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Szarr Palace

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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.
There's the same fading carpet, the same tasteless art... Nothing's changed, but gods, everything feels different. <...> It does feel strange, breaking into your own home. Especially if murder's on your mind.
Astarion's revelations after entering the palace

Overview[edit section | visual editor]

The entrance door on the palace ramparts

Szarr Palace is a large fortress-like building in the gothic style [1] on the border of the the Upper City and Lower City, built adjacent to the Lower City Central Wall. Its southern ramparts is actually a part of the wall.

The palace belongs to the Szarr patriar family of Baldur's Gate; it has been in their possession for at least 354 years prior to the game events.[2] By the start of the game, it has been long owned by the master vampire Cazador SzarrCazador Szarr and is still home to him, as well as to his sired brood and retinue.

Access[edit section | visual editor]

Though the palace probably has other entrances available for visitors and attendants from the Upper City grounds, throughout the Baldur's Gate 3 playthrough there are only two ways to enter it:

  • From the ramparts, reaching it from the Central Watch Tower (heading north after walking out on the top of the Lower City Central Wall), or jumping onto it from the roof of the Devil's Fee.
  • From the Lower City Sewers, using the Gloomy Descend at X: -112 Y: 886 to reach Cazador's Dungeon, and then the elevator to ascend into the palace (see below). This entrance is available only after exploring not only the palace building inside, but also the majority of Cazador's subterranean Dungeon beneath it, and unlocking the corresponding door from within, which makes it mostly useless.

The South Tower[edit section | visual editor]

Top level of the South Tower, where a door leads to the Upper Tower.

The only initial way to get inside Szarr Palace is its ramparts, accessible through the South Tower: the northern end of the Lower City Central Wall butts into it. The tower has two levels; its ground floor does not contain anything remarkable.

The first floor of the tower is secured by guards JarydJaryd, ReklanReklan, and MeronyMerony, all charmedcharmed, accompanied by several Giant RatGiant Rats. The party can choose to fight their way through or to convince the guards to let them pass, using various ability checks (the latter option is much easier if AstarionAstarion is in the party - see the Companion interactions section below). If convinced, the guards give the party a key to the palace ramparts. Alternatively, the party can try and remove the enchantment via spells like Calm EmotionsCalm Emotions or Greater RestorationGreater Restoration; success causes the guards to run away.

If spoken with, several Giant RatsGiant Rats in this room warn the party that many others have entered, but were later found dead from the "large hairy fangy ones".

A stairway from the first floor leads up to the top of the tower. An unlocked wooden chest there contains 1 to 3 Potions of Superior Healing and a Potion of Greater Healing.

The guard post can also be bypassed, as the top of the South Tower has a convenient breach in its crenellation right above the entrance door. Spells such as Misty StepMisty Step, Dimension DoorDimension Door or Grant FlightGrant Flight can be helpful here, but this way may also require use of the Tactical Camera view to target the destination point. The ramparts' side can also be reached by jumping from the Devil's Fee roof, if the character in question has enough Strength, or uses a Potion of Glorious Vaulting or other means of extended jumpingjumping.

From the top of the South Tower, the party can enter the Upper Tower of the palace. Inside is a locked Traveller's Chest with gold and random very rare scroll inside; it requires either DC 10 Sleight of Hand Check DC 10 Sleight of Hand Check to lockpick or the Central Wall Chest Key carried by Reklan. On a table, near the Szarr Palace Servant Etiquette scroll, is a key to the upper tower.

Following the stairs up, a door leads to the ramparts – a small outside area which allows the party to enter Szarr Palace proper. The door into the palace is locked and can be opened with the key taken from the guards. Otherwise, it requires a DC 15 Sleight of Hand Check DC 15 Sleight of Hand Check to lockpick from either side.

Palace layout[edit section | visual editor]

The map screen showing the ground floor of the Szarr Palace.

The palace has two floors consisting of several rooms and corridors, with the interiors sustained in red and gold colours, matched with dark wood of parquet, doors and archways, and lush mahogany furniture. It is empty save for several servants, wandering about, busy with tidying dirt and stains seen only by them. Talking to the servants reveals little, except VilhelmVilhelm, who carries a copy of the Key to Ramparts Door, and can tell the party about a person named Godey, responsible for keeping the doors to the inner part of the palace shut.

Upper Floor[edit section | visual editor]

Behind the curtains directly across from the entrance is an arcane lockedarcane locked cast-iron Sinister Door which leads to the ballroom. Examining the door triggers two checks: a DC 15 Investigation Check DC 15 Investigation Check and a DC 25 History Check DC 25 History Check. If successful, the first check allows the examining party member to find a slot on the door fit for a signet ring, while the second helps to decypher the inscriptions on the door as an ancient form of KozakuranKozakuran language.[3]. Passing any of these checks is not necessary to unlock the door, though both give hints on what to search for.

