Wyrmway: Difference between revisions

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919 bytes added ,  18 October 2023
→‎Chambers of Wyrmway: Clarified statement, expanded details, and removed inaccurate "solutions" to the chess board that don't match the piece positions.
(→‎Chambers of Wyrmway: Clarified statement, expanded details, and removed inaccurate "solutions" to the chess board that don't match the piece positions.)
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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.
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.
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 be able to read them. Activating Turn-Based Mode when near a book makes picking them up or throwing them simpler.  If a character simply shouts for the book to stop moving, use a different character to trigger the sleight of hand check.


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.  
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, you can speak with him after reading the final book, and he will directly tell you that Suelto is the one to attack.


Attack Suelto at the end of the chamber to correctly pass this test.
Attack Suelto at the end of the chamber to correctly pass this test.  Note, ensure you attack the target only ONCE, and disable any on-death effects (such as the illithid power [[Cull the Weak]]), or it will count as failing the trial, even if you attack the correct target.  If dual-wielding, ensure you disable automatic off-hand attacks.  If one is in a hurry, Suelto can be attacked with a ranged weapon from the entrance platform without dealing with the books or winding pathway.
 
Failing the trial summons a number of undead and a [[Death Shephard]] to buff them.


==== Chamber of Strategy ====
==== Chamber of Strategy ====
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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 his help, 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.
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 his help, 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:'''
'''Solution (suggested by Gale)''' - Move the White Queen diagonally to the upper right corner of the board, placing the Black King in check 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, directly in front of the White Rook and diagonal to the Black King, causing a checkmate.


'''Option #1 - Bishop eliminates your Rook, leaving your Queen to move 3 squares to the right causing a checkmate.'''
'''Alternative "Brawn" Solution''' - The Black King is vulnerable to lightning damage. Killing it this way will also pass the challenge.
 
'''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.
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 ====
==== 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.
This trial takes place in the right most room. Enter the room, and speak with the Balduran statue using the character you want to use as the "torch carrier" for the trial. In this trial, that character 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.  The one holding the torch must survive, and the rest of your party must be prepared to defend the torch carrier.  Note that the torch is bound to the person that picks it up, 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 (ex. 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).  


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 torch carrier is marked with a Sacred Flame condition, which prevents them from turning invisible and makes them more likely to be targeted by the elementals in this trial.  Applying [[Sanctuary]] on the torch carrier can trivializes the entire encounter, as this entirely prevents elementals from targetin the torch carrier. More elementals spawn on the 2nd and 3rd turn of the trial.  The elementals can be killed directly, or the water elemenals can be shoved over the edge of the arena they spawn near to kill them instantly (the air elementals are immune to shove).


The four lightning orbs around the circumference of the encounter area are indicators of passing each round; they do not attack.
The four lightning orbs around the circumference of the encounter area light up as the turns of combat proceed.  These lightning orbs do not attack and have no impact on combat, they are merely indicators of how many turns have elapsed.


==Waypoints==
==Waypoints==
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