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Szarr Palace
Upper City | ||||
Bloomridge Park | ← | Szarr Palace | → | Devil's Fee |
↓ | ||||
Central Watch Tower |
Accessing the Szarr Palace[edit | edit source]
Although it is located in the Upper City, 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 or by (or similar) from the roof of the Devil's Fee to the palace's ramparts.
The party must walk north on the wall and can then enter the Palace's South Tower door. If Astarion is in the party, he mentions the party can sneak inside through it.
Three [1] 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 combat is initiated before or after Calm Emotions is cast, the guards become or remain hostile.[2] Characters who climb the ladder to where the guards stand are drawn into dialog unless invisible.
guards are at the top of the ladder in the South Tower.If Astarion is in the party, choosing him to start the dialogue with the charmed guards results in them reacting peacefully to the party. They are astonished seeing Astarion outside the palace on the cusp of the ceremony beginning, and hurry him to participate.
If spoken with, 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 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]
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 cursed corpse of Victoria, Leon's young daughter. Approaching the corpse afflicts party members with , causing 4d6+4 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[edit | edit source]
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.
Upper Floor[edit | edit source]
Directly across from the entrance, the party can find an 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 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.
Ballroom[edit | edit source]
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, but closes the door exiting the northeast corner room - so splitting the party is necessary while the northwest corner room is investigated.
In the northwest corner is a dining room, where the Counting House Safe nº1 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[edit | edit source]
The locked door in the first room in the puzzle area can be bypassed by placing items (for example 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. To get out of this area, the crates must be removed from the pressure plates to open the doors.
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.
There is a button in the first room which opens a secret door into several more rooms decked out as torture chambers. In the far north-western corner of the attic is another button, which must be pressed twice to open another secret door to a treasure room. In this room is a pile of treasure comprising miscellaneous items.
On the floor is the Key to Cazador's Dungeon. The door to the treasure room closes a few seconds after pressing the button. There is another button inside the treasure room which must be pressed twice to exit the room.
Along the southern wall of the attic, near the western end, are two stacked boxes concealing a button which opens another secret door into another area which looks like a barn and has a ladder to another level with a wooden chest. The chest contains a pouch with the Silver Key used to open the hatch in the rooms below, some coin, and a hand drum.
Related locations[edit | edit source]
Related quests[edit | edit source]
Loot[edit | edit source]
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
Chamberlain's Private Room Key
Counting House Safe nº1 Key - in a hidden room off the ballroom, in an opulent chest at X: -1308 Y: 1020
Helmet of Grit - in the guest room, in a locked ornate chest
Key to Cazador's Dungeon - in the attic
Silver Key - in the attic, in a wooden chest at X: -738 Y: 1063
Szarr Family Ring
Literature[edit | edit source]
Dalyria's Journal, found in the Guest Room
Dawsen Kiltmaker's Confession - in the secret puzzle area
Dufay's Diary
Favoured Spawn Ledger
Kozakuran Dictionary - in the guest room, inside a mahogany wardrobe next to the bed at X: -1291 Y: 957
Ledger: Blood Donors
Leon's Diary, found in the Favoured Spawn bedchamber
My Darling Dufay
Party Planner
Szarr Palace Servant Etiquette
The Ballroom Door
The Tourmaline Depths
Sheet Music (Szarr Palace) - in the ballroom, at the piano at X: -1269 Y: 1002
Victoria's List, found by the Ramparts Door in Cazador's Palace
Victoria's Note, looted from Victoria
Violet's Diary
Diaries of Amanita Szarr[edit | edit source]
Characters[edit | edit source]
- Antwun Dufay - deceased
- Callira - deceased
- Gheris Hhune
- Godey
- Lurianna Sauvage - deceased
- Sanseverina - deceased
Servants[edit | edit source]
Werewolves and Wolves[edit | edit source]
Available to Speak with Dead[edit | edit source]
Notes[edit | edit source]
- The secret area in the ballroom used to have a puzzle with levers which no one could 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 frees them from their mental enslavement and causes them to leave the area.