the counselor who does not advise for the city's prosperity and strike them down. The 3 possible choices are Stedd, Amaps, and Suelto.


After reading the books, you realize that Suelto adopted a cruel ideology that does not fit the council and must be eliminated. If [[Wyll]] is in your party, you can speak with him after reading the final book, and he will directly tell you that Suelto is the one to attack.
To know who's the correct solution it is necessary to read the books that are flying around. Picking them up (there is a dialogue cursor) requires a Sleight of Hand check. The books are destroyed if attacking them directly. It is also possible to throw the books to stop them from flying and be able to read them, or apply [[Frightened]]. Using {{SAI|Command: Grovel}} can make the book instantly drop on the ground to be picked up or read. Activating Turn-Based Mode when near a book makes picking it up or throwing it easier. If a party member shouts for the book to stop moving, a different party member must be used to trigger the Sleight of Hand check.


Attack Suelto at the end of the chamber to correctly pass this test. Note, ensure you attack the target only ONCE, and disable any on-death effects (such as the illithid power {{SAI|Cull the Weak}}), or it will count as failing the trial, even if you attack the correct target.  If dual-wielding, ensure you disable automatic off-hand attacks. If one is in a hurry, Suelto can be attacked with a ranged weapon from the entrance platform without dealing with the books or winding pathway.
After reading the books, the party realize that Suelto adopted a cruel ideology that does not fit the council and must be eliminated. If {{CharLink|Wyll}} is in the party, then it's possible to speak with him after reading the final book, and he will directly tell that Suelto is the one to attack.
 
Attacking Suelto at the end of the chamber lets the party correctly pass this test. Target must be attacked only ONCE, and without any on-death effects (such as the illithid power {{SAI|Cull the Weak}}), or it will count as failing the trial, even if attacking the correct target.  If dual-wielding automatic off-hand attacks must be deactivated. Suelto can also be attacked with a ranged weapon from the entrance platform without dealing with the books or the winding pathway.


Failing the trial summons a number of undead and a [[Death Shepherd]] to buff them.
Failing the trial summons a number of undead and a [[Death Shepherd]] to buff them.


==== Chamber of Strategy ====
===Chamber of Strategy===
This trial takes place in the lower right hand room.
This trial takes place in the lower right-hand room.
 
In this trial the party need to finish a game of Lanceboard (aka Chess in Faerûn) by letting the Dark King fall in two moves only. If {{CharLink|Gale}} is in the party, he will comment that he played Lanceboard and would like to offer his help. If his help is accepted, he will tell what needs to be done to finish the trial. Speaking with the Statue of Balduran activates this dialogue.


In this trial you need to finish a game of Lanceboard (aka Chess in Faerun) by letting the Dark King fall in two moves only. If [[Gale]] is in your party he will comment that he played Lanceboard and would like to offer his help. If you accept his help, he will tell you what needs to be done to finish the trial. You must speak with the Statue of Balduran to activate this dialogue.
=====Solutions=====
'''IMPORTANT: Solutions for this trial are randomized, these solutions must be taken with caution.''' 


===== Solutions =====
#'''(Suggested by Gale)''' - First threatening the Black King by moving the Rook one square to the right. Then the following two options occur: Option #1 - Black Bishop eliminates the White Rook, leaving the White Queen to move 3 squares to the right causing a checkmate. Option #2 - Black King moves top right square, then moving the White Knight one square up and two squares left causes a checkmate.
'''IMPORTANT: Solutions for this trial is randomized, please take these solutions with caution and choose which one is most suitable.'''
#'''(Suggested by Gale)''' - Moving the White Queen diagonally to the upper right corner of the board to place the Black King in check and limiting its movement option to the black square on its forward left diagonal. After the Black King makes this move, moving the White Queen four squares to the left, directly in front of the White Rook and diagonal to the Black King, causes a checkmate.
#'''(Alternative "Brawn" Solution)''' - The Black King is vulnerable to lightning damage. Killing it this way will also pass the challenge.


