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Investigate Cazador's Palace

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Investigate Cazador's Palace is a quest in Act Three of Baldur's Gate 3. It can be started by speaking with Ulma in Rivington or the vampire spawn at Fraygo's Flophouse.

Objectives

Find the Szarr Palace.
  • We met a tribe of Gur people. Their leader, Ulma, told us that a vampire called Cazador has been killing their people and kidnapping their children. She asked us to save the children and slay the vampire. We should find where Cazador resides.
  • We met what look like two vampire spawn in Fraygo's Flophouse. They invited us to a party in Cazador Szarr's palace. It sounds like something sinister is going on. We should investigate.
  • A group of vampire spawn attacked us during the night. They tried to kidnap Astarion and take him back to Cazador, but failed. Astarion will need to face Cazador if he's ever to be safe from his past.
  • A group of vampire spawn attacked us during the night. They kidnapped Astarion and took him back to Cazador. We need to get to the Szarr Palace and find him.
  • We were stopped at the entrance to the Szarr Palace by his guards. There must be a way in - whether around them or through them.
Investigate the Szarr Palace.
  • We entered Cazador's palace. We should look around for clues.
Get past the ballroom door's magical seal.
  • A large door without a lock blocks our way further into the palace. Perhaps we should look around for something that could help us open it.
  • One of Cazador Szarr's servants told us that Godey, who keeps the mansion's kennels, can unseal the ballroom door.
  • A skeleton named Godey told us that the door to the ballroom have been magically sealed, locking off much of the palace.
  • The skeleton Godey gave us a signet ring that should help us unseal the ballroom door.
  • We took a signet ring that should help unseal the ballroom door from Godey's body. The ring is inscribed with the same language as the door itself.
  • We found a dictionary of the Kozakuran language - the same language that's on the sealed ballroom door.
  • We tried to open the sealed door with a Szarr signet ring, but it didn't work. Perhaps the book we found earlier could hold some clues.
Uncover the secrets of the Szarr Palace.
  • We unlocked the door to what looks like a ballroom, but it's full of blood and dead bodies - and werewolves. We need to deal with them if we want to delve further into the palace.
Investigate Cazador's Dungeon.
  • We found some imprisoned vampire spawn. One of them told us that Cazador controls the prison doors with a staff. If we want to release them, we'll have to deal with Cazador ourselves.
  • We found the children that Ulma asked us to find. They've been turned into vampire spawn. They will remain imprisoned here forever unless we confront Cazador ourselves - he must be here somewhere.
  • We stood on a platform that took us deep below the palace into Cazador's Dungeon. How big is this place?
Decide Cazador's fate.
  • We found Cazador Szarr. He plans to perform a rite that will grant him immense power. He must be stopped.
  • We spared Cazador Szarr - for now. He remains in his sarcophagus should we change our minds.
Report back to Ulma.
  • We defeated Cazador and released his prisoners. We should tell Ulma the good news.
  • We defeated Cazador and killed his prisoners. We should tell Ulma what happened.
  • We defeated Cazador and left the prisoners to their fate. We should tell Ulma what happened.
Kill Astarion.
  • We agreed to help the Gur monster hunter Ulma kill Astarion.
Quest Complete
  • We slew both Cazador and Ulma.
  • We met with Ulma, and told her of Cazador's death and the fate of the Gur younglings. She promised the Gur will come to our aid when we need it most.
  • We spared Cazador's life. Time will tell if it was the right thing to do.
  • We defeated Cazador and left the prisoners to their fate.
  • We defeated Cazador and released his prisoners.
  • We defeated Cazador and killed his prisoners.
  • We helped the Gur slay Astarion - his journey is over.

Walkthrough

Finding the Palace

Finding the Spawn

Two of Cazador's spawns, Petras and Dalyria, can be found chatting about the Black Mass in Fraygo's Flophouse on the upper floor at X: (-21 Y: 76. Astarion Astarion immediately threatens them for information, but can be persuaded to hold back. Unfortunately, the spawns know little, beyond that preparations for the Black Mass are well underway. It is also clear that the spawns believe, that they too will become ascended if the ritual is successful.

The Gur Camp

Ulma seeks revenge for the lost Gur children.

There is a Gur Camp in Rivington X: 102 Y: -12 led by Ulma. Ulma tells the party that Cazador has done immense damage to her tribe and even stolen their children. She wishes to have them back, or at least revenge taken if the children are already dead. If Astarion is in the party, he can be told that it's the least he can do to get vengeance for the Gur, which he will agree to. Ulma states that the Gur have tried and failed to infiltrate Szarr Palace but that a spawn could do it.

