Key takeaways
- The normal entrance is in a barn west of the main Waukeen’s Rest inn, not inside the inn itself.
- You can gain peaceful access through Salazon, by using the password, passing a dialogue check, using Detect Thoughts or selecting the Rogue’s hand gesture.
- The main social gatekeeper is Zarys Speak to her before trying to trade, explore restricted areas or deal with the rest of the Zhentarim.
- Returning the unopened shipment can earn Harold and unlock Brem’s special stock Opening the strongbox and taking the Iron Flask turns the Zhentarim hostile.
- Oskar Fevras can be freed here as part of Free the Artist He can be released by paying 1,000 gold or convincing Brem to let him go.
- The northern end contains a hidden elevator to the Underdark It must be opened from the basement before it can be used as a route from below.
About this guide
Base game, Act One. Major spoilers for Waukeen’s Rest, Find the Missing Shipment, Free the Artist and the Zhentarim’s later appearances.
Overview
The Zhentarim Basement, also called the Zhentarim Hideout, is a concealed smuggling base beneath Waukeen’s Rest in Act One of Baldur’s Gate 3. It is not merely a cellar or a single room. The location includes the barn entrance, an upper cellar, the main Zhentarim cavern, a guarded office and storeroom, and a secret elevator connecting the surface to the Underdark.
The basement is the regional headquarters of a Zhentarim cell preparing to abandon the area. Its members are packing goods, guarding a valuable shipment and laying explosives throughout the cavern. Whether the party enters as trusted associates, suspicious outsiders or open enemies depends largely on what happened to Rugan, Olly and the caravan strongbox on the Risen Road.
Overview and boundaries
The Zhentarim Basement occupies the subterranean area beneath Waukeen’s Rest, but the barn, cellar and hideout should be treated as connected sections of one location, rather than as unrelated areas.
The surface access point is a shabby barn west of the inn. Its lower level contains a cellar filled with crates and junk. A concealed route behind a wardrobe leads from that cellar into the actual Zhentarim hideout. The main hideout is a large cave system with stone arches, bridges, ladders and several vertical levels. At the far end are the Zhentarim office, a storage room, the wolf patrols and the Underdark elevator.
The Risen Road caravan encounter is not part of the Zhentarim Basement itself. It is a neighbouring area and the previous stage of the shipment storyline. Its outcome determines the party’s reception in the basement, so it is useful to understand the connection without treating the two areas as one.
Likewise, Brem’s shop inventory belongs to the basement because Brem is physically present there, while later Zhentarim traders in the Goblin Camp, Moonrise Towers, the Guildhall or elsewhere are separate encounters and should not be included in the basement’s directory.
Access and routes
Surface entrance: Salazon’s barn
The entrance barn lies on the western side of Waukeen’s Rest at approximately X: -114, Y: 612. Approaching the shabby door can trigger a passive DC 15 Perception check, revealing movement inside. Salazon is hiding behind shelves and is ready to attack with Fire Bolt. The barrels near him include oil and firewine, making an aggressive response potentially explosive.
If Salazon is placated, he gives the party the Engraved Key and directs them towards the hatch in the barn. If the conversation fails, he ignites the nearby barrels and retreats into the hideout. The Zhentarim are not automatically hostile merely because Salazon attempted to blow up the entrance, so a failed barn encounter does not necessarily ruin the entire area.
The barn cellar
The hatch leads to a cluttered cellar containing camp supplies, crates and junk. A crate near the desk contains a spare key for the concealed route. The entrance to the next section is behind a wardrobe and becomes an interactable Hidden Stairs passage after it is revealed. The wardrobe can be unlocked with a key, lockpicked or destroyed.
The cellar is a useful staging area. Before going farther, consider:
Main entrance and Zarys
The Hidden Stairs descend into the main cavern. On the first visit, an automated dialogue with Zarys begins. Her response depends on the party’s dealings with Rugan and Olly, the fate of the caravan shipment and whether the party has already antagonised the Zhentarim.
