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Base game

Baldur’s Gate 3: Get the Blood of Lathander Without Destroying the Crèche

This page includes story or boss spoilers.

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Get the Dawnmaster’s Crest first

In the Rosymorn Monastery memorial, leave the Ceremonial Longsword already in place. Put a warhammer on Dawnmaster Seed’s altar, a mace on Stockhold’s, and a battleaxe on Vaseid’s. Ordinary weapons of those types also work. The opened compartment contains the Dawnmaster’s Crest; keep it for the final altar.

Open the secret route from the Inquisitor’s Chamber

In the western alcove of the Crèche Y’llek Inquisitor’s Chamber, face the southern statue west and the northern statue east. The east statue turns freely. The west statue is jammed: throw or cast Grease on its pedestal, then turn it. A passive DC 25 Athletics check can force it, and attacking it also works. Setting both statues correctly opens the wall.

Walk down to the Dawnbreak Gate. Shoot the first energy crystal on the south side of the yellow barrier. In the next room, turn-based mode begins because a Dawnbreaker can push characters into the void. Disarm it with DC 14 Sleight of Hand or move around it carefully.

The next barrier is not a dead end. Climb the nearby rocks and take the upper path around it. Destroy the next energy source at about X: 1118, Y: -790; Magic Missile or a flying summon can reach it too. Continue to the final energy source on the northern rocks, then enter the altar room.

Take the mace safely

Place the Dawnmaster’s Crest in the altar slot before taking the Blood. This disables its defences. The Blood of Lathander is a +3 mace with three additional effects:

  • Lathander’s Blessing: once per long rest, reaching zero HP restores 2d6 HP to the wielder and 1d6 HP to allies within 9 metres. It does not save someone falling into a chasm.
  • Lathander’s Light: illuminates 6 metres and can Blind Fiends and Undead in that radius if they fail a DC 14 Constitution save.
  • Sunbeam: one cast per long rest. Unlike the full spell, this item version cannot fire again on subsequent turns.

If the solar-lance trap activates

Taking the mace without the crest makes the crèche’s githyanki hostile and starts a four-turn countdown. Free the trapped wielder with Misty Step or Dimension Door, or destroy the energy source below the platform at X: 1063, Y: -788. The portal outside that forcefield leads to the monastery roof; it does not itself free the wielder.

To save the monastery, destroy all four Solar Machines before the countdown ends, or insert the crest if you still have it. Inserting it also closes the escape portal. If you choose to flee instead, get everyone clear of the monastery: leaving the machines active destroys the monastery and crèche.

Related: Act One route and Weapons and armour.

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