If Astarion is in the party, he mentions he has never seen the door locked, and also that he has seen other similar writings in the palace. He also relates that he and the other spawn were strictly forbidden from learning this language.

In order to enter, the party must find and collect the Kozakuran Dictionary and the Szarr Family Ring elsewhere in the palace.

Chamberlain's Suite[edit section | visual editor]

Past the curtain to the east is a small antechamber with the corridor farther eastwards and the stairs down southwards, leading to the lower floor. On a small table here is an bust which can be interacted with. Examining it prompts a narration comment, calling it a portrait of "Mordoc SeLanmere".[4]

Eastwards, at X: -1267 Y: 987 is the Chamberlain's suite, consisting of a locked bedroom and an office, right-angled to each other. If the party have no clues on how to open the ballroom door, a note lies on the office desk which fills in any gaps on how to do so. Inside the office desk is a Mysterious Elixir, which gives the drinker a Feign DeathFeign Death effect. An Elegant Robe lies on the coach nearby.

In the corner between the two rooms is a secret cubby, which can be accessed through illusory walls (X: -1244 Y: 991 in the office) situated both in the bedroom and office. Accessing the private room from the cubby requires a jump, as the way is partly blocked with a wicker chest. In the cubby is the dead body of a werewolf named Lurianna SauvageLurianna Sauvage, which can be looted for the Chamberlain's Private Room Key. Two unlocked heavy chests here contain gold, a random very rare spell scroll, and a Trap Disarm Toolkit.

In the private room is a coffin leaned against the wall, with the dead body of Antwun DufayAntwun Dufay inside – another spawn of Cazador, who carried out the chamberlain's duties. At X: -1260 Y: 1000 a DC 10 Perception Check DC 10 Perception Check highlights his diary, where he describes his plan to avoid being used in Cazador's ritual in Astarion's stead. However, Dufay seemingly outwitted himself with multiple false potions and took the wrong one, which led not only to his own demise, but also to the death of Lurianna, as they both had strong feelings to each other.

Lower Floor[edit section | visual editor]

Victoria's dead body in the salon

The lower floor of the Palace is called the "vampire spawn level". It consists of several rooms dedicated for the dwelling of Cazador's brood. The level consists of the salon, the dormitories, and a concealed room called "the Kennel".

The salon is the first room along the corridor, after descending the stairs. When the party approach, NecroticNecrotic emanations from under the door are visible; a passive DC 15 Arcana Check DC 15 Arcana Check helps to discern their nature and prompt a comment from party members.

If the party choose to enter the room, turn-based mode automatically begins. In the middle of the room lies the cursed corpse of the young girl VictoriaVictoria. The Sapping Curse it emanates afflicts party members with Vitality DrainVitality Drain, causing 4d6+4NecroticNecrotic damage per turn and halving movement speed. It can be stopped by casting Remove CurseRemove Curse on Victoria's body. The note looted from her hints on the aforementioned dictionary. The dictionary itself is hidden in the mahogany wardrobe at X: -1291 Y: 957.[5]

In the rosewood desk here lies the diary of another Cazador's spawn, DalyriaDalyria, which sheds light on who the dead girl is and the possible nature of the curse.[6]

A locked opulent chest in this room (requires DC 20 Sleight of Hand Check DC 20 Sleight of Hand Check) holds the Helmet of Grit.

To the north of the salon is the dormitory wing. Two wooden chests between bunk beds in the common dormitory contain gold and another spawn's diary. The "Favoured spawn" bedroom is furbished more comfortably. The opulent chest in it contains a precious gem, gold, and the diary of Victoria's father Leon OnufrioLeon Onufrio, who wanted to use the services of Figaro Pennygood to ensure the safety of his daughter. Unfortunately, his plan never came to fruition.

At X: -1293 Y: 986 is a hidden door to the Kennel. It requires a passive DC 10 Investigation Check DC 10 Investigation Check to find. If this check fails, the room can still be accessed by lighting the brazier immediately north of the room at X: -1293 Y: 989. If Astarion is in the party, the door is revealed without a check, and he comments on it.

Inside is the skeleton GodeyGodey, initially InvisibleInvisible; he can be found with a DC 15 Perception Check DC 15 Perception Check. If the check is failed, Godey reveals himself upon coming close to him or interacting with any object in the room, and initiates a conversation. The layout of the dialogue depends on whether Astarion is in the party. If he is, the party can either convince Godey to give them the Szarr Family Ring, or fight him and loot it afterwards. If Astarion is not present, Godey attacks after a few words, while the door to the Kennel closes and locks automatically. It can be later opened with the Key to the Kennel looted from Godey (or with DC 15 Sleight of Hand Check DC 15 Sleight of Hand Check). Alternatively, the signet ring can be pickpocketed from Godey if he is successfully spotted.

