10 Baldur’s Gate 3 Puzzles Your IRL Intelligence Isn’t High Enough For
12.10.2023 - 11:03
/ screenrant.com
is full of difficult challenges, not the least of which are its wide variety of puzzles. Whether they're related to opening doors, completing quests, or just getting a little extra loot, punishing trials often stand between the party and whatever it is they want. While these are most often combat challenges, in battles against bloodthirsty goblins or well-equipped Flaming Fists, sometimes these obstacles challenge brain instead of brawn.
Yes, there are tens of puzzles just waiting to be solved in, and while many of them are intuitive and easily finished, others are just plain hard. Whether it's because their concepts are difficult to grasp, their solutions are hidden, or their mechanical aspects are clunky, these are some of the toughest puzzles found in the Forgotten Realms.
Within the cave where players may recruit the Owlbear cub in is a small, magically-locked chest with a blue glow about it. The chest registers as shut, but lockpicking isn't available, so what's inside remains a mystery. As it turns out, this is a Gilded Chest of Selûne, and the only way to pry it open is to read a prayer to its patron goddess. Players will have to pass a Perception check on the nearby statue to notice the prayer sheet on the ground, then pick it up and have a non-Shadowheart party member recite it in front of the chest.
In the depths of the Thorm Mausoleum, there are three portraits hung on the walls around a gilded coffin: "," "," and "." In order to open a way forward, players need to have been following the lore. When selected in the correct order, the portraits tell a story: suffering "" over the loss of his wife and daughter, Thorm swore himself to Myrkul, eventually taking over "" and becoming a "" in the god of death's name. It's possible to learn all this by reading books scattered throughout the area, but with only three portraits to pick from, the puzzle can also be solved by brute force.
Those who decide to take the Mountain Pass into Act Two and find themselves embroiled in the githyanki crèche questline of , will pass through the Inquisitor's Chamber. This odd room features two rotating statues, and provides two clues: “,” and “.” However, there are no suns in sight apart from the ones the statues themselves are holding. Players must face one statue west toward the hypothetical setting sun, and one east toward the rising sun. This requires some knowledge of Faerûn astronomy, which luckily aligns pretty closely with Earth's.
In order to leave an offering to Shar and receive the goddess of night's blessing, players must first solve a difficult puzzle featuring a series of plaques mounted on a mausoleum. Each plaque contains a fragment of the inscription, "," and they must be touched in a certain order