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Temple:
Dungeon Level 2
TEMPLE
DUNGEON LEVEL 2
Here
is where the party will find the other three competing factions,
the Temples of Air, Fire, and Water. You may be left with the impression
that you have to complete the quests for at least one of the factions
in order to progress. Strictly speaking, that isn’t true.
It is merely optional. In the meantime, milk this place for all
the treasure and experience points it offers.
1. Stairs to
the first level of the Temple.
2.
A Minotaur lies in wait here, initially appearing as a dormant statue.
It can pack quite a wallop, and will cast Stoneskin on itself just
as combat starts. It’s a matter of maximizing your armor class
with spells, then pressing the attack to wear out its Stoneskin,
and ultimately kill it.
The chest it
leaves behind contains some treasure as well as a Potion of Protection
from Elementals.
3.
Here you’ll find the Littlest Troll. For my advice on killing
Trolls generally, see paragraph #21 of this page.
In the meantime, the barrels contain a wide variety of mundane weaponry.
4.
Here you’ll find a Carrion Crawler. It is capable of paralyzing
its victim with its bite attack. With its meager number of hit points,
the party should be able to take it down quickly by now.
5. In this room
you’ll find a large number of Greater Temple Bugbears. You
can kill them without fear of not being able to complete the quests
for one of the elemental factions. If you’re going to, crank
out the area-effect damaging spells as much as you can. There’s
a lot of them, and many of them are capable of barbarian rage.
In a chest to
the northwest corner of the room, the party will find two Greater
Temple Black Robes.
6. Here a Bugbear
and an Ogre stand guard over the nearby cells.
7.
Through the north door the party will find the elven Countess Tillahi,
and her consort Sir Juffer. It is earnestly recommended that you
set them free as part of the Daring
Rescues quests.
8.
In here, the party will find a few merchant prisoners as well as
a pirate named Wicked. Wicked
is apparently a joinable NPC, although not much is known about him
at this time.
9.
Here you’ll find a large force of humans in the employ of
the Temple. Kill them at leisure. On the Lieutenant (the Orc Lieutenant
that is), you’ll find some treasure, and a Ring
of Protection +2. The Commander will be carrying a Long
Sword +2, a Leather Armor
+1, a Ring of Invisibility,
and a Cloak of Resistance +2.
The Commander
will also leave behind a key to his chest, which is against the
north wall. In the chest you’ll find scrolls of Shield, Cure
Light Wounds, and a Potion of Invisibility.
10. Here you’ll
find a small group of Ogres, led by an Ogre Shaman.
11.
Here you’ll meet Kelno, the chief cleric of the Air Temple.
Actually, he’s the only cleric in the Air Temple. It won’t
take much exploring, and much listening to Kelno, to figure out
that the Air Temple is definitely losing the competition with the
other factions. At any rate, Kelno desperately wants your help,
leading to the Air Temple Quests.
If,
like me, you decide to end his pitiful existence, he’ll leave
behind a Mace +1, and
a key to his chest, which is in plain view.
In
his chest, the party will find a Cloak
of Resistance +1, a Chainmail
+1, and a Dagger of Venom
+1. The Dagger of Venom makes an ideal weapon for either a Rogue
or a Druid. Indeed, I have Alliria
wield the Dagger of Venom with one hand, and improve her defence
by carrying a Wooden Elven Shield in the other hand.
12. Some human
troops loyal to the Air Temple are stationed here.
13.
A fair number of Bugbears loyal to the Air Temple are found here.
One of the Female Bugbears also leaves behind a Great
Cleaver. Now Ferofist
has found his weapon for the balance of the game.
14.
The shrine for the Air Temple. The Air Elementals here will attack
if your party members are not wearing the Air Robes and have not
been initiated into the Air Temple by Kelno.
15. Here you’ll
find a mirror. It would seem that two celestial beings are trying
to speak to you, and render wise assistance through the mirror.
