
You can find the Chamber of Insight inside the Wyrmway, a location that is part of Wyrm’s Rock Fortress, during Act 3 of Baldur’s Gate 3. Entering Wyrm’s Rock Prison begins a puzzle leading into the Wyrmway itself. From there, you will need to pass four Trials to prove worthy of speaking to Ansur: Justice, Insight, Strategy, and Courage. These are similar to the Trials in the Gauntlet of Shar in Act 2 and may be completed in any order.
The Chamber of Insight Puzzle Solution in Baldur’s Gate 3
The Answer Is In The Text





To enter the Chamber of Insight in Baldur’s Gate 3, the party will need to cross the invisible bridge between the two statues of Balduran on the left side of the central Wyrmway chamber. Then, interact with the statue of Balduran to receive instructions for the Trial.
Behind Balduran stand the three counselor ghosts, Suelto, Amaps, and Stedd. Of the three spirits, you must identify the one with opinions detrimental to the city’s prosperity. You will not be able to speak to the ghosts; however, you can explore a nearby library for some clues. Of course, to complicate matters, the necessary books in the library fly around and can’t be read until they are brought down.
There are several ways to bring the books back down to earth and make them readable. The first is to throw a useless item from your inventory at each book to knock them down. The second option is to select each book and use the Throw action. Upon a successful Athletics check, either method will bring the books down. It is also possible to grab the book out of the air with high enough Sleight of Hand, though this is rather difficult. Finally, any spell that causes a creature to become Frightened or the Command: Grovel spell will force the books to drop to the ground.
It can be helpful to complete this part of the puzzle using Turn-Based Mode to slow things down if you’re struggling to select the flying books. In turn-based mode, throwing the book will initially appear to do nothing until either a round has passed or you exit turn-based mode. At that point, the book will drop to the ground a short way from where you threw it and become readable.
All the flying books are immune to bludgeoning damage, which ensures throwing them (or throwing a small object at them) won’t damage them. Generally, though, do not throw a weapon, as other kinds of damage can destroy the book and rob you of an opportunity to find clues about the three ghosts.
Companions with a high Strength Ability Score, like Karlach or Lae’Zel, are useful to have in your party since their Athletics will likely be strong enough to pin down some flying books. You can also equip armor such as Metallic Boots that provide a +1 Athletics bonus to your character.
Like Baldur’s Gate 3‘s Riddle of the Night puzzle, the answer to the Chamber of Insights lies very plainly in the pages of one specific Tome. You will find a page in the flying book labeled “Suelto’s Ethic of War” that reveals Suelto’s belief that conquered cities should be burned to the ground and all their people slaughtered to ensure no new armies arise to wage another war. Of all three ghosts, based on this book, Suelto easily has the most violent, treacherous ideas for the city after the war.
A companion (usually Wyll if he is in the party) may ask to speak to the player character once all the books have been read to give an opinion. You may stop and hear your companions out or ignore this and decide on your own.
Follow the path from the library to the pedestal containing the three specters and attack Suelto with a physical or spell attack to complete the trial. The statue of Balduran will light up and speak, then allow the party to continue through the Wyrmway.