
ZHENTIL KEEP
1. Exit to Wilderness
2. Rest Room
This sector is considered cleared when you escape from the Keep.
You are sent here under a request from Cadorna to perform a suspicious diplomatic mission.
When you enter the keep youre parked in a room (2). Rest and heal until youre summoned by the
commandant.
Speak with him of whatever you want, it doesnt matter. After some time the commandant will
dismiss you and send you back to the room at 2.
Choose to rest with an open eye because youll be attacked by some guards. All this mission is a
trap conceive by Cadorna.
All you have to do now is survive. Youll face several waves of guards before the final challenge
with the commandant. (Note that you can leave the keep anytime from the front door).
When you free the keep you can rest before leaving. Return to Phlan and pay a visit to the Council
Clerk for your reward. Cadorna is now a confirmed traitor and now you have the commission to kill
him.
The main path in the Wilderness is concluded but there are other things that can be done. You can
use the Search command and travel across the land finding lairs. There are lairs for nearly every
kind of monster.
These lairs are not essential to conclude the game but can give you many experience points and
treasures. Here are the most common lair that you can find in the Wilderness.
When you think youre done there is one last sector before entering the enemy caste: the graveyard.
Take the boat to the bay back to the Kovel mansion and exit north to enter the graveyard.
Acknowledgement
Annotated by Marco Alessandri for the RPG Gamers archive.