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The Wyrmway: Difference between revisions

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[[File:Wyrmway.jpg|frameless|right|400px]]
The '''Wyrmway''' is a [[Location]] a hidden location found in [[Wyrm's Rock Prison]] in [[Act Three]].   
The '''Wyrmway''' is a [[Location]] a hidden location found in [[Wyrm's Rock Prison]] in [[Act Three]].   


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== Chambers of Wyrmway ==
== 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.
Part of the trial is proving that the party members 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.
'''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 ===
=== 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:
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 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:
*4 [[Fallen Champion]]
*4 [[Fallen Champion]]
*7 [[Fallen Wizard]]
*7 [[Fallen Wizard]]
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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 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 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.


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 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 to 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 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.
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===Chamber of Strategy===
===Chamber of Strategy===
This trial takes place in the lower right hand room.
This trial takes place in the lower right-hand room.


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.
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.


=====Solutions=====
=====Solutions=====
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#'''(Suggested by Gale)''' - First threatening the Black King by moving the Rook one square to the right. Then the following two options occur: Option #1 - Black Bishop eliminates the White Rook, leaving the White Queen to move 3 squares to the right causing a checkmate. Option #2 - Black King moves top right square, then moving the White Knight one square up and two squares left causes a checkmate.
#'''(Suggested by Gale)''' - First threatening the Black King by moving the Rook one square to the right. Then the following two options occur: Option #1 - Black Bishop eliminates the White Rook, leaving the White Queen to move 3 squares to the right causing a checkmate. Option #2 - Black King moves top right square, then moving the White Knight one square up and two squares left causes a checkmate.
#'''(Suggested by Gale)''' - Moving the White Queen diagonally to the upper right corner of the board to place the Black King in check and limiting its movement option to the black square on its forward left diagonal. After the Balck King makes this move, moving the White Queen four squares to the left, directly in front of the White Rook and diagonal to the Black King, causes a checkmate.
#'''(Suggested by Gale)''' - Moving the White Queen diagonally to the upper right corner of the board to place the Black King in check and limiting its movement option to the black square on its forward left diagonal. After the Black King makes this move, moving the White Queen four squares to the left, directly in front of the White Rook and diagonal to the Black King, causes a checkmate.
#'''(Alternative "Brawn" Solution)''' - The Black King is vulnerable to lightning damage. Killing it this way will also pass the challenge.
#'''(Alternative "Brawn" Solution)''' - The Black King is vulnerable to lightning damage. Killing it this way will also pass the challenge.


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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:
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*[[Fallen Fighter]]s
*[[Fallen Fighter]]s


{{Wyrm's Rock Fortress}}
[[Category: Locations]]
[[Category: Locations]]
[[Category: Act Three Locations]]
[[Category: Act Three Locations]]

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