Baldur’s Gate 3 Guide: Tips for Solving the Chamber of Insight Puzzle

Baldur’s Gate 3 Guide: Tips for Solving the Chamber of Insight Puzzle

Baldur’s Gate 3 features an intriguing challenge within the Chamber of Insight, where players must discern which of three ghosts can be trusted and which one poses a threat. This puzzle emphasizes the player’s skills in observation and judgment as they search for clues to identify the “enemy of the city.”Successfully completing this trial is crucial, as it is one of four needed to access the Dragon’s Sanctum and engage with the Bronze Dragon, Ansur, as part of Wyll’s Blade of Frontiers questline in Act 3.

Located inside the Wyrmway, which is part of the fortified Wyrm’s Rock Fortress, the Chamber of Insight invites players during the third act of the game. Entering Wyrm’s Rock Prison unlocks the path leading to the Wyrmway. To proceed, players must undertake four Trials: Justice, Insight, Strategy, and Courage—similar in nature to the Trials found in the Gauntlet of Shar from Act 2. Notably, these Trials can be completed in any sequence.

Navigating the Chamber of Insight Puzzle

Unveiling Clues within the Text

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To gain entry to the Chamber of Insight, players must traverse an invisible bridge situated between two statues of Balduran on the left side of the central Wyrmway chamber. After crossing, interact with the Balduran statue to receive further instructions regarding the Trial.

Within the chamber stands three ghostly counselors: Suelto, Amaps, and Stedd. The challenge lies in identifying the ghost whose ideas threaten the city’s welfare. Although direct communication with the spirits is not possible, players can gather clues by exploring a nearby library. However, the relevant books in the library are airborne, complicating matters as they cannot be read until retrieved.

Players can employ several methods to bring these elusive books down for inspection. The first approach involves throwing a non-essential item from your inventory at each book, while another option is to use the Throw action on each book. Achieving a successful Athletics check will allow the retrieval of the books. Alternatively, players with a high enough Sleight of Hand skill may directly grab the books, although this option is more challenging. Additionally, spells that induce a Frightened state or utilize Command: Grovel will also force the books to fall within reach.

To enhance efficiency in this phase, consider utilizing Turn-Based Mode. This mode slows down the action, which can make it easier to target the flying tomes. Initially, throwing the books might appear ineffective until either a round has passed or the player exits Turn-Based Mode, at which point the books will drop and become readable.

It’s noteworthy that the flying books are immune to bludgeoning damage. Thus, while throwing items to knock them down is acceptable, avoid using weapons that could potentially harm the texts and prevent valuable clues from being uncovered.

Having companions with high Strength Ability Scores, such as Karlach or Lae’Zel, can significantly aid in this task, as their robust Athletics skills allow them to effectively address the floating books. Moreover, players can utilize armor like Metallic Boots that enhance Athletics by +1.

Similar to the Riddle of the Night puzzle in Baldur’s Gate 3, the answer to the Chamber of Insight is easily found within a specific tome. Among the flying books, one labeled Suelto’s Ethic of War states that Suelto believes in the annihilation of conquered cities and their inhabitants to prevent future conflicts. Based on this damning evidence, Suelto emerges as the most dangerous ghost, harboring the most destructive philosophies.

Once all books have been read, a companion (commonly Wyll) may wish to discuss his insights with the player character. Players can take a moment to consider these perspectives or move forward with their own judgments.

After gathering the necessary information, proceed to the pedestal with the three specters and confront Suelto with either a physical or magical attack to complete the trial. The Balduran statue will illuminate and convey dialogue, permitting the party to advance through the Wyrmway.

While there are no tangible rewards for completing the Chamber of Insight, achieving all four Trials in the Wyrmway opens the path to the Dragon’s Sanctum for a vital interaction with Ansur. Following this encounter, players must defeat both Ansur and two Water Myrmidons in battle, after which they can loot significant items like a (+3 Greatsword) and a (Legendary Medium Helmet) before moving on with the overarching story of Baldur’s Gate 3.

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