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Map of Nulb {MAP002}

o======================================================================o

------ ------
| 1 | | 11 |
------ | |
\ \ ------
\ \ / / ------
\ \ / / | 12 |
\ \ / / | |
\ \ / / ------
\ \ /10 \ / /
\ \ ------ / / \ \ / /
\ \ | 9 |\ nothing / / \ \ / /
\ \ | | \ up here / / \ \ / /
\ \------\ \ / / / / \ \ / /
\ \ \ \__/ / / / \ \ / /
\ \ |_ 8/ / / \ \_/ /
\ \ / / / / \ /
------ \ \ / / / / \_/
| 3 | | |_____| |__________/ /
| | | __________/
------ / \
| | | MAIN | ------
| | | PLATFORM | | 7 |
| | | | | |
| | \ / ------
| | \ \ / /
| | / __________ \ / /
| | / / \ \ ____________/ /
| | / / \ \ |__ 6 ________/
\ \__/ / \ \ | |
\ 2 / \ \_____| |____ nothing
---- \ ____________ up here
| |
| |
| | ------
| | | 5 |
| | | |
| | ------
------ | | | |
| 4 | | |____| |
| | / _______|
------ / /
| | / /
\ \ / /
\ \ / /
\ \___/ /
\_____/

Legend:

1. Starting Point 7. Otis (Smithy)


2. Mickey 8. Old Man Preston
3. Waterwide Hostel 9. Home For Sale
4. Mona & Serena 10. Bertram
5. Mother Screng (Herb Shoppe) 11. Grud Squinteye (Docks)
6. Sammy (Otis' Apprentice) 12. Boatmen's Tavern

o======================================================================o
| |
| CHAPTER TWO |
| |
o======================================================================o

Arrival in Nulb {WLK028}


o======================================================================o

<---------------------------------------------------------------------->

<---------------------------------------------------------------------->
3) Mona is southeast of the main platform, then northwest (#4). Here is
the first instance where you will be doing a few quests at the same
time; three to be exact. In order to help Preston (Preston Wetz’s Tooth
of Pain quest), you need to complete Mona's quests (Mona's Crystal Ball
and Gypsy Road).

Talk to Mona (Gypsy Woman) and convince her that you are not a thief.
She will tell you a story about how someone stole her crystal ball (the
Crystal of Sah); you should offer to help her get it back. To do this,
we need to find Mickey.
<---------------------------------------------------------------------->
4) Mickey only comes out at night, so head for his location (#2) and
pass some time; eventually he will show up (Braumeister's Apprentice).
Confront him about stealing the orb, and he will offer to sell it back
for 500gp; use Intimidate and threaten him, and he will simply hand it
over to you. Return to Mona and give her the orb to get your reward.

***REWARD***
EXP 105
<---------------------------------------------------------------------->
5) So far so good; let's finish up with Mona once and for all. Behind
Mona you will find Serena (Young Gypsy Woman); talk to her to find out
that she is being held as a slave for some debts that Mona paid on her
behalf. Offer to speak to Mona about it, and free her from bondage.

Talk to Mona again and offer her the 500gp for Serena's freedom (yes,
this is one time when I will cough up the cash). She will accept the
offering, and Serena will be free; give her the news for a reward.

***REWARD***
EXP 70
<---------------------------------------------------------------------->
6) Talk to Mona one more time and have her read your fortune. She will
go on with some nonsense that we wll know anyway (you're going to visit
the Temple - duh...), and then ask you about what kind of adventure you
are looking for. The answer you give will have an impact on some events
in the future, although I don't know what all those options may lead to.
Because I'm a greedy bastard, I always choose option #3 ("Gold and more
gold"); this opens up an opportunity to get 100pp by rescuing some
merchants when we get to the temple. Option #4 will put Ted, Ed, and Ed
into the dungeon for you to find (and recruit, although it's really a
waste). The other options will undoubtedly lead to other things, but as
I have not played those out and compared results, I cannot say what.
<---------------------------------------------------------------------->
7) Now that Mona is back on her feet, she can pay Preston back. Let's go
check up on him and make sure she did that. He is right where we left
him (#8), and sure enough, she paid him back. Woohoo - more experience!

***REWARD***
EXP 70
<---------------------------------------------------------------------->
8) Now that he's in a better mood, you can ask him about a house he has
for sale (#9). With a high Diplomacy skill you can talk his price down
to 500gp; we now have a place to stay while we're here, and still more
experience points.

Not bad - eight steps, three quests complete. Sure, we're down a fair
amount of cash, but having a safe place to rest is worth it in the long
run. Not to mention the experience points we gained (Hey...! I said not
to mention that!)

***REWARD***
EXP 70

o======================================================================o
| |
| The Waterside Hostel |
| |
o======================================================================o

Just like the last section, we will be completing a couple of quests at


the same time in this one; our reasons this time are different, however.
In the previous section we needed to do all those things to accomplish
a single goal - acquire a place to stay. This time, we want to complete
everything that can be done in the Waterside Hostel in a single trip to
avoid having to enter the place more than once.

The Waterside Hostel (#3) {WLK029}


o======================================================================o
1) Head back down past where we found Mickey, and continue around to
the entrance to the Waterside Hostel. When you enter, a serving wench
named Dala will approach and attempt to pick your pocket. Her target
will be whichever character caused the transition thru the door, so use
a character with a high Spot skill; this action will happen every time
you enter the Hostel (even from upstairs to downstairs within the main
building), so always use your highest spot-skilled party member to make
the transition. If the character successfully spots the pickpocket
attempt (it doesn't matter whether the attempt was successful or not),
then the following steps apply; if the spot check fails, then skip to
step 3 (or continue trying until you manage to spot the theft).
<---------------------------------------------------------------------->
2) Accuse Dala of stealing from you, and the Barkeep will intercede on
Dala's behalf. At this point, depending on your skills, you can either
use Diplomacy or Intimidate to resolve the situation. The first will
open up a quest in the Earth Temple; the second will get you a round of
free drinks. I prefer the first, for what should be obvious reasons.
You can also beg for your life, if that's the only choice presented,
which will prevent a large fight, but gain you nothing. Me? I prefer the
fight, so I accuse Dala and kill everyone that goes hostile. Note that
this option will eliminate the chance to do the Triple Cross mini-quest,
but the experience for killing them is far greater than the experience
for completing the quest. If you did like I did and killed everyone,
then skip to step 4.
<---------------------------------------------------------------------->
3) This step is included based on information from Jagged Jim's guide;
I normally do not play this out. You must have the correct combination
of Charisma, Diplomacy, and possibly other skills to have this play out,
so it's very possible that you will not be able to complete this quest.

Talk to Wat (Barkeep) with a high Diplomacy character and get him to
refer you to the Earth Temple quest, then talk to Rentsch (Hostler) and
get the Fire Temple quest. Once you have both quests, talk to Rentsch
again and tell him that Wat is a temple spy; then talk to Wat and tell
him that Rentsch works for the Hommlet Council. Return to Rentsch and
say that Wat knows he's a spy, and finally talk to Wat one more time and
inform him that Rentsch knows he works for the temple. You will get some
experience for all this, but I don't know how much - I suspect it's a
very small amount compared to the 400+ per character you get for killing
them. The quests you'll "miss" are not all that important, so it's not
like you're really losing anything.
<---------------------------------------------------------------------->
4) Again, this step is dependent on having the correct combination of
ability and skill scores, so it may not work out for you. This is also
included based on information from Jagged Jim's guide.

Talk to Pearl (Serving Wench) and flirt with her a bit; she will tell
you that she won't cheat on Wat (apparently her boyfriend); use Sense
Motive to get her to admit that she suspects him of cheating with Alira
(the other serving wench). When you talk to Alira, she will admit that
she is having an affair with Wat; tell Pearl, and get some experience.

I have never had this play out (I'm missing some combination of skills,
I guess), so I can't say how much the reward is. Instead, I simply kill
her and loot her corpse for a map to the temple, along with a bunch of
mundane gear. One way or another, we're done with this shithole.

o======================================================================o
| |
| Recruiting Otis |
| |
o======================================================================o

Blacksmith Shoppe (#7) {WLK030}


o======================================================================o
1) On your way to Otis' Blacksmith Shoppe, you will run into Sammy (#6)
who will, for a price, tell you where Otis hides his treasure. I usually
just skip this, as I already know where the loot is stashed, but if you
want to part with some of your hard earned gold, feel free to pay him.
<---------------------------------------------------------------------->
2) I get rid of Furnol here so I have room to recruit Otis, then proceed
to Otis' shop. He and Elmo will have a quick reunion (they're brothers),
then you will be able to get on with this. Before you do anything else,
take the opportunity to sell off the crap you got from killing off the
people in the hostel, then proceed.
<---------------------------------------------------------------------->
3) Check the anvil to find the stash of goodies that Otis has hidden,
but DO NOT take anything (yet). Talk to him and have him join the party,
then reopen the anvil and take what's left - note that you will miss out
on a couple of items this way, but I'd rather have a fully outfitted
Otis than simply take his stuff.

It is possible to get Otis' gear and still recruit him, but I've had
this backfire on me nearly every time. A sneaking Rogue can take his
stuff without getting caught, but as soon as Otis sees that it's gone,
he will attack (and Elmo will join him). Again, I'd rather have Otis
than his gear, so I don't bother.

Now that we have a high-level fighter with us, it's time to put him to
good use. Head for the docks...

o======================================================================o
| |
| Grud Squinteyes |
| |
o======================================================================o

The Docks (#11) {WLK031}


o======================================================================o
1) Talk to the first pirate up here; this is Grud Squinteyes, and he has
a proposition for you. He wants you to go to a place called Imeryds Run
and kill a giant Gar. Accept this challenge, and he will mark the spot
on your map; make sure you are fully rested, and then go there...
<---------------------------------------------------------------------->
2) You arrive standing in the water, being attacked by a Giant Frog. But
it couldn't be that easy, could it? Almost immediately he will be joined
by the King Frog, and several Lizard Men from the west. And to make the
whole thing interesting, they enemy party also has a Sea Hag with them.
This is a nasty fight, and may take several tries to win.

How you approach this will depend largely on the order of combat for the
various party members. As the options present themselves, here is what I
do - Quala and Xenth move to the south, next to the large rock, and use
missile fire and magic to keep the Lizard Men busy. Ilana starts out by
casting Bless over the party, then runs around casting healing spells
(either from memory or from scrolls, as needs dictate). The rest of the
party kills the first frog quickly, then focuses on the Behemoth King
Frog until the Lizard Men and Sea Hag get into range; then they attack
the Hag and stay on her with everything they've got until she's dead.
(Otis' Power Attack skill comes in real handy here, as does a potion of
Bull's Strength for K'aos). Once the Hag is gone, finish mopping up the
Lizard Men and the King Frog (if he's still around). If all goes well,
you can win this and still be able to heal up without resting so you can
go after the real target of this quest - the Gar.

The Behemoth King Frog drops a ton of nice gear - Purple Elven Chain
armor (this goes to K'aos), Gloves of Dexterity +2 (to Quala), a Ring
of Protection +1 (Xenth), a Longbow +1 (also Xenth), and a Longsword +2
(which goes to K'aos). This is a nice haul, indeed!
<---------------------------------------------------------------------->
3) You will find the Gar to the northeast, and it dies pretty easily.
Make sure to grab the body to take back to Grud, and then exit the area.
Return to Nulb and talk to Grud again for your reward. After getting
"paid", I head to my house and rest up before doing the next quest.

***REWARD***
EXP 70

o======================================================================o
| |
| Mother Screng |
| |
o======================================================================o

Mother Screng's Herb Shoppe (#5) {WLK032}


o======================================================================o
1) I only include this here in case you want/need to purchase healing
potions and scrolls, and so you'll have talked to her once in case you
want to recruit her later. I usually do not, although I have to admit
that having a 9th level Cleric in the party could be a good thing.
<---------------------------------------------------------------------->
2) On the second floor, you will find Hruda. My god, what a bitch this
girl is! Again, there's nothing to do with her for now, but if/when you
elect to recruit her, now you know where she can be found.

When you're done getting your potions, etc, exit and head back around
and up to the Boatman's Tavern.

o======================================================================o
| |
| The Boatman's Tavern |
| |
o======================================================================o

Again, we will complete a couple of quests here; I generally skip one


of them (recruiting Bertram).

The Boatman's Tavern (#12) {WLK033}


o======================================================================o
1) Head northeast to the Boatman's Tavern; along the way you will have
the opportunity to talk to Bertram (#10). You can either talk to him
here with a male character, or wait and talk to him on the tavern with
a female - the result is the same. Even if you don't plan to recruit
Bertram, you should still talk to him so that you can do the next
mini-quest. Enter the tavern...

The bartender has a few nice items for sale, as does Lodriss (but you
most likely can't afford her stuff yet). Sell/buy what you want, then
get ready for a fist-fight.
<---------------------------------------------------------------------->
2) Talk to Tolub (he's one of the pirates off to the left) and agree to
fight him. You'll want to do this with a character possessing a high
Strength score, and a lot of hit points, as he will take a lot of damage
before he loses. I use the same tactic as the Drinking Contest - Chaorl
in a Barbarian Rage. And, as with the Drinking Contest, this is all
non-lethal damage, so no real harm.
Beat him, and you can either ask for Bertram's freedom (and thereby get
the chance to recruit him), or get 100gp. I have no intention of having
that worthless turd in my party, so I take the cash. Oh, and you get a
nice experience reward for winning, no matter what you do about Bertram.

