What Enemies Appear Inside The Bg3 Chamber Of Justice Boss Fight?

2025-10-31 20:12:38 259

4 Answers

Alexander
Alexander
2025-11-02 06:14:18
Walking into the 'Chamber of Justice' in 'Baldur's Gate 3' hit me with this theatrical vibe — like the room itself wanted to prosecute me. In my run the encounter is basically a layered melee: the named boss (a stern, armored Justiciar-type figure) anchors the fight, and around them you'll usually see heavy-hitting wardens and armored enforcers who try to pin you down.

Beyond the obvious frontliners there are always support types. Expect at least one or two cleric-ish spellcasters who throw healing and control spells, animated armors or statues that spring to life, and occasional summoned spirits or spectral guardians that complicate positioning. The environment also participates: pressure plates, glyphs, and zones that inflict radiant or restraining effects pop up, and some of the fight choreography will activate traps that force you to move.

I also noticed the encounter can shift depending on choices earlier in the game — sometimes an NPC ally appears hostile, sometimes extra summoned minions spawn. Playing it felt like a chess match: remove the healers first, break the control zones, then collapse the frontliners. It’s one of those fights that rewards patience and clever use of terrain, which I loved.
Grayson
Grayson
2025-11-05 09:32:30
I got thrown into the 'Chamber of Justice' after a misguided attempt to lecture a paladin NPC, and wow — that room is theatrical trouble. The encounter usually stacks enemy roles: a named boss (lawful, armored, and spiteful), at least a pair of melee lieutenants who like to grapple or shove you into hazards, and a ranged/spell support casting buffing/healing spells. Animated statues or armors often act as summoned adds, and depending on how the script runs you'll see spectral guardians or summoned elementals join the fray.

Mechanically it's annoying in a delightful way: terrain effects unlock mid-fight, creating zones of punishment or forced movement. I once had a version where two stone pillars activated and started spewing radiant damage, which turned the field into a gauntlet. The real trick is isolating the cleric-type to stop sustained heals, then crowd-controlling the lieutenants so the boss is exposed. I love fights like this because they demand creative tempo control and a bit of chaos management — makes every successful clear feel earned.
Xander
Xander
2025-11-06 01:07:36
Okay, so picture this: I walked into the 'Chamber of Justice' expecting a straight duel and instead got a multi-layered skirmish. The central villain runs the show — think of them as the courtroom's executioner — but they don't fight alone. There are typically two to four armored melee 'wardens' whose job is to engage and flank, plus one or sometimes two spellcasters who buff allies, cast crowd-control, and heal. Around the room you'll often find constructs or animated suits of armor that animate mid-fight; they act like disposable meat shields.

On top of that, the encounter commonly summons spectral or elemental minions that force you to split attention, and environmental hazards like radiant sigils or stone columns that crush or restrain. Difficulty and your prior choices can add or remove minions — I had a playthrough where extra summoned guardians showed up after a dialog choice. Tactically, I prioritize silence or interruption on the casters, then kite the heavies around cover while nuking the boss, which usually works out nicely.
Hazel
Hazel
2025-11-06 07:19:15
Stepping into that chamber felt like entering a judgment hall with very poor acoustics — you hear your enemies before you see them. In most runs the boss is a single, heavily armored figure supported by a handful of melee guards (wardens or enforcers) and at least one spellcasting support who keeps tossing heals, buffs, and control spells. Animated armors or statues frequently animate as adds, and there are often summoned spirits or elemental minions that force you to split focus.

Environmental traps and glyphs usually play a role too, creating hazardous ground or forced-movement effects. I’ve seen the exact mix change based on previous choices, but that core trio — boss, melee henchmen, and caster/support plus constructs/traps — shows up reliably. I always try to shut down the spells first and then pick apart the melee line, which usually turns the tide and leaves me feeling smug.
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