If you're hoping to find out why everyone's been after the Artefact for most of Act One in Baldur's Gate 3, you'll unfortunately have to wait a bit longer. However, visiting the Githyanki Creche and speaking with Vlaakith will begin to reveal some of the secrets being kept from you.

Visiting the Creche is also vital to Lae'zel's personal story, which is why she will hound you about it constantly until you go. Whether you agree with Lae'zel's ideas or not, the location of Creche Y'llek and Rosymorn Monastery isn't something you'll want to skip. Githyanki are the ones who attacked your Nautiloid ship, after all.

Updated May 31, 2026, by Kaitlyn Peterson: This guide has been updated to include an additional outcome in which you may reject Vlaakith and still live to tell the tale, and now includes a breakdown of how to achieve each of the different outcomes. Speaking to Vlaakith is a huge turning point in Baldur's Gate 3 and for Lae'zel's personal questline. Understanding what choices you have and where they may lead is important and can shape the rest of the game and Lae'zel's future.

Should You Give The Artefact To The Inquisitor?

A closeup of the inquisitor in Baldur's Gate 3.

It is possible to miss this opportunity because, to do so, you have to attempt to give up the artefact. Most people think giving the artefact up to some bloodthirsty, rude people will not end well; therefore, they refuse to do so.

However, the Artefact is bound to you, so nobody will actually be able to take it from you, even if you attempt to give it to them. With that in mind, showing the captain the Artefact is the easiest way to be invited to speak with the Inquisitor.

After seeing it, the captain will unlock the magical barrier in her room and allow you to walk to the back of the Creche. Alternatively, you can kill the captain and then destroy the nearby crystal stone next to the barrier to progress.

When speaking with the Inquisitor, you'll have two options:

  1. Refuse to produce the Artefact: This will trigger the Githyanki around you to become hostile. After defeating them, Vlaakith will appear.
  2. Hand over the Artefact: This will immediately trigger Vlaakith to appear, at which point you'll speak directly to her.

It's highly recommended that you hand over the Artefact initially, as it will keep things peaceful and allow you to speak with Vlaakith without immediately pissing off Lae'zel, if she is with you. If you refuse, you ultimately miss out on extra content.

If Lae'zel is with you, it is important to note that Lae'zel may go against you and even try to kill you if you do not follow the Inquisitor and Vlaakith's orders.

Baldur's Gate 3 Lae'zel Addressing Vlaakith

If you visited Ghustil in the Infirmary before this event and allowed her to attempt to cure you or Lae'zel, you will then have the option to make Lae'zel stand down.

After reminding Lae'zel that the cure did not work and almost killed her or you, she will follow whatever you say. You can try to convince Lae'zel without going to the Infirmary first, but the DC will be very high.

If you do not have Lae'zel with you for this encounter, you will give her a summary of the events at the camp afterward and must convince her it was the right thing to do.

Should You Obey Vlaakith?

A player and their party standing in front of the Artefact in Baldur's Gate 3.

Once you begin speaking with Vlaakith directly, you will have a few options on how to proceed. Initially, you will have the opportunity to kneel and show respect, which you aren't required to do. You can instead respond by asking who she is, but avoid being outright rude when selecting dialogue options because it won't end well.

From this point on, you will have three main options:

Option

Outcomes

Obey Vlaakith and enter the Artefact

If you enter the Artefact at Vlaakith's request, you will have the option to kill your Guardian, but you may also refuse to do so once inside. Both options will ultimately lead to a hostile Crech upon exiting because you will fail to complete Vlaakith's request.

Firmly refuse Vlaakith

You can somewhat politely refuse to enter the Artefact and kill your Guardian. This will result in Vlaakith asking the Githyanki to kill you, and you will be pulled into a fight with everyone in the room. However, once you finish this fight, you will still be able to enter the Artefact for a slightly different conversation with your Guardian.

Refuse and mock Vlaakith

If you are rude and disrespectful when refusing Vlaakith, such as asking her why she doesn't do it herself, she will 'show you Godhood' by killing your entire party and resulting in a game over.

For a detailed explanation on how to achieve each of the above options, please read below.

Obey Vlaakith

Vlaakith smiling in Baldur's Gate 3.

Vlaakith's Dialogue

Your Response

'You are permitted to look upon me. You are invited to kneel.'

'Kneel" or "Kneel: choke down your brutal pride.'

'You bear that which is ours. But are you friend, or are you thief?'

'Friend - I came to bring it back to you'

'You must accept. Refuse, and know my fury.'