***REWARD***
EXP 420

<---------------------------------------------------------------------->
3) Talk to Skole (the bartender) and find out that he doesn't really
own the tavern, and that he will reward you for killing Lodriss. He will
offer you a violet gem that he claims is worth 500gp; with a bit of
negotiation he will up the ante by adding a Shield +2. Go and talk to
Lodriss and either start the fight (dialog option), or rat out Skole
to get 600gp.

If you're Good-aligned, you should probably help out Lodriss and turn
in Skole; if you're Evil, then killing Lodriss is the more obvious path.
The next step takes the evil path; the one after is for good.
<---------------------------------------------------------------------->
4) If you choose to go thru with the assassination, it will turn all the
pirates and other patrons hostile (except for Skole and his goon). This
is an easy fight to win (Tolub actually dies easier than he loses in a
fist fight). This options gets 450+ experience points per character plus
all the loot that Lodriss and the pirates drop. This ends the activity
here for evil parties; skip to step 7.
<---------------------------------------------------------------------->
5) If you decide to be good and rat out Skole, show the gem to Lodriss
to prove that you're telling her the truth, and get some experience.

***REWARD***
EXP 260

<---------------------------------------------------------------------->
6) Talk to Skole again and let him know that you ratted him out. He and
his goon will turn hostile and you'll get to kill them. This fight is
only slightly more difficult than the evil route, mainly because you
start out in a bad location (behind the bar with Skole). Everyone in the
tavern goes hostile (except Lodriss) but, as with the evil route, the
fight is easily winnable with a little forethought. This route also gets
you more than 450xp.
<---------------------------------------------------------------------->
7) Now here's the thing about this mini-quest... No matter which way you
chose to complete the quest, all the pirates in Nulb will attack you on
sight. This is not a big deal really, but it's good to be prepared. You
can now exit the tavern and go around town killing anyone that tries to
attack you. When you're done and all is again quiet, it's time to leave.

o======================================================================o
| |
| Final Party Recruiting |
| |
o======================================================================o

At this point, I am done with Nulb; I will not be returning here ever
again. However, it is not yet time to take on the temple, as I want to
recruit Burne before heading in there. In order to do that though, I do
need to at least enter the temple once; there's also a little matter of
a Hill Giant and his pet bear back in Emridy Meadows. I intend to kill
two birds with one stone (literally), and then head to the temple.

The Temple of Elemental Evil {WLK034}


o======================================================================o
1) First things first - in order to recruit Burne we need to visit the
temple at least once. Head there now, and enter thru the door around the
left side of the building. Once you're in here, leave again right away.
We've now completed the 'visit the temple at least once' requirement to
recruit Burne. Note that if you return to Nulb after this, Otis will
leave; however, if you plan to recruit Mother Screng now is the time to
do so (return to Nulb, re-recruit Otis, and recruit Mother Screng). If
you're following along with me, then head for Emridy Meadows.

o======================================================================o

o======================================================================o
5) I hit the blacksmyth first (#7) and sell off all the stuff I have
collected along the way; he really has little or nothing that I want or
need to buy, except for some arrows. Now it's time to fill that empty
character slot - head over to Burne's Tower (#28)
<---------------------------------------------------------------------->
6) If you want/need scrolls or other magic stuff, buy it before you go
thru the recruiting options, then ask Burne to join you. He will gladly
do so for the small price of EVERY MAGIC SCROLL YOU FIND! This is why I
choose to create Sorcerers, because I don't want or need the scrolls.

Now that we have the whole party assembled for the rest of the game (at
least the way I play it), we can rest up at the Inn and get ready to
head for the Temple. At this point I am just a few experience points
away from a new level, so I head back to Emridy Meadows and rest a time
or two to generate some skeletons; I repeat this process until I can
gain another level (only about 400 xp per character).

o======================================================================o
| |
| End of Chapter 2 Stats |
| {STATS1} |
o======================================================================o

Well, here we are ready to head for the temple itself and start doing
the things we came here to do. This is the end of what I am calling
Chapter 2, and this is the party makeup and their stats.

<---------------------------------------------------------------------->
K'aos Reynes
Male, Human, Chaotic Good
Ranger/Sorcerer, Level 2/3

HP: 31
AC: 21

STR: 18 (+4)
DEX: 15 (+2)
CON: 16 (+3)
INT: 16 (+3)
WIS: 12 (+1)
CHA: 15 (+2)

K'aos will continue to alternate classes two at a time; next will be two
levels in Ranger, then two in Sorcerer, etc. His next ability point will
go to Dexterity (for the Armor Class bonus), then Strength.

<---------------------------------------------------------------------->
Chaorl
Male, Half-Orc, Chaotic Good
Barbarian, Level 5

HP: 58
AC: 23

STR: 20 (+5)
DEX: 12 (+1)
CON: 17 (+3)
INT: 15 (+2)
WIS: 10 (+0)
CHA: 12 (+1)

Chaorl will continue as a single-class Barbarian; he'll add an ability


point to Constitution, then Strength.

<---------------------------------------------------------------------->
Ilana
Female, Half-Elf, Chaotic Good
Cleric, Level 5

HP: 32
AC: 22

STR: 18 (+4)
DEX: 16 (+3)
CON: 16 (+3)
INT: 11 (+0)
WIS: 18 (+4)
CHA: 13 (+1)

Ilana will also stay single-classed, and will bump her Wisdom at every
opportunity.

<---------------------------------------------------------------------->
Quala Thornbrecker
Female, Halfling, Chaotic Good
Rogue/Sorcerer, Level 3/2

HP: 16
AC: 20

STR: 15 (+2)
DEX: 22 (+6)
CON: 11 (+0)
INT: 15 (+2)
WIS: 13 (+1)
CHA: 14 (+2)
Quala will do the same progression as K'aos - next will be two Sorcerer
levels, then two Rogue, etc. Her ability points will go next to build
her Constitution (for the hit points), then Dexterity as high as we can
get it to go.

<---------------------------------------------------------------------->
Xenth
Male, Elf, Chaotic Good
Sorcerer, Level 5

HP: 28
AC: 21

STR: 13 (+1)
DEX: 18 (+4)
CON: 15 (+2)
INT: 16 (+3)
WIS: 11 (+0)
CHA: 18 (+4)

Xenth will continue to progress as a Sorcerer, and will add first to his
Constitution, then Strength, and finally (if we get the chance), to his
Charisma.

<---------------------------------------------------------------------->
Elmo, Otis, and Burne round out the party, and while having another high
level Cleric (Mother Screng) would be nice, I would rather have the
offensive capabilities.

Not that it really matters much, because we do not get the chance to
make any choices that will affect it, but here are the stats for the
rest of the party...
<---------------------------------------------------------------------->
Elmo
Male, Human, Chaotic Good
Fighter, Level 6

HP: 49
AC: 22

STR: 18
DEX: 16
CON: 17
INT: 15
WIS: 16
CHA: 11

<---------------------------------------------------------------------->
Otis
Male, Human, Neutral Good
Fighter, Level 10

HP: 103
AC: 21

STR: 18
DEX: 17
CON: 18
INT: 15
WIS: 15
CHA: 13

<---------------------------------------------------------------------->
Burne
Male, Human, Lawful Good
Wizard, Level 8

HP: 38
AC: 12

STR: 15
DEX: 10
CON: 15
INT: 17
WIS: 11
CHA: 12

o======================================================================o
| |
| CHAPTER THREE |
| |
o======================================================================o

Temple Exterior Areas {WLK035}


o======================================================================o
1) Before we go into the temple itself, we're going to do some exploring
around the outside of the temple. The road southeast will end in an area
transition (door icon), but there's nothing here unless you rest (this
will likely cause enemies to appear). I simply ignore this path and go
northeast, where there is something of interest.
<---------------------------------------------------------------------->
2) Exit at the indicated spot to arrive at the eastern side of the
temple. Follow the path northwest until you come to a guarded door. The
guard is a pussy, and you can threaten him if you want, but in the end
he's really just here for window-dressing. I kill him, just because it's
so unbelievably easy to do so... When he's dead, save and enter the
building.
<---------------------------------------------------------------------->
3) I guess I should have warned you ahead of time - this is a BIG fight!
There are 12-14 Brigand Archers, a Brigand Leader, a couple Witches, and
god knows what else in here. A couple of Web spells, Sleep, and a big
ol' Fireball or two can really make a difference here, but in the end
it's melee that will finish things off. As with all battles in the game,
a lot of your success will depend on your position in the area, and the
order of combat.

When all is dead and the area is quiet, you will find that you've gained
a buttload of experience points per main character for killing these
assholes. Not bad, and we haven't even started collecting loot yet.

***REWARD***
EXP 1369

<---------------------------------------------------------------------->
4) Now for some looting - it's difficult at best to determine which of
the bodies has which of the items, so I'm just going to list the ones
that are worth searching for. For the most part, I simply ignore things
like gloves, boots and headgear from this point forward; there's just
too much to carry around, and it's not worth enough to make it worth
collecting and selling.

***TRAPS***
Brigand Leader's chest in the northern room

***ITEMS***
Bolts +1
Shield +2
Longsword +1
Tower Brigand Leader's Key(*1)
*1 This key opens the chest in the far northern room in this area.

<---------------------------------------------------------------------->
5) I make a trip back to Hommlet, unload, then return. If you're into
grinding for experience, this side building is an awesome place to do
it; enemies will spawn 80+% of the times you rest here. Also, if you're
so inclined, you can grab the rest of the mundane gear that's laying
around and return it to Hommlet, although there's really nothing left
to spend all that money on any more.
<---------------------------------------------------------------------->
6) When you're done farting around in the side building, exit to the
front of the main area and enter the temple proper (again, thru the
door off to the left side, where we entered and exited before).

o======================================================================o
| |
| Temple First Floor / Dungeon Level 1 |
| |
o======================================================================o

Temple First Floor {WLK036}


o======================================================================o
1) This level is empty, and you can move around freely without fear of
being attacked. Of course if you rest in here, you will almost certainly
have to fight something, and it can be a good place to grind. Otherwise
the only thing that's important to note about this level are the four
chests that can be found at the four corners of the floor. Each chest
contains robes associated with one of the elemental temples (Earth, Air,
Fire, and Water). I strongly suggest you grab one of each for each party
member, as wearing them will allow you to move freely and unmolested in
the corresponding temple; at least the temple-followers won't attck you.
Other, non-aligned enemies will attack no matter what you're wearing.
<---------------------------------------------------------------------->
2) Right smack in the middle of this level is a staircase leading down
to the Air Temple, but you can't get back up that way so it's not the
best way to go. I suggest picking either of the stairs on the eastern
side of the level - one to the north by the chest, and one to the south.
It really doesn't matter which of these you use. The first dungeon level
is the home of the Earth Temple, so put on the Earth Temple Robes and
head down the stairs (I use the southern staircase)...

Dungeon Level One


o======================================================================o
3) Directions from here on out are going to be a bit difficult to give,
and so to follow. This level, in particular, is a pain to navigate, so
pay close attention and try to follow along. If you get turned around,
you can either return to where you entered and start again, or continue
forward on your own. In general, we will explore the level in a counter-
clockwise direction.

Head northeast and u-turn to the right; head southwest to run into a
group of several Gnolls. These guys are shit opponents; the only thing
that makes this fight at all interesting is that you will have limited
space to maneuver, and so can only get 2-3 fighter-types into the fray.
<---------------------------------------------------------------------->
4) Loot the dead gnolls for some cash, and check the northern of the
three barrels in the room they were guarding for some mundane gear. The
other two barrels are empty. The silver arrows would seem to indicate
that we may run into enemies that require silver to kill - I'm thinking
werewolves, or similar.

***ITEMS***
Longbow, Heavy Crossbow, Greatsword,
Arrows x20, Silver Arrows x40, Bolts x40

<---------------------------------------------------------------------->
5) At the other end of this northeast hallway is an Ogre; he's a bit
harder to kill than the Gnolls, but still not noteworthy in any real
way. Slaughter him, loot his corpse, and check the barrels in here for
some more mundane loot. Okay... so the Spear +1 isn't exactly mundane,
but in the grand scheme of things it isn't all that great either.

***ITEMS***
Guisarme, Glaive, Shortspear, Spear +1,
Silver Arrows x40, Bolts x20

<---------------------------------------------------------------------->
6) Head back to the passage northwest (where we made the u-turn), and
go northeast (this is essentially straight ahead from where we entered).
Continue northeaast until you come to another passage to the east - you
can ignore everything else for now. This leads to a parallel passage
similar to the one where we just found the Gnolls and the Ogre. And, in
the same way we did down there, we will do likewise up here.
<---------------------------------------------------------------------->
7) To the southwest are Ghouls, and a single Fireball will wipe them
out in one shot. Depending on where your high-level mage comes in the
combat lineup, you may even get to fight one or two in melee, but in the
end it's magic that finishes them off. They drop nothing, although the
barrel in this room has some weapons.

