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Secret Chamber

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The Secret Chamber is a Location within the Crèche Y'llek in Act One of Baldur's Gate 3.
Lathander's light may be infinite, but his mercy is not. Return. Now.
— The warning plaque in the trapped corridor leading to the Chamber

Overview[edit | edit source]

The Secret Chamber is a hidden location within the Crèche Y'llek. It consists of a heavily trapped corridor and a large cavern with richly adorned pedestal combined with intricate machinery, and may remain hidden unless certain choices are made by the party.[1]

The Secret Chamber is where Lathanderian monks of the Rosymorn Monastery hid their greatest treasure: several drops of genuine blood of Lathander Lathander, spilled in the battle with Sammaster, a powerful human necromancer.[2] After these events, the monastery was violently commendeered by githyanki githyanki searching for a place to found a crèche. Yet the existence of the Secret Chamber remained unbeknownst to the raiders, as they seemingly paid scant attention to relics of disdained and extraneous gods.

The Secret Chamber is a place where the quest Find the Blood of Lathander Find the Blood of Lathander might be finished. It is recommended to retrieve the Dawnmaster's Crest from the upper monastery to secure more options when finishing the quest.

If Crèche Y'llek becomes hostile, this location does not become a restricted area unless its relic is stolen. It can be a useful place to rest between encounters with hostile githyanki in the Crèche, or even a means of escape, as the party can fast travel out of it.

Entering this chamber grants 210 XP at Level 7, as a medium sized location.

Access[edit | edit source]

The Secret Chamber can be accessed through a western side alcove of the Inquisitor's Chamber in the crèche.

The entrance is accessible after properly posing the two statues of Lathander at X: 1330 Y: -660. These statues have spinning basements. Turning them to the correct position to be facing east and west respective to plaques at their feet opens the movable wall section, leading to the Dawnbreak Gate after a set of stairs. The right statue ("east") rotates freely, while the mechanism of the second one ("west") is jammed. Hints on this can be acquired early when exploring the upper ruins of the monastery, upon reading the Old Maintenance Records journal lying at X: 102 Y: 27.

Rotating the jammed statue can be eased by casting Grease Grease or throwing a Grease Bottle on its pedestal. If the party have none in their inventory, a spare bottle can be found outside the crèche main entrance, lying in plain sight just behind the statue of Lathander. Otherwise, making turning the statue by force requires a passive DC 25 Athletics check.

Manipulating the statues can be conducted freely in presence of inquisitor W'wargaz Ch'r'ai W'wargaz, who waits in the center of the room. Despite uttering threats, neither he nor any of his retinue will do anything to stop the party from unsealing and exploring the Secret Chamber.

The Trapped Corridor[edit | edit source]

Overview of the corridor

The corridor is crossed by three impenetrable barriers,[3] each having an energy source nearby to feed from. Destroying a source opens the way forward.

Sections between the barriers feature a unique Trap: Dawnbreakers. If activated, they attack once every turn with a unique spell. Break of Dawn Break of Dawn deals 1d6RadiantRadiant damage to all targets in a cone, possibly making them fall Prone Prone and pushing them away 20m on a failed saving throw. The damage of the trap is not the real threat, but pushing party members into the chasm across the device almost certainly kills them. Dawnbreakers can be disarmed with a DC 14 Sleight of Hand check.

The Pedestal and the Relic[edit | edit source]

The portal to the monastery roof from the Secret Chamber

The final room is actually a high vertical rock protruding from chasm with a round pedestal on its top, with stairs leading to it. The pedestal is enclosed in several metal rings, which act as another trap should the party try and steal the relic in the centre.

The relic itself is the Legendary mace, The Blood of Lathander. Taking it by force triggers a complex mechanism which concentrates sun beams which eventually charges and places in readiness a sun cannon called "the Lance", stationed on the monastery roof. The same mechanism turns the archway behind the pedestal into a portal to the roof. Triggering the mechanism also turns the Secret Chamber into an area forbidden from fast travelling. The party then have four turns to leave the area or to stop the Lance, otherwise it destroys the entire monastery, the crèche and inevitably kills any characters left behind.

The mechanism can be stopped using the Dawnmaster's Crest, though this closes the portal to the roof as well. Therefore, it is not possible to launch the Lance, lead the whole party through the portal, and then prevent the desctruction. Any party member left behind to stop the sun cannon must make their way back separately. However, the fast-travel restriction within the Secret Chamber is removed once the mechanism is stopped. Any party member who dies in the destruction can be revived by Withers Withers in camp.

The Lance mechanism also can be disabled by placing the Dawnmaster's Crest in its slot before taking The Blood of Lathander.

Once the Lance is activated, the aforementioned metal rings form an impenetrable forcefield barrier around the pedestal. The party member interacting with the mace finds themselves trapped inside, while all others are automatically moved to the certain points around the pedestal. The barrier still can be overcome by using spells like Dimension Door Dimension Door or Misty Step Misty Step. Otherwise, destroying an energy source below the pedestal at X: 1063 Y: -788 either drops the barrier or prevents its appearance altogether.

Notable loot[edit | edit source]

Related locations[edit | edit source]

Related quests[edit | edit source]

Related Literature[edit | edit source]

Notes[edit | edit source]

  1. Game dialogue files contain several mentions of a "Treasure Room" located presumably somewhere sideways from the trapped corridor. It could be opened with a key held somewhere inside the crèche, and featured statues enchanted with Magic Mouth spell, warning a potential thief from looting it. This part of the dungeon was probably cut out during further game development. Also, the githyanki kids in the crèche Infirmary could have been playing with an octagonal item resembling the Dawnmaster's crest.
  2. More information on Sammaster and his conflict with Lathander can be found at Sammaster on the Forgotten Realms Wiki.
  3. These barriers fill the gilded wrought archways. Above each archway is a portrait of one of the monastery's Dawnmasters, copying those at the stained glass puzzle in the Dawnmaster's Memorial. However, they cannot be used to completely solve the puzzle, as the series of portraits lacks a clear copy of the last, destroyed depiction.