Discover the Artefact's Secrets

Type Quest
Act Act I
Location Nautiloid
Reward N/A

Discover the Artefact's Secrets is a Personal Quest in Baldur's Gate 3. Discover the Artefact's Secrets can be acquired during Act I. Completing Quests allows players to learn more about the world and characters in Baldur's Gate 3, as well as earning more loot and experience to become more powerful.

 

BG3 Discover the Artefact's Secrets Objectives

  • Objective 1: Find out more about the artefact.
    • Dror Ragzlin, the goblin king, spoke of the artefact we carry. He is trying to gain information about its whereabouts from a dead mind flayer. It must be powerful. We should find out more about it.
    • Shadowheart carries a strange artefact. It seemed to protect us from a horrible voice. She stubbornly avoids the subject. We should find out more about it.
  • Objective 2: Find the Githyanki Creche.
    • The githyanki are looking for the artefact we carry. They mentioned a Githyanki Creche nearby. Perhaps we can learn more about what the artefact is there.
  • Objective 3: Find the captain of the Githyanki Creche.
    • A guard inside the Githyanki Creche told us to report to the captain.
    • The guards at the entrance to the Githyanki Creche mentioned a captain. We should talk to these guards to find out more about what they're doing.
  • Objective 4: Talk to the captain of the Githyanki Creche.
    • The captain is looking for the artefact we carry. We should speak to her and see what we can find out.
  • Objective 5: Talk to the inquisitor in the Githyanki Creche.
    • The inquisitor is displeased with the lack of progress on the hunt for the artefact. We should speak to him to find out more - the githyanki seem desperate to find it.
  • Objective 6: Defeat the inquisitor in the Githyanki Creche.
    • The inquisitor demanded that we hand over the artefact, but we refused. Our only option now is to defeat him and his guards.
    • The inquisitor called the artefact the 'Astral Prism'. We communicated with the lich queen Vlaakith, who told us there is someone inside the artefact - and that we should kill them. We can combine the artefact with the planecaster to enter it.
  • Objective 7: Enter the Astral Prism.
    • The inquisitor called the artefact the 'Astral Prism.' We communicated with the lich queen Vlaakith, who told us there is someone inside the artefact - and that we should kill them. We can combine the artefact with the planecaster to enter it.
  • Objective 8: Find the being in the Astral Prism.
    • We entered the Astral Prism. Now to find who's in here.
  • Objective 9: Leave the Astral Prism.
    • There is indeed a being inside the artefact. We spoke to them and decided not to kill them. We can leave the Astral Prism.

 

Baldur's Gate 3 Discover the Artefact's Secrets Walkthrough

The Artefact’s Introduction

Players can first encounter the mysterious artefact during the Prologue. If Shadowheart is freed from her Mind Flayer pod during the Rescue the Illithid’s Captive quest, she takes the artefact with her. Despite inquiries, she refuses to reveal much about it.

Visions at the Goblin Camp

Upon entering the Goblin Camp, the party is struck by a vivid vision involving three figures: an armored elf, a youthful man, and a pale woman. A disembodied voice declares them as her Chosen, demanding obedience. Just as the voice becomes overwhelming, the artefact activates and shields the group.

Shadowheart can be questioned at this point. She reveals only that she was tasked with returning the artefact to Baldur’s Gate. If she hasn't yet joined the party, she pleads to be accepted, warning that she's being pursued because of the item. Players can choose to let her in or eliminate her.

Inside the Shattered Sanctum, it becomes clear that the artefact is being hunted by followers of the Absolute. Two notable NPCs, Dror Ragzlin (X:296, Y:40) and Minthara (X:333, Y:42), are after it. Ragzlin uses Speak with Dead on an illithid corpse to uncover clues, while Minthara suspects adventurers near the Druid Grove possess it and plans an assault.

