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Cazador's Palace

Baldur's Gate 3 guide · The vampire lord's estate in the Lower City ✓ Checked against sources
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The estate serves as the stronghold of the vampire lord Cazador Szarr, where players infiltrate through the upper halls into subterranean ritual grounds to stop the Rite of Profane Ascension. Navigating the estate involves bypassing a magically sealed Sinister Door and confronting Cazador to resolve Astarion's companion storyline. At the climax of the confrontation, players choose whether to let Astarion complete the ascension ritual, persuade him to walk away, or interrupt the process.

Region
Lower City
Levels
11-12
Getting there
North of the Lower City Central Wall waypoint, climb the stairs inside Central Watch Tower to the ramparts and follow the upper wall to Szarr Palace South Tower (X: -68, Y: -53)
Connects to
Lower City, Cazador's Dungeon
Related quests
Investigate Cazador's Palace · The Pale Elf
Services and people
Cazador Szarr · Godey · Sebastian · Vilhelm · Dalyria · Petras · Pale Petras · Aurelia
Enemy types
Vampires · Vampire Spawn · Werewolves · Dire Wolves · Skeletons · Bats · Fallen Ghúls · Rats

The short version

What matters

  • •Rhapsody provides up to a permanent +3 bonus to attack rolls, damage, and spell save DC via its Scarlet Remittance passive.
  • •Daylight spells negate Cazador's vampiric regeneration, mist form, and impose disadvantage on his attacks.
  • •Persuading Astarion to spare the spawn keeps him in your party and secures the Gur as allies for Gather Your Allies.

Common mistakes

  • •Leaving Astarion trapped in the ritual circle for 3 turns, which permanently kills him and ascents Cazador into a deadlier boss form. Always use Misty Step or a summon to rush the Help action immediately.
  • •Flatly refusing to help Astarion at the sarcophagus rather than using Insight and Persuasion checks, causing him to break the staff and abandon your party forever.
  • •Walking unprotected into the guest room with Victoria's corpse; use Elixirs of Necrotic Resistance, Fly, or turn-based mode to loot the dictionary and Helmet of Grit without wiping your team.

What you can skip

  • •Picking a fight with Godey if Astarion can simply talk him out of the Szarr Family Ring with a DC 15 Charisma check followed by a DC 20 check.
  • •Attempting to enter Cazador's Dungeon from the Lower City Sewers first, as the Gloomy Descent gate is locked and can only be opened from inside the dungeon via the Gloomy Ascent.

Walkthrough

The area in the order you play it. Tick things off as you go: they tick off in the checklists below too.

  1. 1

    Upper Palace Ramparts & Entry

    When you arrive along the Lower City Central Wall ramparts, confront Merony and the South Tower guards, talking them down or defeating them before passing north to Szarr Palace's front doors. Then enter the grand foyer, where you will find the ballroom barred ahead by the magically sealed Sinister Door. Before leaving the main hall, prepare your party to explore the lower palace wings to find the two keys required to unseal it.

    Watch out: Once you push deep inside the estate, long resting and fast travel become blocked until Cazador is defeated.

  2. 2

    The Cursed Guest Room

    Head down to the lower palace guest rooms, where a lethal aura of necrotic rot radiates from the cursed corpse of Victoria. Use spells like Fly or Misty Step—or drink an Elixir of Necrotic Resistance—to cross the room safely to the wardrobe and nearby opulent chest. Retrieve the Kozakuran Dictionary and the Helmet of Grit before exiting the necrotic field.

    Tip: Use turn-based mode or cast Daylight/Misty Step to minimize the ticks of necrotic rot while looting.

    Watch out: Walking through the necrotic aura without resistance or high mobility will rapidly kill party members in seconds.

  3. 3

    The Palace Kennels

    In the lower hallway near X: -1289, Y: 982, pass an Investigation or Perception check to reveal a hidden door leading into the Kennels. Inside, Cazador's skeletal kennel-master Godey attempts an ambush; if Astarion is present, you can defuse the fight and pass a DC 20 Charisma check to convince him to surrender the Szarr Family Ring, or simply slay him in combat. Loot the ring, then return to the grand entrance hall.

    Key fight: Godey the Kennel Keeper

    Tip: Having Astarion speak can bypass the initial ambush with a DC 15 Deception or Intimidation check.

    Watch out: If you fail the DC 20 Charisma check to demand the ring peacefully, Godey attacks immediately.

