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{{Location page | {{Location page | ||
| prefix = The | |||
| name = Szarr Palace | | name = Szarr Palace | ||
| alt name = | | alt name = | ||
| image = Szarrs Palace.jpg | | image = Szarrs Palace.jpg | ||
| image description = Outside view of Szarr Palace | | image description = Outside view of Szarr Palace | ||
| act = three | | act = three | ||
| summary = It is the home of [[Cazador Szarr]]. | | summary = It is the home of [[Cazador Szarr]] and explored in the quest {{Quest|Investigate Cazador's Palace}}. | ||
| region = | | region prefix = the | ||
| north = | | region = Upper City | ||
| north = | |||
| west = Bloomridge Park | | west = Bloomridge Park | ||
| east = Devil's Fee | | east = Devil's Fee | ||
Line 13: | Line 15: | ||
}} | }} | ||
== Accessing the Szarr Palace == | == Accessing the Szarr Palace == | ||
Although being in the [[Upper City]], the Szarr Palace only can be accessed from the [[Lower City]] by climbing stairs in the Central Watch Tower at the Lower City Central Wall [[Waypoint]] at {{Coords|-53|-64}}. | |||
The party must walk north on the wall and can then enter the Szare Palace South Tower door. If {{CharLink|Astarion}} is in the party, he mentions, that the party can sneak inside through it. | |||
Three {{SAI|Charm Person|charmed}} guards are at the top of the ladder in the South Tower. They can be persuaded to let the party continue with {{Skill|Intimidation}} or {{Skill|Deception}} checks, with Astarion or [[Rogue]]s getting Advantage on the {{Skill|Deception}} check. Alternatively, casting {{SAI|Calm Emotions}} on the guards cancels the charm effect and causes them to leave the area. | |||
If Astarion is in the party, choosing him to start the dialogue with the charmed guards will result in them reacting to the party peacefully. They are astonished seeing the spawn outside the palace on the cusp of the ceremony beginning, and hurry him to participate. | |||
If spoken to, several Giant Rats in this room warn the party, that many others have entered, but were later found dead from the "large hairy fangy ones". | |||
The stairs lead to the door to the empty Upper Tower and the Szarr Palace ramparts, which Astarion calls out as suspicious. The party can enter the palace proper through the Szarr Palace door. | |||
In the palace fast travelling and resting is not possible. | |||
== Locations == | == Locations == | ||
Line 21: | Line 33: | ||
=== Upper Floor === | === Upper Floor === | ||
Directly across from the entrance, the party can find an {{cond|Arcane Lock|arcane locked}} Sinister Door which leads to the [[#Ballroom| | Directly across from the entrance, the party can find an {{cond|Arcane Lock|arcane locked}} '''Sinister Door''' which leads to the [[#Ballroom|Ballroom]]. In order to enter, the party must find and collect the {{SmRarityItem|Kozakuran Dictionary}} and the {{SmRarityItem|Szarr Family Ring}} in the palace. | ||
==== Chamberlain's Suite ==== | ==== Chamberlain's Suite ==== | ||
Past a curtain and continuing east there is the Chamberlain's bedroom and an office. The office desk contains | Past a curtain and continuing east there is the Chamberlain's bedroom and an office. The office desk contains a {{SmRarityItem|Mysterious Elixir}}. In the corner of the two rooms is a secret room, which can be accessed through illusory walls situated both in the bedroom and office. In the secret room, the dead body of a werewolf named {{CharLink|Lurianna Sauvage}} can be found along with the {{SmRarityItem|Chamberlain's Private Room Key}}. | ||
=== Lower Floor === | === Lower Floor === | ||
The lower floor of the Palace consists of a guest room in the south, the kennels, a dormitory and the favoured spawn bedchamber in the north-east corner. | |||
====Guest Room==== | ====Guest Room==== | ||
In the southern bedroom is the | In the southern bedroom is the cursed corpse of {{CharLink|Victoria}}, {{CharLink|Leon|Leon's}} young daughter. Approaching the corpse will afflict party members with {{Condition inline|Vitality Drain}}, causing {{DamageText|4d6+4|Necrotic}} per turn and halving movement speed. Casting {{SAI|Remove Curse}} on Victoria's body ends the {{Condition inline|Sapping Curse}} and make the room safe to traverse. It is also possible to use an {{SmRarityItem|Elixir of Necrotic Resistance}} to mitigate the damage. Alternatively, the party can use {{SAI|Jump}} or {{SAI|Fly}} to bypass the hazard entirely. | ||