Githyanki Encounter on the Risen Road

Traveling west of the Risen Road leads to a tense standoff between Githyanki warriors and Flaming Fist soldiers. A red dragon appears, incinerating the Fists. If Lae'zel is present, she identifies the area as near a Githyanki crèche and initiates contact with the patrol. This interaction introduces Kith’rak Voss, the dragon rider.

If you let Lae'zel take the lead in the conversation, Voss discusses a lost Githyanki artefact and inquires whether she has seen it. If Shadowheart is in the party, she becomes visibly uneasy—she knows she holds what they're seeking.

Should Shadowheart have perished, the tension transfers to the player character.

Speaking with Voss as a Githyanki

Dialogue options differ depending on whether the speaker is Githyanki or merely disguised. If Lae’zel is present, she begins the exchange, but you must choose a line like “I will speak for her” to proceed.

Voss evaluates the group and asks for their origin. The following [GITHYANKI] dialogue options are available:

  • Show respect and say you're lost.
  • Assert experience and reject being treated as a novice.
  • Reveal the parasite and seek aid.
  • Claim to hail from the crèche.

Voss responds best to the second choice. If no outsiders are present and the artefact is in your possession, the narration hints that it's the object of Voss's search.

Further options without the [GITHYANKI] tag include:

  • Asking about the artefact's nature.
  • Denying knowledge of any such weapon.
  • Presenting the artefact directly.

Choosing the second and third options in succession prompts Voss and his patrol to leave.

Confrontation without Lae’zel

If Lae’zel isn’t around and the party contains no Githyanki, Voss becomes more aggressive and demands a reason not to attack. Various skill checks (Sleight of Hand, Insight, Intimidation, Persuasion) can de-escalate the situation.

Eventually, you can:

  • Offer to help.
  • Ask for details.
  • Display the artefact.
  • Demand payment for information.
  • Say nothing.

If the party doesn't comply or stay silent, Voss gestures mysteriously. An Arcana check can interpret the signs. Resisting the mental intrusion with a Wisdom check frustrates him; failing it reveals your illithid parasite and triggers a fight.

Combat can be avoided through further checks (Persuasion, Intimidation, Rogue-specific dialogue, or Detect Thoughts). If successful, Voss allows the party to live and tells them to visit the crèche in the Mountain Pass. Otherwise, he flies off and orders an attack from his forces.

Accessing Rosymorn Monastery

The Monastery can be reached from the Mountain Pass. Use the Cable Car Wheel (X:-47, Y:-74) and pass a Strength check to call the car. Alternatively, follow a western path to find githyanki interrogating Absolute cultists.

Eventually, the githyanki escort the prisoners inside and seal the doors with magical locks. However, a broken window (X:64, Y:31) allows for entry. Inside, players may sneak past or engage drunk kobolds before climbing higher up.

If the player chooses to attack at the door prompt, the gates remain open, making access easier.

Entering the Crèche

Climbing further into the Monastery leads to the Crèche Y'llek. Move through hallways, jump gaps, and follow the stairs down to reach the Monastery Basement (X:74, Y:80). Access can be gained through diplomacy or brute force unless Lae’zel is present to smooth things over.

Inside the Captain's Quarters, Kith’rak Therezzyn is arguing with Inquisitor Ch’r’ai W’wargaz. A magical barrier blocks progress and must be deactivated using a Gith Shard, which Therezzyn possesses. The party can steal it, defeat her, or reveal the artefact to gain entrance—although this results in imprisonment and a forced audience with the Inquisitor.

The Inquisitor and Vlaakith’s Wrath

Inside the chamber, the Inquisitor calls for dialogue. If the party committed violence during prior quests, he references it. His interest lies in the artefact, and revealing it prompts Vlaakith to appear via Planecaster.

Vlaakith demands the entity inside the artefact be destroyed. Refusing, insulting her, or exposing Shadowheart as the thief can provoke her into casting Wish, killing the entire party instantly.

