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Investigate Cazador's Palace Baldur's Gate 3 Quest

Group: Baldur's Gate

"Investigate Cazador's Palace" is one of the quests available in Baldur's Gate 3. It falls under the "Baldur's Gate" group of quests.

Note: Currently, this page contains raw quest data only. I will try to update it with more valuable information as soon as possible.

Quest stages of Investigate Cazador's Palace

1. Find the Szarr Palace.

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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.

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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.

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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.

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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.

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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.

2. Investigate the Szarr Palace.

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We entered Cazador's palace. We should look around for clues.

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We entered a grand palace belonging to a noble family. The atmosphere is musty and sinister.

3. Get past the ballroom door's magical seal.

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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.

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We found a ring with inscriptions in an ancient language. We should hold onto it - it may prove useful.

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We found a dictionary for an ancient language. We should hold onto it - it may prove useful.

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One of Cazador Szarr's servants told us that the doors to his ballroom have been sealed. Only Godey, who keeps the mansion's kennels, can unseal them.

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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.

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The skeleton Godey gave us a signet ring that should help us unseal the ballroom door.

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We found a ring inscribed with words from an ancient language. It seems to match the language on the sealed ballroom door.

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We found a dictionary of the Kozakuran language - the same language that's on the sealed ballroom door.

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We tried to open the ballroom door with the ring, but it didn't work. It seems we're still missing something if we want to unseal it.

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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.

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A skeleton named Godey told us that the door to the ballroom have been magically sealed, locking off much of the palace.

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One of Cazador Szarr's servants told us that Godey, who keeps the mansion's kennels, can unseal the ballroom door.

4. 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.

5. Investigate Cazador's Dungeon.

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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.

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We found some imprisoned Gur children that have been turned into vampire spawn. They will remain imprisoned here forever unless we confront Cazador ourselves - he must be here somewhere.

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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.

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We stood on a platform that took us deep below the palace into Cazador's Dungeon. How big is this place?

6. Decide Cazador's fate.

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We found Cazador Szarr. He plans to perform a rite that will grant him immense power. He must be stopped.

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We spared Cazador Szarr - for now. He remains in his sarcophagus should we change our minds.

7. Report back to Ulma.

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We defeated Cazador and released his prisoners. We should tell Ulma the good news.

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We defeated Cazador and killed his prisoners. We should tell Ulma what happened.

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We defeated Cazador and left the prisoners to their fate. We should tell Ulma what happened.

8. Kill Astarion.

We agreed to help the Gur monster hunter Ulma kill Astarion.

9. -

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We slew both Cazador and Ulma.

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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.

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We spared Cazador's life. Time will tell if it was the right thing to do.

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We left the Guild to sort out its own conflict - there are bigger matters at hand.

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We defeated Cazador and left the prisoners to their fate.

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We defeated Cazador and released his prisoners.

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We defeated Cazador and killed his prisoners.

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We helped the Gur slay Astarion - his journey is over.

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