The safest approach is to speak to Zarys and resolve the shipment situation before exploring restricted rooms or touching suspicious containers. If Rugan survives and reaches the basement with the shipment, he can help explain the party’s presence. If the agents have died, the party may need to pass dialogue checks. A peaceful resolution also causes some traps to be deactivated.
If Zarys is hostile, the entry gate can lock. It may be opened with the Iron Key carried by Garias or by using the nearby lever.
Underdark elevator
The elevator is in the northern part of the hideout, behind an illusionary wall near Istor. A passive DC 10 Investigation check can reveal the wall. The party can also receive hints from Istor or from Indra using Speak with Animals.
The elevator winch is locked. It can be opened by:
Unlocking the elevator does not normally make the Zhentarim hostile. It also grants the In Working Order inspiration to characters with the Guild Artisan background. Once opened, the lift provides a convenient route between the Zhentarim Basement and the Underdark’s Storehouse.
Surface entrance: Salazon’s barn: Salazon can be handled in several ways
- 01Give the correct password.
- 02Pass a DC 15 Persuasion or Intimidation check.
- 03Use Detect Thoughts to learn the password.
- 04Learn the password from Rugan.
- 05Use Speak with Dead on Rugan if he is dead.
- 06If playing a Rogue, use the available profit hand gesture.
Subareas and landmarks
Barn
The barn is the concealed surface entrance. Its important features are:
Cellar
The cellar is above the main hideout and contains:
Most cellar containers are ordinary supplies rather than major quest rewards.
Main Zhentarim cavern
The central cave is the largest part of the location. Stone bridges and raised walkways overlook lower basins where Zhentarim agents are moving crates and preparing to leave. The area is visually open but divided by vertical levels, ladders, narrow paths and explosive hazards.
Office
The office is behind an iron gate in the far end of the cavern. Jarg’s Zhentarim Key opens this gate. A heavy chest inside contains Abyss Beckoners, and the chest is neither locked nor trapped.
Storage room
The storage room is also behind an iron gate. It can be opened with keys held by Zarys or Vol. A burrow hole behind crates can be used by Small or Tiny characters, or suitable summons, but entering this way without stealth can still be treated as trespassing.
The room contains two trapped chests. They hold:
The chests require DC 10 Sleight of Hand to disarm. Vol carries an Ornate Key that can open both.
Northern guard area
The northern end is patrolled by Jarg, Karad, Vol and three named wolves. This is also where the proximity explosives, office, storage room and Underdark elevator are concentrated.
A button controls the explosive system. It can be used to gain an advantage in a fight if the Zhentarim become hostile, but pressing it openly counts as a transgression. The explosives begin inactive and orange. If activated, they become dangerous proximity traps whose warning colours change as targets approach.
Residents and characters
Zhentarim leaders and workers
Zarys is the leader of the local Zhentarim group. She controls access to the hideout, decides how the party is treated and determines whether Brem’s special stock becomes available.
Brem is the hideout’s trader and Oskar’s captor. He sells ordinary goods during normal circumstances and unlocks a superior special inventory if Zarys trusts the party.
Garias, Bellar and the other Zhentarim workers are involved in preparing the base for evacuation. Garias also carries the Iron Key that can open the entrance gate if the party becomes hostile.
Prisoner
Oskar Fevras is an artist from Baldur’s Gate held by the Zhentarim. He is not a Zhentarim member and is being kept as a possible ransom or source of profit. Speaking to him after gaining access starts Free the Artist.
Shipment agents
Rugan and Olly are associated with the shipment quest rather than being permanent residents of the hideout. Depending on the party’s decisions, they may arrive there, be absent, die earlier or appear in a punishment scene.
If the party struck a deal with Rugan to split the shipment’s profits, Olly is killed and Rugan is held captive by Zarys. The party can side with the Zhentarim by killing Rugan, or rescue him by fighting the Zhentarim. These outcomes provide different rewards and future consequences.
