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The Wyrmway: Difference between revisions

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party - in this context (and in the other articles of the Wiki) - is used with 'are' instead of 'is' because it's about the individual members of the group like stated here: https://en.m.wikipedia.org/wiki/American_and_British_English_grammatical_differences
(minor subject/verb agreement)
(party - in this context (and in the other articles of the Wiki) - is used with 'are' instead of 'is' because it's about the individual members of the group like stated here: https://en.m.wikipedia.org/wiki/American_and_British_English_grammatical_differences)
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=== 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 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:
*4 [[Fallen Champion]]
*4 [[Fallen Champion]]
*7 [[Fallen Wizard]]
*7 [[Fallen Wizard]]
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[[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 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.
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).
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).
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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 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.
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 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 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.
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.


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.
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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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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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