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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 4
TEMPLE
DUNGEON LEVEL 4
Here
the party comes even closer to the end of its quest. The significance
of the Orb of Golden Death becomes
much clearer once you’ve explored this level, and the destinations
of its magical gateways. Here, the party will also find two of the
major players behind the Temple of Elemental Evil, Hedrack and Iuz.
1. Stairs leading up to the Temple of Elemental Evil, level 3.
2. Here the
party finds a couple of Trolls.
3. Here the
party finds a Troll and an Ettin.
4.
Here the party will find what appears to be a Hill Giant. It is
actually Kella, a
half-elf Druid who can be recruited into joining your party by another
Druid in your party. She has a ring that allows its wearer to transform
into a Hill Giant, but she won’t allow anyone else to use it. Therefore,
the only way to get it is for her to die.
5. Three Hill
Giants are here.
6. Here the
party will find 3 Ettins. After killing them, the party will notice
3 chests along the west wall. The top one is the one that’s worth
the trouble, which is both locked and trapped. It contains a pile
of treasure that can be sold for plenty of gold.
7. Here the
party will get attacked by 4 Trolls.
8. Here the
party will find Hedrack’s concubines. They’re not hostile, and tend
to try and scare you away by warning you that Hedrack will not be
happy if he catches you in his personal quarters.
One
of those concubines happens to be Paida. For anybody who happens
to be playing Lawful Good parties, Valen wants you to rescue Paida
as part of the Paida’s
Rescue quest. Incidentally, there’s also a Scroll of Dispel
Magic lying on the floor here. You can use that scroll to free Paida,
and then have her join your party. Escort her back to Valen at #11
in Hommlet to complete the quest.
9.
Here the party will be subject to a MASSIVE onslaught of Ogres and
Bugbears. Hitting as many foes as you can with as many offensive
spells as you can is absolutely imperative. Here, Alliria
begins to make great use of the spell Spike Stones. It stays planted
in its area for a considerable period of time. It will inflict considerable
damage on anybody who crosses it, and can slow them down considerably.
For his part, Valarian
can also wreak a more subtle havoc with spells like Confusion and
Slow.
10.
Here the party finds the Commander of the Temple Guards, Deggum,
along with a couple of Bugbear bodyguards. It’s an easy fight. Deggum
leaves behind some treasure, a few potions, as well as a Ring
of Lesser Fire Resistance.
11.
Here the party will find the evil wizard, Senshock. He received
advance warning of your approach so that by the time you step into
the room, he will have summoned two Quasits and Large Elementals
of each type.
My
approach was to plant a Silence spell over him so that he’s always
in it. I then had Alliria
continually summon monsters around him to hold him up. Once the
party has thinned out the ranks some, they can start to surround
Senshock with a view towards scoring Attacks of Opportunity.
Senshock
leaves behind Bracers
of Armor +3, Bracers
of Armor +5, Senshock’s
Robes, a Ring of Protection
+2 and a Wand of Fireball.
My
general rule of thumb here is to let Valarian,
the Wizard, use the wands that the party finds. In this instance,
it is open to Lanatir to
simply draw upon his 3rd level spell slots in order to crank Fireball
over and over again. As such, the Wand of Fireball is more meaningful
in Valarian’s hands, allowing him to concentrate his memorized spells
on ‘one-time’ spells like Haste or Keen Edge, etc.
12.
Off-hand, just before you enter this room from the south hallway,
is where you’re likely to meet another Commander of the troops,
Barkinar. You might also find him near Senshock’s room at #11. He’ll
speak briefly to the party and then attack. Anybody else nearby
will join in. Kill him and you’ll get to loot his Full
Plate +1 and Boots
of Speed, which double the wearer’s foot speed. Suffice to say,
these can prove very valuable for a warrior type. It helps to close
the distance on a foe very quickly during combat. However, have
a care not to let the wearer go too far ahead without enough support.
But
now, brace yourselves. Here is where you can expect your confrontation
with the High Priest of the Greater Temple, Hedrack. Hedrack has
rather a clichéd and intimidating appearance to say the least. However,
he will pause to converse with the party. A character with sufficient
skill in Gather Information can exploit Hedrack’s overwhelming pride
to learn much of the Temple, past and present. Be that as it may,
a battle is inevitable.
Hedrack will
be assisted by many creatures, including Bugbears, Ettins, Hill
Giants, Gargoyles, and a couple of minor Wizards. Crank out every
spell that you can to obliterate the opposition as quickly as you
can, Fireballs, Ice Storm, summoning spells, Spike Stones, etc.
Haste and Stoneskin are also recommended buffs before entering combat.
In short, hold nothing back.
At
some point, Hedrack will feel threatened by his low hit points,
and summon an avatar of his patron deity, Iuz. Iuz can be pretty
dangerous, since he can score some pretty hefty damage with his
touch attacks. However, you only need to last about 2 or 3 combat
rounds before things seem to take a turn for the better. An avatar
of St. Cuthbert intervenes, compelling Iuz to take his divine beef
with St. Cuthbert elsewhere. But first, he unleashes a wave of evil
energy. Any foes that you killed (meaning DEAD! when you rest your
mouse over them) rise again as Zombies. Any that were simply left
unconscious are restored to their full hit points. St. Cuthbert
for his part rejuvenates the party before leaving as well. In short,
you pretty much have to do this fight all over again.
Hedrack
leaves behind Hedrack’s Full
Plate +3, Hedrack’s Shield
+3, Hedrack’s Warhammer
+2, and a Wand of Fear.
Ferofist dons the full
plate and the shield.
With
the central room cleaned out, the way is now clear for the party
to visit the Elemental Nodes.
13. Here the
party will encounter several slimes of various types. Yellow Molds
respond well to slashing damage. For the Ochre Jellies and Black
Pudding, apply the usual formula of bludgeoning damage and Magic
Missiles.
There
will be also four chests in the room, all of which are trapped and
locked. Each one contains a certain amount of gold, and robes specific
to one of the four elemental factions.
14. Here the
party finds 3 Ascomids. Rather an easy fight.
15. A portal
to the Earth Elemental Node.
16. A portal
to the Air Elemental Node.
17. A portal
to the Fire Elemental Node.
18. A portal
to the Water Elemental Node.
19. The point
where the party returns after exiting the Earth Elemental Node.
20. The point
where the party returns after exiting the Air Elemental Node.
21. The point
where the party returns after exiting the Fire Elemental Node.
22. The point
where the party returns after exiting the Water Elemental Node.
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