# '''(Suggested by Gale)''' - First threaten the Black King, move the Rook one square to the right. Then the following two options occur: Option #1 - Bishop eliminates your Rook, leaving your Queen to move 3 squares to the right causing a checkmate. Option #2 - Black King moves top right square, move your Knight one square up and two squares left causing a checkmate.
There are three attempts to finish this trial correctly. The number of attempts that remain is indicated by the number of red heart icons left at the top of the board, with each failed attempt resulting in one heart shattering. Additionally, whenever interacting with one of the Lanceboard pieces, there is a pointed notification to show where the pieces can move, according to the [https://en.wikipedia.org/wiki/Rules_of_chess#Movement standard rules of chess]. If Gale is in the party and his help was accepted, the appropriate pieces and squares will be marked with a white light upon interacting with a piece.
# '''(Suggested by Gale)''' - Move the White Queen diagonally to the upper right corner of the board, placing the Black King in check and limiting its movement option to the black square on its forward left diagonal. After it makes this move, move the White Queen four squares to the left, directly in front of the White Rook and diagonal to the Black King, causing a checkmate.
# '''(Alternative "Brawn" Solution)''' - The Black King is vulnerable to lightning damage. Killing it this way will also pass the challenge.


'''Note''': You are given 3 attempts to finish this trial correctly. The number of attempts you have remaining is indicated by the number of red heart icons left at the top of the board, with each failed attempt resulting in one heart shattering. Additionally, whenever you interact with one of the Lanceboard pieces, you are given a pointed notification to help you know where the pieces can move, according to the [https://en.wikipedia.org/wiki/Rules_of_chess#Movement standard rules of chess]. If Gale is with you, and you have accepted his help, the appropriate pieces and squares will be marked with a white light upon interacting with a piece.
===Chamber of Courage===
This trial takes place in the right most room. Entering the room, and speaking with the Balduran statue makes the talking party member the torch carrier for the trial. In this trial, that party member will be holding a torch in their hand and withstand the elements to pass the test.


==== Chamber of Courage ====
This is a fighting trial that lasts for 4 turns. The party member holding the torch must survive, and the rest of the party must be prepared to defend the torch carrier. Note that the torch is bound to the torch carrier, preventing other weapons from being equipped and preventing the torch from being passed to others. As such, it is recommended to be held by spellcasters (wizards, sorcerers, etc.), or any class not dependent on their mainhand melee weapon. The torch is one-handed, so offhand weapons and shields are unaffected.  
This trial takes place in the right most room. Enter the room, and speak with the Balduran statue using the character you want to use as the "torch carrier" for the trial. In this trial, that character will be holding a torch in your hand and withstand the elements to prove your courage.


This is a fighting trial that lasts for 4 turns.  The one holding the torch must survive, and the rest of your party must be prepared to defend the torch carrier.  Note that the torch is bound to the person that picks it up, preventing other weapons from being equipped and preventing the torch from being passed to others.  As such, it is recommended to be held by spellcasters (ex. wizards, sorcerers, etc), or any class not dependent on their mainhand melee weapon (the torch is one-handed, so offhand weapons and shields are unaffected).
Elementals will spawn on the following turns:
* '''Turn 1:''' 2x {{CharLink|Air Elemental}} and 2x {{CharLink|Water Elemental}}
* '''Turn 2:''' 1x {{CharLink|Air Myrmidon}} and 1x {{CharLink|Water Myrmidon}}
* '''Turn 3:''' 1x {{CharLink|Air Myrmidon}} and 1x {{CharLink|Water Myrmidon}}
* '''Turn 4:''' None


