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→Chambers of Wyrmway: Adding some more detail. Not a major edit, but I feel like my minor edits are a lot smaller.
Mechaninja (talk | contribs) (→Chambers of Wyrmway: Adding some more detail. Not a major edit, but I feel like my minor edits are a lot smaller.) |
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==== Chamber of Justice ==== | ==== Chamber of Justice ==== | ||
[[File:Balduran Statue2.webp|Statue of Balduran|thumb]] | [[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. | |||
'''To solve the trial, the sentence needs to be proportional to the crime | The Judge is in the middle of the shrouded area, and is dishonorable and must be removed. Its invulnerable to all damage sources but you can use a [[Remove Curse|Remove Curse Spell]] or [[Banishment]] to remove him. When you do so, 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.''' | |||
==== Chamber of Insight ==== | ==== Chamber of Insight ==== | ||
This trial requires you 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 | 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 is impossible, and the books are destroyed if you attack them directly, costing you the knowledge that is contained in that book which you may need to solve this trial. You can throw the books to stop them from flying and and be able to read them. 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.''' | '''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 ==== | ==== 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 he will tell you what needs to be done to finish the trial. | 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. | ||
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==== Chamber of Courage ==== | ==== 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 put on the spot. | |||
In this trial you will be holding a torch in your hand and withstand the elements to prove your 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. | 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. | 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. If you kill the elementals, more will spawn. | ||
The four lightning orbs around the circumference of the encounter area are indicators of passing each round; they do not attack. | |||
==Waypoints== | ==Waypoints== |