***ITEMS***
Masterwork Maul, Masterwork Warhammer,
Masterwork Glaive, Masterwork Ranseur

<---------------------------------------------------------------------->
8) The final room, to the northeast, contains a Gelatinous Cube, and
these can be tricky. Hitting one in melee will cause it to split into
two cubes; this can quickly end up being a huge fight against a whole
ton of gelatinous enemies. Instead, I cook the thing with a Fireball,
and hit it with Magic Missiles. You may also be attacked by a Gray Ooze
in the hallway, however it won't split so you can hack it to death.
Another barrel; another cache of weapons...

***ITEMS***
Guisarme, Glaive, Shortspear, Spear +1,
Silver Arrows x40, Bolts x20

<---------------------------------------------------------------------->
9) Back to the passage split, and northeast to find the stairs up (this
is the northern staircase in the main level). I take the opportunity to
rest for eight hours to regain my spells, then move on.

Take the first passage northwest a short way to find another northeast
hallway; this leads to a room full of Harpies. Kill them and move to the
northeastern end of this room. Up here are two doors - one large door
that continues northwest, and another one on the southwest wall. Let's
do the normal door to the southwest first.
<---------------------------------------------------------------------->
10) In this small room are a couple of Ghasts, who are really no threat
at all. To the northwest, in the next anteroom, is another door; this
leads to the same place as the large door from the main room - straight
into a room full of Ghouls. Approach this from whichever door you like;
it really makes little difference. The door off the main room will put
you in a slightly better position, but in the end it doesn't matter all
that much. Kill them, and head back down to the main passage again.
<---------------------------------------------------------------------->
11) Continue northwest up the main hallway to a spot where it splits;
one hall goes north, the other continues northwest. I'm going north, to
keep in line with the general counter-clockwise theme. I intend to hit
all the outer stuff first, then move in and complete the inner rooms of
the level.

Here there be Stirges - basically large birds that don't hit for much
damage, and die with one or two hits. There's nothing of interest in
here once they're dead, so head back to the last split and continue to
the northwest.
<---------------------------------------------------------------------->
12) Another split, where the passage dog-legs to the right, or heads
southwest; dog-leg it is... The passage ends at a room with a bunch of
Earth Temple Bugbears, but since we're wearing the Earth Temple Robes,
they simply ignore us. Too bad for them...

From the hallway, before I actually enter the room, I cast a Web into
the room to hold them in place, then a Fireball to dethreatenize them
(yes, it's a word - get over it). Whatever is left dies in melee. As
it turned out, the Web kept them all immobile, and I killed all but one
with missile fire and magic. Nice... They drop some arrows, a couple of
shields, and a healing potion or two.
<---------------------------------------------------------------------->
13) To the southwest off this room is another NW/SE passage; in keeping
with the counter-clockwise exploration methodology, I go northwest.
Almost immediately there is another hallway going northeast, and I don't
even hesitate to go up it to find... another split. Aaarrgh... Okay, I
guess it's east first, then the northeastern one.

This path leads to a small anteroom bathed in an odd blue-green light.


There is an open doorway to the southeast off here, and I suspect there
will be enemies here. I send Chaorl forward to see what lies ahead, and
find... an empty room. Well crap... Back to the last split and northeast
to whatever lies beyond.
<---------------------------------------------------------------------->
14) At the end of this hallway is a door to the north that opens into a
room with more Ghouls. Well fine then, let's kill them. All melee and
a small amount of normal missile fire resolves this easily, and I end up
using no spells at all. Good thing, because resting on this level is a
bit more difficult than elsewhere. Back toward the main hallway, but
turn northwest just before reaching it, into a small antechamber.
<---------------------------------------------------------------------->
15) Thru the door to the northwest are a bunch of Black Widow Spiders,
and these guys will sort of show up in the midst of the party. Equipping
all melee weapons is recommended for this fight, because inevitably one
or more will pop up right next to your weaker characters. This is not a
dangerous fight, although the spiders can poison you.

There is nothing else in this room, so head northeast, and turn to the
northwest where the passage does to find a small triangular room with
absolutely nothing in it. Poop...
<---------------------------------------------------------------------->
16) Back out to the last main NW/SE corridor, and head northwest until
it u-turns to the left and goes south. The path ends, and opens into a
cave-like cavern (a cave in the middle of a building? Really? Whatever.)

In here are more Earth Temple denizons, and we can deal with them the
same way we did the Bugbears - Web, Fireball, death... There are several
Earth Temple Guards here, but the thing you need to really watch out for
are the Medium Earth Elementals. They're badasses, and they know it.
However, if you get lucky and they get caught in the web, you can magic
missile them to death, while your non-spellcasting archers deal with the
guards.

The elementals simply disappear when they die, but the guards can be
looted for some armor and weapons. The real treasure lies in the four
chests that surround the pyramid altar.

***ITEMS***
(east chest) Morningstar x2
(north chest) Studded Leather Armor, 97pp
(west chest) Potion:Reduce Person, 384gp
(south chest) Ring:Protection +1, Potion:Keoughtom's Ointment,
Wand:Hold Person

<---------------------------------------------------------------------->
17) In the southeast end of the cavern is a magically held door that we
cannot open, so I guess we go northwest and into the hallway to the
southwest. The passage turns immediately to the southeast, and appears
to mirror the areas we just completed on the northern sections of the
map. So be it - we can do this...

About halfway down this main hallway is a passage to the southwest; this
in turn splits to allow you to ge northwest, continue south west, or
open a door to the southeast. Let's see what's behind door #1, shall we?

Earth Temple Bugbears - no big deal. Kill them; they each drop a potion
of healing, if you can make them dead before they decide to use them.
To the north and west is a Dire Rat... woopee!
<---------------------------------------------------------------------->
18) So... I guess we follow the passage southwest. Another couple of
Bugbears to eliminate, and we find ourselves in a chamber with four
doors; this appears to be a prison of some sort.

From left to right, door #1 reveals Zombies. Well alrighty then... After
you've taken out the Zombies, there's a chest to loot. Who the hell is
this Wonnilon, you ask? Don't fret, my friend, you'll find out soon
enough...

Behind door #2 is Wonnilon (Gnome Prisoner). Talk to him with whoever is


wearing the Gnome Ring and follow the least offensive dialog path. You
can return his stuff, or at least what you've found so far, and be asked
to help find the rest of his gear. No problem little guy, no problem...

Door #3 - more Zombies, but no chest to loot this time.

Finally, door #4... Yep, you guessed it - Zombies, and no chest.

***ITEMS***
(chest 1) Wonnilon's Leather Armor, Wonnilon's Backpack,
Wonnilon's Dagger +2

<---------------------------------------------------------------------->
19) The party is getting a bit overburdened at this point, so I think
it's time to find our way back out. Now we could retrace our steps all
the way back around to the north, but that would just be silly. A quick
look at the map reveals that we should be able to get to the entrance
by going generally south and east. And, as luck would have it, that's
where the passage leads... Our joy is short-lived, however, as it turns
northwest again almost immediately. At the end of this passage, to the
northeast, is a staircase. Do NOT go down here yet - we need to head
back up so we can travel to Hommlet and sell stuff; these stairs go
down. Remember where they are though, as this will be our path to the
next level.
<---------------------------------------------------------------------->
20) Back to the hallway just southeast of the prison, and the passage
splits again - north, east, and a door to the south. I like doors; let's
open it and see what happens...

In here is a man by the name of Turnkey, and talking to him will give
you the chance to demand the release of the prisoner(s). Alternately,
you can just attack. Kill Turnkey and his Bugbear flunky, and talk to
the prisoners in the southern cell. To the east is another cell with
two Orc prisoners - Tuelk and Pintark. If you are in need of a couple
of crappy fighter-types, they will join; I simply set them free and
continue heading for the exit.
<---------------------------------------------------------------------->
21) Head due east from the door into Turnkey's room, and ignore all the
passages that split off in several directions; we'll come back this way
and explore all these passages after we have room to carry more loot.
Continue generally southeast until you come to the first hallway where
the stairs up are located, and... well... go up. Exit the temple and
go to Hommlet (remember that going to Nulb will cause Otis to leave the
party, unless of course you want to get rid of him). I pay a visit to
the Blacksmyth's shop and sell off all the excess crap I've accumulated,
then hit the Inn and rest fully before returning to the dungeon. The
next step assume you did the same, and are at foot of the staircase on
Dungeon Level 1. By the way, from here on out the only loot I grab are
missiles, money, and magic items - everything else stays on the corpse
or in the container.
<---------------------------------------------------------------------->
22) This time we'll do the router clockwise, and explore all those rooms
and passages we ignored on the way back to the stairs. Head northwest,
then southwest into a small hallway with two doors. Start with the door
to the east - this room contains a few prisoners (including Ted, Ed, and
Ed, if you chose the 'seeking humor' option with Mona back in Nulb).
Morgan, the pirate prisoner, will join you if you want, but you would
have to be completely out of companions to actually think he was worth
taking along.
<---------------------------------------------------------------------->
23) Now, what about that other door...? Oh... it opens into a large room
with Ghouls - no biggie, we'll just kill them. Loot the chest in this
room for a couple of nice items, then get ready to open the door to the
northwest of the room.

***ITEMS***
(chest) Potion:Shocking Grasp, Potion:Protection from Undead

<---------------------------------------------------------------------->
24) This room as several Goblins, and an Ogre - none of these are really
any real threat any more, but we'll kill them anyway. I Web the Ogre in
place, and then let loose a Fireball, just because I can. This kills all
the enemies at once - almost instantly - and gets me enough experience
to level up the party. I love leveling up...

LEVELING DETAIL
o--------------o
K'aos adds a Ranger level, and puts Skill points into the regular areas
(Bluff, Diplomacy, etc), as well as another point to Concentration. He
takes Combat Casting for his Feat.

Chaorl goes to Barbarian level 6 and takes the Combat Reflexes Feat,
along with his normal skills progression.

Ilana becomes a 6th level Cleric, and adds the Spell Penetration Feat;
skill points go, as always, to Concentration and Heal.

Quala adds a level to Sorceress and adds two points to Concentration, as


well as one each to Search and Open Lock; Rapid Reload is her new Feat.
She adds Magic Missile to her known spells.

Xenth goes up to Sorcerer level 6 and adds points to Concentration,


Spellcraft, and Use Magic Device; for his Feat, he selects Combat
Casting. He takes Fireball for his third level spell.

<---------------------------------------------------------------------->
25) Northwest, then east into a room with a large snake; this is just
too easy. The door from here leads back out into the main hallway. From
here, head southeast to the multi-way split, and go due north. Another
multi-way split, with a door to the north. Well that's just too tempting
not to open, so... open it. Aah! Bugbears! LOL! One of the Bugbears is
a bit trickier than normal though, and he will run away thru the door to
the north; he will show up in the hallway behind the party, and attack
your archers (if you did like I did and left them back there). Bastard!
Even with his stealthy tactics though, he is no match for the party,
and I send Chaorl out to teach him some manners. Head west out of the
room and then northwest up the next hallway.
<---------------------------------------------------------------------->
26) A slight jog to the east, and we're back in the main hallway; head
southeast, then due east, to the next split. Another magically held door
(although for some reason I was able to send a couple characters thru)
with nothing on the other side; continue north to where the hall turns
northwest. Just before the passage northeast is a small opening into a
room with a couple of priests and a few Bugbears. Pay the priests some
special attention, or they'll make life magically miserable for you.
Kill everything, and loot the bodies; the High Priest has a couple very
nice items, including a Light Mace +1. Make sure to grab the Diary and
the Key from him.

The chest in here is trapped, but it's fairly easy to disarm. The key
will unlock it, and you can grab what's inside.

***TRAPS***
Chest

***ITEMS***
(chest) Romag's Diary(*1), Potion:Haste, Scroll:Prayer,
Scroll:Animate Dead, Tribal Necklace x6, 115gp, 177sp

*1 Use this tome to get some useful intel on various places within the
temple, as well as some information about the Chief Cleric.
<---------------------------------------------------------------------->
27) Thru the door to the southeast from the priest room is a large room
chock full of Earth Temple baddies. Since we're still wearing the robes
they do not attack, which allows us to stay in the smaller room and fire
spells at them. I start with Web, then a Fireball; after that there are
only a couple left alive that can actually do anything. Another Fireball
and it's all over. A couple strays to the south in front of the open
door, and we can proceed.
<---------------------------------------------------------------------->
28) Beyond this door is a tiny little room with a single guard - how
convenient. It's hard to see, but there's another door to the southeast
off this room, which open into another hallway, right where it splits.
The passage north goes back to some places we've already been, so it's
easy to not go that way. The door looks interesting though... Well, not
really... More Earth Temple Guards, more fire, more death... Yawn...
This passage goes southeast, but wait - there's another door to the
northwest. A couple more guards, and we can head southeast.
<---------------------------------------------------------------------->
29) This next room has a large number of Gnoll guards, and I do mean
large. There are over a dozen of them in here, and they manage to get
thru the door and into my face before I can fireball them. This sucks;
now I have to fight like a normal party. Oh well, c'est la vie... By
holding them in the doorway as much as possible, it does make things a
bit easier, although a couple of them manage to get past and harrass
my archers. In the end, though, the result is the same - dead Gnolls.
<---------------------------------------------------------------------->
30) Double doors to the southwest, and Skeletons to the northwest. Not
much to worry about here, but I figured I'd mention them since they were
here. Ilana Turns them and kills all but one. Ahahahahaha! Ahem... got
carried away there - sorry...
<---------------------------------------------------------------------->
31) Okay, let's see... another set of double doors to the southwest, or
the single door to the southeast off the Gnoll room. Hhmmm... I like
the double doors, so let's go that way first.

