You’re wandering through the Rosymorn Monastery, probably looking for a cure for that parasite in your brain, and you stumble upon a legend. The Blood of Lathander isn't just some shiny trinket. It is, quite honestly, the most impactful legendary weapon you can find in Act 1 of Baldur’s Gate 3. It blinds undead. It heals you when you drop to zero HP. It basically turns your Cleric into a sun-god.
But getting it? That’s a whole different story.
Most people mess this up. They either miss the prerequisites or they end up triggering a solar lance that vaporizes their entire party. If you've seen the "Game Over" screen because a giant building collapsed on your head, you know exactly what I’m talking about. This Blood of Lathander walkthrough is going to guide you through the puzzles, the secret doors, and the moral choices without getting you killed.
The Ritual Weapon Puzzle: Don't skip this
Before you even touch the secret chamber in the Inquisitor’s room, you need the Dawnmaster’s Crest. Can you get the mace without it? Sure. But you’ll probably die. To get the crest, you have to solve the stained-glass window puzzle on the upper floor of the monastery.
There are four pedestals. One already has a Ceremonial Longsword on it. You need the other three.
First, grab the Ceremonial Warhammer. It’s on the roof, guarded by some very grumpy Giant Eagles. You can talk your way through this if you have Animal Speaking, or you can just initiate combat. If you choose violence, watch your positioning. Those eagles love to push people off the ledges. Honestly, it’s embarrassing to lose a legendary quest because a bird shoved Gale into the abyss.
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Next is the Ceremonial Battleaxe. This one is behind a glowing door. You’ll have to jump across a gap or pick a lock. There's a Guardian of Faith inside who really doesn't want you touching his stuff. Once he’s dealt with, take the axe. The final piece is the Ceremonial Mace, which is actually being carried by a drunk Kobold in the ceremonial room downstairs. Just kill the Kobolds. They’re annoying, and they have the mace.
Throw these weapons onto the correct pedestals—check the names on the plaques—and a secret compartment opens. Grab the Dawnmaster’s Crest. Keep it safe. You’ll need it to avoid the "giant laser of death" scenario later.
Finding the Secret Chamber
Once you’ve dealt with the Githyanki Inquisitor—and how you handle that is up to you, though Lae'zel might have opinions—look to the left of the main platform. There are two statues. This is where the Blood of Lathander walkthrough gets a bit finicky because the statues are often stuck.
The statues need to rotate. One should face North (towards the entrance) and one should face South (towards the back of the room). If they won’t move, hit them with a low-damage attack or use some Grease. Sometimes a bit of blunt force is all a holy statue needs to find its motivation. Once they are positioned correctly, the wall slides away.
Navigating the Light Barriers
This corridor is a death trap. Literally. There are three translucent amber barriers blocking your path. If you try to walk through them, you’re done.
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You need to destroy the blue crystals powering these walls.
The first one is easy—it’s right there on the wall. For the second one, you’ll need to do some light parkour. Look to the side of the main path. There’s a ledge you can climb. Follow it around to find the crystal tucked away behind the barrier. The third crystal is even more annoying. It’s hanging out on the cliffside below the path. Use a ranged attack or a spell like Magic Missile to pop it from a distance.
Watch out for the traps on the floor. They emit a pulse that will knock you off the edge. Disarm them with a high-dexterity character like Astarion, or just time your movements very carefully. One wrong step and you're reloading a save from twenty minutes ago.
The Final Choice: The Crest or the Catastrophe
You’ve reached the mace. It’s floating there, glowing with the radiance of a thousand suns.
Look at the console. There is a slot. This is where you put the Dawnmaster’s Crest you found earlier. If you put the crest in, the traps disable, the mace lowers, and you walk out of there like a hero. The Blood of Lathander is yours, and the monastery remains standing.
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But maybe you forgot the crest. Or maybe you just want to see what happens.
If you take the mace without the crest, you trigger the Lathander’s Solar Lance. You have four turns to either destroy the four containment crystals powering the weapon or get your entire party out of the monastery. It is chaotic. The music ramps up, the screen shakes, and if you fail, the entire crèche is leveled.
While blowing up the Githyanki crèche is certainly a "bold" narrative choice, it usually results in losing several potential questlines and killing off NPCs you might actually need later. Plus, if your main character is still inside when the timer hits zero, it’s an immediate game over. Stick to the crest. It’s cleaner.
Why this mace is actually broken
The Blood of Lathander isn't just a stat stick. It has a passive called Lathander's Blessing. Once per long rest, if your HP hits zero, you instead regain 2-12 HP and your nearby allies get a small heal too. This has saved my Honor Mode runs more times than I can count.
Then there’s Lathander’s Light. It creates a permanent aura of holy light that blinds undead and fiends. In Act 2, which is almost entirely shadow-cursed and filled with undead, this makes most encounters trivial. Your enemies will have disadvantage on every single attack just because you're standing near them.
Lastly, you get Sunbeam. A 6th-level evocation spell in Act 1? It’s absurd. It’s a massive line of radiant damage that you can recast for several turns. It melts bosses.
Practical Steps for your playthrough:
- Check your inventory for the Ceremonial weapons before leaving the Monastery area.
- Save your game before rotating the statues; they are notoriously buggy.
- Equip the mace on Shadowheart or a Paladin immediately. The radiant light is a literal lifesaver in the Shadow-Cursed Lands.
- Don't forget the crystals. Trying to jump past the barriers usually ends in a fall to your death.
The monastery is a dense, vertical maze, but taking the time to complete this quest is non-negotiable for a serious run. You get the lore, the XP, and a weapon that stays viable until the final credits roll. Just remember to bring the crest, unless you really have a grudge against the monastery's architecture.