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The Wyrmway

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Not to be confused with Wyrmway
Wyrm's Rock Fortress
The Dragon's Sanctum
The Wyrmway Wyrm's Rock Prison
The Wyrmway is a Location within Wyrm's Rock Fortress in Act Three of Baldur's Gate 3.


Portrait Astarion.png
Two centuries walking the streets and I never knew this was under them. What other wonders have I missed...
Astarion, upon entering the Wyrmway

Access[edit | edit source]

The Wyrmway is a location underneath the Wyrm's Rock Fortress in Act Three. The entrance to it is hidden in a passage in the western block of the Wyrm's Rock Prison, where two dragon head torches can be found. The party can gain access to the secret passage by first hitting both dragon head torches with any source of Damage TypesLightning damage. Upon the torches being damaged by any such means, the fire in torches become blue, and the wall between them turns into an illusion, granting a free pass.

An alternative way to access the Wyrmway is the Mousehole to Wyrm Rock's Cells, located down on the western shore of Wyrm's Rock Fortress at X: -70 Y: 205. Any creature or entity able to climb up through the mousehole can come adjacent to the wall separating the cave from the prison on the Wyrmway side, and the wall opens in the same manner. The entity in question might be a Mage Hand Mage Hand, any summoned creature of the needed size, or a party member in a Wild Shape or Gaseous Form Gaseous Form. Moving such "live key" away from the wall closes the passage.

Normally, information on the very existence of the Wyrmway and on its purpose is given to the party throughout Wyll's companion quest Wyll's companion quest by either Ulder Ravengard Ulder Ravengard, Counsellor Florrick Counsellor Florrick or Cordula Eltan Cordula Eltan. However, the location itself can be approached by the aforementioned means and explored even without progressing the quest to the corresponding stage (specifically, as soon as the party gain access to Wyrm's Rock Fortress).

Antechamber[edit | edit source]

Three murals in the antechamber

After passing a short spelean corridor and entering an Iron Gate, the party find themselves in an antechamber. Inside, the left wall consists of three murals depicting Ansur's story (as it goes within legends): an alliance with an elf, a collaborative foundation of a settlement, and departure of the elf while the wyrm is left to guard the grown-wide city. Companions might comment on these murals, with a passive DC 15 History check rolled by all active party members (Githyanki characters receive Disadvantage Icon.png Disadvantage). Success from any party member leads them to recognize the depicted elf as Balduran, the legendary founder of Baldur's Gate (if achieved, all companions' comments on murals change).

Ancient Ansur, hear me: A champion is proclaimed.
The test begins; Let your judgement follow.

At the far end of the antechamber there is a locked door, and a statue of Balduran (resembling those posted throughout the city) beside it. Interacting with either the door or statue enacts a dialogue, where the latter in poetic verses suggests the player character is worthy enough to meet Ansur.

Interacting with the statue enables another passive History check as described above. The check is common with the one rolled at the murals (i.e. it is not rolled again if deciphering murals had been successful, and vice versa). The party can also make an Arcana check to reveal the status has had Magic mouth cast upon it:

  • [ARCANA] Examine the statue. What magic might be at work? (DC 15)

On a granite bench lies the Journal of Past Adventurers N°1 - a part of a diary of previous explorers of the dungeon. Other parts of it can be found and read inside the Trial Chambers.

Trial Chambers[edit | edit source]

There are four trials that the party must complete to open the Dragon's Sanctum where Ansur Ansur, a Bronze Dragon, resides. Courage, Insight, Strategy and Justice (one per each of "four pillars of power").

There are four more statues of Balduran standing in a row in the central hall of the Wyrmway. Each depicts the founder of Baldur's Gate holding a symbol of one of the trials: a pair of scales for Justice, a Knight chesspiece for Strategy, a book for Insight, and a sword for Courage. Statues with the corresponding symbols stand also in each trial chamber. Successfully completing a trial causes the matching statue in the central hall to begin glowing.

Chamber of Justice[edit | edit source]

The chamber of justice

This trial takes place in the far left area, with no door. On the walls are six paintings starting from "The Apple" and ending with "The Judgement", each described by Narrator if interacted. The paintings depict a man who steals apples to feed urchin children, then is hired to purloin a powerful artifact, chased and detained, and finally judged.

