Ogre Cave Magi/Honeycomb

Navigation: General Hints, Notes
List of all towns and shops in Avernum

Ogre Cave
Ogre Cave
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General Hints

The easiest way in is through the kitchen to the NE of the entrance. There are two hidden passages leading to a lake in the west, where you can find some goodies. It is however better to get rid of the ogres particularly the ogre mage before exploring the lake.

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Notes

As soon a you get in the cave you are met by two guards. West of them is a lizard pen guarded by an ogre. You should clear this area now, otherwies they will be annoying when you come to exploring the lake.

To the NE of the entrance cave is a door to the kitchen which leads to the dining room. There are lots of ogres about, so hasting is a good idea before entering. North of the dining room are more ogres and a pit with two asps.

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Prisoners

Northwest of the pit is a room with more ogres. To the north of this room is a locked door to a cave were Bantam is held prisoner. He tells you about a secret passage but asks you to tell him when you have killed the mage, because he cannot hope to escape until the mage is dead.

To the NE of the pit is a "larder" containing a few Nephilim waiting to be slaughtered for food. If you open the door they escape without a word of thanks.

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Ogre Mage

To the SW of the room with the pit lives the ogre mage. He is fairly tough but as you have eliminated the other ogres you can concentrate on him alone. There is a bit of loot in his room. To the north is a locked room with two tomes: the left one teaches Far Sight L3, the right one makes you terrified. Now off to Bantam who gives you a warning that there is a Haakai locked up in the Tower of Magi. If you tell him to escape you get 1 reputation and 5xp.

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Hidden Passages

In the east is a cave with a giant which, like most giants in this game, carries some gold. In the north of this cave is a hidden passage with a chest containing some coins and a Strength Potion.

To the south of the kitchen is a mortuary with lots of bodies which have nothing. In the SE corner however is a secret room with a chest containing 60 coins and 4 ambers.

To the NE of Bantam's cell is a secret passage through which he escaped. It leads to the lake, but as there is no boat, you can get no further.

In the east of the mage's quarters is a hidden door which leads to a boat which you can use to cross the lake.

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The Lake

On the island to the north of the lake you will be greeted by lots of asps. There is a building here with two locked doors. The northern one can be opened relatively easily and reveals a room with three trapped chests(150+90 coins, Mind Crystal – Go Beserk + 60 coins + Gold Necklace and Rouge's Leather).

The door in the south needs Unlock Doors L3, but there is a secret door in the west wall which leads to a temple with a dark altar and two chests (Cursed Leather Armour + Cursed Greatsword, Cursed Bow + Cursed Bronze Helmet). So it is not really worth it – you cannot even do anything about the Dark Altar as there is no Ritual Sanctification in this game!

Now you have finished this dungeon: back to the Tower of Magi to collect your reward from Ambrin.

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