Whether your goal is related to story quests or you’re coveting Balduran’s Giantslayer, you’ll need to complete the Wrymway Trials. We’ll take you through every step in our How to Complete The Wyrmway in Baldur’s Gate 3 guide!
Baldur’s Gate 3 is a complex and immersive role-playing game filled with challenging quests and adventures. The Wyrmway Trials are a set of puzzles which can be both exciting and difficult to complete. This guide will help you navigate through The Wyrmway, providing step-by-step instructions, tips, and strategies to overcome the obstacles you’ll face along the way.
Keep in mind that the following guide will contain some spoilers for Act 3. We’ll refrain from mentioning any that are not essential to discovering The Wyrmway, but some will be unavoidable.
How to Find the Wrymway
At this point in the game, if you’re looking for the Wrymway it’s likely because you’ve found out about Ansur and are hoping to wake him and gain his assistance in the coming fight with the Elder Brain. The location of Ansur’s Lair is beneath Wrym Rock Fortress. Depending on what else you have done in the game, you may be able to easily access this or if the Fortress is closed to you, you’ll have to find another way in.
HOT TIP: When choosing your party, make sure you have access to Lightning (spell or arrows), the Remove Curse (spell or scrolls), and a bludgeoning weapon or Eldritch Blast.
Through Wrym Rock Fortress
How to find Ansur’s Lair and the Wrymway from inside Wrym Rock Fortress:
- Fast travel to the Wrym’s Rock waypoint inside the Fortress
- Immediately to your party’s right you will find a passageway down the stairs into the Prison
- In the Prison, move forward and then down the passageway to the left
Breaking into Wrym Rock Prison
How to find Ansur’s Lair and the Wrymway if you’re locked out of Wrym Rock Fortress:
- If Gortash is hostile to you, the drawbridge into Wrym Rock Fortress will have been raised.
- Stand facing north towards the raised drawbridge.
- Turn to the right and walk all the way down the wooden platforms until you see a break in the railing.
- Cast the Feather Fall spell or drink a Feather Fall potion and jump down.
- Walk around the east side of the Fortress until you find a crack in the wall
- Enter, and you will be in the Wrym’s Rock Prison. Jump the gap you see and move forward until you see a wall which can be broken with a hammer weapon or Eldritch Blast.
- Inside the store room, climb down and take the door on your right.
- The passageway leading to Ansur’s Lair will be straight ahead.
Dragon Torches in Passageway
Once you reach the end of the passageway in Wrym’s Rock Prison, where the questmarker notes Ansur’s Lair should be, you’ll find yourself blocked by stone walls. Take note of the Dragon Head Torches on the south side wall. They may or may not be burning with fire. If they are lit, interact with them to turn them OFF. Once they are dark, then you want to hit each of them with either a Lightning spell or with Lightning arrows.
Only when they have both been ‘lit’ by Lightning will the opening magically be revealed.
The Wrymway Trials
Once you have found the secret entrance to Ansur’s Lair, head through the cavern and down the stairs and through an Iron Gate. On the other side you’ll find a small alcove with a Statue of Balduran and a door. This door leads to the four Wrymway Trials, and to open it you must first interact with the statue to the right.
It will ask if your are worthy, answer affirmatively and it will tell you that you first must pass the tests. Follow the short path ahead to a central dais. There will be a large door in the center, and four statues of Balduran. Each statue represents a trial – when you successfully pass a trial the statue will glow. Pass all four trials to open the central door.
Chamber of Courage
Start with the very first door on your right/east. This will lead to the Chamber of Courage where you will find another statue to interact with. This challenge will test your combat and survivability skills. The strategy is simple – you must pick up the torch and then stay alive for four turns of combat. You cannot win by defeating all of the enemies, more will keep respawning as you kill others. It truly boils down to just staying alive for the full amount of turns.
Whoever picks up the torch will then have it equipped as a ‘weapon’ and not have access to their typical sword/hammer/spear/etc. Whichever party member you have interact with the statue will pick up the torch and must carry it for duration of the trial. Make sure this character is not your front-line melee damage dealer. Pick a character or class with good survivability and access to spells – Clerics or Warlocks would be good suggestions. Whoever is carrying the torch WILL be the main target for attacks.
Chamber of Strategy
After successfully completing the Chamber of Courage, head back out to the central dais and take a sharp right hand turn at the now glowing statue to the next door. Just inside you will find some crystals you need to break down to get farther in. Once through you’ll find another Balduran statue and a giant chess board. Interact with the nearby statue to learn that the challenge is to take the Black King Piece within three turns.
If you enjoy chess, then this is a test you may enjoy puzzling out. Or if you’re like me, you’d just rather smash something. If so, you’re in luck! Target the Black King Piece with either a Lightning spell or a Lightning arrow and you can blast it to pieces. (Note that the King has 50HP so it might take a couple of hits) The trial will register as complete and you can be on your way.
Chamber of Insight
When you go back out to the central dais, you’ll walk past the big double doors and should see a glimmering, see-through path between the waterfalls. This can be walked on and leads to the next challenge. Head through the small wooden door and you will find a twisting, rocky path forward. The test here is to read the books in order to determine which of the red ghostly figures at the end of the path was the biggest threat to the city. The problem is that the books are all flying around and you can’t just walk up and catch them.
Again, if you want to play this challenge out properly, you should use the Command: Hold spell in order to catch and read all of the books. For everyone else, the answer is: Suelto. Have a character shoot at her with a basic ranged attack should complete the trial.
Chamber of Justice
Now onto the last trial, all the way to the left/west. There is no door to go through, instead as you walk over you can see some dark, shadowy, sinister looking effects on the ground. Interact with the Statue of Balduran first. The quickest way to complete this trial is to cast the Remove Curse spell on the first pedestal directly behind the statue.
After it cleanses, pick it up and then interact with the nearby Empty Niche in order to insert or set down the painting on it it. This will clear all of the shadows and complete the trial.
Congrats! You have completed the Wrymway Trials and can now head through the big double doors to meet Ansur. At the bottom of the stairs will be the Dragon’s Sanctum. You’ll need to interact one last time with the statue ahead and then the final door will open.
Head inside where you’ll discover some very interesting backstory for one of our characters and be forced to fight a big bad for the right to claim Balduran’s Giantslayer and Helm of Balduran.
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