Another room like the last one - Gnolls, an Ogre, blah, blah, blah...
Okay, so maybe I'm making light of this, because Ogres are nothing to
trifle with, but in the end it's not that hard of a fight. Loot the
many corpses, and head thru the door to the southeast into a major SW/NE
hallway.
<---------------------------------------------------------------------->
32) Jost to the northeast is a semi-hidden passage east with two doors;
the door to the south opens into an empty room, and the door to the
north does not. That is, it opens into a room, but it's not empty. Well,
to be fair, it might as well be empty - all that's in here is a Dire Rat
and Chaorl kills it by himself, with one blow. Go back out to the hall
and head northeast.
<---------------------------------------------------------------------->
33) Almost done with this level. Anotehr hallway southeast, which turns
north into the final room on this level. One final Dire Rat, and it's
all over. I take another opportunity to load up on loot that I passed
up before (weapons, because they well well), and head back up and out
for Hommlet to sell and heal. I'll meet you by the staircase down that
we discovered earlier.

o======================================================================o
| |
| Dungeon Level 2 |
| |
o======================================================================o

First things first - before headng down the stairs, change out those
robes for Air Temple Robes; then head down the stairs to level 2.

Dungeon Level 2 {WLK037}


o======================================================================o
1) From the bottom of the staircase, head south, then southeast. Do NOT
walk blindly into the room ahead; there is a Minotaur that will appear
in here, and he can deal out some pretty hefty damage. Instead, keep
your archers/spellcasters back in the hallway and only send 2-3 fighter
types forward to initiate the encounter. Now there are a couple ways to
approach this fight...

Strategy 1: hit the Minotaur with Magic Missiles, Scorching Rays, and
other local-focused damage-dealing spells, while your fighters hack him
to death in melee, and your archers pelt him with missile fire.

Strategy 2: Web the Minotaur in place and Fireball him to death.

Generally, I prefer the first method; it results in some damage to a


character or two, but saves my higher-level spells for later. Either way
you choose, kill him and loot the chest he was guarding.

***ITEMS***
Chest Potion:Protection from Elementals

<---------------------------------------------------------------------->
2) Open the door in the southwest corner of the room, and proceed down
the hallway until you come to a door to the north. If you have an Elf in
the party, they will likely spot the secret door that continues to the
southeast; we do not want to go that way yet.

Beyond this door is the Air Temple; if you're not wearing the robes of
that temple, you will have to fight everything in here. It's not a hard
fight, other than the fact that the Bugbears (yes, it's more Bugbears)
have a decent defensive position with you stuck in the hallway. They
will block the doorway to prevent you from getting into the room, and
you will have a hard time getting everyone into combat. In the end
though, it's just another Bugbear fight...

For some reason, my NPC characters lost their temple robes, so I had no
choice but to kill the buggers; unfortunately, this will be the case for
all the temples here. I honestly don't know what happened - one minute
we all had robes, the next we didn't. Maybe they sold them the last time
we were in Hommlet (without my knowing), but it wasn't anything I did.
<---------------------------------------------------------------------->
3) The door to the north opens into the Air Temple High Priest's room,
and if you're wearing the robes you can talk to him and get a series of
quests. Since I have managed to get thru this with the robes once, I can
at least tell you what the quests are; I won't be able to relate how to
complete them though (watch for a later version of this guide, which
will have that information).

Quest 1: find the Water Temple and talk their Bugbears into defecting to
the Air Temple. Find the leader of the water Bugbears, give him 500gp,
and return to the Air Temple Priest for your reward and the next quest.
Make sure to switch robes before talking to the Water Temple Bugbears,
and again before returning to the Air Temple.

Quest 2: dump some Holy Water into the altar of the Earth Temple (the
Priest will give you some, if you don't have any). Again, and as always,
make sure to swap out robes at the appropriate times.

Quest 3: kill one of the other Temple High Priests - your choice as to
which one to kill. It is possible to get this quest, but not complete it
right away - that will allow you to do the quests for the other priests
and still do this one (wait until last, after all the other quests are
complete).

Since I don't have enough robes to go around, I will simply ignore the
various temple quests and kill everything. This sucks, but it is what it
is. We can still win the game this way, and frankly the quests are a
pain in the ass anyway. I will tell you what the quests are as they come
up, but you'll have to wait for the next FAQ version to get detail on
experience rewards, strategies, etc. Sorry...
<---------------------------------------------------------------------->
4) Up the corridor to the west and around to the south is a room full of
Gnolls and Goblins; I send one character ahead to incite them and then
draw them back into the Air Temple for a dose of death. You can also go
charging in and destroy them - it really doesn't make much difference.
There's nothing else here, so head northwest to the next chamber.
<---------------------------------------------------------------------->
5) Large main hallway - to the soutwest is a large (and I do mean large)
group of various Brigands and other assorted enemies. This is a straight
forward fight; I Web the area to the southwest in front of the door to
their room, and assemble the party at the top of the hallway (just off
the end of the air hallway, facing southwest so I can throw spells and
missile fire at them). To the north at the end of the hallway is a room
with a trapped chest. The bodies all have some amount of cash on them,
along with a few potions and a few missiles.

***TRAPS***
Feldrin's Chest

***ITEMS***
Chest Potion:Invisibility, Potion:Cure Light Wounds,
Scroll:Shield, Silver Necklace, Jasper Ring,
Copper Ring x3, Amber Gem x2, 37gp, 54pp

In addition to the loot, I also gained enough experience to go up a


level here...

LEVELING DETAIL
o--------------o
K'aos adds another Ranger level, and puts Skill points into all of the
regular areas (Bluff, Diplomacy, etc). No new feats; no new spells.

Chaorl goes to Barbarian level 7 and takes his normal skill progression.

Ilana becomes a 7th level Cleric; skill points go, as always, to Heal
and Concentration. She adds Virtue, Divine Favor, Cure Critical Wounds,
and Restoration for new spells.

Quala adds a level to Sorceress; adds two points to Concentration, as


well as two to Disable Device. No new Feats, but she adds Acid Splash
and Knock to her spells.

Xenth goes up to Sorcerer level 7 and adds points to Concentration,


Spellcraft, and Use Magic Device; as the others he gets no new Feats,
but he adds Endure Elements, Melf's Acid Arrow, and Slow to his spells.

<---------------------------------------------------------------------->
6) Northeast up the large main hall you will find another air hallway
heading southeast. How do we know it's Air, you ask? Because of the
color; Air is white, Water is sort of greenish, Fire is red, and Earth
is sort of shit-brown. This is a good way to tell which robes to put on
if you actually have them for everyone. But I digress...

Head southeast down the next Air hallway, which eventually becomes a
Water hallway. You can ignore the secret door to the south, as it just
goes back to the Air High Priest's room. You will see the Water Temple
hallway to the south, directly across from a large set of double doors.
Ooohh... double doors... We simply MUST see what's on the other side.
<---------------------------------------------------------------------->
7) Three Air Elementals - a large and two mediums - that's what is on
the other side. No big deal; they die in melee without too much trouble.
There are three other sets of double doors off of this room - one to the
northwest, one to the northeast, and one to the southeast. The one to
the northwest is magically locked, so that narrows it down a bit.
<---------------------------------------------------------------------->
8) A four-way intersection awaits, and by the colors of the hallways it
appears they each go to an elemental temple. How convenient - we now
know roughly where each temple is...
You can do these in any order you wish, with the understanding that the
temple quests may dictate some of your actions. Since I'm not doing them
it makes it easier to choose. Uummm... Water!
<---------------------------------------------------------------------->
9) In this temple, besides the various priests and worshippers, there is
a Juggernaut; It's essentially a huge lobster, but it will take some
serious work to put it down (it has an 18 Magic Resistance). It can be
Webbed, so that's a good way to start; then Magic Missile it to death.
Why not Fireball, you may be wondering? Because a Fireball will destroy
the Web, and we need to keep this thing contained as long as possible.

I keep my archers back by the door, with Ilana just in front of them;
my four front-line fighters move up just far enough to incite the priest
into attacking. Hit them with the Web, and fire as much magicical crap
at them as you can. Pay special attention to the Juggernaut; and only
get involved in melee if one of the baddies manages to break free from
the Web. There will come a point in this battle where you will run out
of magical attacks; that's when you Enlarge your fighters, dismiss the
Web, and go in to chop him up into bisque. Loot the priest for a couple
nice items (the Ring of Freedom of Movement is the only one worth a
specific mention).

If you are doing the temple quests, here they are...

Quest 1: recruit Oohlgrist, the Troll Chieftan, for the Water Temple.
Diplomacy will work here, where you needed Intimidate to do this for
the Fire Temple High Priest.

Quest 2: kill the Fire Temple High Priest. Go there, kill him, and then
plant a vial of poison on the corpse to make it look like the Air
Temple did it. Sneaky...

Quest 3: similar to the last quest, you need to kill the Bugbear Jailor
and his Ogre friend, and plant some Earth Temple Robes on the bodies.
<---------------------------------------------------------------------->
10) Head southeast down the hallway and thru the next set of double
doors. A few Water Snakes in here, but after that last fight they're
just too easy. Destroy them and head back out to the main room - but
on the way check out the small room to the south on the short hallway.
In here is nothing, but another door leads to a room with a trapped
chest and some goodies. Gems mostly, so I'm not going to bother with
detailing what all is in it. Go back to the four-way intersection.
<---------------------------------------------------------------------->
11) The next fight is to the south - take the southeast passage and go
south when you get to the magically locked door. In here is a Troll and
his pet Owlbear. The Owlbear can be a pain if you don't damage him early
but overall this is a pretty easy fight. Remember to use Fire or Acid
on the Troll, or a Coup de Grace attack after he's unconscious, to kill
him fully. Continue southeast from their room.
<---------------------------------------------------------------------->
12) Just before this halllway turns due south you will find a room to
the northeast. There is a Troll in here, but he goes down easily. The
next room - to the north of this one - has a Troll Chief, and he's a bit
harder to put down. Fireballs work well, as do Scorching Rays, but in
the end it's melee and a Coup de Grace that kills him. In the next room
to the north is yet another Troll. When all is quiet, head back down to
the last main hallway.
<---------------------------------------------------------------------->
13) We're going to finish the loop back around to the secret door by
where we entered the Air Temple Priest's quarters; along the way, we
will discover a set of stairs down. Remember these for later...

Just before the secret door there is a set of double doors to the north.
Inside are several Bugbears - these are the guys you were to convince to
join the Air Temple (if you are doing the quests). Me? I just kill them.
<---------------------------------------------------------------------->
14) Now that we've cleared out the southern sections of the map, we can
return to the Troll Chieftan's room and continue north. Take your time,
I'll meet you there...

From the northern room, exit to a hallway and head northwest. You will
come to a chamber with a Troll Hydra Keeper and a Hydra (what else?)
in it. The Hydra isn't too bad (not nearly as bad as the Juggernaut),
and the Troll is just a troll. Kill them... kill them a lot...
<---------------------------------------------------------------------->
15) Head back down the same hallway and follow it around the perimeter
of the Fire Temple. The path will go southeast, then northeast, then
turn due north, and finally head northwest again. You'll run into a few
Fire Temple Bugbears up here, but they aren't much more than a minor
distraction at this point. At the end of the hallway you will find a
door to the northwest, and another to the south. Let's do the southern
one first.
<---------------------------------------------------------------------->
16) POsition your archers in back facing the door and your fighters in
front, then open the door. There is a Priest in here along with several
Fire Temple Bugbears. They will come to you, and you can kill them. Not
all that hard really... Enter the room beyond and dispatch the rest of
the Fire Temple baddies that are hiding in here.
<---------------------------------------------------------------------->
17) From this room are two more doors. What a mess... Okay, let's open
the northern one first - it can't have much behind it, as there isn't
all that much room left on the map. This is the High Priest's room, and
he's pissed (unless you're wearing the Fire Temple Robes). Kill him,
take his stuff, and get ready to open the southern door.

If you do have the robes, the High Priest will give you the following
questsL

Quest 1: get the Troll Chief to join the Fire Temple. If you have this
mission, he won't go immediately hostile and you can try to Intimidate
him into talking to you and joining the temple. Return here for a small
experience reward.

Quest 2: recruit a group of Ogres. You will have to fight them, but just
before they all die the Ogre Chief will relent and agree to join. Return
once again for more experience and a final quest. The final quest could
be either one of two, depending on how you completed the first two.

