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The Wyrmway

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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 the party must complete to open the Dragon's Sanctum where Ansur, a Bronze Dragon, resides.

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. 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 or 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 your 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

Part of the trial is proving that the party 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: You are always awarded XP and allowed to proceed to The Dragon's Sanctum at the end of the trials whether you successfully complete all the trials or fail and fight the hostiles.

Failing a Trial

If the party fails any trial, they will be attacked by five groups of undead, one wave in each Chamber and another in the central area. Once all of the undead have been dispatched, the party is 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 your predecessors. The hostiles to be fought consist of:

Chamber of Justice

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 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. 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

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.

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, or apply Frightened. 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.

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.

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 Cull the Weak 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.

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

Chamber of Strategy

This trial takes place in the lower right hand room.

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 is randomized, please take these solutions with caution and choose which one is most suitable.

  1. (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.
  2. (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.
  3. (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 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. 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:

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 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 shoved over the edge of the arena they spawn near to kill them instantly (the air elementals are immune to Shove but can be knocked back by other means such as Mobile Flourish).

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.

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

Creatures