Introduction
The Avernum walkthrough covers the short beginning of the game and the three major missions and quests tied to the story. Most spells and item locations aren't listed because there are simply too many different types of them. All of the major items and artifacts are listed in the walkthrough to make finding them easier, and they have their own section for easy reference.
Keep in mind you don't have to play it the same exact way as written here. You miss out on tons of other items, experience, and more if you rush through, and your party will be incredibly weak. For most of the important dungeon quests the important things to do and items to look for are noted, because writing a walkthrough for every dungeon, every item, and every spell location would be too long.
The Story
You have been banished to the underworld, never to see the light of day again. You have been cast down into the dark, volcanic pits of Avernum, filled with foul monsters, constant warfare, and thousands and thousands of your fellow prisoners. This is your punishment for not fitting in, for speaking out against the powers that be, for being an inconvenience to the government of the cruel Emperor Hawthorne. You have been sentenced to life imprisonment in the caverns, eventually to die there, forgotten and unmourned.
But you need not accept your fate. There are those who wish to struggle against this injustice, who wish to return to the surface world and to fight against tyranny. But first, they need a hero, they need inspiration, and, most of all, they need someone who can find an escape route. Can you help them? Will you be the first person to escape from Avernum?
Character Skills
These are all of the character skills in the game including special skills. Since the cost and skill points increase as you increase the skill, the exact values aren't listed here — just the name, effects, and recommendations.
Base Skills
These skills determine your overall character.
Strength (STR) — 5 skill points/20 gold
Strength determines how much damage you can do and how much you can carry. Mainly for fighters, but make sure your mages have a decent amount just in case.
Dexterity (DEX) — 5 skill points/20 gold
Dexterity helps you hit more often with melee and ranged attacks, act sooner in combat, and have a greater chance of dodging attacks. For archers, fighters, and the thief.
Intelligence (INT) — 5 skill points/20 gold
Determines how smart you are. More makes your spells powerful and gives more spell points. Mages should focus on this; fighters shouldn't bother.
Endurance (END) — 4 skill points/10 gold
The more endurance you have, the more health points and poison resistance you have. Every class should invest heavily, especially fighters.
Weaponry Skills
Melee Weapons (MEL) — 2 skill points/10 gold
Base chance of hitting with a melee weapon (swords, hammers, daggers, etc.) is 30% plus 5% per level. Base value is (Strength + Dexterity)/3. Don't put too many points here — it increases as Strength and Dexterity increase.
Pole Weapons (POL) — 2 skill points/15 gold
Pole weapons are halberds and spears. Base value is (Strength + Dexterity)/3. Halberds are the strongest weapons in the game, so give them to your strongest fighters.
Bows (BOW) — 2 skill points/10 gold
Bows including crossbows are the strongest ranged weapons. Chance of hitting is 40% plus 5% per level. Base value is Dexterity/2. Everyone should invest in this or the next skill.
Thrown Missiles (THR) — 1 skill point/5 gold
Javelins, rocks, etc. Chance of hitting is 40% plus 5% per level. Base value is Dexterity/2. Mages should have some of this since it's easier to train.
Hardiness (HRD) — 3 skill points/15 gold
Natural body armor. For every level there is a chance of reducing damage by 1. Base value is Strength/4. Save skill points for other skills, but put a few points in.
Defense (DEF) — 2 skill points/15 gold
A better version of Hardiness. For every level, the chance of enemies hitting you is reduced by 4%. Base value is Dexterity/4. Invest some skill points here instead of Hardiness.
Assassination (ASS) — 3 skill points/15 gold
Gives the ability to inflict more damage against weaker opponents. Damage increases as level increases. Give this to anyone who fights — very useful.
Magic Skills
Mage Spells (MAG) — 5 skill points/30 gold
Gives the ability to cast mage spells. Your mages will need 18 points to cast the strongest spell. Don't put more than 20 points in — it's a waste.
Priest Spells (PRI) — 5 skill points/30 gold
Gives the ability to cast priest spells. Priests will need 18 points for the strongest spell. Don't put more than 20 points in.
Arcane Lore (ARC) — 1 skill point/20 gold
Determines how well you read runes and identify weapons. Base skill is INT/2. Increases as Intelligence increases, so don't spend many points here.
Potion Making (POT) — 1 skill point/20 gold
The more you have, the better your chance of potions being successful. Only 15 points are needed to make every potion successful.
Useful Skills
Tool Use (TUS) — 1 skill point/10 gold
How well you pick locks and disarm traps. Base skill is Dexterity/2. Focus this skill on one character.
Cave Lore (CLO) — 1 skill point/5 gold
Aids in finding potion ingredients, avoiding monsters, and some outdoor events. Spread this skill around to everyone.
First Aid (AID) — 1 skill point/5 gold
Used to heal wounded characters. More skill means more healing, but low skill may cause harm. Requires a First Aid Kit to use.
Luck (LCK) — 4 skill points/0 gold
Gives a small bonus to most skills and helps in random events.
Secondary Skills
These skills are affected by the skills above.
Health — Base (7 + END × (1 + Level/2))
How much damage you can take before you die.
Spell Energy — Base (2 × INT + 2 × MAG + 2 × PRI)
How much energy you have to cast spells.
Poison Resistance — Base (END + LCK + HRD/2)
Helps resist poison and disease. Each level increases chance of resisting a poisonous attack by 5%.
Magic Resistance — Base (MAG/2 + LCK)
Helps resist magical attacks. Each level increases chance of resisting magic by 5%.
Willpower — Base (INT + MAG/2 + PRI/2 + LCK)
Helps resist charming, paralysis, and other mental attacks. Each level increases chance of resisting by 5%.
Resist Elements — Base (DEX/4 + HRD/2 + LCK)
Helps resist fire, ice, and other elemental attacks. Each level increases chance of resisting by 5%.
Item Lore — Base (INT/2 + MAG/2 + ARC)
Helps identify items found during adventures.
Rune Reading — Base (INT/2 + PRI/2 + ARC)
Helps understand unknown runes and tomes. The most common way of getting spells.
Special Skills
Special skills are different from normal skills because they are so rare. They can be obtained from people in towns and sometimes from Mind Crystals. Most cannot have skill points added directly.
Barter (BAR) — Trainable
Determines how well you trade with shopkeepers. The more skill points, the more you get when selling items. Useful but not critical since you can earn rewards and money through quests.