  4. 4

    Unlocking the Sinister Door & Ballroom Battle

    Return to the Sinister Door in the grand foyer, read the Kozakuran Dictionary to decipher the inscription, and insert the Szarr Family Ring into the lock. Step into the opulent ballroom to immediately face a pack of enthralled werewolves, wolves, and bats guarding the grounds. Clear the encounter, proceed through the double doors to the southwest office, and step onto the circular dais elevator to descend into Cazador's Dungeon.

    Tip: High-initiative crowd control spells like Hypnotic Pattern or confusion neutralize the werewolves before they close the distance.

  5. 5

    Cazador's Dungeon Sub-level & Study

    Step off the elevator at the Cazador's Dungeon Waypoint and use the Szarr Family Ring to open the Crypt Gate. Head west across the narrow bridge into Cazador's study to commune with the Skull of Vellioth the Martinet across three DC 15 Wisdom checks, claiming the Black Mass Scroll. Before venturing further into the ritual grounds, jump or fly down to the lower catwalks beneath the bridge to uncover a buried casket and unseal the one-way shortcut gate leading to the sewers.

    Tip: You can shoot the button on the lower pillar to raise and lower the giant chandelier as an elevator between catwalk levels.

    Watch out: Passing the DC 30 lock on the lower crypt gate lets you exit to the sewers to camp, but it cannot be picked from the sewer side first.

  6. 6

    The Prison Cells

    Follow the northern corridor of the dungeon toward the grand chamber, passing mass cages holding thousands of vampire spawn. Speak with Sebastian in the eastern cage and the Gur children across from him to learn that Cazador's ritual staff acts as the key to all holding cells. Continue onward to the large double doors leading into the ritual dais once you have pre-buffed your party with daylight and summons.

    Tip: Casting Daylight: Sphere on a weapon before entering the next chamber prevents Cazador from adopting his mist form.

  7. 7

    The Rite of Profane Ascension

    Enter the Grand Chamber to trigger dialogue with Cazador Szarr; if Astarion is unstealthed, Cazador binds him into the ritual circle, starting a strict 3-turn timer to reach and free him with the Help action before he is consumed. Slay Cazador's minions—including Chatterteeth, werewolves, and fallen Gur—while driving Cazador down to 0 hit points so he retreats into his central sarcophagus. Once all combatants are down, interact with the sarcophagus to decide the fate of Astarion and the vampire spawn, claiming Rhapsody and Woe from Cazador's remains.

    Key fight: Cazador Szarr and the Black Mass Ritual

    Tip: Keep daylight effects directly on Cazador to shut down his regeneration and legendary reactions.

    Watch out: If you refuse Astarion without passing a DC 15 Insight and DC 18 Persuasion check, he permanently leaves your party forever; attacking him mid-ritual makes him hostile and destroys your chance to obtain Woe properly.

Choices here

What you decide here and what it leads to.

Cazador's Ring and the Sinister Door

Kennels, speaking with Godey

  • Pass DC 15 Deception/Intimidation followed by DC 20 Persuasion/Deception/Intimidation→ Godey peacefully hands over the Szarr Family Ring
  • Attack and kill Godey→ Defeat him in combat and loot the Szarr Family Ring from his remains

Most players pick: Pass dialogue checks or kill Godey

Astarion must be present in the party to converse and negotiate for the ring, otherwise Godey immediately attacks.

The Rite of Profane Ascension

After Cazador is defeated and pulled from his sarcophagus

  • Help Astarion complete the ritual→ Cazador and 7,000 spawn die, Astarion becomes Vampire Ascendant (+1d10 necrotic on melee/unarmed attacks, Ascendant Bite, Mist Form), personality turns callous/evil
  • Persuade Astarion to abandon the ritual (DC 20 Insight followed by DC 15 Persuasion, or a direct DC 18 Persuasion)→ Astarion kills Cazador, remains a spawn, stays morally grounded, and remains in the party
  • Refuse bluntly without persuasion or interrupt him mid-ritual→ Astarion turns permanently hostile (forcing you to kill him) or leaves the party forever

Most players pick: Persuade Astarion to abandon the ritual

Point of no return for Astarion's companion arc; ascending him prevents a good romantic resolution.

