Baldur's Gate 3: Chamber of Courage guide

Published: 02:18, 17 August 2023
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Baldur's Gate 3: Chamber of Courage guide
Baldur's Gate 3 - Chamber of Courage entrance
Baldur's Gate 3 - Chamber of Courage entrance

While this particular trial in the Wyrm Rock's secret chambers is not a mind teaser, it is somewhat tough to pass so here are a few tips to get past it.

Baldur's Gate 3 has a few difficulty spikes and Chamber of Courage may be considered one.

The players are tasked with surviving an onslaught of elementals that keep spawning in and they are not pushovers - their attacks hurt so you better be ready to take a few hits.

Chamber of Courage mechanics

Upon entering the room, you will be tasked with picking up and carrying a torch for four turns. Once the four turns are up, you will pass the test even if you didn't clear the enemies, who will just disappear instantly at that point.

The elementals target the torch wielder almost exclusively.

As such, your objective here is to keep the torch wielder alive at all costs and this can be achieved with several strategies but there is one that is basically cheating. Of course, it involves Clerics, as per usual.

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Baldur's Gate 3 - Take the torch with a Druid only if you have Sanctuary. Otherwise, use a sturdier character
Baldur's Gate 3 - Take the torch with a Druid only if you have Sanctuary. Otherwise, use a sturdier character

Use Sanctuary

Since a Cleric is perfect for these halls, you probably already have one in your party. If you don't, we can't recommend it enough to go back to camp and switch one team member out so you can use a Cleric instead.

This class has access to Sanctuary, a level one spell that only requires a bonus action to be used. As soon as your torch wielder activates the elementals, just pop the spell on them and they will be almost invulnerable for 10 turns, as long as they don't attack.

If you are going with the Sanctuary strategy, it is best to take the torch with a support caster whose abilities can be utilised even without dealing damage to enemies as this strips your invulnerability.

If you don't have Sanctuary

Make sure your wielder can survive an onslaught of elemental damage. This can be achieved through support characters buffing them with various resistances as well as using potions and elixirs to compensate for the ones your spellcasters don't have.

Alternatively, you can use non-torch characters to weaken the crystals in the room and then finish them off with the torch wielder. This will provide resistance to all elemental damage for two turns.

It is best to use sturdy melee attackers for this role as they have the best chances of survival. Ideally, you will use it on a Barbarian with the Wildheart subclass that has the Bear Heart selected. Just pop the Rage and let the elementals hit you for four turns while the rest of the team heals you up.


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