In the middle of the chamber is a stone dais with three more pictures placed on bookstands. These depict possible judgements that may be passed on the culprit by the player character, but are covered in shadow by the dishonourable The Judge Judge standing in the middle of a binding circle, covered with a globe-like shrouded area.

On a granite bench near the shrouded paintings in the chamber Journal of Past Adventurers N°2 can be found.

Chamber of Insight[edit | edit source]

The chamber of insight

The way to this trial lies over a nearly invisible path between the two left-hand statues of Balduran. The chamber itself is a vast cave resembling a library, with a meandering path leading almost back to the entrance, with multiple bookcases arranged along both sides. In the far end of the path there is a stone dais with three blood-red ghosts of the advisors: Paul Amaps, Cristina Suelto, and Alwin Stedd.

There are also several books fluttering around: one at the start of the path, one within the middle widening, and the last close to the end. Catching a fidgety books manually requires a DC 15 Sleight of Hand check, a single attempt for each party member throughout the trial (therefore, if any companion has failed to catch a book, they cannot roll the check again on another).

Attacking Suelto at the end of the chamber results in the party correctly passing this test.

Suelto's Ethics of War can also be found in the private chambers of Ketheric Thorm Ketheric Thorm in Moonrise Towers, seemingly serving the general's benchbook on warfare.

Chamber of Strategy[edit | edit source]

The chamber of strategy, featuring a lanceboard

This trial takes place in the lower right-hand room. The way to the actual trial is blocked by a bunch of Attuned Crystals, which may be destroyed, walked around (from the left side) or jumped / flown over.

In this trial a lanceboard problem must be solved (a chess-like game common within Forgotten Realms) by delivering checkmate to the Black in two moves only.

There are three possible lanceboard problems, which might be offered to the party to solve. The particular setup is defined randomly (presumably at the beginning of the game), so it is not possible to re-enter the Wyrmway to change it.

There are three attempts to finish this trial correctly, the reminder indicated by the number of red heart-shared crystals left at the top of the board; each failed attempt results in one "heart" shattering. Additionally, whenever interacting with one of the lanceboard pieces, there is a pointed notification to show where the pieces can move, according to the standard rules of chess.

If Gale Gale is in the party, he offers a solution when speaking to the statue.

The Journal of Past Adventurers N°3 can be found at the feet of the statue of Balduran in this chamber.

For more information on lanceboard game, see Lanceboard on the Forgotten Realms Wiki.

Chamber of Courage[edit | edit source]

This trial takes place in the right most chamber. It is a cave with a roundish ground crossed by a water stream, and a Statue of Balduran in the centre. At the statue's feet stands a Cemetery-Blue Torch, its flames glowing cyan. The four stone orbs are standing around the edges of the area.

This is a fighting trial which lasts 4 turns. Throughout it, one of party members holds the torch in their hand (equipped as a weapon) and must withstand the elements' attacks to pass the test. The party member interacting with the Balduran statue becomes the "torch carrier" for the trial. They must survive (stay alive and not downed downed) by any means possible, thus it is advisable for the rest of the party to defend the torch carrier. The torch is bound to the torch carrier, preventing other weapons from being equipped and preventing the torch from being passed to others.

The Attuned Crystals that grow inclusters around the area can be shattered during the battle to give any nearby character resistance to elemental damage for 2 turns, granting them Crystal Skin Crystal Skin condition.

On the stone edge in the southern part of the chamber the Journal of Past Adventurers N°4 can be found.

The Dragon’s Sanctum[edit | edit source]

Main article: The Dragon's Sanctum

After successfully completing all four trials (or failing any of them and defeating all the spawned undead) the door in the main hall is unlocked, granting access to The Dragon's Sanctum, where Ansur Ansur is said to lie in wait.

Related locations[edit | edit source]

Related quests[edit | edit source]

Related literature[edit | edit source]

Loot[edit | edit source]

Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:

Characters[edit | edit source]

Creatures[edit | edit source]

Notes[edit | edit source]