The torch carrier is marked with a Sacred Flame condition, which prevents them from turning invisible and makes them more likely to be targeted by the elementals in this trial. Applying {{SAI|Sanctuary}} on the torch carrier can trivializes the entire encounter, as this entirely prevents elementals from targeting the torch carrier. More elementals spawn on the 2nd and 3rd turn of the trial.  The elementals can be killed directly, or the water elemenals can be shoved over the edge of the arena they spawn near to kill them instantly (the air elementals are immune to shove).
The torch carrier is marked with a Sacred Flame condition, which prevents them from turning invisible and makes them more likely to be targeted by the elementals in this trial. Applying {{SAI|Sanctuary}} on the torch carrier can trivialize the entire encounter, as this prevents enemies from targeting the torch carrier. The enemies can be killed directly, or shoved over the edge of the arena they spawn near to kill them instantly (the air elementals are immune to {{SAI|Shove}} but can be knocked back by other means such as {{SAI|Mobile Flourish (Ranged)}}).


The four lightning orbs around the circumference of the encounter area light up as the turns of combat proceed.  These lightning orbs do not attack and have no impact on combat, they are merely indicators of how many turns have elapsed.
The Attuned Crystals can be shattered during the battle to give any nearby character resistance to elemental damage.


==Waypoints==
The four lightning orbs around the circumference of the encounter area light up as the turns of the combat proceed. These lightning orbs do not attack and have no impact on combat, they are merely indicators of how many turns have elapsed.
This location does not contain any {{SmIconLink|Waypoint Map Icon.png|Waypoints}}.


==Related Locations==
== Related locations ==  
*[[The Dragon's Sanctum]]
*[[Wyrm's Rock Prison]]
*[[Wyrm's Rock Prison]]
*[[The Dragon's Sanctum]]


==Related Quests==
== Related quests ==  
*[[The Blade of Frontiers]]
* {{Quest|The Blade of Frontiers}}
 
== Related literature ==
* {{MdRarityItem|Journal of Past Adventurers N°1}}
* {{MdRarityItem|Journal of Past Adventurers N°2}}
* {{MdRarityItem|Journal of Past Adventurers N°3}}
* {{MdRarityItem|Journal of Past Adventurers N°4}}
* {{MdRarityItem|Journal of Past Adventurers N°5}}


==Notable Loot==
==Notable loot==
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
* {{MdRarityItem|Balduran's Giantslayer}} - Dropped by [[Ansur]]
*{{MdRarityItem|Balduran's Giantslayer}} - Dropped by [[Ansur]]
* {{MdRarityItem|Helm of Balduran}} - On a pedestal behind Ansur
*{{MdRarityItem|Dear Ansur}} - Dropped by Ansur
* {{MdRarityItem|Dear Ansur}} - Dropped by Ansur
*{{MdRarityItem|Helm of Balduran}} - On a pedestal behind Ansur


==Notable NPCs==
==Notable NPCs==
*[[Ansur]]
* {{MdCharLink|Ansur}}


==Creatures==
==Creatures==
*[[Air Elemental]]s
* {{MdCharLink|Air Elemental}} (x2)
*[[Air Myrmidon]]s
* {{MdCharLink|Air Myrmidon}} (x2)
*[[Water Elemental]]s
* {{MdCharLink|Water Elemental}} (x2)
*[[Water Myrmidon]]s
* {{MdCharLink|Water Myrmidon}} (x4)
* {{MdCharLink|Fallen Champion}} (x4)
* {{MdCharLink|Fallen Wizard}} (x7)
* {{MdCharLink|Fallen Ranger}} (x15)
* {{MdCharLink|Fallen Fighter}} (x16)


==Other Information==
{{Wyrm's Rock Fortress}}
[[Category: Locations]]
[[Category: Act Three Locations]]

Latest revision as of 20:05, 11 October 2024

Wyrm's Rock Fortress
The Dragon's Sanctum
The Wyrmway
The Wyrmway is a Location within Wyrm's Rock Fortress in Act Three of Baldur's Gate 3. There are four trials that the party must complete to open the Dragon's Sanctum where Ansur Ansur, a Bronze Dragon, resides.