The Astral Prism and Dream Visitor

Inside the Astral Prism, the Dream Visitor speaks directly to the group leader. They explain the artefact’s stolen power and hint at a secret that threatens Vlaakith's rule.

Eventually, the Visitor offers a blade. The player must choose to either ‘spare’ or ‘attack’. Even if a third choice is present, the decision ultimately boils down to this.

  • Sparing maintains the Visitor’s trust.
  • Attacking fails to kill them and creates a rift in future interactions.

After the Vision

Back in the real world, Lae’zel confronts the player, demanding to know what happened. Depending on your responses, she may begin to question Vlaakith or grow more zealous.

If the Inquisitor hasn’t been neutralized, he attacks here. From this point, the entire crèche is hostile. Escape options include stealth, combat, or using the Secret Stairway tied to the Find the Blood of Lathander quest. Fast travel becomes limited to areas outside the Captain’s Quarters.

A Visitor at Camp

Once safely out of the Crèche, Voss visits the party’s camp. He confirms the artefact is an Astral Prism, and hints that what lies inside could topple Vlaakith. The player can choose to ally with him—meeting later at Sharess’ Caress—or kill him for the information.

This decision significantly impacts Lae’zel’s personal journey in The Githyanki Warrior storyline, influencing whether she remains loyal or begins to doubt her queen.

Secrets Unveiled

At the start of Act Three, a new quest, Help Your Protector, becomes available. It leads to the final revelations about the Astral Prism and the true identity of the Dream Visitor, reshaping the direction of the story moving forward.

 

How to unlock Discover the Artefact's Secrets in BG3

Discover the Artefact's Secrets can be unlocked by:

  • Spotting the Shadowheart's artefact during the prologue

 

BG3 Discover the Artefact's Secrets Rewards

  • N/A

 

Discover the Artefact's Secrets Notes & Tips

  • Notes & tips go here

 

