Editing Wyrmway

From Baldur's Gate 3 Wiki
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 12: Line 12:


=== Failing a Trial ===
=== 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 of 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 your predecessors. The hostiles to be fought consist of:
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:
*4 [[Fallen Champion]]
*4 [[Fallen Champion]]
*7 [[Fallen Wizard]]
*7 [[Fallen Wizard]]
Line 21: Line 21:
[[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 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.
In this trial the party needs 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).
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).
Line 45: Line 45:
This trial requires you to walk over a nearly invisible path between the two left-hand statues of Balduran.
This trial requires you 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.
In this trial the party needs 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 the 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 you attack them directly. It is also possible 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 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.
To know who's the correct solution the 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 you attack them directly. It is also possible 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 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]] 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.
After reading the books, the party realizes that Suelto adopted a cruel ideology that does not fit the council and must be eliminated. If [[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.
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.
Line 58: Line 58:
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 [[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 the pary need to finish a game of Lanceboard (aka Chess in Faerûn) by letting the Dark King fall in two moves only. If [[Gale]] is in the party he will comment that he played Lanceboard and would like to offer his help. If accepting his help, he will tell what needs to be done to finish the trial. Speaking with the Statue of Balduran activates this dialogue.


=====Solutions=====
=====Solutions=====
Line 72: Line 72:
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 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.  
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:
Elementals will spawn on the following turns:
Please note that all contributions to Baldur's Gate 3 Wiki are considered to be released under the CC BY-NC-SA license, except when noted otherwise (see BG3Wiki:Copyrights for details). If you do not want your writing to be edited and redistributed at will, do not submit it here. Per our Content Rules, you are promising that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To edit this page, please answer the question that appears below (more info):

Cancel Editing help (opens in new window)