Find Herbs (HRB) — Not Trainable
Characters with this skill sometimes find potion-making herbs while wandering in the wilderness. One of the most helpful skills to get but incredibly hard to find.
Bladesmaster (BLD) — Trainable
Characters get bonuses with any hand-to-hand weapon — higher chance of hitting and more damage. Give it to your fighter and invest heavily.
Anatomy (ANT) — Trainable
Increases First Aid ability and lets you do more damage fighting humanoid creatures. Give to your priest or mage. Don't put too many points in — First Aid can only heal so much.
Gymnastics (GYM) — Trainable
Greatly increases character agility — acts sooner in combat and harder to hit. Invest in this skill for a real combat advantage.
Pathfinder (PAT) — Trainable
Helps get through hostile terrain and decreases chance of being poisoned in swamps. Its usefulness decreases over time so don't invest many points.
Magery (MGR) — Not Trainable
Makes any spell you cast more effective. The more you have, the greater the effect. Unfortunately you can't train in it.
Improved Skills
These skills improve Special Skills you've already obtained. None of them can be trained in directly.
Improved Bows — Increases your Bow skill.
Improved Cave Lore — Increases your Cave Lore skill.
Improved Blademaster — Increases the Blademaster skill, making you even more dangerous with swords.
Improved Mage Spells — Increases the effectiveness of your mage spells.
Character Types
Soldier — Soldiers received excellent military training on the surface, the best the Empire had to offer. You should have either this or a Berserker in your party since they're good all-around fighters.
Berserker — Berserkers are wild swordsmen from the remote areas of the Empire. They're extremely hardy and their sword skill is unmatched. The Berserker is more skilled in fighting while the Soldier is a well-rounded character type.
Cleric — A Cleric is a priest in one of the faiths disapproved of by the Empire. They have excellent healing and protective skills, although they often end up having to use them in Avernum.
Sorcerer — Sorcerers are practitioners of the wizardly arts. Their spells are powerful, both on offense and defense. Because of their dangerous research and eccentricities, they tend to be sent down to Avernum.
Rogue — Rogues are nimble, good with swords, and able to handle locks and traps. They also tend to walk off with things they don't own. Unsurprisingly, the Empire loves to send them to Avernum.
Archer — Archers were either hunters or trained members of the Empire army, highly skilled with missile weapons. A dishonorable discharge tends to mean exile to Avernum.
Rebel — Some people dare to rebel against the Empire. They have to be good at everything if they want to survive, though they don't have the freedom to excel at one thing. A rebel tends to have some skill with weapons, traps, and lore.
Hedge Wizard — Hedge wizards live in the remote villages of the Empire. Good at magery, has a little training in Priest spells, and has had some practice making potions.
Shaman — Shamans are the priests of the back hills. Not quite as good at spells as a Cleric, but makes up for it with weaponry and knowledge of herbs.
Custom — Anyone who has played the Exile games knows how to use this type. If you're new, use the pre-generated characters. Custom characters start with 60 skill points to allocate however you wish.
Character Traits
Character Traits determine how fast you gain levels. The two types are advantages and disadvantages. They can either increase or decrease the performance of your character.
Advantages
These traits increase character performance but have an experience penalty — the more advantages you have, the slower you level up.
Great Renown — 10% xp penalty
You were well known on the surface. You receive a bonus to your Reputation, and certain special encounters will be easier. After your first few quests you'll be famous anyway.
Nimble Fingers — 15% xp penalty
Natural aptitude for tools, traps, and delicate machinery. You'll need this trait if you want to reliably disarm traps.
Beastmaster — 15% xp penalty
Animals have taken a liking to you. Every day you can summon one beast to fight in your defense. The higher your level, the better the creature. Useful for absorbing a round of damage, but summoned creatures tend to die quickly.
Strong Will — 15% xp penalty
Much more likely to resist mind-clouding magic. A good trait for your fighters.
Good Education — 15% xp penalty
You received the best education the surface world has to offer. More likely to handle situations requiring lots of knowledge, such as decoding magical runes. Give to your spell casters — this plus their rune-reading bonus will help in the early game.
Toughness — 20% xp penalty
Very resilient body and unusually strong constitution. Less likely to take serious damage; disease and poison have less of an effect. A good trait for any character.
Fast on Feet — 20% xp penalty
Very fleet of foot with excellent reaction time. Acts much more quickly in combat and sometimes receives bonus action points. A very good trait for fighters.
Natural Mage — 25% xp penalty
Magic is a natural skill for you. All spells receive bonuses, and you can cast mage spells even while wearing encumbering armor. A must for any mage or priest.
Elite Warrior — 30% xp penalty
Trained in the ways of war almost from birth. Skill in battle is unmatched, and bonuses increase with level. Gives the ability to go berserk. A good trait for fighters.
Divinely Touched — 40% xp penalty
One of your ancestors was not entirely human. Everything you do, you do well, and you have several special abilities each usable once per day.
Disadvantages
Instead of a penalty you get an experience bonus, so you'll level up faster — at the cost of character performance.
Cursed At Birth — 20% xp bonus
You were cursed when you were born. You will sometimes receive penalties to your actions, and some magical effects will harm you more.
Sickness Prone — 20% xp bonus
Disease, poison, and similar afflictions will have more of an effect on you. One of the worse traits.
Sluggish — 30% xp bonus
Slow on your feet with poor reaction time. You receive fewer action points in combat and your turn comes later than normal.
Brittle Bones — 30% xp bonus
You suffer from the childhood ailment of brittle bones. Enemy blows are devastating. Going into combat is a very bad idea.
Completely Inept — 40% xp bonus
The adventuring life is a completely bad match for you. You freeze up when attacked, catch cold at the slightest chill, take devastating blows, and stumble constantly. Every day is a struggle just to keep moving.
Creating a Party
This is the most important part of the game. A weak party means dying often, running from every battle, and frustration. Create a party with different abilities so you'll be prepared for what Avernum will throw at you. There is a default party — a fighter, rebel, priest, and mage — that can get you through the whole game, but making your own is more fun. A recommended custom party: a Warrior, Rogue, Cleric, and Hedge Wizard.