The wooden chest in the Kennel contains random minor loot.

Ballroom[edit section | visual editor]

The Szarr Palace's ballroom

After obtaining the signet ring and reading the Kozakuran dictionary, the party can unlock the Sinister Door and enter the ballroom, which is guarded by three werewolves: Gheris HhuneGheris Hhune, Blaise HhuneBlaise Hhune and Duver RillynDuver Rillyn, as well as small army of wolveswolves, batsbats, and giant ratsgiant rats.

The ballroom features the traces of a massacre – pools of blood and broken or turned over furniture. Several corpses named "Party Guest" are strewn around. One of them is available to Speak with DeadSpeak with Dead.

When the party enter the ballroom, one of werewolves starts a dialogue. Regardless of options the party choose, they cannot be reasoned with and are always hostile. If any of palace servants come close to the ballroom after the battle starts, they join the fight against the party.

There are three rooms connected to this ballroom: two alcoves in the northeast and northwest corners, and Cazador's office in the southeast corner. The first two rooms each contain a button which seals off that room with a movable wall and opens the other one; these walls cannot be destroyed. While splitting the party or using summons can be useful, it is not necessary, as the areas to which each of the side rooms lead are devoid of any enemies.

The northeast alcove is a storage featuring a ladder to the attic, while the northwest one is a dining room with a hidden hatch to the subterranean puzzle area.

Attic[edit section | visual editor]

The top of the attic.

The attic is accessible through a ladder in the northeastern side alcove of the ballroom at X: -1262 Y: 1019. It consists of several rooms which are opened with buttons on the walls. The rooms are 'decorated' with crates, coffins and coffin lids, and other similar discarded items, as well as iron cages, torture racks, skeletons and stacks of hay.

The attic contains several lore-related diaries by Amanita SzarrAmanita Szarr, placed in stacks of scrolls, caskets or carried by skeletons.

The points of interest here are as follows:

  • The room in the north-western corner of the attic, which can be opened by pressing twice the button at X: -750 Y: 1079. Inside is a pile of treasure chests with gold and valuables, and the Key to Cazador's Dungeon on the floor. The door closes automatically in five seconds, so it is recommended to explore the room with a single party member to avoid others being stuck in the door sash.
  • The farmost part of the attic, where another ladder leads up to the scaffolds. On the scaffold at X: -737 Y: 1062 is a wooden chest containing a pouch with a Silver Key, some coin, and a random musical instrument. This key opens the hatch in the ballroom below.

Subterranean puzzle area[edit section | visual editor]

The secret puzzle area beneath the hatch in the ballroom side alcove

This secret area is accessed through the dining room in the northwestern corner of the ballroom. In the opulent chest at X: -1308 Y: 1020 is the Counting House Safe nº1 Key together with gold, two random elixirs and a random precious gem. Underneath this chest is a locked hatch (unlocked by the aforementioned Silver Key from attic area, or with DC 20 Sleight of Hand Check DC 20 Sleight of Hand Check).

After descending[7] the party find themselves into a room with locked door, which opens after placing items on the two pressure plates.[8]

In the following rooms are four more pressure plates tied to the two vents with Noxious FumesNoxious Fumes and two Gargoyle Heads which hurl Fire BoltFire Bolts. The trap triggers in various combinations if any two pressure plates are activated, which may possibly turn the room into a fuel-air explosion area. Each element of the trap (either vent or gargoyle head) can be disarmed with a DC 25 Sleight of Hand Check DC 25 Sleight of Hand Check.

Once all four pressure plates are pressed, the trap deactivates, and the door to the south is opened, while the door behind the party closes. To get out of this area, any single crate must be removed from the pressure plates (this will reactivate the trap if it was not disarmed). However, any of the two doors can be lockpicked with the DC 25 Sleight of Hand Check DC 25 Sleight of Hand Check.

At the far end of the second room is a locked opulent chest (requires DC 25 Sleight of Hand Check DC 25 Sleight of Hand Check to lockpick), guarded by a similar trap system, with the difference of triggering the trap when a party member steps on a single pressure plate. The chest contains gold, valuables, random very rare spell scroll and two random potions.

Cazador's office[edit section | visual editor]

At the southwestern corner of the ballroom X: -1298 Y: 995 is the Office Hall. Inside at X: -1305 Y: 987 is a interactable dais which is revealed to be an elevator. It brings the party to Cazador's DungeonCazador's Dungeon, where all related quests can be continued and / or completed.