Named residents and creatures directory
Zhentarim
Visitors, prisoners and conditional characters
Named animals
The three wolves are treated as named creatures in the location’s directory. Istor is both a wolf and the animal associated with the elevator clues.
Factions and security
The Zhentarim, known as the Black Network, are a mercantile and mercenary organisation with a reputation for smuggling, intimidation and morally dubious contracts. This basement is a temporary regional base, not a public shop or settlement.
Do not assume that a red-outlined item is safe to take simply because nobody is standing beside it. The hideout’s inhabitants react to theft and trespassing according to line of sight, stealth and the current quest state.
The three pressure plates on the way down can be found with DC 20 Perception and disarmed with DC 10 Sleight of Hand. If Zarys accepts the party, she orders the traps deactivated.
Security is layered
- 01Salazon guards the barn.
- 02Zarys controls the main social entry.
- 03Pressure plates protect the descent.
- 04Iron gates restrict the office and storeroom.
- 05Zhentarim agents and wolves patrol the northern area.
- 06Proximity explosives cover the bridges and paths.
- 07A control button can activate the explosives during combat.
Find the Missing Shipment
Find the Missing Shipment is the central quest for the area. The party first encounters its consequences on the Risen Road, where Rugan and Olly are escorting a strongbox threatened by gnolls. The basement is where the shipment’s political and material rewards are resolved.
Peaceful and profitable outcome
The exact sequence matters. If the party steals the shipment but later meets Zarys without admitting it, Brem’s special stock may open, but Harold is not awarded until the shipment is delivered.
Opening the strongbox
Opening the Caravan Strongbox and taking the Iron Flask is the major hostile route. The flask is a quest reward in its own right, but removing it causes Zarys and the other Zhentarim to turn against the party. The Criminal background can receive the Open for a Surprise inspiration for taking it.
If the party wants both the Iron Flask and peaceful access to Brem’s stock, this is not normally possible through the ordinary quest resolution. Save before opening the box if you are deciding between the rewards.
Rugan’s betrayal route
If the party persuades or intimidates Rugan into surrendering the shipment or splitting the profits:
Killing Rugan can preserve access to Brem’s special stock, but it changes the moral and narrative outcome. Rescuing him by attacking the hideout yields no normal shipment rewards.
Timing and missability
The caravan encounter is time-sensitive in practical terms. If the party approaches the gnoll cave and then takes a long rest, the gnolls may kill both Rugan and Olly. If the agents are not yet present in the basement when the party expects them, another long rest can unblock the progression, but the state of the quest remains dependent on what happened earlier.
Peaceful and profitable outcome: The most straightforward favourable result is
- 01Rescue Rugan and Olly from the gnolls.
- 02Keep the caravan strongbox unopened.
- 03Allow Rugan to return with the shipment, or deliver it unopened to the Zhentarim.
- 04Speak to Zarys.
- 05Collect the quest reward and trade with Brem.
Free the Artist
Oskar Fevras is held near Brem. Once Zarys permits the party to move around the hideout, speak to Oskar to begin Free the Artist.
Brem can be dealt with in two broad ways:
The dialogue checks for a free release include Persuasion and Intimidation options, with special alternatives for several classes and backgrounds. The opportunity to persuade Brem without paying is easiest to miss if the party rushes into trading dialogue. Choosing to trade immediately can cut off later persuasion options, leaving the ransom payment as the remaining solution.
After Oskar is freed, he asks for another 200 gold for the road. This is optional. Saving him allows his story to continue in Baldur’s Gate during Act Three.
If combat begins, Oskar flees to a corner and hides until the fight ends. Two smokepowder barrels stand nearby. If they ignite, Oskar can die, so avoid using explosive attacks in that area if you want to preserve the quest.