Fighter (Custom Warrior) — The first character and leader. Suggested stats: Strength 5, Dexterity 5, Endurance 8, Melee 5, Assassination 1, Cave Lore 2. Character Traits: Strong Will or Toughness, plus Elite Warrior. This gives the special ability Berserk and resistance bonuses.
Rogue — Better than a Rebel because it is good for fighting and has a high Tool Use. Assign points to Strength since this will be your second fighter. Give the Character Trait Nimble Fingers for lock picking.
Cleric — Add points to Endurance, Mage Spells, and Thrown Missiles or First Aid. Traits: Natural Mage (if you gave Mage Spells) or Divinely Touched.
Sorcerer or Hedge Wizard — Your main spell caster. Assign points to Endurance since this will be your weakest character, or save them for Intelligence later. Traits: Natural Mage and Good Education. This gives enemy targeting bonuses and a bit more Item Lore.
You can also create a party of one member — the game will be extremely hard, but you can find other party members along your journey. Don't be afraid to try the Archer or Shaman for variety.
Tips For Surviving
Adventuring
- Always remember where you left your boat. It saves time and money.
- Maintain a decent level of Cave Lore to avoid unwanted battles and help with outdoor encounters.
- Complete mini-quests. Some give money, special items, or better special abilities.
- Search and take everything that doesn't belong to anyone — mainly food, but also alchemy ingredients in storage rooms and shops.
- Alchemy is very useful, but only one character needs it, with at least 12 skill points.
- Always check the random items shops (Fort Dranlon has one) — they usually carry good and rare items.
- If you have a lot of Item Lore and find an item you can't identify, it's probably cursed.
- Keep valuable items like emeralds and jeweled rings to sell.
- When low on thrown missiles early in the game, pick up a rock. It's cheap, common, and does some damage.
- Sometimes magical armor is better than non-magical armor. For example, steel plate mail blocks 1–16+2 damage with a 20% attack penalty, while icy plate mail blocks 1–12+4 damage, protects from fire, and only has a 16% attack penalty.
Tip from Ginny: "If you want to take something that's not yours, just shut the door and take it. If somebody (a townsperson who walks) is in the room, just wait for them to leave, shut the door, and position your group so that one person is in front of the door and one person is by the chest or wardrobe. Shut the door and take it."
Battles
- Put your mages to the rear of battles. They have lower HP and will die much more quickly.
- If mages end up in close combat, summon creatures to stall enemies from reaching them.
- Cast Haste and Bless on your fighters to make them hit harder and be harder to hit. Divine Warrior at level 3 makes your character incredibly strong and almost invincible.
- Take out the spell casters first. Removing an enemy spell caster greatly increases your chances of winning — you won't have to worry about anyone getting slowed or enfeebled.
Dungeons
- Bring plenty of potions. The last thing you want is to be deep in a dungeon, out of energy and healing potions, with dying characters and no spell points. Don't forget the "other potions" like Hasting Potion, Protection Brew, and Heroic Brew — most useful when mages and priests are running low on spell points.
- Bring arrows. They're useful for hitting hard-to-reach enemies and give your mages a break from casting spells.
- Close the door! If you open a door to a room full of monsters, just close it. Monsters will take their time coming after you, giving you time to cast Beast Ceremony or run away. Running away makes long dungeons much more manageable.
Beginnings
In Avernum there are three missions to complete, but you can't get started until you've developed a big enough reputation and become a lot stronger. This section describes what you'll have to do before you can even get started with the main missions.
The main enemy you'll be fighting will be the Nephilim and Nepharim. They are cat people who were sent into Avernum because they were such a problem on the surface. Nepharim are smaller and weaker compared to Nephilim, their older and stronger cousins. Their leader is a human named Anastasia. She uses her magic to help them out, and she isn't well liked by other humans. You'll clash with her later on.
After the beginning sequence, you'll arrive in Fort Avernum. When you come out of the portal, talk to the man at the base of the hill. (Don't try to walk into the portal or you'll take damage, and don't talk to the brown-looking guards — they won't respond.) The man at the bottom of the hill is Andrew. He will tell you to go to Tor to get supplies, and Thrail to get information. Tor is in the first building you see to the west; Thrail is to the south of his building.
Once you've done that, explore Fort Avernum. Getting experience is incredibly important right now, so talk to everyone — they might give you a quest. For example, talk to Warrick in the northwestern part of Fort Avernum. She'll be looking for someone named Anastasia (her sister, who owns an armor shop in Silvar). Not mandatory, but useful for early experience and reputation. You can also store characters in Fort Avernum and come back for them later.
On the northwestern part of the outer wall of Fort Avernum there is a dead body with some boots and a wooden large shield. Outside on the southeastern wall are two Cave Rats you should be able to beat easily, along with some boots. After this, head to Silvar or Fort Dunvo to make a name for yourself.
Silvar
In Silvar you'll find Anastasia's armor shop, a weapon shop, and a training area. In the training area the instructor will teach your whole party Improved Barter up to level 5. Talk to Anastasia about her sister and head back to Fort Avernum to talk to Warrick for some experience and a reputation boost.
The innkeeper in the northwestern part of town, Gary, will give you a small quest to find some hot springs. In the middle of town you'll hear a humming statue — it isn't important until you meet Erika. In Gruber's weapon shop (closed and locked), you'll find a Wand of Bolts. Once you've opened the door, head to the southern wall where there's a secret passage that is booby-trapped. The wand is in a crate at the end of the passage.
In the City Hall you'll find an Ice Lances scroll in the library. At the rations and supplies shop you'll meet Carol. She'll tell you that she hears noises behind her shop. Go outside where she feeds her cows (an Unlock spell or lockpicks are needed) and search the farthest corner — you'll discover a secret passage. DANGER! Inside you'll find 2 Nephil Warriors and a Nephil Shaman. Use Bless and Haste spells to aid in beating them. Once defeated, take their items and search the dead body. Then go back to Carol and report. You can also take the food in her shop.
Outside (the Fort Dunvo Area)
To the east of Fort Dunvo you'll find a small group of goblins that should be easy to defeat. A little to the north of Fort Dunvo there's a lone Slith warrior — be careful, as he's a bit stronger than you are, though he carries nothing valuable. Outside the Nephil cave there's an abandoned house; if you investigate, you'll fight a few thugs and some archers. There is also a bat cave worth visiting for experience and loot to sell.
