Wyrmway

From Baldur's Gate 3 Wiki

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 ofDamage TypesLightning 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

Statue of Balduran
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.

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 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

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 and be able to read them. Activating Turn-Based Mode when near a book makes picking them up or throwing them simpler.

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, he will tell you this solution after the final book is read.

Attack Suelto at the end of the chamber to correctly pass this test.

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. You must speak with the Statue of Balduran to activate this dialogue.

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.

Alternative Solution - The Black King is vulnerable to lightning damage. Killing it this way also pass the challenge.

Solution (suggested by Gale) - Move the White Queen diagonally to the upper right corner of the board, checking the Black King 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 (to the black square directly on the left diagonal from the Black King) causing a checkmate.

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 put on the spot.

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. 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

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