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PARTY
CREATION GUIDE NPCs ITEMS CIRCLE OF EIGHT
HOMMLET MOATHOUSE
NULB
TEMPLE ELEMENTAL NODES ENDGAME
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Water
Elemental Node
THE
ELEMENTAL NODES
After
clearing out all four levels of the Temple, it is now time to use
the dimensional gateways that Hedrack had previously controlled
access to. The gateways lead to a part of one of the four elemental
planes; Air, Earth, Fire, and Water. Each portion of the elemental
plane is watched over by a guardian, a Demon from the Abyss that
is somehow representative of the Elemental Node that it resides
in. Each Demon guards one of the four Elemental Gems used to empower
the Orb of Golden Death.
The objective then is to join all four of the Gems to the Orb so
as to pursue a final ending.
Water
Elemental Node
The
guardian here isn’t nearly as dangerous as the Balor you faced,
but the creatures that inhabit this plane are more numerous, and
often more dangerous than the creatures that inhabited the other
nodes.
1.
A gateway to the Air Elemental Node.
2. A gateway
to the Earth Elemental Node.
3. A gateway
to the Fire Elemental Node.
4. Here you’ll
run into two Vodyanoi, an aquatic version of the Umber Hulk. They’re
more dangerous than Umber Hulks in that instead of using a gaze
that confuses one opponent, they cast Confusion as per the 4th level
arcane spell. Magic Circle Against Evil certainly helps. Rush them
and kill them as fast as you can.
5. Here you
fight a large pack of Merrow, aquatic ogres. They’re every
bit just like Ogres. It’s just that there’s lots of
them. Can anybody say Fireball?
6. Here you’ll
have to fight four Eyes of the Deep. An Eye of the Deep is like
a Beholder, but with less hit points and less dangerous spell-like
powers. Nonetheless, in a prolonged fight, the use of those powers
can add up. Area effect spells, coupled with a mopping up enhanced
by Haste, should do the trick.
7. Here are
two Sea Hags.
8. Here you’ll
find a large pack of Lacedons, aquatic ghouls. Again, Fireball them
into oblivion.
9. Here is a
pack of Kapoacinths, gargoyle creatures that have some pretty tough
damage resistance. Here, Fireball combined with persistent melee
works as well.
10. Here are
two Large Water Elementals.
11.
Here you’ll run into a horde of Grank’s Bandits. They
combine Evasion with very good Reflex saving throws, so area-effect
spells aren’t useful here. My approach here was to stay on
the other half of the bridge. Alliria
then plants Spike Stones in their camp. Valarian
can shoot arrows at any that are in view. If any of them come forward,
Sir Tirion and Ferofist
can cut them down piecemeal once they’ve crossed the bridge.
Incidentally, all the Grank’s Bandits carry Masterwork
Rapiers and Masterwork
Shortswords.
At
the very back of the camp is their leader, Grank, who has quite
the story to tell. In any event, he’s pretty intent on dying.
12. Here the
party runs into two Ice Lizards. The Lizards start off combat with
a breath weapon that resembles Cone of Cold. However, as with any
creature that uses a breath weapon, they need a recovery time before
they can use the weapon again. My ploy here as to have Valarian
step right up to the Ice Lizards. He harmlessly absorbed their breath
weapons with his Evasion ability. The rest of the party then moves
in for the kill.
13. Here you’ll
find a large group of Lizardmen.
14.
Now it is time for the guardian. It’s a Hezrou, a large toad-like
demon, along with two Large Water Elementals. It starts off combat
with Chaos Hammer, which inflicts minor damage on the party and
will have a brief disorienting effect on Lawful characters. It exudes
a stench that can also reduce the ability of opponents to attack
it if a Fortitude saving throw isn’t made. In some ways though,
the real danger of the Hezrou is its ungodly number of hit points
(about 600 or so). Needless to say, buff up to the max beforehand
so that you can absorb the Hezrou’s attacks. This includes
Stoneskin on everybody, and Haste. With +2 weapons in hand, the
party should be able to go the distance with the Hezrou and win.
The Hezrou leaves
behind the Water Elemental Gem, which empowers the Orb of Golden
Death to cast Ice Storm once a day, Summon Water Elemental once
a day, and Summon Hezrou once a week.
The
door behind where the Hezrou had been standing enables the party
to return to the Temple of Elemental Evil, Level 4.
Now that the
Orb of Golden Death has been completely assembled, it is time to
make a decision as to what to do about it during the Endgame.
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