Entering Wyrmway[edit | edit source]

The entrance is hidden in a passage in the Wyrm's Rock Prison's western block, where two dragon head torches can be found. The party can gain access to the secret passage by first hitting both dragon head torches with any source ofDamage TypesLightning damage such as Shocking Grasp Shocking Grasp or Lightning Arrows Lightning Arrows and then use them. Alternatively, the Mousehole to Wyrm Rock's Cells, located on the western shore of Wyrm's Rock Fortress, can be used. The secret passage can also be opened by sending a Mage Hand Mage Hand through the mousehole and placing it behind the wall between the two dragon torches on the Wyrmway side. Then simply using the dragon torches with a character on the Wyrm Rock Prison side will open the wall passage. It works if the dragon head torches shine blue. Moving away the mage hand will close the passage.

Chambers of Wyrmway[edit | edit source]

Part of the trial is proving that the party members are worthy to speak with Ansur, to prove this, the party must pass four trials of Courage, Insight, Strategy and Justice. Failing one of the trials would cause the party to face hostilities.

Note: The party will always be awarded XP and allowed to proceed to The Dragon's Sanctum at the end of the trials whether they successfully complete all the trials or fail and fight the hostiles.

Failing a Trial[edit | edit source]

If the party fail any trial, they will be attacked by five groups of undead, one wave in each chamber and another in the central area. Once all the undead have been dispatched, the party are allowed to proceed in spite of its failure, and without needing to complete any remaining trials. Failing a challenge is the only way to obtain Journal of Past Adventurers N°5 and find out what happened to the party's predecessors. The hostiles to be fought consist of:

Chamber of Justice[edit | edit source]

Statue of Balduran
This trial takes place in the far left area, with no door.

In this trial the party need to remove a dishonorable judge and give the right punishment to the crime, the crime is shown in paintings starting from "The Apple" and ending with "The Judgement", the paintings depict a man who steals an apple to feed urchin children and went on beyond to steal an artifact, chased around Baldur's Gate and being judged with a punishment.

The Judge The Judge is in the middle of the shrouded area, and is dishonorable and must be removed with magic as it is invulnerable to all damage sources and cannot be pushed (physically or magically).

Known ways to remove the judge:

When he is removed, the shadows are lifted, and the 3 shadowed paintings can be picked up or inspected. The 3 paintings are named "The Cell", "Freedom", and "The Hanging"; the paintings represent the final judgement for the crime. One of them must be placed on the Empty Niche found at the center of the room.

To solve the trial, the sentence needs to be proportional to the crime. When interacting with the statue, if Wyll Wyll is in the party, he gives some words of wisdom which can provide a hint regarding the correct answer to the trial; "The right path (to justice) often lies between the extremes.". Placing "The Cell" painting on the Empty Niche solves the trial.

Inserting "Freedom" or "The Hanging" into the niche fails the trial and summons a horde of skeletons.

Chamber of Insight[edit | edit source]

This trial requires the party to walk over a nearly invisible path between the two left-hand statues of Balduran.

In this trial the party need to figure out the counselor who does not advise for the city's prosperity and strike them down. The 3 possible choices are Stedd, Amaps, and Suelto.

To know who's the correct solution it is necessary to read the books that are flying around. Picking them up (there is a dialogue cursor) requires a Sleight of Hand check. The books are destroyed if attacking them directly. It is also possible to throw the books to stop them from flying and be able to read them, or apply Frightened. Using Command: Grovel Command: Grovel can make the book instantly drop on the ground to be picked up or read. Activating Turn-Based Mode when near a book makes picking it up or throwing it easier. If a party member shouts for the book to stop moving, a different party member must be used to trigger the Sleight of Hand check.

After reading the books, the party realize that Suelto adopted a cruel ideology that does not fit the council and must be eliminated. If Wyll Wyll is in the party, then it's possible to speak with him after reading the final book, and he will directly tell that Suelto is the one to attack.

