I've found that rough terrain like the walls of a cave really need light coming from a lot of angles to look realistic. What you can do to cut down on the amount of rendering time is you can put lights down the very center of the cave with low intensities to get a good effect. It also depends if your cave walls are very dark or not, but in coal mines, where the walls are very dark, you wouldn't see too much indirect lighting, so you could get away with just using your lights in mechanical areas and not have to worry about radiosity like effects.

What kind of mood are you going for? Do you have a sketch of the cavern that you're wanting to light?
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Here's a quick cave I rendered and the light layout:
Click to view attachmentClick to view attachmentBoth lights cast 2 raytrace shadows with 80% darkness. There's a light gel on the klieg light and a matching color map on the lamp itself.
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Doom 3's engine did not have any radiosity, and they were abel to get fairly decent looking caverns. If you have the game, I suggest whipping it out and playing through some of those levels to get some ideas for lighting. I can tell you that they used fog to give a greater feeling of depth. You can see it in this image:

You can see many other images of these Doom 3 caverns on
this site.
Here's what my scene would look like with a bit of fog:
Click to view attachment