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PARTY
CREATION GUIDE NPCs ITEMS CIRCLE OF EIGHT
HOMMLET MOATHOUSE
NULB
TEMPLE ELEMENTAL NODES ENDGAME
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Temple:
Dungeon Level 3
TEMPLE
DUNGEON LEVEL 3
On
this level, you’ll notice that there are plenty of horrors independent
in their own right, eager to prey upon your party as well as those
who are loyal to the Temple. Indeed, such is the reason for a small
corridor that quickly links together both the 2nd and 4th levels.
1.
Stairs leading up to Level 2.
2.
Stairs leading to the Escape Tunnel. Both the Escape Tunnel and
the adjoining Broken Tower provide a more direct route to the surface.
For for more information on these two areas, refer to the Daring
Rescues quest.
3. Through the
north, east, and southwest doors adjoining this room, the party
will find several Bugbears and Ogres lying in wait. One of the bugbears,
through the east door, is trained to open the other doors so as
to bring the other monsters into the fight.
4.
Here you’ll find a Hill Giant named Scorpp. Scorpp
is apparently a joinable NPC. He is also here with his pet Worg
named Splot. If you decide to kill Scorpp, he’ll leave behind Wonnilon’s
Crossbow +1 and Wonnilon’s Scroll of Control Plants, which is
needed for Wonnilon’s Quest.
Furthermore, if you accepted Hedrack’s Quest
to find out what is causing the disturbance on the 3rd level, Scorpp
is the reason.
5.
In this room full of statues, the party will get attacked by some
Will-o-Wisps. They can be pretty dangerous. Their small size and
their dexterity gives them a significant Armor Class. They also
cause electricity damage through a touch-attack (ignores bonuses
to Armor Class relating to wearing body armor or shields). The way
I dealt with this was to have Lanatir
plant a Protection from Energy: Electricity on every party member.
The party is then more than capable of outlasting the Will-o-Wisps.
6.
Here, the party will get attacked by a Lamia, a creature with a
humanoid torso and a leonine lower body. The Lamia is assisted by
some Hooting Fungi. In her own right, the Lamia is a dangerous opponent.
She can protect herself with Mirror Image. She can also get your
party members to turn on each other with her Charm Person ability.
Any spell that you can use to maximize your saving throws, use it
(e.g. Magic Circle against Evil). Then rush her and kill her as
quickly as possible. She’ll also leave behind a Long
Sword +3.
7.
Here the party will find two Jackalweres, and some Jackals. Magic
Missiles as well as Silver Arrows prove reliable against the Jackalweres.
Beyond that, it is a matter of landing strong enough blows with
your usual enchanted weapons. In any event, thin out the Jackals
as soon as possible. Then go to work on the Jackalweres, chipping
away their hit points one at a time.
8.
In this room, you’ll find 3 Umber Hulks that come out of the doors
on each side. In addition to having powerful melee attacks, these
beasts can make things much worse by confusing an opponent with
their gaze. Again, its all about your saving throws. My approach
was to have Sir Tirion,
with his Charisma enhanced saving throws and high Armor Class, tie
down one Hulk. I then had Valarian,
protected by several spells including Improved Invisibility, tie
down another. The rest of the party then took their shots from a
distance; Alliria with Produce
Flame, and Lanatir with
Melf’s Acid Arrow and Magic Missiles.
9. Here you’ll
find 3 Leucrottas. Leucrottas sport powerful bite attacks that can
inflict 3d6+3 damage each hit. They can augment this further with
spells like Hold Person and Bull’s Strength. Be sure to keep your
arcane spellcasters well back, since Leucrottas also have the Improved
Initiative feat. Since they’re widely spaced apart, have summoned
monsters hold up two of them. The party warriors can then proceed
to take them down one at a time.
10. Here you’ll
find two prisoners who just want to get out of their predicament.
As far as I know, they aren’t particularly important by way of material
reward or plot advancement.
