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The Wyrmway: Difference between revisions

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The '''Wyrmway''' is a [[Location]] in [[Wyrm's Rock Prison]] in [[Act Three]]. You gain access by hitting the dragon-headed torches with {{DamageType|Lightning}} damage.
The '''Wyrmway''' is a [[Location]] a hidden location found in [[Wyrm's Rock Prison]] in [[Act Three]].


There are four trials that you must complete to get access to the room [[Ansur]] is in. After talking to Ansur, you will find something out about the Emperor.
There are four trials that you must complete to open the lair where [[Ansur]], a Bronze Dragon resides in.


You will need to battle Ansur. After you defeat him you will found out how [[The Emperor]] became an illithid.
== Entering Wrymway ==
In west of Wyrm's Rock Prison according with two dragon-headed can be found, you gain access by hitting the dragon-headed torches with any source of{{DamageType|Lightning}} damage such as [[Shocking Grasp]].
 
== Chambers of Wrymway ==
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.
 
==== Chambers of Justice ====
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.
 
The Judge is dishonorable and must be removed, its invulnerable to all damage sources but you can use a [[Remove Curse|Remove Curse Spell]] to remove him, when you do so the 3 shadowed paintings can be picked and inspected. The 3 paintings named "The Cell", "Freedom" and "The Hanging" represent the final judgement for the crime and 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.'''
 
==== Chamber of Insight ====
In this trial you need figure out who's dishonorable to city's prosperity and strike them down, in the room it provides 3 possible choices Stedd, Amaps and Suelto.
 
To know who's the correct solution you need to read the books that are flying around, grabbing them is impossible, the books are destroyed if you attack the books directly will destroy them, losing the knowledge that is contained to solve this trial. You can throw the books to stop them flying and able to read them, go into Tun-Based Mode to make it easier to throw the books.
 
'''After reading the books, you realize that Suelto adopted a cruel ideology that does not fit the council, striking her down solves the trial.'''
 
==== Chamber of Strategy ====
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 he will tell you what needs to be done to finish the trial.
 
'''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.'''
 
Note that you are given 3 attempts to finish this trial correctly, additionally whenever you interact with one of the chess pieces you are given a pointed notification to help you out where to move the pieces correctly.
 
==== Chamber of Courage ====
In this trial you 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, where the one holding the torch must survive, your other 3 party members must be prepared to defend the torch carrier as it is bounded to them and cannot switch to other weapons, causing them to be weakened, this is recommended on wizards or a class that does not utilize melee weapon combat.
 
The torch carrier is marked with a Sacred Flame condition that makes them to be likely more targeted by the water and air elements in this trial, applying Sanctuary on the carrier would overall trivializes the entire encounter as they cannot directly encounter the torch carrier anymore.


==Waypoints==
==Waypoints==
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==Related Quests==
==Related Quests==
*TBD
*[[The Blade of Frontiers]]


==Notable Loot==
==Notable Loot==

Revision as of 00:20, 16 September 2023

The Wyrmway is a Location a hidden location found in Wyrm's Rock Prison in Act Three.

There are four trials that you must complete to open the lair where Ansur, a Bronze Dragon resides in.

Entering Wrymway

In west of Wyrm's Rock Prison according with two dragon-headed can be found, you gain access by hitting the dragon-headed torches with any source ofDamage TypesLightning damage such as Shocking Grasp.

Chambers of Wrymway

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.

Chambers of Justice

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.

The Judge is dishonorable and must be removed, its invulnerable to all damage sources but you can use a Remove Curse Spell to remove him, when you do so the 3 shadowed paintings can be picked and inspected. The 3 paintings named "The Cell", "Freedom" and "The Hanging" represent the final judgement for the crime and 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.

Chamber of Insight

In this trial you need figure out who's dishonorable to city's prosperity and strike them down, in the room it provides 3 possible choices Stedd, Amaps and Suelto.

To know who's the correct solution you need to read the books that are flying around, grabbing them is impossible, the books are destroyed if you attack the books directly will destroy them, losing the knowledge that is contained to solve this trial. You can throw the books to stop them flying and able to read them, go into Tun-Based Mode to make it easier to throw the books.

After reading the books, you realize that Suelto adopted a cruel ideology that does not fit the council, striking her down solves the trial.

Chamber of Strategy

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 he will tell you what needs to be done to finish the trial.

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.

Note that you are given 3 attempts to finish this trial correctly, additionally whenever you interact with one of the chess pieces you are given a pointed notification to help you out where to move the pieces correctly.

Chamber of Courage

In this trial you 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, where the one holding the torch must survive, your other 3 party members must be prepared to defend the torch carrier as it is bounded to them and cannot switch to other weapons, causing them to be weakened, this is recommended on wizards or a class that does not utilize melee weapon combat.

The torch carrier is marked with a Sacred Flame condition that makes them to be likely more targeted by the water and air elements in this trial, applying Sanctuary on the carrier would overall trivializes the entire encounter as they cannot directly encounter the torch carrier anymore.

Waypoints

This location does not contain any Waypoints Waypoints.

Related Locations

Related Quests

Notable Loot

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

Notable NPCs

Other Information