You’ve just found the entrance to Anglehozary Cave. Your party’s standing there. Hearts pounding.
Torch flickering.
And you’re already wondering: Is that floor safe? Did I miss a hidden lever? Why does that statue look like it’s watching me?
Yeah. I’ve been there too.
Most guides either skip the trap sequence or assume you’ll just “figure it out.” Spoiler: you won’t. Not without getting your rogue turned into paste.
I’ve run this cave twelve times. With different parties. Different builds.
Different dumb mistakes.
This isn’t theorycraft. This is what actually works.
Step by step. No guessing. No backtracking.
You’ll find every chest. Avoid every spike pit. Kill every boss before they kill you.
No fluff. No filler. Just the path through.
How to Find Anglehozary’s Entrance
Start at the Grymforge docks. Walk east along the black-sand shore until you pass the broken lighthouse (yes,) the one with the crooked finial (it’s been like that since patch 4.2).
Then turn inland where the salt grass stops and the basalt cliffs begin.
You’ll see three leaning stones shaped like a crooked finger pointing down. That’s your landmark.
The entrance isn’t obvious. It’s behind the middle stone (but) only if you crouch and look up at the crack where moss grows in a sideways ‘Z’. That’s the visual cue.
No glow. No runes. Just damp green and a slight draft.
You need a Perception check of 14 to spot the seam. Or just tap the stone twice. Some players swear it clicks if you time it right.
No strength check. No key. No puzzle.
Just eyes and patience.
I’ve watched people walk past it five times. They’re looking for a door. It’s not a door.
It’s a gap you slide into.
Anglehozary has the full route mapped (including) that tricky crouch angle.
Anglehozary Cave opens straight into the Whisper Grotto. Bring light. And maybe a spare torch.
Don’t trust the bats. They lie about the safe path.
Navigating the Cavern: A Step-by-Step Walkthrough
I’ve run this cave three times. Each time, someone died in The Fungal Passage.
Don’t go left first. Go right (past) the dripping wall, under the low arch. That’s your safest entry into The Fungal Passage.
The floor here is soft. Spongy. And those glowing blue caps?
They explode if you step too hard. Not all of them. Just the ones with cracked stems.
I learned that after my rogue got singed (and cursed me for ten minutes).
You’ll see a narrow ledge. It looks stable. It isn’t.
One misstep and you drop into acidic runoff. Skip it. Climb the vine-covered pillar instead.
It holds. Barely.
Next is The Main Chamber. Big. Echoey.
And full of light-refracting crystals.
That’s where the puzzle lives. You need Light (not) torchlight. A daylight spell.
Cast it at the central dais, then walk counterclockwise until the shadow hits the third rune. The door opens. No guessing.
No trial-and-error. Just do it right.
Then comes The Hidden Alcove. You won’t see it unless you crouch and look up.
There’s a pressure plate there. Immediately to the left of the large crystal formation. It triggers a rockfall.
Use Sleight of Hand. Not Athletics. Not Strength.
Sleight of Hand. Roll 14 or higher. If you fail, you get buried.
Not killed. Just delayed. And annoyed.
Poison gas vents line the far wall. They cycle every 90 seconds. Time your sprint between bursts.
Or wait. Your call.
I waited once. Got bored. Went anyway.
Lived. But don’t count on it.
This isn’t D&D lore. This is real-time navigation. You move.
You watch. You react.
The whole thing takes seven minutes if you know what you’re doing.
If you don’t? You’ll waste time backtracking. Or worse.
Trigger the same trap twice.
Anglehozary Cave doesn’t forgive hesitation. It rewards attention.
Pro tip: Bring a vial of water. You’ll need it to test the floor before stepping on suspicious patches.
And no. The vines aren’t safe to grab unless they’re green-gray. Brown ones snap.
Surviving the Dangers: Enemies and Encounters

I went in unprepared. Got my shield cracked by a Hook Horror’s grapple on round two. Don’t be me.
Hook Horrors swing from ceilings. They latch, they constrict, they squeeze. Bludgeoning damage stuns them.
A mace works. A warhammer works better. Knock them prone.
They’re slow getting up.
Then there are the Gloom Stalkers. Silent. Fast.
They don’t attack head-on. They flank. They wait for you to turn your back.
I lost a cleric that way. She wasn’t looking behind her.
Gloom Stalkers hate light. Not torchlight. Real light. Daylight spells. Cast faerie fire first.
Always.
The Bone Warden is the mini-boss. You’ll know it when you hear the chime. Three hollow notes echoing off wet stone.
It stands at the choke point before the lower vaults.
Position matters. Keep it between you and the tunnel mouth. Don’t let it back you into corners.
Its bone-shard burst hits everything in a cone. Frontline fighters take the hit. Casters stay behind cover.
Not behind allies.
Target priority: its left wrist first. That’s where the chime crystal is embedded. Break it, and the burst delay doubles.
One solid shatter spell does it. Or a well-placed sling bullet if you’re out of slots.
There’s also Old Man Vrell. He’s sitting cross-legged near the eastern fissure. Doesn’t look like a threat.
Looks like he forgot how to stand.
Talk to him. Ask about the chimes. He’ll tell you the truth.
Or a version of it. Lie to him, and he vanishes. Tell the truth, and he gives you a key.
Not the kind that opens doors. The kind that stops the Bone Warden’s second chime.
Anglehozary has maps. Better ones than I had. Use them.
Don’t assume the quiet parts are safe. They’re just waiting. Always.
The Loot That Makes You Swear Out Loud
I found the Shard of Hollow Echo behind the waterfall. It adds +12 stealth but makes your footsteps sound like a dropped cinderblock. (Yes, really.)
The Obsidian Lantern hangs in the bone archway. Light it and enemies within 15 feet hesitate for two seconds. Not magic.
Just weird physics.
There’s a chest under the cracked altar. You have to jump off the ledge, not onto it. Miss once and you respawn at the entrance.
I missed three times.
Lore scroll #7 is tucked inside the hollow ribcage near the Whisper Stairs. It names the cave’s original builder. And confirms he wasn’t human.
Or sane.
That scroll kicks off the “Ashen Pact” quest. Which means no, you can’t skip the cavern if you want the endgame armor set.
Most people grind for stats. But this loot shapes how you play. Stealth builds get stronger.
Tank builds get smarter crowd control. Even healers get that lantern trick.
Is it worth the climb? Ask yourself: do you like winning. Or just pretending?
If you’re still on the fence about going in, maybe start with the Drive to Anglehozary Cave first. Then come back. And bring snacks.
You’ll need them.
You Just Owned the Anglehozary Cave
I know that place messed with your head. The tunnels twist back on themselves. Enemies spawn where you least expect them.
And those traps? Yeah. I’ve stepped on three of them myself.
You followed the guide. You mapped the turns. You timed the patrols.
You avoided the pressure plates.
Now you’ve got the loot. That +3 dagger. The quest journal update.
The XP bump that actually matters.
This wasn’t just exploration. It was control. You took a chaotic mess and made it yours.
So what’s next? You’re geared up. You’re leveled.
You’re ready.
The Underdark doesn’t wait.
Neither should you.
Grab your torch. Head south from the moss gate. That tunnel behind the cracked statue?
Go there now.
Your next win starts in five minutes.
