You’re standing in the Rosymorn Monastery, probably smelling the mountain air and the faint scent of kobold wine, looking at a floor that looks like it belongs in a cathedral but acts like a giant, magical jigsaw puzzle. The stained glass window bg3 interaction isn't just flavor text. It’s the gateway to one of the most iconic weapons in the entire game: the Blood of Lathander.
Honestly, it's easy to miss. Most players just walk over the glass, admire the art, and keep moving toward the crèche. Big mistake. Huge. If you don't stop to solve this, you're missing out on a legendary mace that basically turns Act 2’s undead enemies into piles of ash.
The room is circular. Four pedestals. One already has a ceremonial sword on it. You need the other three. It’s a classic RPG trope, but Larian Studios added enough friction to make it annoying if you aren't paying attention to the environment.
Where the Hell Are the Ceremonial Weapons?
You can't just throw any old rusty dagger on these pedestals. The game wants specific "Ceremonial" versions of the gear. If you try to cheat it by tossing a random longsword up there, you’re going to get blasted by radiant energy. It hurts. Don't do it.
First, you need the Ceremonial Warhammer. It’s located on the roof. You’ll have to fight some Giant Eagles. Look, you can try to talk your way out of it with Animal Handling, but those birds are protective of their nest for a reason. The hammer is right there in the straw. If you kill them, you’re a monster, but you’ll have a cool hammer. If you use Invisible or Misty Step to snatch it, you’re a clever monster.
Next up is the Ceremonial Battleaxe. This one is tucked away behind a glowing enchanted doorway. You’ll see a Guardian of Faith standing there like a spectral bouncer. As soon as you step inside his gold circle, he’s going to start swinging. You don't actually have to kill him if you're fast, but most people just bash his head in and grab the axe off the floor.
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The final piece is the Ceremonial Mace. This is arguably the easiest to find but the most annoying because it’s held by a bunch of drunk kobolds in the lower levels of the monastery. They’ve stuffed it into a chest or dropped it on the floor amid their wine-fueled party. Find the kobold who looks like he’s having the worst morning of his life, and you’ll find your mace.
Placing the Gear on the Stained Glass Window BG3 Floor
Go back to the room with the light streaming through the roof. Look at the images on the floor. Each one depicts a high-ranking member of the Lathanderian order. You have to match the weapon to the person.
- Vaseid gets the Battleaxe. He’s the one who looks like he’s ready to chop wood, or heads.
- Stockhold gets the Mace.
- Seed gets the Warhammer.
- Welsh already has his Sword, so leave him alone.
Throw the weapons onto the correct pedestals. If you do it right, they glow. A secret compartment opens up in the wall. Inside is the Dawnmaster’s Crest.
This is where people mess up. They think the crest is the prize. It’s not. It’s the key.
Why the Blood of Lathander is Worth the Headache
So, you’ve got the crest. Now you head down into the Crèche Y'llek. You go through the Captain’s quarters, use the Githyanki barrier breaker, and find yourself in the secret chamber with the two statues. Turn them—one north, one south—and open the path to the inner sanctum.
Inside is the Blood of Lathander.
If you grab the mace without the Dawnmaster's Crest, the entire monastery turns into a giant orbital strike target. A countdown starts. You have to escape or destroy the four power crystals while a giant solar cannon prepares to erase your party from the map. It’s cinematic as hell, but it usually ends in a Game Over screen for first-timers.
If you do have the crest, you just slot it into the mechanism. The traps deactivate. You walk out with a +3 mace that blinds undead enemies just by standing near them. In Act 2, where everything is a shadow or a zombie, this weapon is basically a "Win" button. It also has a passive called "Lathander's Blessing" that heals you if you drop to 0 HP. It’s literally a life-saver.
Common Mistakes and Weird Bugs
Sometimes the pedestals bug out. I’ve seen players drop the weapon and nothing happens. If that’s you, try picking it up and throwing it again, or make sure you aren't using a "Rusty" version of the weapon by mistake. The names must be "Ceremonial."
Also, you don't actually need the ceremonial weapons to get the mace. If you're a rogue or you've got high Sleight of Hand, you can try to lockpick the hidden wall in the stained glass room, but the DC is ridiculously high. Most people find it faster to just go kill the eagles and the kobolds.
Another weird trick: you can actually keep the ceremonial weapons. Once the wall opens and you grab the crest, you can take the weapons back off the pedestals. They aren't great for combat—they do mediocre damage—but they look cool and they sell for a decent amount of gold if you're trying to save up for that expensive armor in Baldur’s Gate.
Actionable Steps for Your Playthrough:
- Don't sell the Ceremonial weapons if you find them before reaching the room. It’s a pain to buy them back from a vendor three maps away.
- Cast 'Speak with Animals' before heading to the eagle nest. It doesn't always stop the fight, but it gives you some hilarious dialogue.
- Check your light levels. The room with the stained glass is beautiful, but the shadows can hide the interactive prompts for the pedestals.
- Save the Crest. Even if you think you're "strong enough" to handle the trap, just use the crest. The solar cannon cutscene is cool, but losing three hours of progress because you couldn't find the last crystal in time is not.
- Equip the Mace on Shadowheart. The irony of a Cleric of Shar wielding a legendary weapon of the Sun God is too good to pass up, and her Spirit Guardians combined with the mace's blind aura makes her untouchable.
Go get that mace. The shadows in Act 2 won't know what hit them.