They’d like you to leave all your possessions in the room
and leave the way you came. Sounds a little too sacrificial, doesn’t
it?
16. Through
a secret door you’ll find two Werewolves. Provided you have
decent Armor Class for your fighters, and they’re carrying
enchanted weapons, you shouldn’t have too much trouble with
this. The Silver Arrows that are scattered throughout Level 1 also
come in handy. Take them out one at a time.
They leave behind
a chest which contains a scroll of Otiluke’s Resilient Sphere.
17.
This room is accessed through a secret door. You’ll find a
Drelb, which is apparently classified as an Evil Outsider instead
of Undead. I had the good fortune to avoid getting hit by it, but
apparently its touch attack has a chill effect which causes the
victim to limp for 1 round without a saving throw. Keep in mind
that it is also incorporeal, meaning that all melee attacks have
a 50% chance of not affecting it. The motto here is kill it as quickly
as you can.
The
creature leaves behind a Holy
Ranseur +1. I couldn’t fit this into my party’s
setup, but it can be sold for a wad of cash.
18.
Here the party will find two priests of the Fire Temple, Tulab and
Antonio, along with their Bugbear guards. For more on this pair,
refer to the Rivalry in the Fire
Temple quest.
If
you decide to kill them, Tulab leaves behind Full Plate Armor, and
a Ring of Protection +1,
while Antonio leaves behind an ornate mace that, while not magical,
is worth plenty.
19.
Here you’ll find the High Cleric of the Fire Temple, Alremm.
The rather maniacal Alremm is the one to see if you want to perform
the Fire Temple Quests.
If
you kill Alremm, he leaves behind a Chainmail
+2, a War Hammer +2,
as well as scrolls of Dispel Magic, Discern Lies, and Flamestrike.
Sir Tirion takes the War
Hammer so as to be able to use a blunt weapon when the situation
requires it.
20.
Here you’ll find a warrior named Bassanio, brandishing a flaming
sword. If you attack him, you’ll get ambushed by two Salamanders
and several Flamebrothers. They’ll converge upon you from
all sides, so area-effect spells aren’t all that helpful.
Each time you attack them, you’ll take some fire damage in
the process. The two Salamanders can also unleash Fireballs. Preparation
is the key. I had Lanatir
cast Protection from Energy (Fire) on every party member. Thereafter,
party members will absorb the first 108 points of fire damage they
get hit with. Alliria also
summons a Fire Elemental, which will be immune to the fire damage.
A haste spell is also recommended. Thereafter, it becomes a straight
melee, with Magic Missiles where appropriate.
Bassanio
will then leave behind a Flaming
Sword +1. Sir Tirion
will find this sword very useful for certain monsters, like Trolls.
You’ll also notice a locked and trapped chest that contains
2 Potions of Protection from Energy (Fire), a Frostbrand
+3, and a Ring of Lesser
Fire Resistance.
21.
Here the party will find Trolls. It is well known that Trolls can
only be permanently killed with Fire or Acid. For all you Baldur's
Gate 2 veterans, killing Trolls works a little differently in ToEE.
In BG2, all you had to do was pound away at the Troll until it had
0 hit points. You could then deliver a coup-de-grace with an acid
or fire attack, however little damage it caused. In ToEE, damage
against Trolls falls into two categories. Any attack other than
fire or acid damage causes non-lethal damage. It can make the Troll
fall unconscious, but it is only a matter of time before it recovers
and gets back up. To finish off a troll, you have to take away all
of its hit points with either acid or fire. Once the necessary ‘lethal
damage’ has been inflicted by either fire or acid, the Troll
will die.
For
a single Troll, what you can do is knock it out with non-lethal
damage, and then have a fighter pound on it constantly with the
Flaming Sword +1. Another
option is to perform a Coup-de-Grace attack to cut off its head.
For a large group of Trolls, my recommendation is to knock them
all out with non-lethal damage. Then have the party move away a
distance. Your spellcasters can then pummel the prone Trolls with
spells like Fireball and Flamestrike.