The office itself does not have any remarkable items. Across the dais is another interactable bust depicting Shyressa RunemasterShyressa Runemaster, a hostile vampire elder from the Baldur's Gate 2 game.

Companion interactions[edit section | visual editor]

Szarr Palace is the focal point of Astarion'sAstarion's personal quest, both origin and companion. Thus, having Astarion in the party changes and / or expands most part of the dialogues with the NPCs inside, and adds as well his passing comments uttered along exploring various areas within. Also, talking to Astarion while exploring various parts of the palace helps to understand his previous life as a vampire spawn within these walls.

Kidnapped Astarion stands up to Godey's charms

If Astarion is present, several interactions with the NPCs inside the palace also differ:

  • If Astarion is the one to initiate the conversation with Merony in the South Tower, she recognizes him and lets the party pass without any further efforts.
  • The key to the ramparts is only needed if Astarion is not present. If he is, the door into the palace proper unlocks by itself upon approaching, and Astarion comments on this with irony.
  • Talking with Vilhelm on the upper floor is more consistent: no checks are needed to convince him to share the information on who can unlock the ballroom door and where to find them.
  • In the Kennel, when talking to Godey, the skeleton mocks Astarion and recalls the tortures he used on him.

Also, the Kennel is the location where Astarion finds himself if he was downed and kidnapped during his "siblings'" assault on the party's camp. This scene is identical regardless of Astarion is played as an Origin or recruited as a companion. Throughout it, Godey tries to subdue Astarion, projecting Cazador's willpower on him. Astarion has a chance to break off the magical shackles himself, passing one of DC 15 Charisma, Intelligence, or Wisdom Check DC 15 Charisma, Intelligence, or Wisdom Checks. However, if the chosen check is failed, Astarion's tadpole suppresses Godey's attempts, being a "highly territorial" creature and considering Astarion's mind its demesne. Regardless of the cutscene layout, Astarion must fight Godey to leave the Kennel. Afterwards, he is free to explore the palace or to leave it and join the party (though he still needs to get out of the palace to use fast travel). Unlike fighting the beasts in the ballroom, none of the servants is hostile to him.

Related locations[edit section | visual editor]

Related quests[edit section | visual editor]

Characters[edit section | visual editor]

Inhabitants and servants[edit section | visual editor]

Party guests[edit section | visual editor]

Only named characters (or those whose names can be learned) are listed here.

Werewolves[edit section | visual editor]

Creatures[edit section | visual editor]

Loot[edit section | visual editor]

Related literature[edit section | visual editor]

Diaries of Amanita Szarr[edit section | visual editor]

Amanita's diaries are placed here in their chronological order, instead of ABC order used in other similar article sections.

Notes and references[edit section | visual editor]

  1. "That giant gothic monstrosity has been inhabited by vampires this whole time?" - a Baldurian character, talking with Astarion about Cazador Szarr's social standing in Baldur's Gate. Source: Astarion_InParty2_Nested_JourneyToCazador.html.
  2. The scroll Vampires before Vellioth written by Amanita Szarr mentions the vampire master Donnella 'The Architect' Szarr, who opened and brought under the family's control The Tourmaline Depths beneath the city; she was the family matriarch in 1138 – 1204 years DR.
  3. Kozakura is an archipelago in the far eastern part of the Forgotten Realms, with history, nature and culture partly mirroring Japanese. Cazador Szarr's facial features may be a reference to appearance characteristics not uncommon to many peoples of the Far East.
  4. Mordoc SeLanmere was the main antagonist in Dark Alliance 2, the vampire lord also known as "The Pale Knight". See also Mordoc SeLanmereMordoc SeLanmere on the Forgotten Realms Wiki.
  5. Upon reading the dictionary the interacting party member utters a comment. This comment differs depending on whether the signet ring has already been obtained, and also on whether any party member succeeded the History check when first interacting with the ballroom door.
  6. Prior to Patch 5 it was possible to cast Speak with DeadSpeak with Dead on Victoria's body, revealing that it was Dalyria who killed her. However, some other lines of her postmortem dialogue contradicted with her synopsis, so this possibility was later removed. In the current game version, Victoria's corpse "has nothing to say". The obsolete Speak with Dead lines are available on her page.
  7. Despite having a level decoration similar to Cazador's Dungeon, this area has a separate map and is not connected to the main dungeon.
  8. Prior to Patch 5 the secret area used to have a puzzle with levers, which was impossible to solve. This was changed later by removing the levers and implementing a series of pressure plates. The patch notes to Patch 5 contain a line which likely refer to this: "Fixed the puzzle in Cazador's Palace."