Quest 3a: if you do manage to recruit the Troll Chieftan, then you will
be asked to mediate a dispute between two of the Fire Temple priests.
Find Tubal and talk to him, only to be told that you must gamble the
other priest (Antonio) for it. Gamble and win, demand the Mace and, if
necessary, Intimidate him into giving it to you. Return it to the High
Priest to complete the quests.

Quest 3b: if you killed the Troll Chief, or you cannot get the Mace
from the priests, then you may get the task of obtaining and delivering
the Orb of Golden Death to him, Yeah, right...
<---------------------------------------------------------------------->
18) Behind this next door are a couple more Bugbears and a passage to
the west/southwest. This leads to another NW/SE hallway that, by its
color, would seem to be Air-related. The double doors across and to the
south go back into the central chamber where we fought the three Air
Elementals so long ago. But, a u-turn to the south open another set of
doors which lead into a hallway to the east. Onward!
<---------------------------------------------------------------------->
19) The passage ends at the doors to the Fire Temple chamber, and this
can be one tough fight. The enemies in here are immune to fire (duh), so
killing them requires some planning. As usual, I keep my archers and
main spellcasters back, and lead with fighters. As with several of the
battles in the game, there are two strategies here...

Strategy 1: send your fighters in groups of 2-3 down each side of the
room, using the braziers as cover. When you get past the first set of
pillars, you will be attacked. The advantage to this strategy is that
the enemies will have to split up to get at you, and you should be able
to move back. Draw them back in range of the rest of the party and shoot
them down.

Strategy 2: bums rush, straight down the middle. It's easy to get the
group surrounded this way, but you can pile on one enemy at a time and
kill them quickly.

Whichever way you choose, go kill the denizons of the Fire Temple.

<---------------------------------------------------------------------->
20) From here, head back out to the main hallway (the BIG main hallway,
to the west, where the white hallway intersects the main brown one).
There are a couple of Ogres waiting out here that you can destroy, but
they're really not hard at this point. The only strategy question is
whether to take them on with magic or fight them in melee. Personally,
I Fireball and Magic Missile them to death, but do whatever makes you
feel good (and makes them dead). Head northeast up the main hallway.
<---------------------------------------------------------------------->
21) At the end of this hall is a passage northwest, and another smaller
one that continues northeast. Take the northeast hallway to come into a
small chamber with three doors. I like doors - the usually lead to some
experience. So, let's play 'The Price is Right' and see what's behind
door #1...

Open the northern-most door (to the northwest) and kill the Ogre and
Bugbear that are in the room beyond. No big deal really; we're just too
powerful for a small encounter like this. This room has three more doors
for our opening pleasure. So many doors; so little time...
<---------------------------------------------------------------------->
22) Okay, we'll go with door #1 again (to the northwest). This opens to
a hallway which leads to another NE/SW hallway. Poop... Alright, let's
check out door #2 in this room.

Aha! Someone to talk to. In this cell are four Elf Prisoners; talk to
the first one in line to discover the Countess Tillahi and Sir Juffer.
If your party alignment is Chaotic Good, these are the people you were
sent to find in the opening sequence and you should actually escort the
group out of the temple; otherwise just give them directions.

At some future point, you will have a random encounter when traveling
back and forth to Hommlet (or Nulb, or where you happen to be going).
A group of elves will reward you for rescuing the Countess.
<---------------------------------------------------------------------->
23) In the next cell is a Brigand Prisoner you can rescue; this is the
NPC named Wicked, a second level Rogue). Set him free and move back to
the previous main room. We're going to finish off these cell doors and
then move on.

The last door (the eastern-most one) is an empty cell, and the final
door (door #3?) leads to a hallway going northeast to a set of stairs
going down to the next level. I guess we're done with this section.
<---------------------------------------------------------------------->
24) Head back out to the large main hallway again; you should notice a
small unexplored area just to the east of this small hallway. There are
two ways to get into this room - up and around to the east, or south a
short way and down the hall to the door. I strongly suggest going the
long way around, to the south.

Enter the room thru the door and you will be spoken to by a mirror on
the wall. It will offer to empower all your gear if you leave drop it
on the floor and leave it there... yeah, right... Ignore this (or use
Sense Motive, if offered) and get ready for an ugly fight. The door to
the north east of this room (next to the mirror) leads to a hallway in
which is a secret door to the west.
<---------------------------------------------------------------------->
25) In the room behind the secret door are two Werewolves, and they are
nasty. Their damage reduction can only be overcome with silver arrows,
so you'll want to spread these around a bit before engaging. I cast a
Bless spell on the party as well as enlarging my fighters (cast Enlarge
Person). A Bull's Strength or two goes a long way as well.

The best way to handle this fight is to get set up in the mirror room
and try to draw the Werewolves back to you, bottlenecking them one at
a time in the doorway. Send one character forward to initiate the fight
and then move back into position in the room. Please, for the love of
god, save before you start this fight - these assholes are nasty, and
it will probably take several tries before you can win this fight.

Enlarge Person will increase the damage, thereby helping overcome some
of the Werevolves damage resistance; Haste will give you more attacks
per round. Magic Missiles are fairly effective, and those Silver Arrows
will deal out some nasty damage to these guys if you can get a shot.

When they're dead, loot the chest in their room for a scroll.

***ITEMS***
Chest Scroll:Otiluke's Resilient Sphere

<---------------------------------------------------------------------->
26) There are only a few places left on this level to explore, all on
the western side of the map. Head back once more to the main hallway,
and go back to the northeastern end. This time, take the passage to the
northwest. This will return to the NE/SW hallway that we ignored before,
when we discovered it off of the prison area. Go northeast, then turn
northwest, and follow the hallway until you come to the end and a door
to the south.
<---------------------------------------------------------------------->
27) Behind this door is a room full of Bugbears - and I do mean FULL.
There are about 20 of the buggers in here, so running in and charging
at them is not recommended. I get the party situated blocking the door
and then throw a couple Fireballs into the room before Webbing them.
This tends to damage them a lot, and keeps them from attacking all at
once. Of course with me blocking the door and all, they can really only
get to me one or two at a time, but hey - what's the point of having
all these spells if we're not going to use them?

The only things they drop worth mentioning are the healing potions and
cash. The faster you kill them, the more potions you can score, however
if you're set like I am you really don't have all that much need for
the potions any more. Oh well, grab them anyway; you never know...
<---------------------------------------------------------------------->
28) In the northwest corner of the room is yet another door. What's
behind it you ask? Let's open it and find out. Three more Bugbears, and
a locked chest that you can loot for a couple of Greater Temple Black
Robes. Exit the large Bugbear room to the southeast.

***ITEMS***
Chest Greater Temple Black Robe x2

<---------------------------------------------------------------------->
29) Another NE/SW hallway, and a room with three empty barrels at the
Northeast end. Whatever... head southwest down the hallway, then turn
southeast to find a room with a dead Carrion Crawler (well, to be fair,
he was alive when I first entered the room) and an empty barrel. Reverse
course and head northwest up the corridor until you come to a split.
Here the choices are southwest and due south; I elect to go straight
south first.

The hall turns slightly southeast and opens into a room containing a
single enemy - The Littlest Troll. Kill him and loot the barrel (as
always, remember to use fire or acid to actually damage him, and a
Coup de Grace to finish him off).

***ITEMS***
Barrel Greatsword, Longbow, Heavy Crossbow,
Arrows x40, Silver Arrows x20

<---------------------------------------------------------------------->
30) Back to the last split and southwest to come to another choice of
paths. The one to the west is simply a room with three empty barrels,
so we can ignore it and proceed south. The hallway once again splits,
going east and west; east leads back to the large main hall, and at this
point there's nothing left that way to see, so head west.

The path turns northwest, but right where it does so is a large door to
the southeast. That looks interesting, let's open it. A swimming pool?
Really? Well... umm... okay, I guess... Return to our northwest path.
<---------------------------------------------------------------------->
31) Looking at the map, it's fairly easy to see that there is only a
small section as yet unexplored. Another split in the hallway, with a
door to the south. We can ignore the entire section further to the
northwest (there are only a couple of rooms with empty barrels in them),
so open the door, kill the enemies in the room, and we're done.

That's it for the second level of this dungeon - other than a couple of
areas we can't get to (magically held doors), we are done here. If you
feel the need, go ahead and return to Hommlet to sell of stuff and rest.
When we return, head for the stairs in the hallway behind the Air Temple
Priest's quarters; this is where we will go down to the third level.

o======================================================================o
| |
| Dungeon Level 3 |
| |
o======================================================================o

Dungeon Level 3 {WLK038}


o======================================================================o
1) As I am extremely close to gaining a level, I decide to rest at the
foot of the stairs until I'm attacked. It only took one try, and I was
set upon by eight Gargoyles. Took some minor damage, but in the end it
was worth it. Level up and rest for 8 hours to memorize spells.

LEVELING DETAIL
o--------------o
K'aos goes to 4th level Sorcerer (making him R4/S4), adds a point to his
Constitution, and puts his Skill points into the regular areas (Bluff,
Diplomacy, etc). He adds another point to Concentration as well. No new
Feat, but he takes Resistance and Scorching Ray for new spells.

Chaorl goes to Barbarian level 8 and adds a Dexterity point, along with
his normal skills progression.

Ilana becomes an 8th level Cleric. She adds a point to Intelligence so


she can get the extra Skills points; she puts these into Concentration,
Heal, and Spellcraft. For new spells, she adds Searing Light and another
Cure Critical Wounds.

Quala adds a level to Rogue (to R4/S4) and adds her Skill points to
Concentration, Disable Device, Open Lock, Search, and Tumble.

Xenth goes up to Sorcerer level 8 and bumps up his Strength (this will
come in handy later); Skill points go to the usual magical areas. New
spells include Detect Magic and Bestow Curse (an awesome spell).

<---------------------------------------------------------------------->
2) Okay, we are now at 8th level and fully rested - time to figure out
just where we are and what to do next. There are four doors off of this
foyer, and a hallway to the southeast. Let's clear out the rooms behind
those doors first, starting with the one directly to the south.

A couple of Bugbear Leaders in here, and things worked out so that my


main fire-casters could each get off Fireballs into the room before the
Bugbears could start their attack - nice... A Magic Missile along with
several melee attacks finished them off with no damage to the party.
I use their room to refresh spells again (rest for 8 more hours); I will
likely do this often on this level, as having a full spell arsenal is a
very good thing down here. I will also not be returning to town for a
long time after this, only grabbing cash and magic items from corpses
and containers.

Now let's explore these other doors, starting with the one to the west,
on the northern wall.
<---------------------------------------------------------------------->
3) This room is Scorpp's Pleasure Dome, and inside is the Hill Giant
Scorpp. If you're in need of a strong fighter-type, and can tolerate a
Chaotic Evil NPC in your party, he's a very good addition. You will have
to fight him no matter what, but once he gets badly injured he'll stop
the fight and beg for mercy. At this point you can accept him into your
party, or go ahead and kill him. Personally, I choose to kill him; I do
not intend to change out any party members.

When he's dead, make sure to loot his body for Wonnilon’s Crossbow and
his scroll of Control Plants. You can return these to the little Gnome
back up on the first floor at your leisure...
<---------------------------------------------------------------------->
4) Continuing clockwise, the next door opens into a room containing four
Ogres, one of which is an Ogre Shaman. As is my usual strategy, I allow
them to come to me out in the open foyer area, while pelting the ones
left in the room with Magic Missiles, etc. Pay some special attention
to the Shaman, as he can cause you some trouble if you don't take him
down quickly. They drop cash, and the Shaman has a Javelin of Lightning.
<---------------------------------------------------------------------->
5) The fourth and final room has Bugbears in it. I lob in a Fireball to
wake them up (which has the side effect of putting some of them to sleep
permanently), and then let them come out to me for some death. So far,
this level isn't all that bad. Now we can head down that hallway to the
southeast...
<---------------------------------------------------------------------->
6) Almost immediately there is a branch to the southwest - I guess we
should go that way. An empty chamber... well, that was fun. Return to
the southeast hallway and continue. A short ways down the corridor is
an octagonal room with four Will-o-Wisps in it. These things are a pain
in the ass to hit, so approach with caution and use magic as much as
possible to attack them.

