Serpent Cult Magi/Honeycomb

Navigation: General Hints, Notes
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Serpent Cult Lower Level
Serpent Cult Lower Level
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General Hints

There is some reasonable loot here; you can complete a mission for Kelner in the Tower of Magi and learn a level 3 spell if you have the Blessed Athame.

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Notes

There is a reception committee of three sliths and a slith warrior waiting for you. Since further sliths come up from the SW, it is probably better to go this way first and remove the two warriors that emerge from the tunnel. Now I go to the north and deal with a slith mage and his warrior.

In the NE is a trapdoor. If you near it 5 wryms appear. After killing them you find that they were not guarding anything. Around the corner, in the extreme NE of the dungeon is a lever hidden in a secluded nook. Pulling it does not seem to do anything.

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The Entrance Level

It is probably a good idea to clear out most of the sliths to the south and east of the dungeon. The NW should however be avoided, because you cannot yet get into the main building and the various guards can shoot at you or pepper you with spells.

To the west of the Wrym-Pit is the main gate which is closed, but guarded by some sliths that you can easily deal with. Just south of this is a deep pit which you could later climb down but not yet. Further south and east are two giant slugs hiding in a disused cave. They are not guarding anything. Back towards the entrance, just west of the place where the reception committee was waiting for you, is their sleeping quarters. There is a Restoration Brew in one of the chests and a few mediocre items lying around. Along the south pasageway is nothing particular until the second big pit in the SW corner.

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The Prison Cells and the Snake Pit

Having removed the opponents from the east and south, the only way now is down one of the pits into the subterranean reaches of this cult. Which pit you choose is not important. I prefer the SW because I can visit the prison cells before dealing with the serpents. What does matter, is that you are fully rested before going down.

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*The Prison Cells and the Snake Pit

The prison cells can be reached by going to the extreme SW and then north. The doors are guarded by two asps. Captain Brehon is in one of the cells. The other three are empty. He will tell you a bit about the slihs here and their cult. He is too weak to fight his way out, but will escape once you have killed the chief.

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Serpents

When you get round the couner you find an altar in a depression, around which are six Asps and four Wryms. After dealing with them you can look around a bit. The escape route is to the NW. But first to the treasure in the NE

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Treasure

Actually there is no treasure behind the magic barrier, just a robing room for the slith priests. To the east is a Tome guarded by a basilisk in a hidden room. If you have the Blessed Athame you read the tome which teaches you Repel Spirit L3.

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The Main Building

Now up the escape route to the main building, where you can expect a big fight. You come straight into the temple with a Slith Mage, a Priest, a High Priest and four Warriors. After dealing with them you have two choices. You could go south and deal with the chieftain, but I prefer to go east and remove the Mage, Priest and two warriors that are guarding the gates from the inside. Now you can turn the wheel to open the gate and, as long as you have eradicated the party on the other side of the gate, you have an escape route.

If you have enough spell points you can now go south past the sleeping quarters into the Dining Hall where the Slith Chief is at table together with a greater part of his entourage. After this it is just a matter of clearing out the remains. There are a few sliths and warriors in the barrack to the west of the dining hall. There are also some remaining sliths on the bastions outside and in the corridors.

Now is time to pick up the loot. There is a nice lot of equipment and some coins lying around. The corridor leading north from the dining hall has lots of doors leading off it to the east and west. The storeroom protected by a magical barrier to the SE holds some potion ingredients and a bar of silver. The locked room at the norhwest end of the corridor contains a tome that teaches 1 point Arcane Lore. The other rooms do not contain anything very interesting, except perhaps the storeroom at the NE end. This has a hidden door onto a ledge which is called the "Abattoir". It looks to me more like a mortuary than a slaughterhouse. Be that as it may, one of the corpses has an iron chainmail.

To the west of the wheelhouse is a locked door leading over two traps (level 13) to the proper treasury. The two chests contain a Ring of Illnes ,some blessed Arrows and an Heroic Brew. On the floor are 50 and 100 coins.

All that is left to do is to go back down to the prison cells to tell Capt. Brehon that he can now escape (10 xp and 1 rep.). Now back to Kelner to get your reward from him.

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