Potential Abduction

Several of Astarion's fellow vampire spawn attempt to kidnap him after the party has entered the Lower City and long rested. Failing to stop them before they drop Astarion to 1hp results in Astarion being kidnapped and sent to Cazador's palace. Once there, he is tortured by Godey, who uses magic to attempt to force Astarion to obey Cazador. This starts a saving throw, but even if it's failed, the tadpole within Astarion emits a psionic wave that disrupts the spell. Godey becomes hostile after failing to collar Astarion and must be defeated. The party can regroup with Astarion in the kennels.

Cazador's Palace

Although being in the Upper City, the Szarr Palace can be accessed from the Lower City by climbing stairs in the Central Watch Tower X: -53 Y: -64, walking north on the wall and entering the Szare Palace South Tower door. If Asterion is in the party, he will request to sneak ahead and tke care of what few guards are likely posted.

Three charmed guards are at the top of the ladder in the South Tower. They can be persuaded to let the party continue with Intimidation or Deception checks, with Asterion (Rogues) getting Advantage on the Deception check. Alternatively, casting Calm Emotions Calm Emotions on the guards will cancel the charm effect and cause them to leave the area. If spoken to, several Giant Rats in this room will warn the party that many others have entered but were later found dead from the "large hairy fangy ones".

Continuing up the stairs will lead to the door to the empty Upper Tower and Szarr Palace Ramparts, which Asterion calls out as suspicious. Finally, using the Szarr Palace door enter the palace proper, which does not allow fast travel and or resting.

The way forward is through the locked ballroom. Two things are needed to enter: a Szarr Family Ring and a passphrase in the Kozakuran language.

The Signet Ring

Vilhelm can be persuaded or deceived into revealing that Godey has the signet ring that can unlock the door. Godey is in the kennels in the lower floor. Godey is waiting in ambush X: -1289 Y: 982, but a perception check reveals him and he can be called out. If Astarion is in the party, Godey asks what he has brought him:

  • [DECEPTION] Cazador hired me to capture Astarion. I'm here to deliver. (DC 15)
  • [INTIMIDATION] Lay a hand on me and lose it, bones. (DC 15)

Astarion insists that they need to get into the ballroom. Godey states that he was told not to open the ballroom no matter what.

  • [PERSUASION] Your master needs Astarion for the ritual. He'll be furious if you stop us joining him. (DC 20) (if Astarion knows the ritual's purpose)
  • [DECEPTION] Cazador gave me orders too - Astarion needs to be returned no matter what. (DC 20)
  • [INTIMIDATION] How about I start breaking bones and keep going until I find that key? (DC 20)
  • Attack.

Succeeding the checks makes Godey relinquish the ring. Otherwise, he becomes hostile and the key has to be looted from his body.

The Passphrase

Location of the Kozakuran dictionary.

A note upstairs on the Chamberlain's desk X: -1243 Y: 976 suggests that one of the spawn has misplaced the dictionary used to decipher the passphrases.

The Kozakuran Dictionary can be found on the lower floor in the guest room, which is brimming with deadly necrotic magic X: -1299 Y: 967. Here, the the cursed corpse of Victoria afflicts Vitality Drain Vitality Drain (4d6+4Damage TypesNecrotic per turn) upon anyone entering, Casting Remove Curse Remove Curse on Victoria's body will end her Sapping Curse Sapping Curse and make the room safe. Alternate solutions include use of Elixir of Necrotic Resistance or Jump/Flight to cross the hazard. The dictionary is in a mahogany wardrobe to the west of the bed. Reading the book gives the phrase to enter the ballroom.

In the ballroom

Once in the ballroom, a number of werewolves notice the party. They state that no one is meant to enter while the ritual is occurring, and become hostile. Move to the door to the southwest after defeating them to find an elevator down to Cazador's dungeon.

Cazador's Dungeon

Map of Cazador's Dungeon.

After descending the elevator, a hallway to the west connects to Cazador's chambers. It contains the skull of Cazador's former master, Vellioth, and by interacting with the skull and passing three DC 15 Wisdom checks, the party can gain more information about him. They will also receive the Black Mass Scroll, whether the checks are passed or not.

To the north, there are several people in cages, who will call out to the party. If Astarion is in the party, one man recognizes him. It turns out that this is Sebastian, the first victim Astarion brought back to Cazador. Sebastian can be persuaded or deceived into revealing how to unlock the cages - Cazador's staff. The cell across the way can also be interacted with - it contains several Gur children who were captured and turned into vampire spawn. If they are told that Ulma sent the party, they also share that the staff is the key to opening the cells.

A Special Weapon

The hallway to fly down to get the Pelorsun Blade.

Within Cazador's dungeon, a lower level can be reached using Feather Fall, Misty Step, or Fly to jump down the hallway to the northwest of the elevator. Alternatively, a button below the western room can be activated with a range weapon, causing a massive chandelier to begin travelling up and down: this can be used an an ersatz elevator to travel to and from the lower level.

