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Quests can send you to all corners of a game's map, and when you have a map that is exploration heavy like Baldur’s Gate 3’s map, you are bound to need some help navigating its many twists and turns. Luckily, the developers put coordinates at the bottom of the mini-map to help players know exactly where they are — and for guide writers to write where players should go next.

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These coordinates are invaluable, as they can reveal the exact spot you need to be, and many games would greatly benefit from such an inclusion. The quest of finding the Githyanki Crèche will have you traveling high and low, exploring and taking in some really great level design work. This all culminates in discovering Crèche Y’lle and the Githyanki that live there.

Turn The Wheel

Baldur's Gate 3 Githyanki Creche Turn Wheel

The first thing you will need to do once you have this quest is to locate and interact with the Cable Car Wheel. This wheel can be found in the Rosymorn Monastery Trail at the coordinates of X: -47, Y: -45. This wheel is rather sturdy, so you must make a Strength Check to successfully turn it. Have one of your Strength classes such as a Paladin, Fighter, or even Cleric make the check. — whichever one of these has the highest amount of points invested in that Ability.

Afterward, a gondola in the background will begin to ascend to your location. Wait for it to make it all the way to the top. You will see there is another wheel on this gondola, but luckily this one does not require any check to be made. Put your entire party on it and then interact with the wheel.

Don’t interact with the wheel on the gondola until you are sure all party members are on it. You don’t want to wait to reach the bottom just to go all the way back up and then all the way back down a second time.

Defeat Or Avoid The Drunken Kobolds

Baldur's Gate 3 Githyanki Creche Drunk Kobolds

Once the gondola has taken you down, follow the beaten path heading away from the gondola and take a left turn. Go down the stairs and keep to the left side of the trail. You will see a bridge that you will be able to cross. Make your over it to the other side. This will bring you to the coordinates of X: 65, Y: 15 and begin a cutscene. Head to the North side of the compass to find the Rosymorn Monastery’s Courtyard. If you keep to the left side, you will find some shattered windows you can climb through.

A drunk and stammering Kobold will come through a door. There are a lot of drunk Kobolds in the next room of this building. You can choose to fight them or be stealthy about it. There are flammable puddles about, so be mindful of your position. After going through the door, on the opposite end of where you see all the drunk Kobolds, there will be some stairs going up. Head on over to these stairs and leave through the hole in the wall North of them. This will bring you to X: 34, Y: 56.

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Find The Holy Blood Of Lathander

Baldur's Gate 3 Githyanki Creche basement Door

Northeast of where you leave the building will be a ledge you can jump to. Jump over to it and make your way up to the highest point. From this location, you can jump to the top of the Monastery Roof. On this roof, you will find a barricaded entrance in one of the archways. Break it down and head on through it. Take a left turn as you go through the broken barricade and jump over the broken floor to the other side. Make a right turn and head on over to X: 100 Y:32. Here, you will find some large doors to open.

Go all the way down to the bottom of the stairs and head to X:100 Y:45 to find another barricade to destroy. Take a right turn and open the door past the barricade. In this room, there will be a large statue with a plaque at its base. This is the Holy Blood of Lathander. Interacting with it will update your journal for the quest. Head to the far north side of this building, down several flights of stairs. Here, you will see two large doors that will send you to the Monastery Basement. Going through them will put you in Crèche Y’llek.

Negotiate With The Githyanki

Baldur's Gate 3 Githyanki Creche

Once you are here, Gish will stop you from entering. You can have Lae’zel do all the dialog interactions, or try to make some Charisma Checks yourself. Having Lae’zel do all the talking will help push things along much more smoothly, so it is recommended. After this scene, you will be allowed to enter.

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