Avernum 2 | Towns | |
Navigation: splitting up Avernum,
The Barriers (Spiders/Formello) | The Dark Waters | Vahnatia Lands (West) | Vahnatia Lands (East)
Eastern Province | Magi/Honeycomb | Great Cave | Lakes | Empire Controlled Lands | Erika, the Teleporter etc.
Special Encounters | Alpahbetical List | Numerical List
A List of the Shops an other Stuff in Avernum
Spiderweb's Map of Avernum |
I have divided Avenum into the following areas:
Outdoors there are many Special Encounters. There is also an Alpahbetical List of the towns and dungeons followed by a List indexed by the numbers on the "World Map" in the Hints Book.
At the start of the game you find that the whole area is sealed up by barriers. The caves in this area do not have many difficult wandering monsters and most dungeons can be cleared by a low level party before trying to explore the Dark Waters and find the cause of the barriers.
Fort Ganrick: friendly
After you have survived the Nephil attack you could go off to the Nephilim Castle but it is probably better to visit the towns in the area.
Fort Draco: friendly
This is the centre of mining activities in the northeast which has the best ore in Avernum. This town is not only plagued by Nephilim attacks but there is also a lot of brigand activity in the area. Perhaps you can help.
Gunston Homestead: friendly
A quiet little place which is worth a visit even though Tor (the owner of the homestead) does not like Nephilim.
Formello: friendly
The biggest town in the northeast of Avernum. You can get everything you need: training, identification, spells and supplies. There are also some quests and quite a bit of information to be picked up.
Nephilim Castle: hostile
This is the base of the Nephilim that are raiding the area. If you can kill their chieftain you will do a sevice to the Avernites in the nearby towns, not to mention, get a reward.
Nephilim Cave: hostile
This cave is tucked away behind the Nehhilim Castle and could serve as an alternative way in.
Giant's Lair: hostile
This cave is hidden on the route from Fort Draco to the south.
Verdant Cavern: hostile
The lush vegetation you would expect to find in a place with the name "Verdant Vale" is missing. Instead you find a dungeon with lots of rocks, a bandit's lair and various monsters. Perhaps the adjective has to do with the green colour of the algae in the stagnant pools!
Spider Caves: friendly
The GIFTS (Giant Intelligent Friendly Talking Spiders) are always somewhere in these games. They are certainly big and friendly; they also talk to you; but I am not quite sure about their intelligence! The spider chief (who is called Spider) will give you the quest to recover some stolen spider eggs.
Aranea Web: hostile
To reach this cave you must get past some sticky webs. The key to the problem is in the Spider Caves.
Tiny Slith Fort: hostile
There is a small fort in this rather remote cave.
Lair of Motrax: friendly
Poor old Motrax is getting on in years, even for a dragon. Rumor has it that he has been attacked and killed by the Empire. You should check this out as soon as possible by visitng his lair. Newbies can get an errand here which is not too difficult.
Remote Clearing: hostile
There are some useful potion ingredients here – after you have cleared out some rather nasty monsters.
Lizard Lair: hostile
This cave is full of giant and fire lizards as well as a drake. It is a bit tricky but has some worthwile loot and you can learn a level 3 spell.
Solberg's Tower: friendly
There is a tower not far from Formello, hidden away in a volcanic area which can only be reached by boat. When you get there you find it besieged by demons.
Blasted Ruins: hostile
Some rather nasty undead are wandering around this area. If you could sneak past them, perhaps you could rid the area of the undead problem for Captain Graham in Formello.
Little Vale: friendly
There is a little shop in this rather isolated valley run by Walby.
Isolated Home: friendly
Two mages live in this house where an advanced potion recipe can be learned. [Orb of Thralni is needed]
Once you start on the journey down the river there is no turning back. Make sure you have no excess items on your inventory, because you will be able to pick up quite a lot of loot, but not be able to sell it until you reach the Vahnatai Lands. One exception is a Lizard Egg, which is not heavy and will be needed for a quest as soon as you get back to Avernum.
Ruined Town: friendly
The tunnel Bon-Ihrno opened up in Formello leads to this ruin where you find a boat to sail down the Dark Waters.
