Avernum 1 | Giant Castle | Giant Lands |
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Giant Castle | under Giant Castle |
The only way into this castle is through the main gate. Instead of being attacked by hordes of giants you find that there is a trapped floor which plummets you into a prison cell in the dungeons. To get out you need to find the key to the gates (which also fits the gate to the landing stage on the Northern Waters). The giants have naturally amassed more treasure than you can carry. In the hidden passages and rooms are some nice goodies and also two prisoners who can help you.
You have two choices here:-
I prefere to clear out the cave, but I will first describe the quick way.
There is a hidden door on the west of the cell you get dumped into. Follow the path where it leads: S, E, N, E and then N until you are more or less in the centre of the dungeons. Then head NW through a couple of caves, fighting ogres on the way until you come to two metal doors in a north wall. Prepare for battle (Heal, Cast Beast Ceremony or Haste and Bless) enter combat mode and go through the doors into a barracks. There are giants and sometimes giant lizards in here. After killing them go through the door near the south end of the west wall. In the north is a door to a storeroom with a chest containing a Tin Key, which you should take. Then return to the cave you came from, just outside the the entrance to the barracks.
Form here north to a storeroom with two ogres. In the NE corner is a door to some passages leading to the ground floor. You will pass a side cave with a lizard pen guarded by two goblins. Ignore them and go directly south into the smithy. Kill the giant smith and position your party (still in combat mode) near the door in the SE corner. Prepare for battle and go through the door and fight your way to the double doors in the middle of the south wall. Go through the doors and close them (end battle near but on the south side of the doors; then look at each open door).
To the SE is another pair of double doors leading to a guardroom with a wheel which you can unlock with the tin key you found downstairs. Turning the wheel opens gates to the south, so that you can escape. Now you have a key which also opens the gate to the Northern Waters.
After being dumped into the prison cell you can explore a bit. The only way out is to the west and then south. Directly south of your cell is another cell (secret door from the west), which is empty. Further south and around the corner to the east you hear voices. Near the end of the passageway is a hidden door to a third cell. One of the prisoners is Zed. He waffles a bit about the Scimitar and Pyrog. If you ask him about escaping from the castle he tells you to talk to the other prisoner Hrethra, a Nephilim, who tells you about the Demonslayer and also that they need a key to get out of this castle.
In the caves and passages of the dungeons there are some ogres in the middle and cave slimes and giant lizards to the NE and also some cave slimes in a secret passage in the SE. In the West of the dungeons is the barracks and in the east a Demon Hideout.
In the main barracks are four giants, in the small room to the north a giant and a shaman and to the north of this in a storage room two ogres. To the south of the main barracks is the torture chamber guarded by a single giant.
There is quite a lot of loot in these rooms and I will only mention the more important items. To the west of the main barracks is a bedroom. In the dresser are a few coins and potions. To the north is a room with a chest containing a tin key. The dressers in the NW of the main barracks hold some Energy Potions. Those in the east have nothing but a few clothes. All giants drop coins and the shaman had a few potion ingredients on him. None of the bodies in the storage room has anything other than clothes, and most of the crates and barrels contain uninteresting items. One crate in the north however contains some potion ingredients.
There are two entrances to the demon area: from the north through a hidden door in the southern wall of a cave to the NE and through a hidden door at the end of what looks like a cul-de-sac in the SE of the dungeons. The southern entrance is blocked by magical barriers, two trapped runes and a locked door. Then you come to a room with three chests guarded by three Vengeful Shades. In the chests are: 1. (trapped) Fletcher's Ring + Ring of Discomfort 2. 100+150 coins, 3. (trapped) 250 coins + the Gouhlbane. To the north is a hidden room with a trapped floor containing a crate with 70 coins and a bolt of cloth. North of this room is another hidden door to a room with a demon. The demon drops a Ceremonial Dagger. There is a tome in the NW corner of this room which tells you a bit about demons and mentions Adze-Haakai.
The entrance from the north comes directly onto the demon and avoids the barriers and traps to the south.
There are two ramps up to the ground floor: 1. just east of the storage room – leads to the smithy in the middle, 2. in the east, just west of the northern entrance to the Demon Hideout – leads into the main Hall.
If you wanted to, you could sneak out now. Enter the main hall in combat mode and head directly south. Go through the doors in the east and close them. Then through the doors to the south where you kill a giant and two shamans. You could then escape through the door to the west and through the guardroom to the east of the main gate, where the tin key unlocks the wheel which opens the gate.
It is however much more fun to clear the castle out. A giant chief and a shaman are on the dais. They drop some decent loot and the other giants in the hall have lots of coins. To the NE of the feast hall is the kitchen (two goblins and a giant). There is some food in the barrels if you need it.
To the east of the kitchen are the sleeping quarters. In the north are two unoccupied bedrooms with a few items in the dressers. To the south is a locked door to the Wizards Lair. Here are the Chief of the castle (tough), a wizard (immune to magic) and a giant. When you kill the chief you get the tin key which (like the key in the chest in the dungeons) opens the main gate and the gate to the Northern Waters. They drop some good loot. On the desk is a Mind Crystal – Pathfinder and in the bookcase an historical scroll.
In the NW corner of the feasting hall is a door to the Dark Temple (a single giant). This temple also serves as trophy room and there is a bit of loot to be picked up. To the east is a further room with some chests containing rather uninteresting items. There are two hidden doors in this room, one to the south leads to the kitchen and one in the NE corner leads to a passage with a crate (3 sacks of ore) and a chest which has two traps in front of it but contains 250 coins 3 Bars of Silver and a Flagon of Almaria Yellow '91.
To the east of the feasting hall is storage room with nine chests containing rather mundane stuff. The only valuable item is an Iron Halberd. South of this are giants quarters (a giant and two shamans). There is not very much of interest here. To the south is an animal pen (two giants) but no goodies except for the coins which the giants were carrying. West of this room is the eastern guardhouse with a wheel which can be unlocked with the tin key in order to open the gates.
To the west of the feasting hall is the smithy (one giant) with nothing worth taking. North of the smithy is a passage leading down to the dungeons. To the west of this passage is a lizard pen with three giant lizards guarded by two goblins. They drop nothing and the bodies lying around have nothing on them. At this piont you can slip down to the dungeons and tell Zed and Hrethra that they can now escape (10+10xp and 1 reputation).
West of the smithy is a storage room with lots of chests. The row of six chests in the south contain a few ordinary items, some of which are worth taking. On the ledge in the NW however are four chests with some good items: Ash Crossbow, Steel Studded Armour, 10 Blessed Arrows and a Fine Leather Helmet. South of this is a huge barrack (3 giants and a giant lizard) but no worthwhile loot. South of this is another lizard pen but no treasure.
There was however lots of very good loot on this dungeon. Now off to Bargha to get items identified and sell your loot.