Attacking Suelto at the end of the chamber lets the party correctly pass this test. Target must be attacked only ONCE, and without any on-death effects (such as the illithid power Cull the Weak Cull the Weak), or it will count as failing the trial, even if attacking the correct target. If dual-wielding automatic off-hand attacks must be deactivated. Suelto can also be attacked with a ranged weapon from the entrance platform without dealing with the books or the winding pathway.

Failing the trial summons a number of undead and a Death Shepherd to buff them.

Chamber of Strategy[edit | edit source]

This trial takes place in the lower right-hand room.

In this trial the party need to finish a game of Lanceboard (aka Chess in Faerûn) by letting the Dark King fall in two moves only. If Gale Gale is in the party, he will comment that he played Lanceboard and would like to offer his help. If his help is accepted, he will tell what needs to be done to finish the trial. Speaking with the Statue of Balduran activates this dialogue.

Solutions[edit | edit source]

IMPORTANT: Solutions for this trial are randomized, these solutions must be taken with caution.

  1. (Suggested by Gale) - First threatening the Black King by moving the Rook one square to the right. Then the following two options occur: Option #1 - Black Bishop eliminates the White Rook, leaving the White Queen to move 3 squares to the right causing a checkmate. Option #2 - Black King moves top right square, then moving the White Knight one square up and two squares left causes a checkmate.
  2. (Suggested by Gale) - Moving the White Queen diagonally to the upper right corner of the board to place the Black King in check and limiting its movement option to the black square on its forward left diagonal. After the Black King makes this move, moving the White Queen four squares to the left, directly in front of the White Rook and diagonal to the Black King, causes a checkmate.
  3. (Alternative "Brawn" Solution) - The Black King is vulnerable to lightning damage. Killing it this way will also pass the challenge.

There are three attempts to finish this trial correctly. The number of attempts that remain is indicated by the number of red heart icons left at the top of the board, with each failed attempt resulting in one heart shattering. Additionally, whenever interacting with one of the Lanceboard pieces, there is a pointed notification to show where the pieces can move, according to the standard rules of chess. If Gale is in the party and his help was accepted, the appropriate pieces and squares will be marked with a white light upon interacting with a piece.

Chamber of Courage[edit | edit source]

This trial takes place in the right most room. Entering the room, and speaking with the Balduran statue makes the talking party member the torch carrier for the trial. In this trial, that party member will be holding a torch in their hand and withstand the elements to pass the test.

This is a fighting trial that lasts for 4 turns. The party member holding the torch must survive, and the rest of the party must be prepared to defend the torch carrier. Note that the torch is bound to the torch carrier, preventing other weapons from being equipped and preventing the torch from being passed to others. As such, it is recommended to be held by spellcasters (wizards, sorcerers, etc.), or any class not dependent on their mainhand melee weapon. The torch is one-handed, so offhand weapons and shields are unaffected.

Elementals will spawn on the following turns:

The torch carrier is marked with a Sacred Flame condition, which prevents them from turning invisible and makes them more likely to be targeted by the elementals in this trial. Applying Sanctuary Sanctuary on the torch carrier can trivialize the entire encounter, as this prevents enemies from targeting the torch carrier. The enemies can be killed directly, or shoved over the edge of the arena they spawn near to kill them instantly (the air elementals are immune to Shove Shove but can be knocked back by other means such as Mobile Flourish (Ranged) Mobile Flourish (Ranged)).

The Attuned Crystals can be shattered during the battle to give any nearby character resistance to elemental damage.

The four lightning orbs around the circumference of the encounter area light up as the turns of the combat proceed. These lightning orbs do not attack and have no impact on combat, they are merely indicators of how many turns have elapsed.

Related locations[edit | edit source]

Related quests[edit | edit source]

Related literature[edit | edit source]

Notable loot[edit | edit source]

Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:

Notable NPCs[edit | edit source]

Creatures[edit | edit source]