On the lower level, the Pelorsun Blade can be found in a room to the east, in a buried and trapped rosewood casket X: -1926 Y: 853. This weapon deals radiant damage, which is highly effective against Cazador. Additionally, there is a locked (DC 30) crypt gate here connecting to the Lower City Sewers - Gloomy Ascent. The dungeon cannot be reached from the sewers until the gate has been unlocked from this side.

Confronting Cazador

Cazador is in the ritual chamber north of the prisoners' cells.

If Astarion is in the active party, he will conclude the dialogue by attacking Cazador in a rage, only to be trapped in a ritual circle (Sacrificial Lamb Sacrificial Lamb). Cazador will then attack, along with several bats, werewolves, and fallen Gur hunters. Astarion can be rescued from imprisonment via the Help action, allowing him to rejoin the fight -- in which case Cazador and Astarion will engage in additional repartee during the battle. If Astarion is not released in three turns, the ritual succeeds, and Cazador becomes a Vampire Ascendant.

If Astarion is not in the party, then Cazador can be persuaded to allow the party leave so they can bring Astarion back, or they can simply start the fight with him without Astarion. If Astarion was never recruited, or if he was killed (such as staking him in camp), then he will be at the ritual as a zombie.

Note that if Astarion is in the party but kept well back out of sight (e.g. up at the top of the stairs) then the fight will begin without Astarion. However as of Patch 6 if Astarion attempts to join the fight later and Cazador is still alive, the battle will be interrupted by the cut scene in which Cazador traps Astarion in the ritual.

This fight can be very challenging. Cazador is a high-level spellcaster and gains power from the ritual victims, inflicting high necrotic damage to nearby party members. However, his profound weakness is Sunlight Hypersensitivity Sunlight Hypersensitivity, which can easily be caused by Daylight Daylight cast prior to the battle and then reapplying it in new locations as he tries to escape from the sun's rays. Protecting the party's Daylight caster with Sanctuary Sanctuary can help keep the situation from getting out of control. On lower difficulty levels he can also be pushed off the platform to his death; unlike most enemies, he will then return to his coffin, where he can be looted or otherwise interacted with.

Astarion is trapped by the ritual's runes.

Outcomes

Once Cazador is defeated, he returns to his coffin in an attempt to enter a healing sleep. Interacting with the coffin has Astarion pry Cazador out of it. Astarion will attempt to use the ritual for himself, and requests the party for assistance. The party can agree, attempt to persuade Astarion against using the ritual, or simply refuse to help. If Astarion was not recruited or died, the only option is whether to kill or release the prisoners.

Ending 1: Astarion completes the Rite of Profane Ascension

If the party agrees to assist Astarion, he completes the Rite of Profane Ascension by carving the runes into Cazador's back and sacrificing the six spawn and seven thousand souls. Astarion becomes a Vampire Ascendant, gains new powers and arguably warps his personality. When Ulma and the Gur arrive, they find him responsible for the deaths of their children and only one can come out alive - Astarion or the Gur - although this encounter can theoretically be avoided by sneaking out through the lower level of the dungeon.

Ending 2: Astarion is persuaded not to complete the Rite of Profane Ascension

If Astarion is persuaded not to use the ritual, he kills Cazador without performing the Rite of Profane Ascension, then he remains a vampire spawn for the rest of his days.

Astarion has the choice to kill the seven thousand victims, release them, or leave them in the cells. If the prisoners are freed, the other spawn lead them to live in the Underdark. Astarion sees killing the victims as mercy, as they never learned how to control their hunger. If he decides to leave them, Astarion breaks Cazador's staff and says that he is done with this place and done with all of them. Breaking the staff renders it unavailable as a quest reward. Regardless of the choice, the Gur do not attack Astarion and see him as having redeemed himself. If any other vampire spawn was killed during the Cazador fight, the ritual cannot be completed and Astarion kills Cazador without attempting to perform the ritual, and moves onto the choice regarding the imprisoned spawn. The dialogue with the Gur and the other companions will proceed as if Astarion chose to give up on the ritual himself.

Ending 3: Astarion is refused or cannot be persuaded to stop the rite

Astarion can leave the party permanently during this quest. If the party fails to persuade Astarion or refuses to help him with the ritual, he will leave the party after deciding to keep the spawn locked up, stating that he is done with Cazador, this place, and the party. If Astarion was allowed to start the ritual, the party can interrupt him by killing Cazador while the ritual is in progress, doing so will stop Astarion's ascension and cause him to become hostile, attacking the party.

Quest Rewards

If Cazador is defeated:

  • Rhapsody as loot from Cazador
  • Woe as loot or automatic reward

If Cazador is defeated and Astarion does not complete the Rite of Profane Ascension:

If Cazador is defeated and Astarion completes the Rite of Profane Ascension:

Notes

  • As of Patch 1, there is a glitch where the vampire spawn will not take Astarion if he isn't in the party. The spawn will keep attacking him even though he's downed, making the only way to end the fight defeating the vampires.