Baldur's Gate 3
54 Achievements
200+h
GOG
Taking Blood
Steal the Blood of Lathander from underneath Rosymorn Monastery. Details for this achievement will be revealed once unlocked
32.0%
How to unlock the Taking Blood achievement in Baldur's Gate 3 - Definitive Guide
There are three puzzles within the Rosymorn Monastery that will prevent you from getting this trophy. So, this helpful solution will fill in the blanks and give you the bare basics you'll need to complete this quest!
Step #1
Above and around the surface and higher levels of the monastery, you'll find magic-allergic rats, drunken ratkin, and possessive, snarky birds. Upon the second-to-highest floor, there is an alcove with a glowing weapon on a slab of stone. Reading the plaques and looking at the stained glass depiction on the floor, you'll sense a theme about the former masters of the monastery. The first weapon placed, the Ceremonial Longsword, requires companions to be placed alongside it in order to unlock a key item for later. One of them can be found not far from this alcove, behind a protected door. You can either unlock the door or go around it, following the right hall until it wraps around to an outdoor location. Here, you can find a wall to destroy to get in and find a spell still active over the weapon. Picking it up will start combat with the spell, which is quite unfair in its counters. Once the character falls to it, the spell will disperse, allowing you to come in and recover if necessary.
The third ceremonial weapon can be found on the top level of the monastery in the nest of some large birds. Unfortunately, I was unable to talk to them before they became hostile (due to accidentally stepping into their nest) so I am unsure if there is another option, but you must claim the weapon from the nest either way.
The last weapon doesn't appear to be an actual ceremonial weapon. I've read some sources saying any weapon will suffice, but my experience with it showed that only one weapon worked: there is a rusty mace you can collect in a collapsed hallway near a skeleton. I tried using a githyanki crossbow and a rusty dagger but was met with mud being thrown upon me, but using the rusty mace fulfilled the condition, unlocked the secret wall, and had my character state that any weapon would suffice for that one.
Step #2
Deep within the depths of the monastery, the githyanki have taken up residence. You can pursue the creche questline with Lae'zel here. In the deepest chamber where the creche leader exists is a small hall where several treasure chests have been pooled along with a false lead on the Blood of Lathander. The two statues here can be rotated, though one is a bit rusted. You can attempt a strength check using your characters to see if you can rotate it, or you can lube it up with water to get it to move as well. Whichever choice you make, fulfill the condition of the two plaques underneath the statues to reveal another secret wall and the true vault of the monastery.
Step #3
With the item you obtained from the Dawnmaster alcove and having revealed the vault, make your way through the several radiant traps to the prime piece of the vault, where the true Blood of Lathander shines brightly. I wouldn't necessarily suggest trying to mess around with pulling it out, though I'm sure some could with their checks, but to safely unlock the mechanism and free your legendary weapon from it, insert the seal in the crest pedestal and you will obtain this weapon.
Step #1
Above and around the surface and higher levels of the monastery, you'll find magic-allergic rats, drunken ratkin, and possessive, snarky birds. Upon the second-to-highest floor, there is an alcove with a glowing weapon on a slab of stone. Reading the plaques and looking at the stained glass depiction on the floor, you'll sense a theme about the former masters of the monastery. The first weapon placed, the Ceremonial Longsword, requires companions to be placed alongside it in order to unlock a key item for later. One of them can be found not far from this alcove, behind a protected door. You can either unlock the door or go around it, following the right hall until it wraps around to an outdoor location. Here, you can find a wall to destroy to get in and find a spell still active over the weapon. Picking it up will start combat with the spell, which is quite unfair in its counters. Once the character falls to it, the spell will disperse, allowing you to come in and recover if necessary.
The third ceremonial weapon can be found on the top level of the monastery in the nest of some large birds. Unfortunately, I was unable to talk to them before they became hostile (due to accidentally stepping into their nest) so I am unsure if there is another option, but you must claim the weapon from the nest either way.
The last weapon doesn't appear to be an actual ceremonial weapon. I've read some sources saying any weapon will suffice, but my experience with it showed that only one weapon worked: there is a rusty mace you can collect in a collapsed hallway near a skeleton. I tried using a githyanki crossbow and a rusty dagger but was met with mud being thrown upon me, but using the rusty mace fulfilled the condition, unlocked the secret wall, and had my character state that any weapon would suffice for that one.
Step #2
Deep within the depths of the monastery, the githyanki have taken up residence. You can pursue the creche questline with Lae'zel here. In the deepest chamber where the creche leader exists is a small hall where several treasure chests have been pooled along with a false lead on the Blood of Lathander. The two statues here can be rotated, though one is a bit rusted. You can attempt a strength check using your characters to see if you can rotate it, or you can lube it up with water to get it to move as well. Whichever choice you make, fulfill the condition of the two plaques underneath the statues to reveal another secret wall and the true vault of the monastery.
Step #3
With the item you obtained from the Dawnmaster alcove and having revealed the vault, make your way through the several radiant traps to the prime piece of the vault, where the true Blood of Lathander shines brightly. I wouldn't necessarily suggest trying to mess around with pulling it out, though I'm sure some could with their checks, but to safely unlock the mechanism and free your legendary weapon from it, insert the seal in the crest pedestal and you will obtain this weapon.
This guide was translated automatically.
Act 2
Quest line with Githyanki Manger
We arrive in Rosimorne, as we move through the fortress we find a room with 4 pedestals, on one of them a glowing sword. You need to find and place 3 weapons on the remaining pedestals.
1. On the roof in the eagle's nest
2. On the same floor behind a door closed by magic (the guard cannot attack outside the circle, we just shoot from the corner)
3. In the grave a level lower, at the very edge of the map (you need to leave the castle through the passage opposite the talking statue)
We take the coat of arms.
Later we find ourselves in the inquisitor's room, ignore him, go left from the entrance, there are 2 statues.
- turn right to the east
- left to the west (you need to hit with a blunt weapon if you fail the athletics test)
We enter the doors
- We break the crystal, thereby turning off the magic door
- Defuse the trap, or quickly run to the left over the stones
- Shoot the crystal on the wall and clear another trap
- Shoot the crystal at the bottom of the cliff, on the opposite side of the trap
- We insert the coat of arms into the pedestal, we get a trophy
Quest line with Githyanki Manger
We arrive in Rosimorne, as we move through the fortress we find a room with 4 pedestals, on one of them a glowing sword. You need to find and place 3 weapons on the remaining pedestals.
1. On the roof in the eagle's nest
2. On the same floor behind a door closed by magic (the guard cannot attack outside the circle, we just shoot from the corner)
3. In the grave a level lower, at the very edge of the map (you need to leave the castle through the passage opposite the talking statue)
We take the coat of arms.
Later we find ourselves in the inquisitor's room, ignore him, go left from the entrance, there are 2 statues.
- turn right to the east
- left to the west (you need to hit with a blunt weapon if you fail the athletics test)
We enter the doors
- We break the crystal, thereby turning off the magic door
- Defuse the trap, or quickly run to the left over the stones
- Shoot the crystal on the wall and clear another trap
- Shoot the crystal at the bottom of the cliff, on the opposite side of the trap
- We insert the coat of arms into the pedestal, we get a trophy
1 Comment
To get the coat of arms, you just need to pass the test and see the hidden wall in the room with the stained glass window, which is opened by hacking.
By kneesocks on 23 Nov 2023 15:50