Island Hut: friendly
A friendly Vahnatai is waiting for you in a hut on an island. She will give you a bit of advice and help you start on you dark and dangerous journey.
While still on the first lake you could row back to the ruined town and get back to Formello. So double check whether you have any superfluous items which you could perhaps store somewhere. Also check that all party members are fully trained.
Barrier Tower: friendly
Although you cannot enter the tower you should pay it a visit now and look around carefully. It will help later in the game.
Watery Ruins: hostile
The islands on this backwater must be visited if you want to get through the next obstacle.
Ruined River Fort: hostile
This fort is blocking the way south. There are lots of Vahnatai – living and undead – all hostile.
Ruined Villa: hostile
A small dungeon with a bit of loot.
Coffin Caves: hostile
These caves are a bit tricky, but worth the effort if you explore them.
Tomb of Dahris-Bok: hostile
Altough you could sail past this tomb you should stop off and pay your respects.
Hydra Lair: hostile
After helping out some hydras that are in trouble, you can take a breather before plunging down some very dangerous waterfalls.
Long Tunnel: hostile
At last you have reached the end of your river journey. Now you must battle through an actually not very long tunnel.
The first you see of the Vahnatai Lands is from the plains overlooking Avit by the exit from the long tunnel. You cannot avoid vistiing this town. If you were good boys and girls on the way through the Dark Waters you will not have to do any tests. If not you must complete some of them before you can present yourselves to the council to be scryed. After that the whole of the Vahatai lands (and also the upper caves of Avermum) are free for you to wander in.
To the west of Avit and Oglai are the spore tunnels and further west rather dangerous lands which are probably best left till later. Everything to the east can and should be explored fairly early in the game.
Avit: friendly
Your first proper encounter with Vahnatai. This town shold be explored thoroughly.
Test of Strength: hostile
Actually needs more combat skill than strength.
Test of Mind: hostile
An interesting exercise in pushing things around – very good training for the mirrors and laser beams in Avernum 3.
Test of Speed: hostile
Not only speed (spell or potion) is necessary but also a bit of intellegence and some fighting skill.
Egli: friendly
This important Vahnatai town lies an island in the middle of a lake. Rentar-Ihrno has secluded herself in a corner of the town. You will have to find a way to her in order to be able to complete some of the quests.
Olgai: friendly
You will visit this town often not only because the Council has its meeting rooms here but also because one end of the portal between Avernum and the Vahnatai is here.
Shrine of Crystals: friendly
The hallowed resting place of the Crystal Souls. Access to the precincts will only be granted when you have recoverd a Crystal Soul.
Ominous Crypt: hostile
A small dungeon with a bit of loot.
Tomb of Delrin-Bok: hostile
This mad crystal soul, who terrorises the area, has built a palace filled with traps and undead.
Fort Haledon: friendly
The garrison here is very suspicious and will only deign to let you in if you have orders from the Council.
Barrier Tunnel: friendly
The secret path to Empire lands and the Ornotha Ziggurat. The barriers are only passable after the troops in Fort Haledon have deactivated them for you.
This area is not very big but there are two important dungeons here.
Mancuso: friendly
A small town that is being rebuilt after the awakening.
Resting Cell #4: hostile
This cell is infested by various hydras. Abra gives you a useful reward for clearing it.
Vahnatai Fortress: hostile
Some very important information not to mention lots of very nice loot can be found here. You also get some good rewards for disposing of the leader and reporting your findings to the Council.
Lava Dome: hostile
This dungeon is very disappointing but a Mica-Tome must be retrieved from here for Rentar-Ihrno.
This area used to be very important, but since the Empire does not send anyone through the portal to Fort Avernum any more and after the various attacks it has lost a lot of its attraction.
Silvar: friendly
There are a lot of people here to talk to. .
Cotra: hostile
The Empire has raided and destroyed Cotra.
Fort Duvno: friendly
Although there are lots of refugees from Cotra here, this little town is still flourishing.
Fort Dranlon: friendly
Fort Dranlon is right on the front line to the Giants in the west, Aranea to the north and Empire raiders everywhere.
Hidden Empire Fort: hostile
This fort is hidden on an island in the lake to the south of Cotra.
