When you enter the city, guards will stop you and ask you some questions (journal entry
). Then, just as you're preparing to leave, you'll overhear one guard say, "Just as
the little thief said." Another will respond, "Don't worry. They'll get theirs inside."
The "little thief" in question is Olive Ruskettle, whose name you might remember from the
Tilverton Sewers. She has spread stories about you all throughout the keep, and you'll hear
people comment about you as you wander the streets. You might even catch glimpses of Ruskettle
as you make your way to the Temple of Bane, and you'll finally catch up to her at #12.
There are basically two ways you can deal with the keep. You can fight everybody, and you can
be diplomatic and fight almost nobody. The first way is longer and more difficult, but it will
give you more experience. That being said, we recommend the second way. If you want to fight
random battles, you can find as many of them as you want out in the Wilderness.
If you choose to be diplomatic, then when you see priests of Bane, be "nice" to them. When you
see Zhentil Keep troops, be "meek." And when you see mages and their bodyguards, be "sly."
Those responses will normally keep you out of battle, although sometimes your bonds will take
over and force you to fight. Then to get into the Temple of Bane (located in the southwestern
part of the keep), meet Ruskettle at #12 and agree to her proposition. She'll slip you inside.
If you decide to fight everybody, then if you're defeated by a patrol, you'll be put on trial,
you'll lose money and equipment, and you'll be stuck in the arena, where you'll have to fight
your way out. We didn't pursue this avenue very far (for obvious reasons), but if you're
curious as to why there's a courthouse (#8) and an arena (#9) in the keep, now you know. The
direct way into the Temple of Bane is at #13.
Note: Once you've entered the Temple of Bane, you won't be able to get back out for a while,
and you won't be able to re-visit Zhentil Keep. So be prepared.
1 - Private Home
If you "explore" the home, then you'll have to fight a Zhentil patrol. It appears you can
repeat this as often as you'd like.
2 - Zhentil Inn
3 - Weapon Shop
4 - Magic Shop
You can buy a variety of wands and potions here, plus magical arrows and darts of the
5 - Soldier in Cart
You'll find a legless soldier in a cart here (but probably only if you've been to Yulash
already). He'll accuse you of killing Fritz, and then he'll attempt to flee. It doesn't
seem to matter if you kill him or let him go. Either way the citizens of the keep will
start giving you a wider berth.
6 - Magistrate's Office
If you break into the office and then "stay," you'll have to face two waves of 15 Zhentil
7 - Equipment Shop
You can buy silver mirrors
and flasks of oil
8 - Courthouse
9 - Arena
10 - The Gorge and Grog Shop
If you buy a drink, you might hear a tavern tale (like tavern tale 16
). You can also
bet on arena fights here (the rules are explained in journal entry 23
), but given that
the only bet is 1 platinum piece, there doesn't seem to be much of a point to it.
11 - Voice
"A dream-like voice in your head says, ‘Great danger lies before you. Be fully prepared!'"
12 - Olive Ruskettle
Olive Rukettle will appear here and make you a proposition (journal entry 50
). If you
decide to take her up on her offer, then she'll sneak you through a hole in the wall of the
temple, and she'll tell you about Dimswart the Sage (journal entry 51
). Ruskette won't
join your party, but she'll lead you right up to Dimswart's cell (#14) before disappearing.
Note: When Ruskettle mentions a friend who had problems with bonds, she's probably referring
to Alias (who you might have met in the Pit of Moander).
13 - Outside Door
When you approach the front doors of the temple, priests will rush out and accost you. If
you agree to "go with them," then they'll take you to #14. If you fight them, then you'll
have to battle two waves of Zhentil clerics and fighters.
14 - Dimswart's Cell
When you enter the cell, Dimswart will introduce himself and tell you quite a bit about your
bonds (journal entry 12
). You'll then be given the option to add Dimswart to your
party (he won't become a true companion; he'll just follow along invisibly). You must do
this if you want to escape the temple, although you can refuse to let him join and then come
back for him later.
Note: It is safe to rest here.
15 - Treasure Box
If you "look" here you'll find a small door below the altar. The treasure box it opens is
trapped, but you can disable the trap if any character in your party has a memorized a "disable
trap" spell. Inside the box you'll find a long sword +2 berserker
(which is cursed and
which causes the user to attack allies as well as enemies), a wand of paralyzation
, and some money and jewels.
16 - Battles
You'll face Zhentil fighters, clerics and mages at these spots. You can find magical items
in these battles, including plate mail +2
, a flail +1
, a broad swords +1
a light crossbows +1
, and quarrels +1
17 - Inside Door
When you arrive at the doors, a cleric will seal them closed, locking you inside the temple.
"The heretics are trapped!"
18 - Hooded Woman
If you have Dimswart (#14) in your party, then at various points in the temple, you'll meet a
hooded woman who will claim that she can help you escape. Her method is the only way out of
the temple, so eventually you'll have to say "yes" and follow her, but she'll keep re-appearing
and asking you again, so you can say "no" as often as you'd like and explore the entire temple
first. However, each time you say "no," a patrol of clerics and fighters will show up and
19 - Scrying Room
Through the mirrors in the room, you'll see a variety of creatures, including gryphons,
manitcores, and a beholder. You might also see a hooded woman (the woman from #18) and Olive
Gate to the Wilderness.