This room has a circle of statues in the middle, which appear to serve
no purpose at all except decoration. There are two passages off of here;
to the northeast and southwest. I like southwest...
<---------------------------------------------------------------------->
7) At the end of this short hallway is a crude room with several things
called Hooting Fungi, along with a Lamia. This bitch is a real pain, as
she starts out with Mirror Image, and continually refreshes it during
combat. Not only that, but she will Charm at least one of your party
members and turn them against you. She can really reek havoc on an
unprepared party. I strongly suggest Blessing the group before you take
her on, as this will add a bonus to your saving throws and maybe - just
maybe - prevent her from Charming someone. Oh... and she has a ton of
hit points, so it takes a bit of doing to finally put her down. When
she dies, she drops a Longsword +3; this goes to K'aos.
<---------------------------------------------------------------------->
8) At the southeast end of this chamber are two doors, and if we have
managed to learn anything down here, it's that doors = experience. So,
on thru the one to the southwest. At the end of this hallway are stairs
leading back up to the second level of the dungeon. Good to know in the
event we need a quick escape... Back out to the Lamia room, and that
other door to the northeast. Another corridor - a short way southeast,
then it turns northeast. Here are stairs down; not someplace we really
want or need to go yet. So... head all the way back out thru the Lamia
room and to the statue room.
<---------------------------------------------------------------------->
9) Since northeast is the only way we haven't explored yet, go that way.
Up here a short distance is an opening to the northwest, and a couple of
Jackals guarding a passage west. We simply must see what's beyond these
animals, so kill them and head west. Proceed carefully, because ahead is
a room with Gargoyles, Jackals, and Jackalweres. The latter are the real
problem here, as they require silver to hit/damage; for some reason, the
Gargoyles and some of the Jackalweres will atttack the plain Jackals to
grant you some time to prepare. Fireballs, Magic Missiles, and silver
will win this; you can kill the normal creatures with regular melee, but
it will take magic to deal with the Weres... There's nothing in the room
they were guarding, so return to the hallway and continue northeast.
<---------------------------------------------------------------------->
10) A short way up is another northwest hallway which turns right and
opens into a room containing three Umber Hulks. These guys are total
badasses, and will use Confusion to render some of your party useless.
This can suck a lot... Get on them fast and hard - Enlarge Person and
Bull's Strength go a long way here. The Confusion effect only lasts a
few rounds, but it is extremely annoying. Overall, this fight isn't all
that bad, but having to deal with characters running around blindly is
not a lot of fun. Nobody drops anything, and there is nothig to loot.
<---------------------------------------------------------------------->
11) Continuing northeast up the hallway, we find another passage due
north. Well, okay then, let's see what's up here... Ah! An Ettin! Well,
we'll see about that... A Web will totally dethreatenize him (yes, it's
a word; those of you who have read my other guide should already know
this). Now that he's immobile, I can pelt him with missiles, both magic
and normal, and take him down without suffering any damage at all. All
in all, a very nice result...
<---------------------------------------------------------------------->
12) Four doors and a hallway in/from this room, so I guess we have some
exploring to do. I suggest checking the hallway first, so we don't end
up with some giant asshat attacking us out of the blue. Hhmmm... very
interesting... a round room with several doors and another passage to
the southwest. Looking at the map, there isn't much room for anything
down the passage, so let's get set up for combat and see what's down
there. Stairs up, that's what. Alright, now that we've scouted out our
flank, let start opening doors. Start with the one just to the north of
the stairwell; we'll continue clockwise around the circle.
<---------------------------------------------------------------------->
13) This room contains a Troll, and he dies without putting up too much
of a fight. Grab the key from the dead Troll and continue with the next
door. This is the same, as are the other two - kill the trolls and take
their keys. Easy peasy...
<---------------------------------------------------------------------->
14) We now have four keys, and there are four doors in the last room; I
wonder if... nah... too easy... But wait - sure enough they open the
doors in here. Cool...

From left to right, door #1 secrets a Gelatinous Cube. These things die
quite easily, and don't split into multiples like some jams and jellies
do. Thank god. Past the now dead Cube is a hallway running due west.

Remember where this room is (we'll call it the door room) and head west
down the hallway until it comes to a three-way split.
<---------------------------------------------------------------------->
15) Taking the western-most corridor leads to another three-way split;
go southeast, then turn southwest to find a room that is totally empty.
Aaarrgh... Return to the last split and proceed due west to a chamber
that isn't empty. Four Ogres, including a Shaman, inhabit this room.
Dehabitate the room and return to the last split. Go north and kill a
Carrion Crawler, then return to the previous split at the E/W hallway.
This time, go northwest.
<---------------------------------------------------------------------->
16) As you approach this next room, you will be surprised to find a few
Goblins milling about. Goblins? On the third level of an evil dungeon?
What are they doing here? Guarding the Hill Giant's brewery, of course!

I suggest Webbing and/or Fireballing the Goblins to death while staying


out of range of the northern opening off this room (by the two brewing
kettles). In this next room are two Hill Giants and you don't want to
have all those freaking Goblins getting in your way while you deal with
them. Web still works on Giants, as do Fireball and Magic Missiles; in
the end though, it's melee that gets the job done here.
<---------------------------------------------------------------------->
17) Go back to the last fork and head due north. The passage will turn
northeast, then you'll find a passage to the northwest leading to a room
with a Black Pudding in it. Kill it, and return to the main hallway.
<---------------------------------------------------------------------->
18) Continuing northeast, we come to an alcove with two doors; one to
the northeast, and one due east. The one to the northeast is inhabited
by several Shadows and a couple Trolls. The only thing troublesome about
the Shadows is that they're hard to see and keep track of. They do die
quite easily in melee, allowing me to kill them quick and turn my
attention to the Trolls. When all is dead, take notice of the hallway
from whence the Shadows emerged...
<---------------------------------------------------------------------->
19) The other door to the east, just before this room, leads to a set of
stairs headed up, so we can ignore it. But that red glosing hallway that
had Shadows coming from it - that now has some promise... As I suspected
there are several more Shadows in here, and they die just as easily as
the previous ones. There is a hallway running southeast past their room
and I think we should explore it.
<---------------------------------------------------------------------->
20) At the end of the hall is a room with four Ogres, and just before
that is a smaller room to the north with several Shadows in it. Treat
this as a single encounter and you'll be fine - Web and Fireball the
crap out of the Ogres; have your Cleric Turn the Shadows. Voila! We can
now go looting... There's a chest in the Shadow room with a couple of
potions.

***ITEMS***
Chest (shadow room) Potion:Bull's Strength,
Potion:Protection from Undead

<---------------------------------------------------------------------->
21) There's nothing in the Ogre room except a passage to the southeast,
so I guess that's where we're going. This passage continues on for a
ways, then turns southwest and continues until it comes to a door. This
leads right back into the door room, in the northeast corner. Now that
is really convenient; I was not looking forward to retracing my steps
to get back here...
<---------------------------------------------------------------------->
22) At this point, we're almost done with this level. Two doors beckon
from here, and looking at the map it appears that the northwestern one
(door #2) will fill in a whole chunk right in the middle of the loop we
just completed. That seems like a good choice...

The hallway beyond this door finally splits and goes east and northwest.
Head northwest, and just past where the hall turns southwest there is a
doorway leading into a room with a Groaning Spirit. This thing dies way
easier than I expected, but who am I to question the great wisdom of the
Almighty Programmers? Loot the chest at the foor of the bed for a few
goodies...

***ITEMS***
Chest Silver Necklace, Gold Ring, Copper Ring x3,
Green Elven Chain armor, Scroll:Dimension Door,
Scroll:Teleport, Scroll:Gust of Wind,
Scroll:Gust of Wind, Scarab of Proof Against Poison,
Longbow +1, Cloak of Elvenkind

<---------------------------------------------------------------------->
23) Back out to the hallway and continue southest. The hallway turns to
the west, and ends in a dining room, which is empty. Poop... I guess we
had back and check out that final passage to the northeast back by the
door where we entered. Nothing here either, except for a closet trying
to pass itself off as something interesting. Return to the door room and
let's see what's behind door #4...
<---------------------------------------------------------------------->
24) The hallway splits almost immediately; take the northernmost passage
southeast to a door. Beyond this door are three Yellow Molds; kill them.
Note that they can not be damaged by melee weapons, but one round of
Magic Missiles (or a Fireball) will kill them outright. Head back out
and take the southern hallway to the southeast.
<---------------------------------------------------------------------->
25) Behind this door are two prisoners, Whitman and Mandy. Now it seems
that Mandy has bigger balls than does Whitman, because he's pretty much
a pussy. Gather a little minor intel and set them free, then search for
and discover the secret door in the southeastern corner of the room.
Another secret door, and we're back out in the main hallway that we left
oh so long ago.
<---------------------------------------------------------------------->
26) All that's left on this side of the map is a large chamber to the
northeast, so I guess we should see what's there. Leucrottas, two of
them... These things look like zebras, but they aren't; they have a
magic resistence of 16, and a fair number of hit points. They use magic
attacks, Holding and draining abilities, etc. This fight is a pain in
the ass, but not really all that hard or dangerous. Just make sure you
have some restoration spells for after it's over; you'll probably need
to rest for at least 8 hours to fully recover.
<---------------------------------------------------------------------->
27) Once you're whole again, proceed thru the opening to the south and
head southwest. This passage leads to a staircase, and looking at the
map it appears it is just opposite the staircase we discovered way back
when we first started exploring this level. Head down the stairs and
u-turn to the south; head up the stairs that are here to find yourself
exactly where we expected. Head back to that empty room just south of
Scorpp's Pleasure Dome - the one off the southwest hallway that we had
thought was empty.
<---------------------------------------------------------------------->
28) Searching this room (or casting Detect Secret Doors) will reveal a
passage in the floor with a ladder. Now why didn't we do this before,
you ask? Because I didn't want to, that's why... Our goal was to clear
the level, then do this. Head down the ladder to find yourself in a
hallway on the western side of the map, in an area that we haven't yet
explored (mostly because this is the only way to get here).
<---------------------------------------------------------------------->
29) Head northwest a very short way, and open the door to the southeast.
This room is inhabited by a wizard named Falrinth and his pet Quasit.
It really doesn't matter what you do (there are options to Bluff and
Intimidate during the dialog sequence), you will end up having to fight
them. Both should be treated like Trolls, even though they're not; get
them down to Unconscious and then kill them with a Coup de Grace attack.

There are two room off of Falrinth's chamber; one is behind a secret
door in the northeastern corner of the room. This is what we really want
to get to. Loot both chests, but make damn sure to grab the item from
the secret chest called the Orb of Golden Death. We need this in order
to win the game. There is also a large number of potions and scrolls;
I'm not even going to bother documenting this crap from here on out, as
it's just more of the same stuff we already have. The Orb really is the
reason we're here...

When you first grab the Orb, you will be treated to a cutscene showing
the passage to the final area; after a round or two, Burne will leave
the party permanently. It kind of sucks, but as his spell power was
focused on Ehchantment spells he has really outlived his usefullness in
the party; there are a few new NPC characters we will be running into on
level 4, which is coming up pretty soon.

***TRAPS***
Chest (northern room)

<---------------------------------------------------------------------->
30) Get set up for the next door (to the northwest of Falrinth's room)
and proceed. In here you will find some bitch named Smigmal, who doesn't
feel in the mood for talking. Knock her down to Near Death status and
she will stop and beg you to spare her - don't do it.
<---------------------------------------------------------------------->
31) Now here's a nice trick - the hallway to the northwest leads to a
door, which opens into the Temple Tower. From here we can easily exit to
the outside and the world map. I take the opportunity to head back to
Hommlet and clean up my inventory a bit, then head straight back down
here the same way.
<---------------------------------------------------------------------->
32) Okay, almost done... One more thing to do on this level and we're
ready to head down. In the northwestern area of the map there is a room
with a podium in it - we ignored this earlier, because it appears to be
empty. However, searching this room will reveal a secret passage to the
north; we definitely want to go there.
In this room is a Sleeping Man (although he appears quite awake). Talk
to him and he will reveal himself to be Prince Thrommel; he's a good
fighter, and will fit into most parties, so you might want to recruit
him. Note that if you leave the temple he will leave the party, so if
you intend to head back outside ever again, you might want to kill him
off (send him alone into battle and let him get killed) so you can get
his sword (Lawful Evil parties, this is the sword Fragarach that you
need to complete your initial quest). You really need to think ahead a
bit before deciding what you want to do.

Personally, I have him join the party, rest until I'm attacked, and send
him alone to deal with whatever shows up. There are more NPC's available
on level 4, and I need another spellcaster to replace Burne, so keeping
Thrommel is just a waste as far as I'm concerned. Now, about Fragarach:

This bastard sword is a +4 weapon, always hits, and will automatically


counter-attack when the wielder is damaged. Plus it does an extra 2d6
damage vs evil creatures, which makes up most of the enemies we will be
meeting from here on out. One way or another, you absolutely must have
someone wielding this sword in your party. The automatic counter-attack
is the reason you don't want to just kill him to get the sword; you will
have a total bitch of a time winning. It's much better (and easier) to
just let him die in battle and then loot his corpse.

o======================================================================o
| |
| Dungeon Level 4 |
| |
o======================================================================o

Before actually going down to the next level, I grind for experience at
the stairwell. You can choose either one (these are the ones we found
in step 27). I rest and kill things until I manage to gain another level
for the main party members; when I'm fully leveled-up and rested, only
then do I head down the stairs and start the next level.

LEVELING DETAIL
o--------------o
K'aos goes to 5th level Sorcerer (making him R4/S5), and puts all his
Skill points into Tumble. For his Feat, he takes Toughness for the 3
extra Hit Points. New spells too - True Strike and Web.

Chaorl goes to Barbarian level 9 and also adds all his Skill Points to
Tumble. He takes Weapon Focus:Bastard Sword for his Feat (so he can use
Fragarach to its fullest potential).

Ilana moves up to 9th level Cleric and also puts Skill points into
Tumble (can you sense a theme here?). She takes Combat Casting for her
Feat, and takes Flame Strike for both her new Domain and Cleric spell
slots.

Quala adds a level to Sorcerer (to R4/S5) and adds her Skill points to
Concentration and Tumble. For her new Feat, she selects Combat Casting;
she adds Endure Elements and Scorching Ray to her known spells.