Fort Dunvo
In Fort Dunvo there is a healer, a sage (who identifies items), a weapons shop, a Fletcher, and Farming Supplies. The sage will identify items and sell you alchemy recipes for Energy Potion and Hasting Potion (bought for your whole party). In the Fort Dunvo barracks, the general gives you two missions: kill a mage in a ruined fort, and neutralize the Nephil fort to the north.
Before tackling the Nephil cave, consider visiting Formello first to pick up level 2 mage and priest spells, alchemy, potions, new weapons, and armor. Formello also has a mission, but wait until you're stronger. In Formello, there's a woman who sells food. There are around 5 crates in her shop — search for the box with mushrooms (there's also a crate of dried meat). If you push it out of town or into the secret toolshed near the temple below the mayor's house, you can secure 100 mushrooms and 50 dried meat without needing to buy food for the rest of the game.
Mission 1: Kill the Brigand Mage
Before entering the Bandit fort, search the dead body outside. In the barracks, barge in — it's an easy fight at level 1. The mage you're looking for is in the north room and can be killed in two hits by your strongest fighter. Read his bookshelf and you'll receive the spell Light level 3. In the room across from the mage's, a chest with enough Disarm Trap skill yields some money. Head back to Fort Dunvo and collect your reward: 100 coins, a reputation boost, and 25 experience.
Mission 2: Nephil Cave
Inside the cave you'll immediately fight some easy goblins. Head toward the northern part of the cave to find the Nephil leader, who is just as easy to defeat. In his quarters you'll find an Ash Bow. There's also a small area where Nephil worship — inside you'll find a treasure room with a Bronze Key that will be helpful later in defeating the Nephilim. On the western side of the cave, just as you walk in, there's a prisoner locked up. Talk to him, free him, and you're done. Head back to Fort Dunvo and collect your reward.
Formello
If you haven't already, talk to the Mayor of Formello. She'll tell you that her necklace was stolen and is in the Nephil fort, located west of Formello and north of Corta.
If you're feeling adventurous, you can try to steal the town's treasure. Head to the mayor's quarters (north of city hall, east of the healer). Go through the first door (you'll know you're there when you see two guards sitting down), then unlock the next two doors. In the second room there's a secret passage in the northern corners. There will be two traps as you head in. Head straight for a chest with the town's treasure — but beware, the non-mechanical traps in the first chest can kill a low-HP party. Head left instead and you'll find Gauntlets of Might (very useful). WARNING: You'll be Dread Cursed if you take them and will need to head to the Tower of Magi to remove the curse.
Outside of Corta
A little to the north there's a small cave. You'll discover six crystals missing. Find them in the surrounding area to complete the quest and earn some experience.
Corta
In Corta you'll find an armor/weapon shop, a potion shop, a boat works, an inn, and a young adventurer. Nance, found near the potion shop, will tell you about a blue crystal in a statue in Fort Avernum — it's actually a Mind Crystal that gives you the Summon Beast ability. (Mind Crystals are blue crystals that can teach one character a special ability once.)
Once you buy a boat (250 gold), head directly south to a deserted island with a rock formation. Walk into it to find a quartz crystal — one of the legendary Crystal Cave pieces. Find the other five in the surrounding area.
In the boat works room you'll find Andrew. He'll want to join your group if you have space. He has a high Tool Use and the special skills Barter, Pathfinder, and Resistance.
Talk to the mayor in City Hall. He'll tell you that some of his soldiers were captured in a Nepharim fort not far north of Corta, and there's a reward for rescuing them. Complete this mission and you'll receive a Drakeskin Cloak, some gold, experience, and a reputation point.
Nepharim Fort
Before entering, deal with two groups of Nepharim outside the fort. There are two ways to get in: straight through the front door (a long fight with Nepharim guards) or through secret passages. As soon as you walk in, there is one passage 4 paces north on the west wall and another 5 paces north on the east wall. Using the secret passages means fighting Nepharim guards in smaller numbers. If you go straight, use Bless and Haste spells and take out archers with Ice Lances.
On the east side of the fort is a Nepharim temple with a Diamond Dagger (2–12+8 damage) on it — if you take it you'll be Dumfounded and fight three demons. On the west side is a Nepharim library that teaches the spell Curing level 3. In the center of the fort are the prisoners you're sent to rescue, but first you must open a gate with a wheel on the east side of town. This opens the portcullis to the west — talk to the prisoners through the opened gates.
When you go through the opened gates and head west, you'll reach a small temple guarded by two demons. Kill them, search the coffin, and you'll find the pommel of the mighty Demonslayer! The Demonslayer is one of the strongest weapons in Avernum against demons, but it was broken into several pieces. Their locations are noted throughout this walkthrough. Head back to Corta and collect your reward.
Preparations
By now your party should be around level 5 or 6. Stock up on Haste, healing, and Energy Potions. With the Bronze Key from the Nephilim fort, you'll be able to find the Mayor of Formello's stolen necklace in the large Nephilim fortress far north of Corta.
You'll know you've found the fortress when you see two groups of Nephilim guards out front. The front door is heavily defended — arrows flying and burning oil being poured on anyone who approaches. Use the "back door" instead: it's right behind the fortress, accessible after defeating two groups of Nephilim who guard the rear. Search the walls behind the fortress to find the entrance.
Nephilim Fortress
Entering from the rear gives you the element of surprise. The fortress has three levels: lower, middle, and upper.
Lowest Level (Lair of Darkhaz): Nothing of real importance here. If you don't have the Bronze Key yet, you'll find it toward the south, along with some treasure.
Second Level: You'll encounter the guards that were at the front entrance — a fairly long battle that will cost you the element of surprise. An ogre mage is locked in his room on the east side. His room contains a few scrolls and a wand. Search the southern wall for more scrolls and alchemy ingredients. North of his room is the way to the third level, where Anastasia and the gold necklace await.
Third Level: You'll find a mage in his room with three ghasts. Kill them and head toward the northern wall to find the spell Healing level 3. Across from his room is the Nephilim gambling hall — fight through it and enter the door closest to the stairs to reach the Nephilim temple entrance. You'll need the Bronze Key to get in.
Inside the temple, fight zombies and a Nephil priest. Destroying the altar summons two demons and yields 20 experience. In the temple you'll find alchemy ingredients, a Blessed Cloak (blocks 1–1+2 damage), and the Gold Necklace the mayor is looking for. Near the temple is the Crypt of the Honored Dead, where a Mind Crystal will teach you Lay on Hands, the ability to heal yourself.
