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The Wyrmway: Difference between revisions
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There are four trials that you must complete to open the lair where [[Ansur]], a Bronze Dragon resides in. | There are four trials that you must complete to open the lair where [[Ansur]], a Bronze Dragon resides in. | ||
== Entering | == 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]]. | 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]]. | ||
== Chambers of | == 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 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. | ||
Revision as of 01:18, 4 October 2023
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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 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 ofLightning damage such as Shocking Grasp.
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.
Chamber 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 or Banishment 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, 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.
Note: The Black King is vulnerable to lightning damage. Killing it this way also pass the challenge.
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
.Related Locations
Related Quests
Notable Loot
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward: