Key takeaways
- The palace is in the Upper City, but the practical entrance is reached from the Lower City. Walk north along the Lower City Central Wall from the Central Watch Tower, or jump from the roof of Devil’s Fee to the ramparts.
- The visible mansion and Cazador’s Dungeon are one connected location complex, not interchangeable areas. The dungeon can be reached from the ballroom through Cazador’s office, and later from the Lower City Sewers.
- Astarion is strongly recommended His presence changes or expands many conversations, particularly with Cazador, Godey, Sebastian, the other spawn and the Gur.
- The palace’s main progression gate is the sealed ballroom door Godey can provide a Szarr signet ring, while the Kozakuran dictionary found elsewhere in the palace helps interpret the door’s inscription.
- The central objective is Cazador’s Rite of Profane Ascension Your decisions in the dungeon determine the fate of Astarion, the captive vampire spawn, the Gur children and a possible Gur ally for the final battle.
- Do not leave Cazador at low health and then long rest unless you intend to fight him again. If he retreats into his coffin and the party leaves the complex for a Long Rest, he can recover and must be defeated again.
About this guide
Base game guide. Major spoilers for Act Three, Astarion’s companion quest, Cazador Szarr and the fate of the vampire spawn.
Overview
Szarr Palace is the fortified residence of Cazador Szarr, the vampire lord who enslaved Astarion and hundreds of other victims. In Baldur’s Gate 3, the palace is an Act Three location associated primarily with Investigate Cazador’s Palace, The Pale Elf, Call of the Blood and Gather Your Allies.
The name can be slightly misleading. Szarr Palace is not only the visible gothic mansion. Its full playable complex includes the exterior ramparts, South Tower, Upper Tower, palace floors, attic, hidden puzzle area and the extensive Cazador’s Dungeon beneath it. The dungeon is treated as a child location of the palace, but it has its own layout, waypoint, encounters, loot and progression rules.
Visual character
The palace has a deliberately theatrical gothic style. Its interior uses red and gold decoration, dark parquet, mahogany furniture, heavy doors and ornate archways. The contrast between aristocratic luxury and the blood, corpses, cages and prison cells beneath the building reflects Cazador’s public status and private cruelty.
The palace is surprisingly quiet when first entered. Servants move around cleaning stains and dirt that seem invisible to the party. This creates a strong contrast with the bloody ballroom and the dungeon below.
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Recommended route from the city
The first-floor guard post contains Jaryd, Reklan and Merony, all charmed by Cazador. They are accompanied by Giant Rats. The party can fight them, pass dialogue and ability checks, or remove their enchantments with suitable magic such as Calm Emotions or Greater Restoration. If persuaded, the guards provide a key to the palace ramparts.
With Astarion present, several dialogue options become easier or more direct. Without him, the guards can still be handled, but the encounter is less thematically and mechanically forgiving.
Recommended route from the city: steps
- 01Travel to the Lower City Central Wall waypoint.
- 02Enter the nearby Central Watch Tower.
- 03Climb the stairs towards the northern end of the wall.
- 04Enter the South Tower.
- 05Deal with, bypass or remove the enchantment from the charmed guards.
- 06Reach the upper level and continue through the ramparts door.
- 07Unlock the palace entrance.
Bypassing the South Tower
The guard post is not mandatory. The top of the South Tower has a breach in the crenellation above the entrance. Depending on the party’s abilities, you can use:
You can also reach the ramparts by jumping from the roof of Devil’s Fee. This may require a strong character or enhanced jumping distance.
The palace-to-dungeon route
Once inside the main palace, find the ballroom and the Office Hall in its south-western corner. An apparently decorative dais there is actually an elevator. It takes the party down into Cazador’s Dungeon.
The dungeon’s first descent unlocks a waypoint, but fast travel remains restricted until the relevant Astarion and palace quests are completed. Returning to camp is also restricted while the dungeon’s main sequence remains unresolved.
Sewer route
A second route begins at the Gloomy Descent in the Lower City Sewers, approximately X: -112, Y: 886. However, the sewer entrance is initially locked from the dungeon side. The party must explore the palace and most of the dungeon, then unlock the corresponding gate from within. This makes it a useful exit and later re-entry route rather than the normal opening route.
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South Tower
The South Tower is the first defended section. Its ground floor contains little of significance, while the first floor is occupied by the charmed guards and Giant Rats.
The unlocked chest at the top of the tower contains one to three Potions of Superior Healing and a Potion of Greater Healing.
Ramparts and Upper Tower
The ramparts are the exterior transition between the South Tower and the palace proper. The palace door is locked and can be opened with the key gained from the guards or by lockpicking from either side.
The Upper Tower contains a locked Traveller’s Chest requiring either a Sleight of Hand check or the Central Wall Chest Key. Its contents include gold and a random very rare scroll. It also contains the servant-etiquette document and the otherwise unhelpful key mentioned above.
Main palace
The main palace has two principal floors, an attic area and a hidden subterranean section. Its servants do not generally provide much information, but Vilhelm can explain that Godey is responsible for the inner doors and carries another copy of the ramparts key.
The palace’s initial upper-floor barrier is the Sinister Door, an arcane-locked cast-iron door leading towards the ballroom. Examining it can trigger Investigation and History checks. Its inscription is tied to the Kozakuran language, and the palace contains a dictionary that helps the party understand the magical seal.
Named residents and servants
The palace servants are not a conventional merchant population. Do not assume that a named servant offers a shop, service or reusable facility merely because they can be spoken to.
Ballroom
The ballroom is the major transition area between the mansion and the dungeon. It is reached after dealing with the Sinister Door and the palace’s magical security. Its south-western Office Hall contains the elevator dais leading to Cazador’s Dungeon.
The ballroom also contains access to the hidden puzzle area through a dining-room hatch. The area is not required for the main boss encounter, but it contains a key, gold, random elixirs, a random precious gem and trap-based exploration.
Attic
The attic is reached through the palace’s upper areas and contains scaffolding and assorted storage. It is important because it can contain a Key to Cazador’s Dungeon, which can help with the sewer-side connection. A separate key from the attic can also open one of the dungeon’s locked gates.
Named entries: palace interior
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A hatch in an alcove off the ballroom’s dining area leads to a concealed puzzle section. The hatch can be opened with the Silver Key from the attic or by lockpicking.
An opulent chest in the dining room contains:
Below the hatch, the party enters a room whose door opens after items are placed on two pressure plates. Further rooms contain four additional pressure plates, two vents producing Noxious Fumes and two Gargoyle Heads that fire bolts.
The traps can combine in dangerous ways. Activating the wrong pair of plates can create a hazardous sequence involving fumes, fire and a possible fuel-air explosion. This is a puzzle and trap area rather than a normal combat route, so spread the party, inspect the floor and avoid triggering several plates at once. The dungeon’s main quest does not require completing this section.
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Cazador’s Dungeon is the largest and most important child area of Szarr Palace. It lies far below the city and includes the Tourmaline Depths, a subterranean realm brought under Szarr control by the family’s architect, Donnella “The Architect” Szarr. Documents in the dungeon suggest that the area may have been an old dwarven outpost or mining facility.
Cazador uses the dungeon to prepare the Rite of Profane Ascension, the ritual intended to transform him into an immensely powerful ascended vampire.
Main gallery
The elevator from the palace opens into an elongated gallery. The main route is blocked by a magically sealed Crypt Gate. The Szarr Family Ring, obtained in the palace, opens this gate. The ring does not need to be equipped, merely possessed.
A second Crypt Gate across a narrow bridge leads to Cazador’s private room.
Cazador’s room
Cazador’s private room is a study containing the skull of Vellioth, his sire. Interacting with the skull triggers up to three Wisdom checks and reveals information about the relationship between Vellioth and Cazador.
The skull grants the Black Mass Scroll, which contains information about the Ascension Rite and progresses Astarion’s personal quest. Nearby documents include:
An opulent chest contains gold, a random precious gem and several random rare alchemical ingredients.
Prison cells
The prison contains two magically locked cells on each side. These locks cannot normally be opened with the Szarr Family Ring or ordinary lockpicking. Their final state depends on the party’s choices after defeating Cazador.
The right-hand cell contains Cazador’s captive vampire spawn. Sebastian initiates a conversation when approached. A Perception check can reveal that the prisoners are starving vampire spawn and, if Astarion’s quest has progressed sufficiently, that their scars resemble Astarion’s.
The left-hand cell contains five kidnapped Gur children. Chessa, identified as Gandrel’s daughter, can speak with the party. Her dialogue changes depending on whether the party visited the Gur Camp in Rivington and promised to search for the children.
The cells are controlled by Cazador’s staff. Consequently, freeing the prisoners requires dealing with Cazador first.
Grand Chamber
The Grand Chamber is the northernmost dungeon area and the site of the main boss battle.
The ritual platform is shaped like a seven-pointed star and extends over a deep chasm. Six of Astarion’s siblings are restrained on six points of the star, while the seventh point is prepared for Astarion if he remains involved in the quest.
Cazador is surrounded by werewolves, bats, fallen Gur Hunter undead and the skeletal servant Chatterteeth. The fight can begin immediately if a party member has Daylight active or is carrying a sunlight-emitting weapon such as The Blood of Lathander. Otherwise, dialogue normally occurs before combat.
If Astarion is a companion but is not in the active party, Cazador can potentially be placated temporarily with a DC 20 Persuasion check and a promise to bring Astarion to him. This is not a replacement for resolving the dungeon permanently.
Cazador’s coffin is in the centre of the ritual arena. When reduced to 0 hit points, he retreats into it. If the party leaves and takes a Long Rest before properly resolving the encounter, he can recover. After the quest is concluded, the coffin provides access to the High Security Vault nº3 Key, while Cazador’s remains yield Rhapsody.
The dungeon key is particularly useful because it opens the Gloomy Ascent to the Lower City Sewers. It is possible to sneak down, obtain the key and create a route out before completing every related quest.
Named entries: Grand Chamber
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Named entries: Grand Chamber
Palace inhabitants and servants
The following named characters are listed as inhabitants or servants of the palace complex:
Their presence and status can vary according to the state of the quest and previous events. They should not all be treated as ordinary civilian residents. Some are servants, guards, victims or deceased figures encountered through environmental storytelling.
Party guests
The palace contains evidence of a gathering or feast involving named guests. The listed guests are:
Sterlac’s identity is especially useful for environmental investigation. His presence links the palace’s victims to Baldur’s Gate’s wider civic and financial establishment.
Werewolves
The palace complex includes werewolves associated with Cazador’s retinue:
These characters should be kept distinct from the Gur hunters and from the vampire spawn. They are part of the palace’s hostile or story-associated population rather than ordinary residents.
Other creatures
The Giant Rats in the South Tower can provide warnings about previous intruders being killed by “large hairy fangy ones”. Bloodfang and Whitemist are associated with the palace’s animal and monster population, not ordinary services or vendors.
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Investigate Cazador’s Palace
The quest journal explicitly recognises several different endings, including defeating Cazador and releasing the prisoners, killing them, leaving them imprisoned or helping the Gur kill Astarion.
The quest objectives broadly proceed as follows
- 01Find the Szarr Palace.
- 02Enter the palace.
- 03Investigate the mansion.
- 04Open the magically sealed ballroom door.
- 05Explore the ballroom and dungeon.
- 06Decide Cazador’s fate.
- 07Decide the fate of the imprisoned spawn and Gur children.
- 08Report to Ulma if appropriate.
The Pale Elf
The palace and dungeon are the climax of Astarion’s personal quest. Bringing Astarion allows additional dialogue throughout the complex and makes his history with Cazador central to the encounter.
At the ritual, the party must decide whether Astarion will:
These decisions affect the fate of the spawn, Astarion’s character development and later dialogue.
Call of the Blood
This quest is tied to the Gur’s search for their kidnapped children. If the party met Ulma in Rivington and enters the dungeon, Chessa and the other children provide confirmation of what happened to them.
The quest’s result depends on decisions after Cazador’s defeat. Saving the children and treating the spawn humanely can lead to Gur support later, while killing or abandoning them changes the outcome.
Gather Your Allies
The dungeon’s conclusion can add a Gur-related ally option to the final battle. The exact result depends on choices made concerning:
The dungeon therefore has consequences beyond its immediate rewards.
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Cazador’s battle is built around the ritual arena rather than a normal room. Several things make the encounter more dangerous than his personal statistics alone suggest:
The precise resolution depends heavily on Astarion’s choices and dialogue. The safe approach for a non-ascension route is to interrupt the ritual, defeat Cazador and then decide how to handle the prisoners.
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Gather Your Allies
Practical preparation
- 01Bring Astarion if you want his full story.
- 02Consider radiant or sunlight effects, but remember that active sunlight can begin combat immediately.
- 03Keep characters spread across the arena.
- 04Prioritise rescuing or disrupting the restrained spawn if your strategy depends on preventing the ritual.
- 05Do not leave the area after Cazador enters his coffin unless you are prepared to fight again.
- 06Search the arena and coffin after the encounter for keys, documents and Rhapsody.
Fixed or named items
| Item | Location or source | Importance |
|---|---|---|
| Key to Ramparts Door | Guards or Vilhelm | Opens the palace entrance |
| Central Wall Chest Key | Reklan | Opens the tower Traveller’s Chest |
| Szarr Family Ring | Palace | Opens the dungeon’s main Crypt Gate |
| Kozakuran dictionary | Palace | Helps interpret the ballroom door |
| Szarr signet ring | Godey or related quest progression | Used in the ballroom-door sequence |
| Counting House Safe nº1 Key | Dining-room chest | Opens a safe elsewhere in Baldur’s Gate |
| Helmet of Grit | Palace loot | Fixed palace loot |
| Key to Cazador’s Dungeon | Dungeon or attic-related route | Opens the sewer-side connection |
| Black Mass Scroll | Cazador’s room | Advances Astarion’s quest and explains the ritual |
| High Security Vault nº3 Key | Cazador’s coffin after quest resolution | Opens a vault in the Counting House |
| Rhapsody | Cazador’s remains | Major combat reward |
Random or variable loot
The palace’s mahogany wardrobes can contain random camp clothing and can generally be looted without consequences. Do not confuse these with functional clothing shops or purchasable property.