Inside the Mahogany Wardrobe near the bed is the {{SmRarityItem|Kozakuran Dictionary}}, which is needed to open the Sinister Door leading to the ballroom. In a locked chest in this room the party can find the {{SmRarityItem|Helmet of Grit}}. | Inside the Mahogany Wardrobe near the bed is the {{SmRarityItem|Kozakuran Dictionary}}, which is needed to open the Sinister Door leading to the ballroom. In a locked chest in this room the party can find the {{SmRarityItem|Helmet of Grit}}. | ||
==== | ====Kennels==== | ||
Behind a hidden door are the kennels, where the party can encounter the skeleton {{CharLink|Godey}}. The party can either persuade or fight Godey to obtain the {{SmRarityItem|Szarr Family Ring}} required to open the Sinister Door. | Behind a hidden door are the kennels, where the party can encounter the skeleton {{CharLink|Godey}}. The party can either persuade or fight Godey to obtain the {{SmRarityItem|Szarr Family Ring}} required to open the Sinister Door. | ||
=== Ballroom === | |||
After unlocking, the '''Sinister Door''' the party can enter a ballroom, which is guarded by {{CharLink|Gheris Hhune}} and several [[Werewolf|werewolves]], [[Wolf|wolves]], [[Bat|bats]], and [[Rat|rats]]. They cannot be reasoned with and are always hostile. | |||
There are three rooms connected to this ballroom, with the first two each containing a button which seals that room and opens the other one: | |||
In the ''northeast corner'', an open door leads to a room with a ladder to the attic. The button in this room opens the northwest corner room. | |||
In the ''northwest corner'' is a dining room, where the {{SmRarityItem|Counting House Safe n°1 Key}} can be found in an opulent chest at {{Coords|-1308|1020}}. Underneath this opulent chest is a hidden locked trapdoor (unlocked by the {{SmRarityItem|Silver Key (Szarr Palace)|Silver Key}} found in the attic area), which leads to a secret puzzle area. | |||
In the ''southwest corner'' is an unlocked door, which leads Cazador's office and to a room with an elevator, which can be used to descend to {{Loc|Cazador's Dungeon}}. There the {{Quest|Investigate Cazador's Palace}} quest can be continued. | |||
=== Secret puzzle area === | |||
The locked door in the first room in the puzzle area can be bypassed by placing items (for excample the nearby metal crates) on the two pressure plates. There are four pressure plates in the following room, which are tied to noxious gas and flame traps; activating the four pressure plates locks the door behind the party and opens the door ahead. Beyond is another opulent chest, surrounded by traps, which contains some random loot and {{SmRarityItem|Dawsen Kiltmaker's Confession}}. | |||
===Attic=== | ===Attic=== | ||
Accessible through a ladder in a side room in the north-eastern corner of the ballroom {{coords|-1262|1019}}. | Accessible through a ladder in a side room in the north-eastern corner of the ballroom at {{coords|-1262|1019}}. The attic contains several lore-related letters from [[Amanita Szarr]]. A Silver Key can be found in a chest on the top-most floor, after progressing through several additional rooms and climbing a ladder. | ||
The attic contains several lore-related letters from [[Amanita Szarr]]. A Silver Key can be found in a chest on the top-most floor, after progressing through several additional rooms and climbing a ladder. | |||
==Related locations== | ==Related locations== | ||
* | * {{Loc|Cazador's Dungeon}} | ||
==Related quests== | ==Related quests== | ||
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* {{Quest|The Pale Elf}} | * {{Quest|The Pale Elf}} | ||
==Notable loot== | == Notable loot == | ||
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward: | Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward: | ||
*{{ | *{{MdRarityItem|Chamberlain's Private Room Key}} | ||
*{{ | *{{MdRarityItem|Counting House Safe n°1 Key}} - in a hidden room off the ballroom, in an opulent chest {{Coords|-1308|1020}} | ||
*{{ | *{{MdRarityItem|Helmet of Grit}} - in the guest room, in a locked ornate chest | ||
*{{ | *{{MdRarityItem|Silver Key (Szarr Palace)|alias=Silver Key}} - in the attic, in a wooden chest {{Coords|-738|1063}} | ||
