How to Sneak into Theren Keep

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Caution.png SPOILER ALERT!
This article reveals in-game secrets, spoilers, walkthroughs, or other information not intended for general knowledge in-game.

Entry to Theren Keep via the drawbridge is closed at night to all but Therengian citizens and those led by them. There are two secret entrances into the keep through the moat. There is an Eastern route to the dungeon as well as a Western route to the Breech Tunnels and basement.

Moat to Dungeon

Starting immediately outside the drawbridge:

[Theren Keep, Approach]
A timeworn gatehouse rises to the north, its twin towers bearing conspicuous scars from a long-standing siege. The stone and mortar look patched in key places where catapult stones bombarded the stout facade, but there's no indication the gates have ever been breached. A stagnant semi-filled moat impedes further progress towards the Keep, and the sickly-green slime bubbling inside looks and smells like it dates back to the Old Empire. You also see a large sign, a tri-bolt ballista, a narrow ledge descending into the moat, a cable barrel, a tri-shot munitions crate, an ironwood drawbridge and a clerk.
Obvious paths: south.

You are now in the Theren Keep moat, located at the top of this map

  1. EAST
  2. NORTHEAST
  3. NORTH
  4. NORTH
  5. LOOK VINE: The vine's broad leaves and stems shift slightly from an unseen draft.
  6. SEARCH VINE: You notice a small opening amidst the vines! (Roundtime)
  7. GO OPEN
  8. WEST
  9. SOUTHWEST
  10. LOOK MOSS: Alternating browns and greens compose this thick coil of moss, dangling from a small hole overhead.
  11. PULL MOSS: The moss is damp and dirty as expected, but you feel something metallic within its grasp.
  12. PULL CHAIN: You pull the chain, and a stone slab swivels aside revealing a tiny crawlspace ascending into darkness...
  13. GO CRAWLSPACE: You squeeze yourself into the crawlspace, feeling your way forward amongst oozing slime and swarming cockroaches. Soon, you spot a flickering light and work your way towards it as quickly as possible. (Roundtime)


[Theren Keep, Dungeon]
Chilling darkness permeates the chamber despite a glowing firepit, churning sparks like a mage's bungled spell. A long wooden rack replete with chains and manacles awaits traitorous thieves or murderers, and heavy tongs, branding irons, and leather whips round out the torturer's modest collection. You also see a tiny crawlspace, a sturdy cell door, a tall wooden post, an iron cage suspended from the ceiling and a long wooden rack.
Obvious exits: east.


Moat to Breech Tunnels

Starting immediately outside the drawbridge:

[Theren Keep, Approach]
A timeworn gatehouse rises to the north, its twin towers bearing conspicuous scars from a long-standing siege. The stone and mortar look patched in key places where catapult stones bombarded the stout facade, but there's no indication the gates have ever been breached. A stagnant semi-filled moat impedes further progress towards the Keep, and the sickly-green slime bubbling inside looks and smells like it dates back to the Old Empire. You also see a large sign, a tri-bolt ballista, a narrow ledge descending into the moat, a cable barrel, a tri-shot munitions crate, an ironwood drawbridge and a clerk.
Obvious paths: south.

You are now in the Theren Keep moat, located at the top of this map

  1. WEST
  2. NORTHWEST
  3. NORTH
  4. NORTH
  5. CLIMB DEBRIS
  6. EAST
  7. EAST
  8. DOWN
  9. GO GAP (watch out for giant wolf spiders!)
  10. NORTHWEST
  11. NORTH
  12. NORTH
  13. NORTH
  14. EAST
  15. EAST
  16. EAST
  17. GO DOOR
  18. NORTHEAST
  19. NORTHEAST
  20. GO IRON DOOR
  21. EAST
  22. SOUTH
  23. GO CREVICE
  24. GO CRACK
  25. STAND

[Theren Keep, Basement]
Bricks, shovels, lime and mortar are piled near a bench with other mason's tools, and a stack of smoothly-cut blocks eclipses the basement's rusticated facade. Additional space opens to the south, and a crude stairway climbs upward on dimpled steps which look like a blind man attacked them with a pick. You also see a low crack and a plain wooden door.
Obvious exits: south, west.