11. Here you’ll
find Yellow Molds. Not terribly difficult.
12.
Here is where you’ll an Ettin, a two-headed giant. Quite deadly,
since it can make four powerful melee attacks each round. On the
upside, it is easily flanked. Hitting it with spells like Blindness
and Doom can also help.
In the same
room, you’ll also notice several doors. You can pick them if you
want. However, there’s a handier solution described just below.
13. In this
room there are four adjoining doors. Through each door is a single
Troll. Upon killing the Troll, you’ll find a key that opens one
of the doors in the room described in paragraph #12.
14. Here you’ll
find a Groaning Spirit. Aside from the usual incorporeal undead
traits, I didn’t notice any attacks besides her poisonous touch,
so she shouldn’t be too hard to take down.
In
a chest she had guarded, you’ll find some treasure, a Green
Elven Chain, the Thorned
Chains of Love +1.
15. In this
room, you’ll find several Shadows. In addition to the usual dangers
involved with fighting incorporeal undead (touch attacks, 50% chance
to avoid physical attacks), Shadows can also drain strength temporarily
with a touch. Even so, Fireballs wreak havoc upon them.
16. Ogres, led
by an Ogre Shaman, can be found at these spots.
17.
Here the party will find a Black Pudding. This ooze has to be handled
with care. Going after it with slashing weapons or area-affect spells
cause it to divide into more Black Puddings, often with more hit
points. A single Black Pudding can inflict some pretty horrific
damage with a single attack. The key here is to attack it with magical
blunt weapons, and single target spells like Magic Missile. These
methods of attack will bring its hit points down without allowing
it to divide.
18.
Here the party will find a whole horde of Goblins, and two Hill
Giants. See paragraph #12, my advice on killing
the Ettin is equally applicable by now to the Hill Giants.
19.
The cell holding Prince
Thrommel. You have to find a secret door leading northwards
to the room. For more on him, refer to the Daring
Rescues section. He’s also a joinable NPC, but for limited purposes.
20. These are
two points connected together by a secret tunnel.
21.
In this room, you’ll find an assassin in the employ of the Temple,
Smigmal. She’ll attack you at the outset. However, if you bring
her to ‘Near Death’, she’ll make a desperate plea for her life.
Whether or not you spare her is purely a roleplaying decision.
I killed
her and looted her body for the Blue
Elven Chain. This will be the ideal armor for Valarian.
22.
Here you'll find an evil wizard named Falrinth. Unless Alremm has
given you a quest to retrieve an artifact on behalf of the Fire
Temple, Falrinth will attack the party with very little provocation.
He also has a Quasit helping him out. Take out the Quasit, which
can cause poisoning attacks, as quickly as you can so that you can
concentrate full force upon Falrinth. Apparently only blunt weapons
and fire seem to inflict lethal damage on him. He’ll constantly
keep himself protected with Stoneskin and Improved Invisibility.
It’s a matter of surrounding him and staying on top of him in order
to maximize attacks of opportunity.
Once
dead, he leaves behind the key to his treasure chests, as well as
Bracers of Armor +3.
In the north
chest, you’ll find some treasure, vials of poison, and a few healing
potions.
You
need to go through a secret door in order to find the south chest.
It contains many magical potions, and scrolls of Burning Hands,
Mirror Image, Lightning Bolt, Dispel Magic, Lesser Globe of Invulnerability,
and a Dimension Door. You’ll also find a Wand
of Identify, and a Wand of
Chain Lightning.
Last
but certainly not least, the party finds the ORB
OF GOLDEN DEATH, an item crucial to ending the game.
On its own, it is capable of casting Poison and Discern Lies once
a day. For more on increasing its powers (and resultant spoilers),
refer to the section on the Elemental
Nodes.
23. Stairs leading
down to Level 4 of the Temple.
Now that a layout
has been provided for the first 3 levels, it is time for the sections
on quests.
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