Secret Sliths: hostile
Various people (Captain Johnson in Fort Duvno and Pathass in Gnass) would like you to find this slith hideout and eradicate the menace.
Nephar Fortress: hostile
The nephar here have taken some nehpalim prisoner and you have been asked to free them. There is some good loot here.
Trapped Halls: hostile
A curious place hidden in an inaccessible corner behind swamps inhabited by shamblers.
This includes the area around Mertis, the Honeycomb and the road from the Tower of Magi to Almaria.
Mertis: friendly
Mertis is a quiet little town which is troubled by a plague of undead.
Spiral Pit (Grim Cavern): hostile
There is a Spiral Pit inhabited by undead in all Avernum games. In the Hints Book this one is listed as the Grim Cavern. When you get there, you find that the whole cavern to the northeast of Mertis is called so and when you enter the cave it is called the Spiral Pit. In this dungeon you can not only alleviate the undead problem but also get ... .
Tower of Magi: friendly
The Tower of Magi is the centre of magical learning in Avernum and is ruled by the Triad. The original Triad comprised Erika, Rone and Patrick. The previous Triad was a group of psychologically very unstable characters. After Linda nearly brought destuction on the Tower she was replaced by Mahdavi. The other members are still Solberg and X.
Serpent Cult: hostile
you can pick up a lot of treasure and learn a level 3 spell.
Brigand's Madhouse: hostile
A rather perplexing dungeon.
Tower of Sixus: hostile
Sixus left Almaria in a hurry and set up home here.
Cave of Athron: friendly
The Dragon Athron is very touchy about visitors, probably because she has a brood of young. If you are persistent enough and if Erika has told you to visit her, she will however deign to speak to you.
Totem Tunnels: hostile
These tunnels are hidden in the Steam Cavern which is itself rather inaccessible, being only reachable through some lava fields.
You should vist the Great Cave and particularly The Castle as soon as possible. Most of the cave is relatively free of wandering monsters. There are however some nasty suprises around the road from Dharmon to Fort Remote.
Almaria: friendly
A quiet river town at the entrance to the Great Cave.
The Castle: friendly
This is the administrative capital of Avernum. Here resides King Micah and his retinue. You can get a few quests not to mention some important information.
Gnass: friendly
A village with friendly Sliths who are still rather reticent about contact with humans.
Blosk: friendly
A large town where you can trainand get items identified. There are some interesting quests and a lot of information to be had.
Dharmon: friendly
A lively town right near the border to the Empire held lands, a must for all adventurers. There are some good shops, an inn, a temple, a mayor who will give you a mission as well as a few surprises and a level 3 spell.
Fort Emerald: friendly
A small fort in the border where you can get a mission and learn Dispel Barriers.
Camp Samuels: friendly
A little stronghold at the water's edge in the north of the Great Cave.
Patrick's Tower: friendly
Patrick was a member of the first Triad and helped found Avernum. He is now getting old. If you serve him he will however give you very useful and important information. You can also learn some level 3 spells.
Tiger's Den: hostile
Rakshasi are hiding out here with various pets. It is reported that they have stolen some arrows of light.
Fort Remote (Thompson's Lair): friendly
This Fort on the outskirts of Avernum has been rebuilt after the attack by Grah Hoth.
Kothtar: hostile
A curious place in Empire held lands where various dubious experiments have and are being conducted.
Lair of Sulfras: hostile
The mighty dragon Sulfras is willing to help you – at a price.
Angierach (Battle Pit): hostile
This dungeon can be reached by the land path if you have a Grey Pass and enough Cave Lore. The way through the Portal in the Tower of Magi is however a bit easier.
On the Great Lakes you will spend most of your time in boats.
Unfinished Fort: hostile
Dark Tunnel: hostile
Fort Dolthar: hostile
Moldy Cave: hostile
Halls of Chaos: hostile
Black Cube: hostile
These Lands are hostile and mostly controlled by the Empire. There are Empire troops, giants and other monsters all around the place. The Giant Lands can be reached by boat from Fort Dranlon. To reach the Northern Islands, you need to steal a boat from the Empire Docks.
Empire Docks: hostile
Pyrog's Cave: hostile
.
