You’ve finally made it under Wyrm’s Rock. You’ve shocked the dragon torches, found the secret door, and now you’re standing in the Wyrmway face-to-face with a glowing statue of Balduran. It’s act three, and frankly, everything feels like a high-stakes exam.
Then you walk into the Chamber of Justice, and honestly, it’s just confusing at first.
A giant, shadowy figure known as "The Judge" is standing in the middle of a purple-black fog. Around him are these "Shrouded Paintings" that you can’t even look at because they're cursed. It feels like one of those "guess what I'm thinking" puzzles that usually ends in a Tipe-4 Total Party Kill.
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Basically, the trial is testing your sense of proportionality. You’re supposed to look at the story of a man who stole an apple and decide how he should be punished. But since the paintings are literally covered in shadows, most players just start clicking everything in a panic. Don't do that.
How to Clear the Shadows Without Breaking the Quest
The most common mistake? People try to use Daylight or Light. You’d think light would fix shadows, right? Nope. This is magical darkness, and the game is being very literal about it being a "curse."
To actually see what you're doing, you need to get rid of that shadowy judge. There are a few ways to handle this, but the "proper" way is using Remove Curse. If you have Shadowheart in your party, or any Cleric/Paladin, just cast it on the Judge. The fog vanishes instantly.
If you don't have that spell prepared, you aren't stuck. I've seen people use Banishment on the Judge, which works surprisingly well. Some even use Turn Undead to make him flee out of the circle, or Polymorph to turn him into a sheep. Once he’s gone—or at least moved—the paintings become clear.
The Verdict: Which Painting Is Right?
Once the fog is gone, you’ll see three paintings on the side tables. They depict different fates for the apple thief:
- The Hanging: The guy gets executed. (Way too harsh for an apple.)
- Freedom: He just walks away. (Not really "justice," is it?)
- The Cell: He goes to prison.
The "correct" answer is The Cell.
Pick up the painting titled "The Cell" and walk it over to the empty pedestal (the Waiting Judgement) in the center. If you place it there, the statue of Balduran will tell you that you've passed.
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What Happens if You Mess Up?
Look, maybe you’re playing a "burn it all down" Dark Urge run, or maybe you just accidentally clicked the wrong thing. If you place the wrong painting—or if you decide to just smash the paintings because you’re tired of riddles—the trial fails.
But "failing" in Baldur's Gate 3 usually just means "combat."
A bunch of Fallen Champions and shadows will spawn and try to murder you. Honestly, if your party is level 10 or 11, the fight isn't even that hard. Once you kill them, the trial counts as completed anyway. You don't get the "moral" victory, but the door to Ansur still opens.
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The Bigger Picture: Why This Matters
This trial is one of four you need to finish to reach the legendary dragon Ansur. Along with the Chamber of Strategy (the chess one), the Chamber of Insight, and the Chamber of Courage, this is basically the gatekeeper to some of the best loot in the game.
If you make it through all of them, you’re looking at:
- Balduran’s Giantslayer: A legendary greatsword that doubles your Strength modifier's damage.
- Helm of Balduran: A helmet that heals you every turn and makes you immune to stuns.
Quick Tips for the Weary Adventurer
- Check your scrolls: If you don't have a Cleric, check your inventory for a "Scroll of Remove Curse." Most players have ten of these rotting in a backpack by Act 3.
- Don't overthink the lore: The story is simple. A man stole an apple to feed people. The Judge wants him dead. You are being asked to provide a moderate middle ground.
- The "Invisible" Solution: If you’re really lazy, you can actually just right-click the paintings and "Examine" them through the fog. The game sometimes lets you see the titles without removing the curse, allowing you to just grab the right one and go.
Once you’ve placed "The Cell" and the statue glows blue, you’re one step closer to the heart of the Wyrmway. Just make sure you’re rested before you go through that final door—Ansur doesn't play as nice as the statues do.
Next Steps for Your Run
Now that the Chamber of Justice is handled, head over to the Chamber of Strategy. If you have Gale in your party, talk to him—he’s a chess nerd and will literally tell you exactly where to move the pieces so you don't have to think about it. If you don't have Gale, you can always just hit the Black King with a lightning bolt. It's not "grandmaster" play, but it works.