Toward the most southern part of the third level you'll find Anastasia and a handful of Nephilim. She has several mage spells and a Rod of Minor Call that summons creatures. Aim for her first, then take out her Nephil friends. When she's dead you can loot her Rod of Minor Call. Search along the northern walls of that room to find her chambers, and keep going north to find the spell Fire Bolts level 3 and an underground passage. The passage leads to the area around the Lair of Darkhaz, and the stairs north lead back near the back door. Exit, then head to Formello.
Formello (Return)
Talk to the mayor and give her the necklace. She'll give you a Flaming Sword (20+3 damage plus fire damage) and a token that will allow you to talk to the king. This concludes the Beginnings section. If you feel you're not strong enough yet, the bat cave nearby is a good source of experience.
Mission One — Royal Quests
In this mission you'll be completing the hard quests of killing Sss-Thsss and Grah-Hoth. Sss-Thsss is the Slithzerikai (Slith for short) leader who terrorizes Avernum. He can be found in the heart of Slith territory, and getting there will be tough. Slithzerikai are lizard men who specialize in spears and javelins. Their mages and priests have strong magic ability and usually leave a wand or alchemy ingredients when killed.
Grah-Hoth is the demon chieftain that used to live in Avernum. He was trapped by several mages and warriors and sealed away forever. Too bad you're going to free him again.
You'll need the royal token from the Mayor of Formello to get started. Head to the Castle of Avernum — you'll need a high enough reputation (around 20) and the royal token to get in. The king will inform you of the location of Sss-Thsss. He is located north on an island in Slith territory. To get to Sss-Thsss you'll need an Onyx Key, found in some of the Slith forts — one is west of Fort Dranlon and another is in a swamp south-southwest of Fort Dranlon.
Slith Castle
What You'll Need: An Onyx Key and lots of potions and arrows.
You'll know you're there when you see a big castle on an island in Slith territory, with two patrols outside. There are two ways to get inside: dock your boat in the southern dock and enter there, or go through the front gate. Using the boat dock is faster for getting in and out. Going through the front means a long fight with a large number of Sliths. Take out mages and priests first (so they can't slow you or heal their friends), use summoning spells to even the odds, and use area spells like Lightning Spray or Ice Lances.
First Floor: Storage and a treasure room with plenty of money and potions to loot. The real action is on the second floor.
Second Floor: This is where you'll find Sss-Thsss, in the northwestern part of the floor. When you get to his throne room, a gate will close, trapping you in the room. You'll fight Sss-Thsss and a couple of his companions — aim for all of them and they'll all go down. Once defeated, use the Far Sight spell. On your map you'll notice two passages. Take the left one first — the Chambers of Sss-Thsss — where you'll find some wine, Control Foes level 3, and a Fine Slith Spear. Then use Unlock Doors on the right passage, turn the wheel, and head to the other secret passage to the north. You'll be able to cross the bridge and enter the treasure room. Leave and collect your reward from the king.
Before moving on, head to Fort Remote. Nothing important is there right now, but you'll understand why in the next section.
Grah-Hoth
Once you return to the Castle and talk to the king about killing Sss-Thsss, he rewards you — and then demons attack Fort Remote. The king will tell you to investigate. At Fort Remote you'll see the devastation and discover that Grah-Hoth is back and striking out from his prison. You'll get three options in the encounter with Grah-Hoth, but either way you'll fight a horde of demons, Mung Demons, and imps.
Demons are hard due to their magic ability. Mung Demons are twice as hard — they use Dumfound Ray, which temporarily causes your magic users to lose their spell points and spells. Imps can be smacked around easily. This battle will be long since most of your magic will be disabled, so have plenty of Haste Potions ready.
After the battle, return to the Castle. The king will tell you about Skarragath — where Grah-Hoth is supposedly imprisoned for eternity, guarded by spirits to prevent anyone from freeing him. You can't head there right away; you'll need to complete a few quests and obtain an item called the Blessed Athame.
Start by heading to Patrick the mage's tower, located south of Blosk. He'll tell you that his wife is sick and only Graymold Salve can cure her. Get a boat and head straight north up a river from Sss-Thsss's castle. Keep going until you see a lone eye beast — the Graymold is on an island north of it. Once you've located the Graymold Salve, head to Patrick's Tower to heal his wife. He will then tell you to search his journal — it contains a phrase you'll need later — and to go to the castle for a Gold Key that will help you get into Akhronath. Grab the key (in the southern part of the castle in a jail cell) and go to Akhronath.
Akhronath
Akhronath is in the middle of a lava pit west of the Tower of Magi. Use Safe Travel or the Orb of Thranli to avoid being hurt by the lava. Inside you'll find lots of undead, spirits, imps, and especially demons. Repel Spirit at level 3 (must be level 3 to affect demons) and the Demonslayer (if you have it) will be invaluable. Don't leave Akhronath without getting the Royal Seal. You'll also find an Obsidian Spear (2–20+4 damage).
When you get to the top, you'll see a room you can't enter. Use Far Sight to spot a secret room with a wheel in it, located on the northern side of Akhronath. The wheel requires the Gold Key to turn. Once turned, a room will open containing the Royal Seal. When you take the Royal Seal, a large group of Mung Demons will attack. Cast Haste and Bless immediately — the Mung Demons will Dumbfound and slow your characters while summoning weaker creatures.
Tower of Magi
With the Royal Seal obtained, head to the Tower of Magi. Most of the people there are terrified about a demon they summoned and are holding captive — it's a Haakai Lord named Adze-Haakai, held in a secret laboratory within the tower. The Blessed Athame is also hidden there.
To beat the Haakai Lord, find a wizard named Solberg. A wizard apprentice in the southern part of the tower will tell you how to find him. Solberg is located around the lava pits near Formello. He'll give you a Crystal Key to access the Haakai Lord and mention an onyx scepter also findable in the tower. Search his tower for goodies before leaving.
Back at the Tower of Magi's secret lab, search for a secret passage. After a long fight with minor demons, you'll reach Adze-Haakai. He's not too hard — circle him and gang up with everyone except one character kept back for healing. In the box near Adze-Haakai you'll find the Black Scepter, which will be useful later.
