How to Wake up Art Cullagh in Baldur's Gate 3 - At the Inn of Last Light in Baldur's Gate 3, you meet a man out of time who appears to have been lost for over a century. Art Cullagh, apparently one of the first Flaming Fists, has been put in a coma by some really powerful magic. However, people don't survive in the Black Hell for that long without good reason.
Here's how to wake up Art Cullagh and learn some interesting secrets about the world of Baldur's Gate 3.
How to wake up Art Cullagh in Baldur's Gate 3
When you arrive at the Inn of Last Light, you'll be met by a group of Flaming Fist soldiers led by Councilor Florrick – if you saved her along with the trapped man from the fire at Waukeen Rest, of course.
After discussing the whereabouts of Duke Ravensguard, she points him to the bed in the corner, where Art Cullagh, a mysteriously comatose Flaming Fist, rests in uneasy sleep.
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The documents he was carrying seem to suggest that he has been lost in the shadow-cursed lands for decades, so your party resolves to find out what magic has kept him alive for so long and for what important purpose.
Your only clue is the House of Healing in the city of Reithwin to the south, which you are directed to investigate. But first, talk to the druid Halsin in your camp or in the Druids' Grove if you left him there.
Intrigued by the names Art Cullagh mentions in his mutterings, Halsin immediately goes to see the Flaming Fist, eager to investigate the whereabouts of Thaniel, the spirit of the earth. He will be able to meet Halsin at the inn.
But still, your next task is to investigate the House of Healing. It is located on the west side of Reithwin, past the Masons Guild and the graveyard.
Inside, you meet Sister Sinda, who looks like she's from Silent-Hill, and she tells you to get in line to see the doctor. She will be waiting indefinitely if she agrees, so she insists and says that she needs to go now. Then you will have to pass a control to convince her to let you advance.
In the room to the right is Sister Lidwin, a merchant you can trade with who tends to two obviously dead tieflings. She actually has a lot of money, so she's good at selling to him if not buying from him. Your group will also comment that these appear to be the parents of Arabella, the girl you probably saved from Kaugha back in the Grove. This is important for another side quest in Reithwin.
Inside the OR, at the back of the Healing House, you will find Malus Thorm, another of the corrupt Ketheric clan. You can attack him early on if you want, but talk to him the "good" way and to avoid a difficult fight.
In the conversation, humor him at first with the first option, but then Thorm will try to operate on you, which is obviously not a good idea. He can choose between several tests to know how to proceed - intelligence, religion or persuasion - and try to get away with talking.
Here's how he really bangs the creep. Choose the first persuasion check for the nurses to perform on Thorm himself. It's a tough check, but it should already have bonuses that make it more fair.
While he wonders if the same thing would have happened to him if he had agreed to sit down for the operation (it would). He searches Thorm's body and takes his unique amulet, key, and lute. The lute is what you came for regarding Art, return to the Last Light Inn to show it to him.
He talks to Halsin at the inn and he will be sure that Art has met with Thaniel and is the key to lifting the shadow curse. He takes out the lute and plays, waking Art Cullagh almost immediately. He recognizes Halsin, who implores Art for a clue to find Thaniel.
All Art can remember are lavender flowers, which is more of a clue than one might think in a dark, cursed place where nothing grows.
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With that, Halsin asks her to meet him near the lakeshore for a dangerous mission: to retrieve Thaniel from the Dark Hell!