Traders, services and special stock
Brem
Brem is the only confirmed functional trader in the basement. His stock has two states:
The special stock includes distinctive equipment and is one of the strongest reasons to resolve the shipment without antagonising the Zhentarim. The inventory is conditional rather than an automatic feature of entering the hideout. If Zarys becomes hostile, the special stock does not appear normally, although some items may later be looted from Brem’s corpse.
Do not confuse Brem’s shop with the later Zhentarim traders found in other acts. Those are separate inventories and progression states.
Brem
| State | How it is obtained |
|---|---|
| Ordinary trading | Available when the party can speak to him peacefully |
| Special stock | Requires Zarys’s trust through the shipment storyline |
Items and collectibles
Fixed or notable items in the basement
The buried valuables chest is in a shadowed area where guards rarely approach, making it one of the safer theft opportunities if the party chooses to steal from the hideout.
Related shipment-area loot
The following belong to the Risen Road caravan encounter, not to the Zhentarim Basement itself:
They are relevant to the same quest but should not be counted as basement collectibles.
Suggested exploration route
For a first playthrough, the least disruptive route is:
For a stealth or theft-focused run, first establish a peaceful state with Zarys, then use a high-Sleight-of-Hand character, darkness, invisibility or careful line-of-sight management. The office is comparatively accessible because its chest is not trapped. The storage room is more dangerous because entering through the burrow hole can itself count as a transgression.
Suggested exploration route: steps
- 01Finish or meaningfully advance the gnoll and caravan encounter before entering the basement.
- 02Keep the Caravan Strongbox unopened if you want the peaceful reward route.
- 03Enter the barn and resolve Salazon without setting off the barrels.
- 04Search the cellar, collect supplies and reveal the Hidden Stairs.
- 05Descend and speak to Zarys before looting or entering restricted sections.
- 06Resolve the shipment dialogue.
- 07Speak to Brem and check whether his special stock is available.
- 08Speak to Oskar before beginning ordinary trading dialogue with Brem if you want the best chance of securing a free release.
- 09Explore the northern cavern carefully, avoiding the proximity explosives.
- 10Open the elevator to the Underdark.
- 11Return to the office and storeroom only after deciding whether you are willing to risk trespassing.
- 12Use the waypoint before leaving.
Progression changes
The basement changes substantially according to the shipment quest:
Attacking the Zhentarim after successfully delivering the shipment can also count as an oathbreaking action for Paladins of the Crown and Paladins of Devotion.
Progression changes
| Previous decision | Basement state |
|---|---|
| Rugan and Olly return with the shipment | Zarys can welcome the party; both major rewards are possible |
| Party returns the strongbox unopened | Zarys can award Harold and unlock Brem’s special stock |
| Party steals the shipment but leaves it unopened | Special stock may open, but Harold requires delivery |
| Party opens the strongbox and takes the Iron Flask | Zhentarim become hostile |
| Rugan betrays the Zhentarim with the party | Olly dies and Rugan is held for punishment |
| Party kills Rugan for Zarys | Special stock can remain available |
| Party rescues Rugan by fighting the Zhentarim | Normal shipment rewards are lost |
| Party kills the Zhentarim while Oskar is present | Oskar can survive, but explosive damage may kill him |
| Party saves Oskar | His Act Three storyline remains available |
Connections beyond Act One
It also has longer-term links to the Zhentarim’s later operations. If the shipment is preserved, it can eventually be delivered to Zhentarim agents in the Guildhall in Act Three for a larger gold reward. The Guildhall and its traders are separate locations, however, and should not be folded into the basement’s boundaries.
Verified named directory
Related but outside the basement
The location’s core geography, named residents, major items, quest outcomes and access conditions are well documented. Exact inventories for random crates and the full changing stock of Brem are not reproduced here because they vary with progression and game state.
Places and subareas
Quests
Notable items
Related but outside the basement
Sources
- Zhentarim Basement - bg3.wiki — bg3.wiki
- Find the Missing Shipment - bg3.wiki — bg3.wiki