Unleash the Beast
Make sure you have the Blessed Athame before coming to Skarragath, located southwest of the capital of the Abyss. The guards are all spirits and one lich. You can talk to the lich, but there are more important things to do.
Find the two wheels that open the gates to Grah-Hoth's true prison — one to the north and one to the south. Pull both to proceed. When you open the gates, all the spirits and the lich will attack to prevent you from freeing Grah-Hoth. Aim for the lich first since it can summon more spirits.
In the prison itself you'll fight Guardians (invisible warriors, very hard to kill), Golems (also very hard to kill), and Black Shades (invisible spell casters that take forever to kill) — unless you disable the defenses by entering a hidden room to the southwest. The bottle holding Grah-Hoth is in the northern part of the tower. Walk up to the pedestal and free him. You'll take some damage, it will attempt to poison you, and after talking with Grah-Hoth you'll gain 50 experience points.
When you return to Skarragath, Grah-Hoth has destroyed it and left behind demons, imps, and a Haakai. Haakai have the highest level of priest and mage spells, so watch out. One of the imps will tell you where Grah-Hoth's fort is.
Grah-Hoth's Fortress
If you don't have the Orb of Thranli, stop and go get it now (see the Artifacts section). Without it you can't get into Grah-Hoth's tower. In his territory you'll fight demons guarding the entrance. Skeletal Warriors are the new enemies here — much stronger than normal skeletons.
Once you find the Tin Key you'll get further in. Find the somewhat friendly imps and tell them you plan on killing Grah-Hoth. They'll direct you to an imp named Tyoarick, who will tell you of a secret passage to the east of a storeroom in the east wall that they didn't seal up. While traveling the passage you'll need to jump sections and fight some undead. At the end you'll need a hammer to break through a wall — if you don't have one, find it in the storeroom to the north. Beyond the wall is the demonic chambers, where a lot of demons and Mung Demons wait. A Mind Crystal can be found here as well.
To skip the demon headache, head straight north to find an opening leading to Grah-Hoth's throne room. Cast Beast Ceremony if you have it. You'll face Grah-Hoth, a Haakai, and a lot of demons and skeletons. Aim for Grah-Hoth — when he falls, all his friends vanish. Grah-Hoth looks like Adze-Haakai and shoots fire. Watch for Mung Demons and the Haakai, but focus all attention on Grah-Hoth.
Once he's dead, head east to Grah-Hoth's treasure room. DON'T TOUCH THE BOXES — they will kill you on opening. Rare items are scattered around, including a Steel Halberd. Loot and leave — Mission One is complete. Collect your reward from the king.
Mission Two — Escape From Avernum
This mission is to find an exit to the surface world. You'll be running all over Avernum retrieving items and completing quests, with plenty of treasure and experience along the way.
After the defeat of Grah-Hoth, join the Scimitar — an underground group planning to overthrow the Empire and free everyone from Avernum. Start by talking to Malka at the Dhramon Inn, then Royce at the Blosk Inn, and finally the innkeeper at Bargha, who will give you the password to enter the Scimitar underground base (it's in Bargha).
The Scimitar will give you a mission: destroy an Empire communications orb. There's a portal puzzle to solve (touch the rune twice in a hidden room), a few Empire soldiers, and a lot of gremlins. Destroy the orb and don't look into it. You'll find Lightning Spray level 3 and a Blessed Spear as rewards.
The exit to the surface is guarded by Sulfras the Dragon. His tower is in the northern part of the caves past Fort Remote. Sulfras is the strongest of all the dragons, so don't go after his treasure. To get past his tower, you need to give Pyrog the Silver Circlet and the Black Scepter (which you should already have from the Tower of Magi).
Silver Circlet
The Silver Circlet was brought down from the First Expedition, and no one knows what it can do — Pyrog wants to find out. Start by talking to Scab, who lives in Spire (the capital of the Abyss). He'll ask you to go through the arena twice and then tell you two things you'll need: a key to the west of the town (guarded by spiders), and his friend Asp, found in the inn at Corta.
Once back in Spire, locate Meena's bedchambers. Right next to them is a room containing the Circlet, guarded by three Guardians. Don't tell Meena you stole it, or she'll attack you and the whole town will turn hostile.
By now you should have also met Erika, the most powerful mage in Avernum. In order to get to her tower, you'll need two things: the five brooches and the four-part password. Talk to Erika first before starting to look for the password.
Four-Part Password Locations:
- First Part: Athron the Dragon knows it. Her lair is located in the Honeycomb, a maze west of Mertis.
- Second Part: A hermit named Aimee, living alone on the northernmost islands of Avernum, has it.
- Third Part: Talk to Patrick the mage — he'll give it to you.
- Fourth Part: Just ask Erika for it.
Once you have both items (the Silver Circlet and the brooches), you're ready to move past Sulfras's tower.
The Final Gauntlet
This dungeon lives up to its name — a lot of giants, golems, and undead, plus puzzles to solve.
As you walk in, a giant will attack. Don't head north — it's a trap. Head west from where the giant came from. A voice will ask you for the four-part password and to perform the ritual of safety. There is no ritual of safety, so if you have the password, just keep going.
You'll see a bridge. Don't cross it yet — you need to pull a wheel located to the southwest. Take the western passage and fight your way past cave giants. On the fourth level you'll find some elixirs, and on the third level a passage leads to a room full of magic barriers. The giants are behind the barriers, so you can hit them with arrows and spells while they can't touch you. Turn the wheel — it's important.
Exit through the secret passage to the southeastern part of that room. The hard part: you'll have to pull switches in the dark while fighting golems and undead. (Tip: Cast Light during battle mode to see your surroundings and any enemies approaching.) You'll need to pull switches in a certain order to open passages to other switches. Once you've completed the puzzle, head north — Mission Two is complete. Walk into the portal and leave.
Other Important Things To Do
Find the five brooches, the Royal Seal, and talk to Aydin. If you've been following this walkthrough, you already have the Royal Seal. The brooches and the seal are used for teleportation. Aydin is a former Empire mage sent to Avernum who now seeks revenge and wants your help.
Brooch Locations:
- Malachite Brooch: Located in the Friendly Spider Cave. To get it you must free a spider from the arena in the Arena Cave — the spider is toward the back of the arena.
