The Palace

The Palace is located in the city of Suldanessellar and can first be accessed during Baldur's Gate II Chapter 7.
The Palace main doorway is locked and cannot be opened except by awakening the Avatar of Rillifane. This part of the player's Journal quest titled Getting inside the Palace in Suldenessellar questline.
==Gameplay==
The party enters a round room with an extremely tall ceiling - which is obviously needed to accommodate an ancient tree, which seems to visibly radiate light or an aura of magic across the space. Extremely well-formed fruit, perhaps they are nuts - are visible on the lower branches.
If the player places their cursor onto the tree, a text message displays:
:"The tree shimmers slightly as you look at it. A palpable feeling of magic emanates from it. The unusually large nuts in the branches above are a tempting sight. You could pick them if you wish to."
Use the cursor again to pluck one of the nuts, and another text displays:
:"As soon as you touch the first nut, a shock runs through your hand, and all of the nuts fall to your feet. You gather all of the nuts. There seems to be two distinct types: a smaller nut that does not open no matter how hard you pry, and a larger one that opens to allow access to the edible nut within."
For information about the larger nuts, see Large Tree of Life Nut, and the Small Tree of Life Nut for the others. There are 4 of each type/size nut.
A closed door is positioned on the other side opposite the room's entrance. Open the door and see a curved passageway leading further on.
The passage ends in another round room. The air is damp from a twin waterfall feature flowing into a decorative pool. Closer examination of this water feature displays a text:
:"Water flows down in a rush from some unknown source. There is an odd play of shadows deep within the pool."
A pair of stone statues is seen as well, positioned on either side of a flowing shelf cascade style fountain - though each statue seems damaged, and crumbled debris rests at the foot of the stonework.
Examining either of the statues with the Cursor displays a text message:
:"There are chunks of broken mortar around the statue. It appears to have had a piece broken off. You could look more closely if you wish to."
A second cursor activation displays another message:
If the party doesn't have the Stone Harp or Stone Horn in their possession, a text displays:
:" You move closer to the statue, and to your surprise, it begins to move! The stone head turns towards you and the mouth moves, but no sound comes out. The statue holds out its hands, as if asking for something, and a look of profound sorrow mars its smooth marble features. After a brief moment, the statue moves back to its original position and moves no more."
If the party does possess the stone piece, the message says:
:" The Stone Harp fits perfectly into the statue's hands. Again, it begins to move. Smiling in contentment, the statue plays a quiet melody on the Harp. The music sends shivers down your spine, though you know not why."
The other statue requires the Stone Horn. If the party doesn't have it, then the cursor activation shows a text:
:"You move closer to the statue, and to your surprise, it begins to move! The stone head turns towards you and the mouth moves, but no sound comes out. The statue holds out its hands, as if asking for something, and a look of profound sorrow mars its smooth marble features. After a brief moment, the statue moves back to its original position and moves no more."
If the party does have the Stone horn in their possession, the message says:
:"You fit the horn to the statue's lips, and its hands rise to steady the instrument. It blows a clear powerful note on the horn and falls silent."
Each statue's activation awards the party .
When both statues have sounded their instrument, a cut scene will play and then the party observes that the waterfalls have ceased, and the pool has drained - revealing stone steps descending to below the Palace platform.
When prepared and ready to continue, gather your party and transition down the steps. This action will initiate a "Dialogue" box for Gorion's Ward with a text that says:
:"CHARNAME: You feel a tingling as you approach the stairs, a familiar touch which you instinctively recognize as your own soul. Irenicus is near, in the next room."
Further introspection dialogue continuers, with CHARNAME reflecting on his companions and the danger ahead. This will only occur if you have core Bioware or Beamdog game furnished companions in your party. CHARNAME will individually be able to choose a remark to each companion from a selection. It's sort of a last chance for the companion to reconsider, and to possibly save themselves from the threat that lies ahead.
Each companion will answer the remark in their own way. No one is going to leave the party now - all are supportive of the final upcoming confrontation and remain loyal to the cause.
CHARNAME's final dialogue box says:
:"There is nothing more to be said. Without a further word, you turn grimly back to the stairs before you. Your soul awaits."
See the Tree of Life article for the next area in the saga.
==Gallery==
SU Inside Palace 5.png|CHARNAME reacts when the party selects the revealed stairway descending to the Tree of Life. Irenicus is close.
SU The Palace Imoen.png|Imoen affirms her loyalty to CHARNAME.
SU The Palace Jan.png|Jan Jansen will be supporting CHARNAME.
SU The Palace Edwin.png|Edwin Odesseiron will go along with CHARNAME, for now.
SU The Palace Viconia.png|Viconia DeVir will fight by your side.
SU The Palace Jaheria.png|Jaheira your stalwart and loyal companion is with you to the end.