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== 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  at the Lower City Central Wall [[Waypoint]] at {{Coords|-53|-64}}.
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 Astarion is in the party, he requests to sneak ahead and take care of the few guards that are posted there.
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.  
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".
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".
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====Guest Room====
====Guest Room====
In the southern bedroom is the ursed 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. Alternatively, an {{SmRarityItem|Elixir of Necrotic Resistance}} can be used to mitigate the damage, or {{SAI|Jump}}/{{SAI|Fly}} to bypass the hazard entirely.
In the southern bedroom is the ursed 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}}.  
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=== Ballroom ===
=== Ballroom ===
After unlocking, the '''Sinister Door''' the party acn 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.
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:
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:
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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 ''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 {{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 ''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.
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.

Latest revision as of 09:11, 19 December 2024

Upper City
Bloomridge Park Szarr Palace Devil's Fee
Central Watch Tower
The Szarr Palace is a Location within the Upper City in Act Three of Baldur's Gate 3. It is the home of Cazador Szarr and explored in the quest Investigate Cazador's Palace Investigate Cazador's Palace.

Accessing the Szarr Palace[edit | edit source]

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 Astarion is in the party, he mentions, that the party can sneak inside through it.

Three charmed charmed guards are at the top of the ladder in the South Tower. They can be persuaded to let the party continue with Intimidation Intimidation or Deception Deception checks, with Astarion or Rogues getting Advantage on the Deception Deception check. Alternatively, casting Calm Emotions 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[edit | edit source]

The map screen showing the ground floor of Szarr Palace.

Upper Floor[edit | edit source]

Directly across from the entrance, the party can find an arcane locked arcane locked 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[edit | edit source]

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 Lurianna Sauvage can be found along with the Chamberlain's Private Room Key.

Lower Floor[edit | edit source]

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[edit | edit source]

In the southern bedroom is the ursed corpse of Victoria Victoria, Leon Leon's young daughter. Approaching the corpse will afflict party members with Vitality Drain Vitality Drain, causing 4d6+4Damage TypesNecrotic per turn and halving movement speed. Casting Remove Curse Remove Curse on Victoria's body ends the Sapping Curse Sapping Curse 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 Jump Jump or Fly Fly 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[edit | edit source]

Behind a hidden door are the kennels, where the party can encounter the skeleton Godey Godey. The party can either persuade or fight Godey to obtain the Szarr Family Ring required to open the Sinister Door.

Ballroom[edit | edit source]

After unlocking, the Sinister Door the party can enter a ballroom, which is guarded by Gheris Hhune 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 Cazador's Dungeon Cazador's Dungeon. There the Investigate Cazador's Palace Investigate Cazador's Palace quest can be continued.

Secret puzzle area[edit | edit source]

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[edit | edit source]

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[edit | edit source]

Related quests[edit | edit source]

Notable loot[edit | edit source]

Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:

Literature[edit | edit source]

Notable characters[edit | edit source]

Notes[edit | edit source]

  • 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 Calm Emotions Calm Emotions on the charmed guards will free them from their mental enslavement and cause them to leave the area.
  • If Astarion Astarion is in the party, he gains a status called Curse of the Sired 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 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.