Location: Games » The Temple of Elemental Evil » Walkthroughs &
Guides
PARTY
CREATION GUIDE NPCs ITEMS CIRCLE OF EIGHT
HOMMLET MOATHOUSE
NULB
TEMPLE ELEMENTAL NODES ENDGAME
About
the Solution About the Maps
About the Author Solution Updates
Temple:
Dungeon Level 1
TEMPLE
DUNGEON LEVEL 1
This
level is the principal residence of the Earth Temple, one of the
four factions competing with each other for supremacy. The other
3 will be found on the second level. Wearing any of the coloured
robes from the Throne Room allows the party the full run of the
level. Even so, the level has plenty of monstrosities who aren’t
so discriminating as to whether to attack the party.
1. Stairs leading
to the Throne Room.
2. A group of
Gnolls have holed themselves here. One of the Barrels contains some
Silver Arrows.
3.
An Ogre stands guard here. One of the chests contains Silver Arrows,
and a Spear +1.
4.
Several Ghouls are here. In one of the Barrels, the party finds
a Masterwork Glaive,
Masterwork Maul, Masterwork
Ranseur, and a Masterwork
Warhammer. Pay particular attention to the Masterwork Maul,
for it may come in handy when you’re ready to end the game.
5.
A Gelatinous Cube resides here. The cube is capable of paralyzing
its victim, and scores acid damage to boot. What the party will
have going for it is the low hit points of the Cube. This is where
the Improved Initiative feat really comes into play, allowing the
party to finish off the Cube before it can become dangerous.
6. A few Harpies
reside here. According to the Monster Manual, they’re capable
of a captivating song that renders the victim helpless. I honestly
don’t remember any of them using such an ability. Otherwise,
they’re none too dangerous.
7.
A room filled with Ghouls. By now, a party hoping to survive this
stage of the game should have spells which cause damage over an
area (i.e. Fireball) and be using them for such occasions.
8.
A flock of Stirges are found here. Stirges are pretty small, but
they can be fairly dangerous if not taken seriously. They’ll
be hard to notice in the dark of this room. Even once seen, their
small size gives them an Armor Class boost. Once they ‘attach’
to a character, they’ll drain his or her blood, causing the
temporary loss of 1 point of Constitution each round. And if one
character allows multiple Stirges to reduce their Constitution to
0, death results. Magic Missiles, guaranteed to strike their targets,
as well as consistent melee attacks, should take care of them.
9. In both of
these rooms, one can find groups of Gnolls, Ogres, and Goblins nestled
together. The comments I made regarding Ghouls in paragraph #7 are
equally applicable to the large numbers of evil humanoids you’ll
find in service to the Temple. Incidentally, they’ll also
attack whether or not you’re wearing Earth Robes.
10.
This long hallway is littered with Gnoll Skeletons.
Note
also that there is a long-running staircase in this hallway. Taking
it upwards leads to #8 of the Throne
Room. Taking it downwards leads to the Air Temple Shrine, located
at #14 of the Temple of Elemental Evil,
Level 2. Note that once the party goes down the stairs, they
won’t be able to come back up. Furthermore, if you’re
not wearing Air Robes, you’ll get attacked from all sides
by several Air Elementals.
11.
The party will find a pirate named Morgan here. Morgan
is willing to join your party with very little persuasion. There’s
one catch, bringing him to Nulb isn’t a good idea because
he became imprisoned in the Temple for making a pass at Renstch’s
consort, Dala.
If
you chose the ‘humorous’ option after completing the
Mystic Orb quest, you’ll
find 3 more NPCs ready to join your party, Ted,
and two Eds. Ted speaks
with an overdone hick accent, and the other two are mute.
No NPC ready
for hire here offers anything worth noting, so just move on.
12. This area
has a great number of Ghouls, as well as a couple of Ghasts (like
Ghouls, but with more hit points). The chest they leave behind contains
a Potion of Protection from Undead, and a Scroll of Shocking Grasp.
13. In this
large room, the party will find a lone Ogre surrounded by a huge
pack of Goblins.
14. This is
the kitchen of the level, which has been taken over by a Giant Viper.
15. A Turnkey,
somebody who tortures other people for the pleasure of it, is here
along with his guard. They’re not terribly difficult.
In
the southern cell will be two girls that have been tortured for
weeks. They’ll obviously be glad of their release when you’ve
lifted the bar.
In
the eastern cell will be two Orcs, Pitak
and Truelk. Evidently,
both can join the party as NPCs.
16. These are
the prison cells of the Earth Temple, watched over by a couple of
Bugbear guards. Most of the cells contain Zombies.
One
of them, however, contains a Gnome named Wonnilon. For more on Wonnilon,
see the section on Wonnilon’s
quest.
17. Some Bugbears
in service to the Earth Temple reside here. Be mindful that all
bugbears in the Temple can now invoke Barbarian Rage, so you may
want to consider using spells that disable them, or otherwise impair
their attacking ability.
18. Humans serving
as rank and file troops for the Earth Temple are in this room.
19.
More Earth Temple Troops are here. Their commander wields a Battle
Axe +1.
20. Black Widow
Spiders lay an ambush here. These creatures pack a pretty potent
poison. Take note that they’ll come after your party from
both front and back. Make sure your spellcasters protect themselves
beforehand. Having a fighter-type stand close to your wizard or
sorcerer is also recommended.
21.
Wonnilon will likely end up relocating here as part of Wonnilon’s
quest.
22. The shrine
of the Earth Temple. You’ll notice a few Earth Clerics here
supplicating themselves before a Pyramid. You might also notice
a few chests lying around. You can go ahead and loot them without
the Clerics taking offense.
If you decide
to kill the clerics, they’ll instantly summon two Earth Elementals
to their aid. If you feel you can survive the initial attacks by
the Elementals, which I did, go all out for the clerics first. They’ll
have fewer hit points. As such, you can reduce the number of attacks
or casters more speedily by going after them first.
23.
The quarters of the high priest of the Earth Temple, Romag. Romag’s
the man to see if you want to complete the Earth
Quests.
If
you decide to attack Romag, the fight isn’t very hard. Both
Romag and his assistant Cleric don’t have very many hit points.
Once they’re gone, it’s a matter of cutting down the
Bugbears, with spells affecting single opponents thrown in for good
measure. Romag leaves behind a Mace
+1, and Chainmail +2,
and a Diary that contains some insight into the bitter feuds going
on within the Temple. He’ll also leave behind the key to his
chest, which holds a fair amount of treasure.
24. A secret
door is here.
25. These doors
are magically sealed. There’s nothing you can do to open them,
and they’re not significant for purposes of advancing your
game, so don’t worry about them.
26. Stairs leading
down to level 2.
Top
|