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Charmed guards
The South Tower guards are under magical influence. Removing the enchantment can cause them to flee rather than forcing a full fight. This is one of the clearest examples in the area where a spell-based solution changes the encounter.
Arcane door
The Sinister Door is not opened by an ordinary key alone. Investigating it, learning about the Kozakuran inscription and finding the relevant palace evidence are central to the route into the ballroom.
Ballroom traps and hidden area
The dining-room hatch leads to a pressure-plate puzzle with fumes and fire traps. The area is optional, but its key and miscellaneous loot are worthwhile for completionists.
Locked dungeon cells
The dungeon prison is not a normal lockpicking problem. The cells’ final state is tied to the conclusion of the Cazador encounter and the party’s decisions.
Coffin recovery
Cazador’s ability to retreat into his coffin is easy to mishandle. If the party treats the first knockdown as a complete victory, leaves and rests, the boss may return.
Sunlight and combat initiation
Carrying or activating a sunlight-emitting effect can alter the opening of the Grand Chamber encounter. This can be useful tactically, but it removes some of the normal pre-combat conversation.
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Before leaving the palace complex, check that you have:
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For a thorough but efficient visit
- 01Start at the Lower City Central Wall.
- 02Explore the South Tower and loot the healing potion chest.
- 03Resolve the charmed guards peacefully if possible.
- 04Search the Upper Tower for the Traveller’s Chest and documents.
- 05Enter the palace proper.
- 06Speak with Vilhelm and other servants before opening the inner route.
- 07Investigate the Sinister Door.
- 08Find Godey and obtain the information or item needed to proceed.
- 09Search the main palace rooms and wardrobes.
- 10Visit the dining room and decide whether to solve the optional subterranean puzzle.
- 11Enter the ballroom.
- 12Search the Office Hall and take the elevator to the dungeon.
- 13Use the Szarr Family Ring on the main Crypt Gate.
- 14Explore Cazador’s room and inspect Vellioth’s skull.
- 15Speak with Sebastian and the Gur children.
- 16Search for the dungeon key and the sewer connection.
- 17Enter the Grand Chamber.
- 18Resolve Cazador’s ritual and Astarion’s personal quest.
- 19Decide the fate of the spawn and Gur children.
- 20Loot Cazador’s remains and coffin.
- 21Speak with Ulma if she is available.
- 22Return through the dungeon waypoint or sewer route.
Is Szarr Palace in the Upper City or Lower City?
The location is classified as being in the Upper City, but its accessible approach is from the Lower City Central Wall. The palace physically borders the two districts, which is why descriptions and player directions can appear inconsistent.
Can I enter through the palace’s front door?
The practical player route is through the South Tower and ramparts, not an ordinary street-level front entrance. The other meaningful entry route is through the Lower City Sewers into Cazador’s Dungeon, but that route must first be unlocked from inside.
Do I need Astarion?
No, but he is strongly recommended. His presence changes important conversations and is essential if you want the fullest version of his personal storyline.
Is Cazador’s Dungeon a separate location?
It is a distinct playable child area, but it is part of the Szarr Palace complex for location and quest purposes. It has its own waypoint, restrictions, route connections and encounter structure.
Can I rescue the prisoners before killing Cazador?
The cells are controlled by Cazador’s staff and normally cannot be opened before the boss is dealt with. The quest’s dialogue makes clear that confronting Cazador is the practical route to deciding the prisoners’ fate.
What happens if Cazador retreats into his coffin?
If you leave the complex and take a Long Rest before resolving the encounter, Cazador can recover. You then have to fight him again, although the repeat encounter differs from the first battle.
Is there a shop or merchant in Szarr Palace?
No verified functional shop or general merchant service is part of the palace. Its named servants are residents, guards or quest characters, not automatically vendors. Wardrobes and chests provide loot, but they are not businesses.
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Sources
- Szarr Palace - bg3.wiki — bg3.wiki
- Cazador's Dungeon - bg3.wiki — bg3.wiki
- Investigate Cazador's Palace - bg3.wiki — bg3.wiki
- Key to Cazador's Dungeon - bg3.wiki — bg3.wiki
- Szarr Palace - bg3.wiki — bg3.wiki