*{{ | *{{MdRarityItem|Szarr Family Ring}} | ||
=== Literature === | |||
* {{MdRarityItem|Kozakuran Dictionary}} - in the guest room, inside a mahogany wardrobe next to the bed {{Coords|-1291|957}} | |||
* {{MdRarityItem|Sheet Music (Szarr Palace)}} - in the ballroom, at the piano {{coords|-1269|1002}} | |||
==Notable | ==Notable characters== | ||
* {{ | * {{MdCharLink|Gheris Hhune}} | ||
* {{ | * {{MdCharLink|Godey}} | ||
== Notes == | == Notes == | ||
* The secret area in the ballroom used to have a puzzle with levers which nobody was able to solve. Patch 5 may refer to this puzzle | {{notebegin}} | ||
* The secret area in the ballroom used to have a puzzle with levers which nobody was able to solve. The patch notes of Patch #5 may refer to this puzzle: "Fixed the puzzle in Cazador's Palace." This was changed later by removing the levers and implementing a series of pressure plates. With a later Patch the chest within the room got more items. | |||
* Casting {{SAI|Calm Emotions}} on the charmed guards will free them from their mental enslavement and cause them to leave the area. | * Casting {{SAI|Calm Emotions}} on the charmed guards will free them from their mental enslavement and cause them to leave the area. | ||
* If Astarion is in the party, he gains a status called Curse of the Sired for the duration of his stay in the Palace. Curse of the Sired gives Astarion disadvantage on all saving throws "while in a place of trauma". The condition can be overwritten by the [[Sweet Stone Features (Condition)|Sweet Stone Features]] condition gained from the [[True Hero of Baldur's Gate]] statue as long as it is Astarion who is depicted by the statue. Astarion in this case suffers no penalty from Curse of the Sired and gets to keep the benefits of Sweet Stone Features even while in the Palace. | * If {{CharLink|Astarion}} is in the party, he gains a status called {{Cond|Curse of the Sired}} for the duration of his stay in the Palace. Curse of the Sired gives Astarion disadvantage on all saving throws "while in a place of trauma". The condition can be overwritten by the [[Sweet Stone Features (Condition)|Sweet Stone Features]] condition gained from the [[True Hero of Baldur's Gate]] statue as long as it is Astarion who is depicted by the statue. Astarion in this case suffers no penalty from Curse of the Sired and gets to keep the benefits of Sweet Stone Features even while in the Palace. | ||
{{noteend}} | |||
{{Szarr Palace}} | {{Szarr Palace}} | ||
[[Category:Locations]] | [[Category:Locations]] | ||
[[Category:Act Three Locations]] | [[Category:Act Three Locations]] |
Revision as of 07:09, 17 January 2025
Upper City | ||||
Bloomridge Park | ← | Szarr Palace | → | Devil's Fee |
↓ | ||||
Central Watch Tower |
Accessing the Szarr Palace
Although being in the Upper City, the Szarr Palace only can be accessed from the Lower City by climbing stairs in the Central Watch Tower at the Lower City Central Wall Waypoint at X: -53 Y: -64.
The party must walk north on the wall and can then enter the Szare Palace South Tower door. If Astarion is in the party, he mentions, that the party can sneak inside through it.
Three guards are at the top of the ladder in the South Tower. They can be persuaded to let the party continue with or checks, with Astarion or Rogues getting Advantage on the check. Alternatively, casting on the guards cancels the charm effect and causes them to leave the area.
If Astarion is in the party, choosing him to start the dialogue with the charmed guards will result in them reacting to the party peacefully. They are astonished seeing the spawn outside the palace on the cusp of the ceremony beginning, and hurry him to participate.
If spoken to, several Giant Rats in this room warn the party, that many others have entered, but were later found dead from the "large hairy fangy ones".
The stairs lead to the door to the empty Upper Tower and the Szarr Palace ramparts, which Astarion calls out as suspicious. The party can enter the palace proper through the Szarr Palace door.
In the palace fast travelling and resting is not possible.
Locations
Upper Floor
Directly across from the entrance, the party can find an Sinister Door which leads to the Ballroom. In order to enter, the party must find and collect the Kozakuran Dictionary and the
Szarr Family Ring in the palace.