Fate of the 7,000 Vampire Spawn

After stopping the ritual and killing Cazador

  • Release them into the Underdark→ Cazador's staff unlocks the cells, spawn head to the Underdark led by the sibling spawn (breaks Oath of the Ancients)
  • Slay the spawn in their cages→ Astarion uses the staff to kill all 7,000 caged spawn, preventing future danger (breaks Oath of Devotion)
  • Leave them locked in their cages→ Staff is broken/unused, spawn remain trapped indefinitely in the dark

Most players pick: Release them into the Underdark

Crucial for Paladin oath tenets; releasing them lets you receive a follow-up letter from Sebastian in the epilogue.

Confrontation with the Gur Tribe

Cazador's Dungeon exit / elevator, encountering Ulma

  • Stand with Ascendant Astarion→ Fight and wipe out Ulma and the Gur tribe
  • Side with the Gur against Ascendant Astarion→ Kill Ascended Astarion alongside the Gur
  • Speak peacefully (Spawn route: released or killed spawn)→ Ulma and the Gur tribe join your final battle as allies in "Gather Your Allies"

Most players pick: Speak peacefully (Spawn route)

If Astarion ascends, the Gur will always turn hostile unless fought and killed, permanently losing them as allies.

Checklists

Don't miss 0/6

Items

0/1

Secrets

0/2

Key fights

Godey the Kennel Keeper

Enemies: Godey (a skeletal minion)

Threats: Notable abilities and threats: waits in ambush beside the kennel doorway; uses Fighter abilities such as Parry and Riposte, and inflicts physical melee damage while trying to assert control over Astarion

Weaknesses and resistances: Weaknesses and resistances: resistant to Slashing, Piercing, and Fire damage; immune to Poison damage; vulnerable to Bludgeoning damage

Tactics: Tactics and positions: detect him before crossing the threshold using a DC 15 Perception check or Volo's Ersatz Eye to negate surprise, bottle him inside the narrow kennel doorway choke point, and quickly crush him with focused Bludgeoning melee attacks or heavy single-target burst

Rewards: Rewards: Szarr Family Ring (key to the Sinister Door and dungeon elevator)

Cazador Szarr and the Black Mass Ritual

Enemies: Cazador Szarr, Chatterteeth (Level 12 skeletal spellcaster), 4 Predator Werewolves, 3 Fallen Gur Hunters, and swarms of Bats

Threats: Notable abilities and threats: Cazador channels ritual power from suspended spawn (gaining massive temporary HP, AC bonuses, and bonus necrotic/spell damage per ritual source), casts high-level spells like Blight and Call Lightning, and uses Mist Form; Chatterteeth casts debilitating spells like Eyebite; werewolves inflict disease/nausea and knockback toward the platform's lethal chasms

Weaknesses and resistances: Weaknesses and resistances: Cazador is extremely vulnerable to radiant damage and sunlight (spells like Daylight cancel his Mist Form and deal recurring radiant damage/disadvantage); Chatterteeth and the bats are vulnerable to area-of-effect radiant and bludgeoning damage; Cazador and Chatterteeth resist necrotic and poison damage

Tactics: Tactics and positions: hold the narrow entrance staircase/chokepoint overlooking the star-shaped platform to funnel werewolves and avoid ledge-shoves; cast Daylight (Sphere) directly on Cazador to neutralize his vampiric regeneration and Mist Form; use Counterspell immediately on Chatterteeth and Cazador's opening high-level spells; position a companion in the ritual circles to sever Cazador's buf

Rewards: Rewards: Rhapsody (Very Rare Dagger), Woe (Very Rare Quarterstaff), High Security Vault nº3 Key, and the conclusion to Astarion's personal quest

Enemies

Cazador Szarr
Weak to Sunlight Hypersensitivity (radiant light damage and disadvantage under bright light)Steal / drop Woe, Rhapsody, High Security Vault nº3 Key

Buffs his health and necrotic attacks by channeling energy from nearby sacrificial thralls.

Chatterteeth
Weak to Bludgeoning damage

A skeletal foe encountered alongside other undead in the estate.

Godey
Steal / drop Szarr Family Ring

An undead palace gatekeeper waiting to ambush intruders outside the kennel.

Tips

  • Casting spells that create authentic sunlight—such as Daylight—prevents Cazador from assuming his mist form and burns him each turn due to his hypersensitivity trait.
  • Standing on the glowing ritual runes on the combat platform blocks Cazador from siphoning power from his imprisoned spawn.

Not listed for this area: shops and people.

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Sources checked: fextralife.com, gamespot.com, thegamer.com, gamestegy.com, bg3.wiki, screenrant.com, ign.com, gameshub.com, gamerant.com, youtube.com, steamcommunity.com, reddit.com

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