- Pearl Brooch: Found in the cave of ghosts and zombies plaguing Mertis. Be sure you have the Dispel Barrier spell.
- Platinum Brooch: First talk to a prisoner held in Dhramon. She'll tell you of her partner who stole a brooch. He's hiding behind the church in Mertis. Buy the brooch from him for 100 gold.
- Chalcedony Brooch: You'll have to take out Pyrog the dragon to get this one.
- Ivory Brooch: In Mortax's lair, in the part with the fire lizards.
Once you have all the brooches, head to the remote northern islands. There's a tower you can't enter due to a lethal barrier. A nearby pool will grant you enlightenment to pass the barrier — but act quickly, as the enlightenment wears off. Inside, find Aydin. He'll teach you how to get past the trap in Black Spire and give you directions to it. When you're done talking to him, talk to Josie about how to get out alive.
Mission Three — Revenge on the Empire
With the brooches and the seal, you're ready for the final mission. Clear out useless items and bring lots of arrows and tons of potions. This will be the biggest and hardest battle in the whole game. The goal is to kill King Hawthorne — the one responsible for sending everyone into Avernum.
Head to the Scimitar headquarters and tell Rogow that you've found the exit to the surface world. More importantly, tell Erika — she'll let you see some of her spell tomes and give you instructions on how to get revenge on the Empire. Also return the Dragon Scroll to Khoth the dragon. He will teach you a ritual that will be important in this mission. (If you don't have it, check the Artifacts section.) With Aydin's instructions in hand, it's time to move on.
Black Spire
Head to the tower Aydin described: Black Spire. Inside you'll fight Black Shades — invisible spell casters who constantly summon smaller creatures. Place the Royal Seal in a painting in the northern part of Black Spire (you need to have talked to Aydin to accomplish this). Then turn the wheel and head on to the next tower. (Hint: Use Far Sight.)
Tower of Barriers
As soon as you walk into the Tower of Barriers, you'll be attacked by a group of demons and imps. In the center of the tower are two talking statues. After talking with both you'll learn about the wards — the barriers Khoth put up. If you know Khoth's ritual, you'll be able to get past them.
There's a fountain nearby — be warned that the first and second time you drink from it you lose 2 Dexterity points. The third time you gain 5 Dexterity and are healed. After that it does nothing.
Follow the passage past demons until you reach the end. Step on the platform in the lava and Erika will appear. When you're ready, she'll transport you to the surface.
Final Bout
This is the final fight of the game. DO NOT HEAD WEST — that's the exit to the castle and you'll be overwhelmed and killed. Head east and keep going until you reach the main throne room, where King Hawthorne and hordes of soldiers await. Avoid exploring the side rooms — there's nothing useful in them. As you advance, more Royal Guards will come from behind.
In the throne room, King Hawthorne, Royal Mages, Royal Guards, and some Golems are waiting. Before entering, cast Battle Ceremony — it will help greatly. The Royal Mages are the main headache; they have the strongest spells, most spells don't do much damage to them, and they love to summon creatures. Royal Guards have top-of-the-line armor and weapons. Luckily, you may find Steel Plate Mail there if you need it.
King Hawthorne has a lot of HP, can cast some spells, and has resistances to certain magic. Get your strongest fighter in close to deal damage, or hit him with arrows from afar. Once he's defeated, you've beaten the game.
After completing the game, you're free to do whatever you want in Avernum — explore, finish smaller quests, and discover new things.
Artifacts and Special Items
Orb of Thranli
The Orb of Thranli enables you to fly and is very important. Some places can't be entered without it. To get it, head to the Waterfall Maze called Waterfall Warren, west of Fort Dranlon. Starting from the sign that says Waterfall Warren: head south 1, west 5, south 1 and down a waterfall, then south 1, east 3, south 3, east 3, south 1 and down another waterfall, south 2, west 5, south 1 and down the waterfall. Keep heading roughly south. After the second waterfall, the dungeon you're looking for is to the east.
Inside that dungeon, head north — but beware of basilisks that will turn your characters to stone. Give your priest a Crystal Shield to prevent being turned to stone. At the northern part of the dungeon you'll find the Orb of Thranli and a tomb. Inside the tomb you'll fight Vengeful Shades and a lich. Liches are undead priests with the highest levels of priest spells (and sometimes mage spells too). Once defeated, search the books on pedestals for the first mage and priest spells at level 2. Use Far Sight and search the northern parts of that room for more goodies.
Dragon Scroll
The Dragon Scroll is owned by Khoth the dragon and was stolen by the Empire. It has no direct value to you, but Khoth will teach you a ritual useful later in the game. You can find it in a secret Empire fort located south of the giants' fort.
DemonSlayer
The Demonslayer is a sword brought down by Karzoth, leader of the First Expedition of Avernum. He was slain by a Haakai Lord and the sword was broken into three pieces. Highly recommended — it's one of the strongest weapons in the game and makes fighting demons much easier.
- Demon Slayer Pommel: The Nephilim have it. Located north of Corta in a Nephil fort.
- Demon Slayer Tip: Slith temple in a swamp southwest of the fort south of Fort Dranlon.
- Demon Slayer Blade: Crypt of Drath — located in the Scree Pits.
The Crypt of Drath isn't too hard — just lots of undead. Bring plenty of Energy Potions for Repel Spirit and Light spells. Also bring lamps and torches in case your mages run out of Light spells. Far Sight or the automap will be essential due to the everlasting darkness (regular Light spells won't work in some areas).
Once you have all three pieces, head to Fort Draco and talk to Boutel the Blacksmith. He will repair the Demonslayer for free, and you get to keep it.
Silver Circlet
The Silver Circlet was brought down from the First Expedition, and no one knows what it can do. Pyrog wants to know, so this is how to get it. Talk to Scab in Spire (capital of the Abyss). He'll ask you to go through the arena twice, then tell you about a key to the west of town and his friend Asp in the inn at Corta. The key is guarded by spiders. Once back in Spire, locate Meena's bedchambers — right next to them is the room with the Circlet, guarded by three Guardians. Don't tell Meena you stole it or she'll attack and the whole town will turn hostile.
Brooches
The five brooches are used together with the Royal Seal to teleport to the surface world.
- Malachite Brooch — Located in the Friendly Spider Cave. Free a spider from the arena in the Arena Cave (the spider is toward the back) to get it.