Chamberlain's Suite
Past a curtain and continuing east there is the Chamberlain's bedroom and an office. The office desk contains a Mysterious Elixir. In the corner of the two rooms is a secret room, which can be accessed through illusory walls situated both in the bedroom and office. In the secret room, the dead body of a werewolf named Lurianna Sauvage can be found along with the
Chamberlain's Private Room Key.
Lower Floor
The lower floor of the Palace consists of a guest room in the south, the kennels, a dormitory and the favoured spawn bedchamber in the north-east corner.
Guest Room
In the southern bedroom is the cursed corpse of Victoria, Leon's young daughter. Approaching the corpse will afflict party members with , causing 4d6+4Necrotic per turn and halving movement speed. Casting on Victoria's body ends the and make the room safe to traverse. It is also possible to use an
Elixir of Necrotic Resistance to mitigate the damage. Alternatively, the party can use or to bypass the hazard entirely.
Inside the Mahogany Wardrobe near the bed is the Kozakuran Dictionary, which is needed to open the Sinister Door leading to the ballroom. In a locked chest in this room the party can find the
Helmet of Grit.
Kennels
Behind a hidden door are the kennels, where the party can encounter the skeleton Godey. The party can either persuade or fight Godey to obtain the Szarr Family Ring required to open the Sinister Door.
Ballroom
After unlocking, the Sinister Door the party can enter a ballroom, which is guarded by Gheris Hhune and several werewolves, wolves, bats, and rats. They cannot be reasoned with and are always hostile.
There are three rooms connected to this ballroom, with the first two each containing a button which seals that room and opens the other one:
In the northeast corner, an open door leads to a room with a ladder to the attic. The button in this room opens the northwest corner room.
In the northwest corner is a dining room, where the Counting House Safe n°1 Key can be found in an opulent chest at X: -1308 Y: 1020. Underneath this opulent chest is a hidden locked trapdoor (unlocked by the
Silver Key found in the attic area), which leads to a secret puzzle area.
In the southwest corner is an unlocked door, which leads Cazador's office and to a room with an elevator, which can be used to descend to
. There the quest can be continued.Secret puzzle area
The locked door in the first room in the puzzle area can be bypassed by placing items (for excample the nearby metal crates) on the two pressure plates. There are four pressure plates in the following room, which are tied to noxious gas and flame traps; activating the four pressure plates locks the door behind the party and opens the door ahead. Beyond is another opulent chest, surrounded by traps, which contains some random loot and Dawsen Kiltmaker's Confession.
Attic
Accessible through a ladder in a side room in the north-eastern corner of the ballroom at X: -1262 Y: 1019. The attic contains several lore-related letters from Amanita Szarr. A Silver Key can be found in a chest on the top-most floor, after progressing through several additional rooms and climbing a ladder.
Related locations
Related quests
Notable loot
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
Chamberlain's Private Room Key
Counting House Safe n°1 Key - in a hidden room off the ballroom, in an opulent chest X: -1308 Y: 1020
Helmet of Grit - in the guest room, in a locked ornate chest
Silver Key - in the attic, in a wooden chest X: -738 Y: 1063
Szarr Family Ring
Literature
Kozakuran Dictionary - in the guest room, inside a mahogany wardrobe next to the bed X: -1291 Y: 957
Sheet Music (Szarr Palace) - in the ballroom, at the piano X: -1269 Y: 1002
Notable characters
Notes
- The secret area in the ballroom used to have a puzzle with levers which nobody was able to solve. The patch notes of Patch #5 may refer to this puzzle: "Fixed the puzzle in Cazador's Palace." This was changed later by removing the levers and implementing a series of pressure plates. With a later Patch the chest within the room got more items.
- Casting on the charmed guards will free them from their mental enslavement and cause them to leave the area.
- If Astarion is in the party, he gains a status called for the duration of his stay in the Palace. Curse of the Sired gives Astarion disadvantage on all saving throws "while in a place of trauma". The condition can be overwritten by the Sweet Stone Features condition gained from the True Hero of Baldur's Gate statue as long as it is Astarion who is depicted by the statue. Astarion in this case suffers no penalty from Curse of the Sired and gets to keep the benefits of Sweet Stone Features even while in the Palace.