Harston: friendly
Tower of Elderan: hostile
Giant Fort: hostile
Giant Village: hostile
Giant's Cave: hostile
Moldy Cavern: hostile
Empire Archives: hostile
Guardpost: hostile
Second Guardpost: hostile
Third Guardpost: hostile
Portal Fortress: hostile
These dungeons can only be reached by the teleporter in the Tower of Magi or by other special means.
Barrier Tower: friendly
Although you pass by this tower on your travels through the The Dark Waters you can only get inside it via the teleporter in the Tower of Magi.
Erika's Tower: friendly
Although Erika herself is friendly – when you eventually reach her – she and the Empire have put a lot of obstacles in your path, so that you need a relatively high level party to get through to her.
Lava Isthmus: friendly
Angierach (Battle Pit): hostile
Here you can recover a Crystal Soul. Although it is reachable by the land route through Fort Remote, it is easier to reach via the teleporter.
Ornotha Ziggurat: hostile
This stronghold deep in Empire controlled lands can only be reached through the Barrier Tunnel near Fort Haledon.
Garzahd's Fortress: hostile
The teleporter-coordinates for this Fortress can be found by talking to Thompson under Fort Remote.
There are many places outdoors where you can buy things, talk to someboby or find something. I have tried to list all such places here
Empire Camp: outdoors
Some Empire sodiers are camping here (E on the Worldmap).
Mage Spirit: outdoors
This spirit will not be able to rest until its death has been avenged (F on the Worldmap).
Obelisk: outdoors
You should look at this Obelisk when you visit Solberg (O on the Worldmap).
Ogres: outdoors
The spirit of a mage wishes them killed (U on the Worldmap).
Lava Shrine: outdoors
If you make the right offerings at this shrine your party can learn Blademaster (M on the Worldmap).
Zalav-Ta's Hut: outdoors
Here you can buy Vahnatai Lore (N on the Worldmap).
Scimitar Camp: outdoors
Some members of the Scimitar are camping here on their mission to find and destroy enemy caches. (I on the Worldmap).
Gremlin Grove: outdoors
These gremlins have lost their wives and are blocking the way to a regenerating patch of toadstools. (H on the Worldmap).
Kosdad's Spells: outdoors
Kosad will sell mage spells very cheaply.
Body with Satchel: outdoors
The Corpse of a courier is lying by the wayside together with the satchel he was carrying. (T on the Worldmap).
Glowfang Clan: outdoors
These Nephilim sell charms and potions to adventures that have helped their relatives (J on the Worldmap).
Far-Fletch Clan: outdoors
Another hidden Nephilim Village where you can buy something (if you have been nice to others)
Sword with a Waved Blade: outdoors
After battling with various nasty undead you find a sword with a waved blade stuck in the rock wall. If your party has enough strength they could pull it out.
Null Bugs: outdoors
These nasty creatures are guarding a nice treasure. [needs the Orb of Thralni]
Bloody Battlefield: outdoors
You can gain some expeience (and loot) with frontline-encounters with the Empire.
Kevtar's Hut: outdoors
Here you can train in Gymnastics at 5000 coins a level for all members of the party (L on the Worldmap).
Efreet Island: outdoors
A challange that is worth the effort if you accept it. [needs the Orb of Thralni]
Injured Drake: outdoors
If you help him he will reward you (for a price).
Barbarian Sliths: outdoors
Even if you have one in your party you find these Sliths rather difficult to understand (K on the Worldmap).
Waterfall Warren: outdoors
The entrance to these rapids is marked as Q on the Worldmap
Massacred Slith Village: outdoors
Is there no limit to the atrocities the Empire is capable of? (S on the Worldmap).
Aimee: outdoors
A friendly Witch who you should visit.
Grahk's Peninsula: outdoors
Somebody is looking for this place (R on the Worldmap).
Hidden Passage to Ziggurat: outdoors
After comming out of the Barrier Tunnel you must find this hidden passage (A on the Worldmap).
Exit from Portal-Cavern: outdoors
This is where you come out into the open after being teleported form the Tower of Magi to a cavern on your way to fight Garzahd (D on the Worldmap).
There are 96 numbered locations and 21 marked with a letter in the Avernum 2 Book of Answers by Spiderweb.