 
All Quests in Baldur's Gate 3
Acquire the Gauntlets for Helsik  ♦  Aid the Underduke  ♦  Ask the Goblin Priestess for Help  ♦  Avenge Glut's Circle  ♦  Avenge the Drowned  ♦  Avenge the Hag Survivors  ♦  Avenge the Ironhands  ♦  Blind the Absolute  ♦  Break Yurgi's Contract  ♦  Break Yurgir's Contract  ♦  Call of the Blood  ♦  Capture Isobel the Selunite Cleric  ♦  Confront the Elder Brain  ♦  Consider Gortash's Bargain  ♦  Control the Elder Brain  ♦  Cure the Poisoned Gnome  ♦  Deal with the Devil  ♦  Deal with the Gnomes  ♦  Defeat Ketheric Thorm  ♦  Defeat Mystic Carrion  ♦  Defeat the Duergar Intruders  ♦  Defeat the Goblins  ♦  Deliver Nere's Head  ♦  Destroy the Ancient Tome  ♦  Destroy the Elder Brain  ♦  Disable the Steel Watch  ♦  Discover the History of Prince Orpheus  ♦  Embrace Your Potential  ♦  Escape the Deal  ♦  Escape the Nautiloid  ♦  Explore the ruins  ♦  Feed the Mind Flayer  ♦  Find a Cure  ♦  Find a way into Wyrm's Rock fortress  ♦  Find Arabella's Parents  ♦  Find Doni  ♦  Find Dribbles the Clown  ♦  Find Explosives  ♦  Find Ketheric Thorm's Relic  ♦  Find Mol  ♦  Find Mystic Carrion's Servant  ♦  Find Rolan in the Shadows  ♦  Find the 'Stern Librarian' Ffion  ♦  Find the Blood of Lathander  ♦  Find the Githyanki Creche  ♦  Find The Missing Boots  ♦  Find the Missing Letters  ♦  Find the Missing Shipment  ♦  Find the Mushroom Picker  ♦  Find the Nightsong  ♦  Find your belongings  ♦  Find Zevlor  ♦  Finish the Masterwork weapon  ♦  Follow the Convoy  ♦  Forging a Heart  ♦  Free Counsellor Florrick  ♦  Free Lae'zel  ♦  Free Orpheus  ♦  Free the artist  ♦  Free True Soul Nere  ♦  Fulfill the Deal  ♦  Gather Your Allies  ♦  Get Gortash's Netherstone  ♦  Get Help from Auntie Ethel  ♦  Get Help from Healer Nettie  ♦  Get Orin's Netherstone  ♦  Get Past the Rubble  ♦  Help Kith'rak Voss  ♦  Help Omeluum Investigate the Parasite  ♦  Help the Cursed Monk  ♦  Help the Devilish Ox  ♦  Help the Hag Survivors  ♦  Help Your Protector  ♦  Hunt the Devil  ♦  Impress the Murder Tribunal  ♦  Infiltrate Moonrise Towers  ♦  Investigate Cazador's Palace  ♦  Investigate Kagha  ♦  Investigate the Beach  ♦  Investigate the House of Grief  ♦  Investigate the Murders  ♦  Investigate the Selunite Resistance  ♦  Investigate the Suspicious Toys  ♦  Kill Kagha  ♦  Kill Raphael's Old Enemy  ♦  Lift the Shadow Curse  ♦  Open your Scars  ♦  Protect the Myconid Circle  ♦  Punish the Wicked  ♦  Raid the Emerald Grove  ♦  Raid the Grove  ♦  Remove the Parasite  ♦  Rescue Orin's Victim  ♦  Rescue the Druid Halsin  ♦  Rescue the gnome  ♦  Rescue the Gnomes in Moonrise Towers  ♦  Rescue the Grand Duke  ♦  Rescue the Illithid's Captive  ♦  Rescue the survivors  ♦  Rescue the Tieflings  ♦  Rescue the Trapped Man  ♦  Rescue Volo  ♦  Rescue Wulbren  ♦  Resolve the Abduction  ♦  Retrieve Omeluum  ♦  Return Rakath's Gold  ♦  Return the Locket  ♦  Roveer's Storehouse  ♦  Save Arabella  ♦  Save Hope  ♦  Save Mayrina  ♦  Save the First Druid  ♦  Save the Goblin Sazza  ♦  Save the Gondians  ♦  Save the Grymforge Gnomes  ♦  Save the refugees  ♦  Save Vanra  ♦  Search the Cellar  ♦  Seek Protection from the Shadow Curse  ♦  Servant of None  ♦  Soft-Step Trial  ♦  Solve the Open Hand Temple Murders  ♦  Steal a Githyanki Egg  ♦  Steal the Sacred Idol  ♦  Stop the Presses  ♦  Surrender Shadowheart to Viconia  ♦  Talk to the Sentient Amulet  ♦  The Adamantine Forge  ♦  The Dark Cleric  ♦  The Knights of Shield  ♦  The Ritual  ♦  Travel through the Mountain Pass  ♦  Travel through the Underdark  ♦  Travel to Moonrise Towers  ♦  Unlock the Ancient Tome  ♦  Visit the Emperor's Old Hideout  ♦  Wake Art Cullagh  ♦  Wake up Art Cullagh



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    • Anonymous

      I showed the artefact, killed Inquisitor, did Blood quest, then no Captain. No astral. No "lich queen". Fked?

      • Anonymous

        After completing the quest and looting the whole room, you can find the entrance to the blood of lathander by spinning the two statues, the one on the right facing the stairs and the other one facing the opposite side. You need to use a grease bottle so it doesn't jam.
        Also, after all of that you can go slowly back to the hall and kill the quartermaster for a very rare shortsword (was pretty easy for me as I got level 7 after the fight and the XP for finding blood of lathander, basically one/twoshotting every guard as a Ranger). Go through the corridor and keep left, you only need to kill 4 guards I think.

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