Xenth goes up to 9th level Sorcerer; Skill points go to Concentration,


Tumble, and Spellcraft. He takes Point Blank Shot for his Feat, and
adds Daze Monster, Haste, and Ice Storm to his spell selections.
Dungeon Level 4 {WLK039}
o======================================================================o
1) Okay, here we go... Head down the stairs and go northwest up the main
hallway. The first hallway to the southwest leads to a room with two
Trolls in it. Kill them, and continue southwest down the hallway in the
northwest corner of the room. A secret door, several more Trolls, and
we can enter the room. From here we can go thru the door to the
southwest, or turn to the southeast down the corridor. I like the idea
of staying in a single direction until we are forced to change, so let's
open the door.
<---------------------------------------------------------------------->
2) At the end of this hallway is a room with two concubines it it. You
can ignore the Exotic Concubine; it's the Dazed Concubine that is the
important one here. Cast Dispel Magic on here (there's a scroll on the
floor near the table to the west), and then talk to her again to find
out that this is Paida. LG parties - this will complete your initial
quest. Valden is the Wainright, and is at building #20. Other parties
can simply ignore them (or kill them, as your alignment dictates).
<---------------------------------------------------------------------->
3) Back to the room and down the southeast hallway; open the door at the
end and you will find a NE/SW corridor. To the southwest is a chamber
full of Ettins. This can be a brutal battle, so be prepared; I Web them
in place and take them all out with missile fire (suffering zero damage
in the process). At the southwest end of their room are three chests;
all are trapped and locked, but only the northern one has anything in it

***ITEMS***
North Chest Blue Sapphire x5, Fancy Gold Ring, Platinum Ring,
Heavy Gold Chain, Silver Medallion Necklace,
1005cp, and some anout of Silver (I forgot to count)

<---------------------------------------------------------------------->
4) Now we head northeast to the other end of the hall, to find a Troll
and an Ettin. Same strategy works here - Web and missile fire (I really
like this strategy, and will use it a lot down here). From this room are
two doors to the northeast, and a hallway to the southwest. Head down to
the southwest.
<---------------------------------------------------------------------->
5) You will come across a Hill Giant here, but she doesn't go hostile; I
attack her outright, and once she's damaged she turns into a woman named
Kella. There isn't much to her, but she is carrying a magic ring; the
Ring of Change (*1).

If you have a Druid in your party, or if your party alignment is True


Neutral, there will be dialog options available that will lead to her
joining your party; she's a 9th level Druid, and a fairly decent NPC
character.

*1 This ring is only usable by Druids, and allows them to assume the
form of a Hill Giant, including all the bonuses.
<---------------------------------------------------------------------->
5) Further to the southwest are three actual Hill Giants, and they do go
hostile when approached. Web, missiles, yawn... Nothing else down here,
so I guess we check out those doors; the rooms beyond are empty. Head
back out to the first main hallway and go straight across.
<---------------------------------------------------------------------->
6) This appears to be a mirror of the room on the other side, including
the Trolls that inhabit the room. Kill them and open the secret door in
the northern corner of the room. This opens into a room that is similar
to, but laid out differently, than its counterpart from the other side
of the hallway. Also, it's empty... There is another secret door to the
northeast, directly across from the secret entrance we just used.
<---------------------------------------------------------------------->
7) A second door, a hallway, and a cavern at the end along with a more
normal door to the northwest. I recommend checking out the cavern first.
The path u-turns to the south and opens into a room with four Ogres,
including an Ogre Shaman, an Ogre Chieftan, and two Ogre Leaders. How
you approach this fight will depend largely on the order of combat; for
me, it was Web and ranged attacks to take out the first two enemies, and
then a Fireball to weaken the other two before going in for melee. With
Chaorl wielding Fragarach, it was over pretty quickly.

One disadvantage to using the Web + missile fire strategy: you run out
of missiles pretty fast. I may need to make a run back to town unless I
find some crowwbow bolts laying around somewhere down here.
<---------------------------------------------------------------------->
8) The hallway to the southwest looks interesting; let's go down there.
It turns southeast and ends at an opening, beyond which are several of
those easy-to-kill Greater Temple Bugbears. In the alcoves off of this
room are Ogres, who aren't so easy... Off to the northeast is a bunkroom
with a ton more Bugbears. If you're not careful, this can be a nasty
fight; try to get rid of the initial bugbears first, then entice the
Ogres out 1-2 at a time, and finally deal with the bunkroom.
<---------------------------------------------------------------------->
9) The hallway to the west goes back to the first room in this section;
you can go either way you wish to get back to the door the we skipped
earlier. Be damn sure you know what you're doing before you enter this
room, as there is a fairly powerfil Wizard in here along with a couple
of Elementals (Fire and Water) and some Quasits. The old Web trick will
not work on this bunch, so be ready for some melee and spell action.

The chest is trapped and locked, but it only contains three necklaces
and a couple gems; the real loot here is on the Wizard. He drops a huge
cache of potions and other nice magical gear; too much to list in any
kind of detail.

While I was looting, identifying, and resting, two NPC's walked in and
just stood there - the Captain of the Temple Guard, and a Greater Temple
Bugbear. If this happens to you, know that you can talk to them, but
nothing seems to happen.
<---------------------------------------------------------------------->
10) Well, that seems to be the end of this section of the map, so let's
head back out to the main hallway and proceed northwest again. The hall
goes on for a good ways, then opens into a large chamber. In here is the
High Priest Hendrak, and this fight is a major one. I strongly suggest
spell-buffing before you engage - Bless, Stoneskin, whatever else you
can manage to get in place. If at all possible, try to get off several
Web spells to keep the mundane enemies at bay while you go nuts on
Hendrak.

This battle is very much dependent on combat order - even moreso than
the other ones we've fought. If you are lucky enough to get off a
Fireball before the Web, even better. No matter what, keep your magic
wielders back out of the way; let the enemies come to you. I don't
know what else to tell you, except to focus ALL your attention on the
main enemy here. Be forewarned - he can (and likely will) summon his
god (Iuz) once you get him down to Almost Dead status, and that can suck
a whole lot. If this happens, you need to go into pure defensive mode
just to survive until St. Cuthbert shows up. After that, they (Iuz and
Cuthbert) will decide to withdraw, resurrecting and healing everyone.
Basically, you restart the whole scenario without the threat of gods
intervening.

Hendrak drops a ton of potions and some very nice armor, as well as an
equally nice shield. (the armor is +11 AC, the shield is +3).
<---------------------------------------------------------------------->
11) At this point, I drop everything that I cannot find a use for; all
the gems and other nonsense that is cluttering up my inventory. From
here on out, I only care about powerful magic items. note that I was
unable to drop some things - apparently the game has a glitch of some
kind where it treats character inventory items as if they were NPC's.
This sucks a lot, but there isn't much I can do.
<---------------------------------------------------------------------->
12) Exploring the hallways off of this main chamber will reveal the
entrances to the various elemental nodes; go around and discover them
at your leisure. Do NOT enter the nodes yet, just find the entrances.

Going straight northwest up thru the center passage, you will encounter
two Shriekers (mushroom-type thingies), and assorted jams, jellies, and
molds. None of these is all that difficult - fire will easily destroy
them all in a couple of rounds. There are four chests in here; all are
trapped and locked. From left to right, they are chests 1-4...

***ITEMS***
Chest 1 Earth Temple Brown Robes x6, Wand of Lightning Bolt,
3929gp, 787sp

Chest 2 Fire Temple Crimson Robes x6, Wand of Heat Metal,


3929gp, 787sp

Chest 3 Water Temple Moss-Green Robes x6, 3929gp, 787sp

Chest 4 Air Temple Ivory Robes x6, 3929gp, 787sp

These robes will be useful when we enter the elemental nodes, so keep
them handy, or remember where they are for when you need them.

<---------------------------------------------------------------------->
13) Continuing northwest you will find several Ascomids - I'm not sure
exactly what these things are supposed to be, but they're not friendly,
so kill them. The room is a large circular arena, so I have to assume
that the presence of those bouncy things means it was used somehow for
basketball. I don't know - you tell me...

Now it's time for those elemental nodes, and we will start with the
Air Node (white). Put on the appropriate robes and head for the node
entrance, second from the right.

o======================================================================o
| |
| CHAPTER FOUR |
| |
o======================================================================o

The goal in each of the elemental nodes is the same - find the Guardian,
kill him, and retrieve the Power Stone he guards. These stones enhance
the Orb of Golden Death, adding powers, etc, to it. In each node we will
go around and kill everything that we find, although there are a few
recruitable characters to watch out for if you're in need.

Air Elemental Node {WLK040}


o======================================================================o
1) To the southwest (actually, west, then south) is an entrance to the
Fire Elemental Node - we're not going there yet, so it's safe to skip
this section of the map (you can go look if you wish, but other than the
area transition, there's really nothing here - no enemies, no nothing).

Due west you will find a cleric - this is Ashrem, and if you need an NPC
Chaotic Evil cleric, he's pretty decent. For me, however, he doesn't fit
in the party, so I kill him. No real strategy to this, just attack and
he dies.
<---------------------------------------------------------------------->
2) There are a couple of Windwalkers just to the east of Ashrem (north
of the first bridge), but as far as enemies go, they're pushovers. Go
back to where we entered and head south. Down here, just across the
bridge, are several Vortexes, and they're even easier to kill than the
Windwalkers. Whatever... kill them too. All the way to the south is an
entrance to the Water Elemental Node, where we also don't want to go
quite yet. Head back once again to the starting point.
<---------------------------------------------------------------------->
3) To the east this time, and encounter some Vapor Rats. Although I did
not think it possible, they meet their fate even easier than did the
Windwalkers and Vortexes. See why we chose this node first? Continue to
the east, then to the south, killing rats as you go. Across the bridge
is the entrance to the Earth Node - not going there yet, blah, blah,
blah... Back north to where we encountered the first rat's nest, then
head northeast. Not far and we have a choice - continue northeast, or
turn east. I like east...
<---------------------------------------------------------------------->
4) Across a bridge, standing alone, is a fighter - this is Taki, and he
is going to become a party member (at least in my game). He's a level 7
fighter with an 18 strength, and while I would really prefer to have a
spellcaster to fill the empty slot, there are none that will work well
in my party, so fighter it is...
<---------------------------------------------------------------------->
5) Back to the split and head northeast again. There is a Large Air
Elemental up here, and finally something worth our effort. Still not all
that much of a fight, but at least it took more than a round to kill.
Across the bridge is another one, and I draw him back to the party.
There's nothing else up here, so I guess it's back to the entrance.
<---------------------------------------------------------------------->
6) The only way left to go now is north, and this is where we will fight
the big battle for this node. Immediately across the first bridge are a
bunch of Ildriss - more easy enemies - then the narrow path heading to
the north. Narrow paths mean difficult tactical positions, so prepare
before heading up here - make sure you have the weapons you want, and
cast defensive spell buffs if desired (I don't bother in this node, but
definitely will in others)
<---------------------------------------------------------------------->
7) You'll know when you're getting close, because the path turns west
and it gets lighter ahead. You'll see several stalagmites lining the
path forward - just past them is the fight we're looking for. I keep
Quala and Xenth all the way back on the narrow pathway, and have the
rest of the party spread out across the entrance to this area. In spite
of their strength, the enemy combatants really have no hope of survival
in this fight. The truly dangerous enemy is Vrock; he's the Air Node
Guardian, and can be tough if he manages to get in some hits.

I move Chaorl forward just far enough to bring Vrock into view, but not
far enough to actually start the fight. Xenth throws a Fireball at him,
and that is what starts the engagement (I mean, really - wouldn't you
want a fight if someone hit you with a fireball?). From here on out, the
combat will depend a lot on the order of combat - if you're lucky, you
can deal some massive damage to this guy before he summons his allies
and moves in to attack. No matter what, melee is what wins this.

Kill him and take the Air Node Power Gem from his corpse - it will end
up automatically going into the slot on the Orb, which then gains some
new powers and abilities.
<---------------------------------------------------------------------->
8) This was just enough to gain a level for all the main party members
except Chaorl (who is only about 500 away), so I exit back to Temple
Level 4 using the door just behind where Vrock was and then level up in
the temple. I will level up Chaorl immediately when I get the chance
since he doesn't have spells, I won't need to rest when I do so.

LEVELING DETAIL
o--------------o
K'aos adds a Sorcerer level (to R4/S6), puts all his Skill points into
Tumble, and adds Flare and Fireball to his spells.

Ilana moves up to 10th level Cleric puts her Skill points into Tumble.
She adds Aid, Death Ward, and Righteous Might to her spells.

Quala also adds a level to Sorcerer (to R4/S6) and adds her Skill points
to Concentration and Tumble; she takes Ray of Frost and Magic Circle
Against Evil for her new spells.

Xenth goes up to 10th level Sorcerer; Skill points go to Concentration,


Tumble, and Spellcraft. New spells include Acid Splash (he now has all
of the Level 0 spells) and Cone of Cold.