'I will do as you wish.'

Vlaakith will disappear, and you will be free to enter the Artefact, where you may attempt to kill your Guardian or back out of your agreement with Vlaakith. Regardless, the Creche will be hostile when you emerge.

If you agree to obey Vlaakith and then attempt to leave instead, Lae'zel will become angry and the Creche will become hositle.

Firmly Refuse Vlaakith

Vlaakith speaking about consequences in Baldur's Gate 3.

Vlaakith's Dialogue

Your Response

'You are permitted to look upon me. You are invited to kneel.'

'Who exactly are you?'

'You bear that which is ours. But are you friend, or are you thief?'

'I didn't steal it, it just... found me.'

'You must accept. Refuse, and know my fury.'

'No way. I don't work for deluded tyrants' (you may have a class-specific option as dialogue option number 4 instead, but it is simply a replacement for the generic line listed here and has the same result.) or

'So the dream visitor is inside the artefact... I can't kill them. They protect me from the Absolute.' (This option will result in a hostile response from Vlaakith, in which you may choose option 3: 'No. In fact, maybe I'll free the one inside,' or option 4, which is a class-specific response some classes will have.)

Vlaakith will speak of the consequences and ask the Githyanki in the room to kill you before disappearing. Kill them, and then you will still have the option to approach and enter the Artefact or leave.

Refuse And Mock Vlaakith

Vlaakith yelling at the player in Baldur's Gate 3.

Vlaakith's Dialogue

Your Response

'You are permitted to look upon me. You are invited to kneel.'

'Stay standing - just as you are' or 'Stand tall - you are her equal in iniquity.'

'You bear that which is ours. But are you friend, or are you thief?'

'Yours? I found it. The artefact is mine.'

'You must accept. Refuse, and know my fury.'

'Can't you kill the one inside yourself? I thought 'gods' were all-powerful.'

'Perhaps I misheard. You would not speak ill of a god. Would you?'

'I spoke too hastily - please forgive me' (This is the only option that will continue the conversation. If you select 'I just think a real god could kill whoever she wants' she will kill your entire party, which is worth seeing at least once, as long as you save first.)

Vlaakith will instruct you to seek forgiveness by obeying her. At this point, you can either enter the Artefact or ignore it. Either way, even if you go inside and attempt to kill the Dream Visitor, the Creche will be hostile when you emerge.

Should You Kill Your Guardian?

The Dream Visitor standing on a ledge inside the Artefact in Baldur's Gate 3.

Regardless of what you did while in the Creche, if you decide to enter the Artefact and speak with your Guardian, the results will more or less play out the same with similar options.

If you rejected Vlaakith and killed the Githyanki in the room before entering, however, your Guardian will have an extra line of dialogue about you being a worthy ally. Aside from that, any scenario in which you enter the Artefact presents you with the option to kill or spare your Guardian.

Choices

Outcome

Kill your Guardian.

You will attempt to kill your Guardian by stabbing them with their own sword. However, since they can't be killed, they'll simply reappear perfectly fine. They will be disappointed and note that you were not to be trusted.

They won't retaliate and will continue to protect you, but you will damage your relationship with them. This mistrust can lock you out of potential interactions, including a romance scene, in the future.

Spare your Guardian.

Your Guardian will be thankful, and things will continue as they have. If Lae'zel is with you, you must convince Lae'zel that it was the right thing to do through dialogue. If you cannot convince Lae'zel, she will become hostile.

Your Guardian or Dream Visitor is an important part of the entire game and story. The Guardian is the only reason you are alive and not turning into a Mindflayer. Without them, you would be an Absolute cultist or, worse, a Mind Flayer. While you don't need to nurture the relationship if you decide not to, you will miss out on certain content if you don't.

How To Escape The Hostile Githyanki Creche

The statues in the Githyanki Creche alcove in Baldur's Gate 3

Once you exit the Artefact, the entire creche will be hostile territory, making fast travel impossible. To fast travel out of the Creche without fighting your way past hordes of Githyanki, seek the west treasure room in the larger room you're currently in.

Two statues can be moved here, revealing a secret dungeon relating to the Blood of Lathander side quest. The statue that mentions sunrise needs to point east, and the one that mentions sunset needs to point west. Use the party member with the highest Strength and Athletics to move the stuck statue. If you fail, you can also use Grease to move it freely.

Inside this dungeon, since it is a separate area, you will be able to fast travel. Alternatively, you can fight your way out of the Creche to collect some valuables that you can either keep or sell. Either way, your work here is now done.