- Pearl Brooch — Found in the cave of ghosts and zombies plaguing Mertis. Be sure you have the Dispel Barrier spell.
- Platinum Brooch — Talk to a prisoner held in Dhramon. She'll tell you her partner stole a brooch. He's hiding behind the church in Mertis. Buy it from him for 100 gold.
- Chalcedony Brooch — Take out Pyrog the dragon to get this one.
- Ivory Brooch — In Mortax's lair, in the area with the fire lizards.
Spider Queen Fangs
The Spider Queen Fangs can be found in the huge Arena Cave west of the smaller Arena Cave. They're well hidden, so search carefully. You won't use them yourself, but give them to Phyella in Fort Draco — she lives right behind the alchemy shop. She'll reward you with Shadow Leather (1–4+3 damage), which is good for mages who can't cast while wearing heavy armor.
Blessed Athame
The Blessed Athame is a small knife brought down from the First Expedition with a reputation for cutting through anything. You'll find it in the secret laboratory in the Tower of Magi. You need it to free Grah-Hoth from his prison.
Royal Seal
Head to Akhronath, in the middle of a lava pit west of the Tower of Magi. Before going, get the Gold Key from Patrick the mage. The Royal Seal is in the northern corner of Akhronath. It is used along with the brooches to teleport to the surface world.
Crown Token
The Crown Token is given to you by the Mayor of Formello after you return her necklace from the Nephilim. It allows you to see the King of Avernum.
Keys
- Bronze Key — Opens the Nephil temple door in the huge Nephil fortress. Found in the smaller Nephil cave near Fort Dunvo.
- Stone Key — Found in an old battlefield near Mortax's lair.
- Onyx Key — Used to get into the second floor of the Slith Castle. Found in the fort south of Fort Dranlon.
- Diamond Key — Around the neck of Pyrog.
- Gold Key — Found in a hidden room in the castle. Used to turn a wheel in Akhronath.
- Tin Key — Opens the docks guarded by giants. Found in the giants' castle that terrorizes the people of Bargha.
- Bone Key — Gives easy access to Erika's tower. Ask Erika for it.
- Black Iron Key — Helps you get around in Grah-Hoth's castle. Taken from a demon inside.
Fun With Avernum
Now that you've beaten the game, there's still plenty to do. This section lists things you can do after the main storyline and some special events during the game.
Dragon's Treasure
Here is a list of dragons you can fight for their treasure — and trust me, it's worth it. (Warning: Your reputation goes down for each dragon you kill.)
Athron — Probably the easiest. She's alone with no help. Cast Beast Ceremony and maybe Divine Warrior on your fighters. Have fighters attack while spell casters maintain a safe distance. Keep hitting her with spells and she'll eventually go down. Head west from where she stood — you'll find some trapped chests containing a Scroll of Bitter Loss, a Blessed Large Shield, and a Ring of Great Health. The ring is the only thing really worth killing Athron for.
Mortax — Why kill the kindest dragon? Treasure, of course. Kill Mortax first (a hard battle since everyone there will attack). Then head to the secret passage south of Mortax's bed, follow the water path, and enjoy the treasure.
Note from PantherShadow: "It is possible to steal Mortax's treasure without making anyone mad. Walk up to the traps in as straight a line as you can and enter combat mode, then leave combat mode. Your party will move a few spaces forward. Do this until you reach the boat. You'll still have to kill the statue, but Mortax and his friends won't know you did anything."
Khoth has no treasure, and you would be a fool to try to steal Sulfras's treasure.
Erika
Erika has many items laying around, but you may be too scared to take any. Don't be afraid — she can't turn hostile since she's too important to the story. You can even hit her with spells and she won't react. She won't turn hostile no matter what!
Spire
Spire is the capital of the Abyss, filled with people who couldn't behave in Avernum. If you got sick of their attitudes the first time, it's time to set things straight. Head to the mayor's office in the northern corner of town. Cast Beast Ceremony, talk to the mayor Meena, and tell her you stole her circlet. She'll call the guards and the town will turn hostile.
Killing Meena is easy, but the guards are tougher — lots of HP and top-of-the-line arrows. With a strong party, you'll clear them out. There are no mages to deal with, and the townsfolk fall quickly. You'll find potions, coins, and a large amount of steel bolts. (Note: Those guards running around begging for money are unkillable.)
The Royal Treasury
The treasury is located in the southern corner of the castle. After getting past the magic barriers, the ur-basilisks, and the locked doors, you'll reach two treasure chests containing Boots of Speed and 5,000 coins. If you take only the boots, you'll get away cleanly. If you take the coins, the entire castle turns hostile and your chances of escape are incredibly slim.
Adventures for Hire
Looking for new party members? Here is a list of adventurers found throughout Avernum. They each come with 5 skill points but no Character Traits. To compensate, each has a unique special skill.
Andrew — Located in Corta. Level 5. Will join you if you have a decent reputation. Has a lot of Tool Use and useful special skills like Pathfinder and Resistance. A solid extra party member.
Sabrina — Located in Blosk. Priest level 15. Will only join you if you kill the Chasm Drake west of Fort Remote. Has useful special skills, high First Aid and Arcane Lore, and high Priest Spells. Worth it if you need a dedicated priest.
Jay — Located in the inn at Silvar. Fighter/Ranged level 3. Demands 100 coins before joining, but is a good fighter who's also skilled with ranged weapons.
Special Events
As the months pass in Avernum, special events occur. These are events observed during play — some may be out of order.
- 1st of Any Month — The crypt door opens.
- Remembrance 1 — Avernum's Birth. The anniversary of the day the first exiles arrived in Avernum. Traditionally spent in study and contemplation. Effect: Training doesn't cost any gold.
- Ice Fall 1 — Low Ailment. Effect: All melee attacks do half damage.
- Frost 29 — Battle Eve. The anniversary of when the mages defeated Grah-Hoth. Effect: All spells are cheaper.
- Evermoon 3 — The Terror. A day terrorized by rampaging monsters — nobody knows why. Effect: More wandering monsters.
- Suncome 15 — High Alignment. A good day to start a fight. Effect: All melee attacks do double damage.
- Radiane 1 — Day when Fort Draco opens. Effect: None.
- Radiane 14 — Day of Recall. A day to remember all the good things in life. Effect: All shops are closed.