22.
Here you’ll find the chief of the Trolls, Oohlgrist. Oohlgrist
is rather easy to distinguish from his fellows, due to his increased
size and impressive looking bone armor. Oohlgrist, or his loyalty,
is the subject of competition between the Fire and Water Temple.
For more information in this regard, refer to the Fire
Temple and Water Temple
quests.
Incidentally,
you can convince Oohlgrist
to join your party by repeatedly initiating dialogues with him and
selecting the options available through the Intimidation skill (i.e.
with the Strong Arm icon).
If
you decide to kill Oohlgrist (like I did), you may be in for quite
the challenge. He’ll augment his already considerable combat
prowess with his barbarian rage. He’s already wearing a Ring
of Lesser Fire Resistance, meaning that minor fire-based attacks
like Produce Flame or Burning Hands won’t make much progress.
His Armor Class is at 26. Attacks like Melf’s Acid Arrow which
depend on making a ranged touch attack will miss more often than
not. The recommended strategy is to knock him down with non-lethal
damage as fast as you can. Then go into one of the adjoining rooms
and pummel him with spells like Fireball and Flamestrike, which
will still inflict significant damage notwithstanding his minor
fire resistance.
Oohlgrist
then leaves behind a Ring of
Lesser Fire Resistance, a Troll
Bone Armor, and a Troll
Bone Helm. The Troll Bone Armor is basically the equivalent
of Full Plate Armor that can be worn by Druids. It is also a masterwork
armor, so it can be enchanted to +3. The Troll Bone Helm is also
a masterwork helm that can be enchanted to +3 so as to provide a
+3 bonus to Armor Class. This won’t stack with body armor,
however. These items in some way represent the ultimate exploit
for my Druid, Alliria. Since
Dexterity is no longer quite as important (due to the +1 maximum
bonus allowed by the armor), it would then be expedient to craft
Gloves of Giant Strength for her. Alliria then becomes a very formidable
opponent in her own right. She provides healing, summoning spells,
and offensive spells. She also becomes a melee force in her own
right, all the more so with the ability to cast Stoneskin.
23.
Here, a Troll is busy training a pet Hydra. Hydras can be dangerous
for no other reason than that they can attack with all five of their
heads at once. Their attacks can also cause poisoning. Whenever
you find Troll(s) in the company of other monsters, take out the
other monsters first. They’ll stay dead, thereby allowing
you to take the time to inflict the proper damage on the Trolls.
This Troll is also wearing a Ring
of Lesser Fire Resistance.
24. Here is
where you’ll find a Troll training an Owlbear. Despite some
powerful melee attacks, a party with decent enough levels should
be able to take down the beast with straight melee combat.
25.
Here is where you’ll find the High Cleric of the Water Temple,
Belsornig. He’s the man to see if you want to complete the
Water Temple Quests.
If
you want to kill Belsornig, like I do, I provide advice on that
in detailing the Earth Temple
Quests. Once you’ve killed him, he’ll leave behind
a Rod of Smiting, a
Full Plate Armor +1, a Ring
of Lesser Fire Resistance, a Ring
of Freedom of Movement as well as scrolls of True Seeing, Resist
Energy, and Neutralize Poison.
26. On Belsornig’s
body, you’ll also find the key to his chest, which is located
here. In the chest, you’ll find a considerable amount of treasure,
as well as scrolls of Windwall, Bless Water, and Dispel Water.
27. Here is
the shrine to the Water Temple. Inside will be some Water Snakes,
which aren’t too hard to kill. They won’t even be hostile
provided you remain on good terms with the Water Temple (i.e. Belsornig).
28. Here you’ll
find Bugbears loyal to the Water Temple.
29. Here you’ll
find doors which are magically sealed. There isn’t any way
of opening them. They aren’t significant to your progress
in the game, so don’t worry about it.
30.
Here are some secret doors.
31.
Here are the stairs leading down to Temple of Elemental Evil, Level
3.
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