Earth Elemental Node {WLK041}


o======================================================================o
9) This node is the eastern-most of the four nodes, and is still rather
easy to complete. Enter in the southeastern-most of the four entrances;
from here, we'll start by going south. At the first split, there is a
Galeb Duhr - no easy enemies here. Melee will take care of him; he has
about 120 hit points. Continue south to anotehr split - one path goes
southeast, the other southwest.
<---------------------------------------------------------------------->
10) To the southeast are some Chaggrin - fairly easy creatures to kill.
The path turns east past the dead Chaggrin bodies; there is a passage to
the south that turns west and loops back around past the entrance to the
Fire Node and returns to the last split.
<---------------------------------------------------------------------->
11) You can either loop all the way around, or return the way you came,
but no matter what, get back to the entrance to the path to the Fire
Node entrance. Just to the north of here are a couple of Gorgons, and
this can get nasty. It is possible to encounter them one at a time, and
that can make this much easier.
<---------------------------------------------------------------------->
12) To the east is the entrance to the Water Node, where several Gareb
Duhrs will spawn. Ugly fight, this... A Web spell will make it slightly
less ugly, but no matter what, it's a bitch to win this. In my opinion,
this is a harder fight than the Glabrezu Guardian we will encounter at
the end of this section.

LEVELING DETAIL
o--------------o

Chaorl bumps up to Barbarian Level 10, and adds Tumble skills.

<---------------------------------------------------------------------->
13) North from the Water Node entrance chamber are two Crystal Oozes;
these guys will split if hit in melee, so use fire or Magic Missiles to
kill them (a single Fireball will do it). Continue north from their
chamber to find a multi-way intersection; west leads back to where we
entered. I guess we'll be systematic and continue to explore as close
to counter-clockwise as we can... Southeast it is...
<---------------------------------------------------------------------->
14) Follow the path until you come to a lone gentleman named Jaer. He's
a first level fighter with very crappy stats, so it's okay to ignore or
kill him. You would have to be extremely desperate to even think about
recruiting this guy, and if your party is in that bad shape then what
are you doing down here in the first place? Thanks Jaer, but no thanks.
<---------------------------------------------------------------------->
15) Backtrack to the main intersection and head due east to find the
entrance to the Air Node. Nothing here, so I guess we go back and head
north from the intersection...
<---------------------------------------------------------------------->
16) Now we're getting somewhere - a Large Earth Elemental awaits in the
first small chamber, and he goes hostile right away. Magic Missiles from
everyone that can cast them, and a single hit with Fragarach, and the
elemental is dead. Continue, heading west...
<---------------------------------------------------------------------->
17) The path goes northeast and southwest, and the latter takes us back
to the entrance to this mode; the choice of direction should be obvious.
Up here you will find a Wizard named Sargen. This poses a dilemma for
me - I really do want another spellcaster, but this guy's stats aren't
all that great, and he starts out with an empty spellbook. That last
bit is pretty much a show-stopper for me, as there will be little or no
chance to get any new spells down here. Yes, I have a fair number of
scrolls, but not enough to load this guy up with anything useful. Sorry
Sargen, I guess you're on your own. Backtrack all the way down to the
entrance area...
<---------------------------------------------------------------------->
18) In the chamber to the southwest are 8-10 Gareb Duhr in residence.
Deal with them the same way as you did in the entrance to the Water
Node - Web, Magic Missiles, Shatter, anything you can bring to bear in
the way of magic attacks (since they're mostly immune to melee). Once
they're all dead, check out the chest in the western side of the cavern.
***TRAPS***
Chest

***ITEMS***
Chest Radiant Great Hammer, Aquamarine Gem

<---------------------------------------------------------------------->
19) Alright, enough of this crap... let's go get that next Power Gem.
Head northwest from the entrance area, but proceed slowly; once the
path opens into a large chamber you will find two Large Earth Elementals
and the Glabrezu Guardian. Web, Enlarge Person, Bull's Strength, and a
Bless for good measure and I'm ready to take on this challenge. If you
can manage to get just the two elementals to engage without the Glabrezu
then so much the better. No matter what, this is a much easier fight
than the Gareb Duhr we just destroyed, but you still have to take some
precautions. Kill everything, grab the Gem, and return to Level 4.

Water Elemental Node {WLK042}


o======================================================================o
20) The entrance to the Water Elemental Node is to the west and north.
Go there now, and enter... This node is a pain in the ass, although it
isn't all that hard. As usual, we start in roughly the center of the
map... and, as usual, we'll explore counter-clockwise.
<---------------------------------------------------------------------->
21) Upon arrival, you will immediately be set upon by a couple of things
called Vodyanol; these things will use Confusion and ability draining
attacks, and although they don't have a lot of hit points, they can be
a pain to kill. If your combat sequence allows it, Fireball these guys
a time or two to weaken (or even kill) them. There are many other bad
guys hanging around the various pools in here, and a confused character
is meat for them.
<---------------------------------------------------------------------->
22) We'll start by heading southwest and killing a Large Water Elemental
who is near a pool. You may also encounter Lacedon here, who are fairly
easy to kill - it's the elemental that is the real danger. Due south are
a few more Lacedons; kill them and continue south.
<---------------------------------------------------------------------->
23) You will come to a bridge to the southeast, and an open area to the
west - go west first, and follow the endge of the ice all the way around
to the north, ignoring the bridges you pass. Eventually you will find a
few Ice Lizards for your killing pleasure. These things have a very high
Magic Resistance, so melee is probably the best way to deal wtih them.
<---------------------------------------------------------------------->
24) Continue to follow the edge of the ice; it will turn east and end up
at a spot with a few Lizard Men. Easy enemies, these - a single Fireball
will kill most of them, and the rest can be mopped up when they rush the
party. Stupid Lizard Men...
<---------------------------------------------------------------------->
25) Still following the ice edge, continue east (ignoring the bridges
along the way) until you find a group of Marrows. Our goal here is to
clear the central ice plateau, then start exploring the areas on the
other side of all those bridges. There's another large group of them
just a bit further east of the first group. Kill them too...
<---------------------------------------------------------------------->
26) South from here, ignore the path east (over the small break in the
ice) is a pool with Eyes of the Deep. These things hit for some hellish
damage, and cannot be Webbed, so get on them fast and hard. Fireballs
will do some decent damage, as will Flame Strike and Magic Missiles, but
in the end they will close on the party and you will be left with no
choice but to hack them to death in melee. There are 5-6 of them here,
so take some care as you approach - if you can deal with them in groups
of one or two at a time, you will have a much easier time of this.

Continue to clear this center ice island; when it's complete you should
end up somewhere near the arch in the middle. Heal, rest, and generally
do whatever you need to do before proceeding.
<---------------------------------------------------------------------->
27) Our first foray across the bridges is due west, where we find the
entrance to the Fire Node. Thankfully, there's nothing else here, so go
back and head south along the ice edge. To the south, across the next
bridge, you will find a group of Bandits. This is almost too easy to
even be worth mentioning, but since they were here I thought it best to
tell you about them. Fireballs seem to do nothing, but they die so easy
in melee that I don't see a need to waste spells. There are several of
them in this camp, but if you approach slowly and don't cross the bridge
until the first bunch are dead, you'll be fine.

When all the Bandits are dead, there will be one left that's not hostile
and with whom you can converse. He gives you some sob story about how he
got here, and apologizes for the ambush, and generally goes on about how
great he is and all that nonsense. You can let him live, attack him, or
incite him to attack you. Whatever - he needs to die no matter how you
go about starting the fight. The bodies all have normal missiles, which
may come in handy if you're running low.
<---------------------------------------------------------------------->
28) Return to the main section and proceed east to another bridge, to
the southeast. Here there be Kapoacinth, some kind if winged beasties
that are fairly easy to kill. Do so, cross the bridge into their little
area, and then kill the rest of them. Here you will find the entrance to
the Earth Node, where we no longer need to go. Back again to the main
area and continue counter-clockwise.
<---------------------------------------------------------------------->
29) An ice path due east will take you to the entrance for the Air Node,
which is guarded by a couple of Seahags. If you remember way back to the
quest in Nulb to retrieve the Gar Corpse, there was one of these bitches
there, and she was nasty. Now, however, we're much higher level, and so
they don't stand a chance.
<---------------------------------------------------------------------->
30) All that's left now is the bridge to the northwest, and as can be
expected, this is where the Guardian and his pals are located. This time
it's a Hezrou and two Large Water Elementals, but the strategy and the
tactics are the same - approach carefully, destroy the elementals first,
then kill the Guardian and get the Gem.

One thing to note - the Hezrou has a huge amount of hit points, and is a
real bitch to put down. And, as with all the other Guardians, this one
will summon Quasits to distract you. I rarely recommend spell-buffing
before a battle, but this one and the next (the Fire Guardian) require
it - absolutely, positively require it.

When it's all over, we did gain enough experience to level up:

LEVELING DETAIL
o--------------o
K'aos adds a Ranger level (to keep his levels within two), and takes
Elementals as his new Favored Enemy (no... really?), putting the bonus
against them as well. Skill points go to Tumble, Concentration, and the
rest to Use Magic Device.

Chaorl moves up to Level 11 Barbarian and spreads his Skill points over
several areas (Tumble first to max it out; the rest are kind of useless
for him at this point).

Ilana becomes an 11th level Cleric, and puts a Skill point into
Concentration and two into Tumble. She adds Resistance, another Bless,
Bestow Curse, and Heal to her spells.

Quala has the same 'stay within two levels' issue as K'aos, so a new
level in Rogue it is. Skill points go to Tumble, Concentration, and
Spellcraft.

Xenth goes up to 11th level Sorcerer; Skill points go to Concentration,


Tumble, and Spellcraft. New spells include Bull's Strength, Dispel
Magic, Stoneskin, and Cloudkill.

Not that it really matters, but Elmo adds Resist Energy to his Ranger
spells. Hey - if you got 'em, use 'em, right?

Fire Elemental Node {WLK043}


o======================================================================o
31) The entrance to this node is... well... the only one left, and if
you can't figure out where it is, then you really should just leave. We
saved this node for last for a very good reason - we now have three of
the Elemental Power Gems for the Orb, and we can use it/them to summon
some very nice allies when we get to the Guardian here. But I am getting
way ahead of myself, so let's start with entering the node...

Thankfully we're not attacked immediately upon entering, like we were in


the Water Node. Head south from the starting point...
<---------------------------------------------------------------------->
32) Just as you cross to the next plateau, you will be attacked by a few
Fire Toads - these things are relatively easy to kill, and shouldn't be
more than a distraction. Continue south to the Earth Node entrance and
turn east.
<---------------------------------------------------------------------->
33) There are Bodaks here - several of them - but they're not hard to
kill and I ended up using no spells at all. Once this island of fire is
clear, return to the Earth Node entrance and proceed west. You will find
a Sorceress here - this is Darley, and if you want/need a Chaotic Evil
spellcaster, there are worse ones to recruit. Her spells are shit, but
with a 19 Charisma she can cast a lot of them. She also has decent
Strength, Dexterity, and Constitution, so she will hold up well in a
fight. Get her if you wish (I stayed with Taki, the fighter), and then
return to the eastern path.
<---------------------------------------------------------------------->
34) The entrance to the Water Node is up here - ignore it and keep going
north. Right where you return to the central island are several Fire
Snakes and two Large Fire Elementals. Cloudkill removes the snakes, and
some massive melee action takes careof the elementals.

The western path loops back around to where we entered, so head north
and east. Just across the narrow spot in the path are a group of
Salamanders that would like nothing more than to kill you. I hate these
guys; they do some nasty damage, and have a lot of hit points. However,
as there is a narrow place in which to bottleneck them, I take advantage
and do so. Having to fight only 1-2 at a time is much better than all of
them at once - trust me...

Loot the chest they were guarding and return to the starting point.

***ITEMS***
Chest Wand:Cure Moderate Wounds, Scroll:Raise Dead,
Amulet:Wisdom +4, Radiant Great Axe

<---------------------------------------------------------------------->
35) To the north (not the northwest), where the path turns northeast,
you will find a couple of Efreeti (how do I know if they're a couple?
They could just be good friends). The aren't all that tough, and die
fairly easily. The entrance to the Air Node is up here, but nothing
else. I guess it's time to go deal with the guardian for this node.
Head back down to the starting point.
<---------------------------------------------------------------------->
36) Northwest, and the path turns north; you will eventually come upon
more Salamanders, three of them to be exact. I Web them and then kill
them with Magic Missiles; you can dispatch them any way you wish. The
path turns north west and then heads up along an edged 'hallway'. Up
here is where the main fight for this node will happen.
<---------------------------------------------------------------------->
37) You will definitely want to be fully healed, completely rested, and
generally at full strength before taking on the Balor and his friends.
I stay back by the base of the 'corridor' to do so; and get the entire
party at 100% before moving up to start this encounter. You will have
to endure a few minor enemies while resting (a Large Fire Elemental is
minor? By now, yes, it is...), but eventually you'll be ready to go.

Now, a word on spell-buffing: do it... Okay, technically that was two


words, but you get the point. Bless, Endure Elements:Fire, Protection
from Evil, Stoneskin, Resistance, and whatever else you have that will
minimize or prevent damage; Enlarge Person, Bull's Strength, and similar
spells are very helpful as well. Get as much on as you possibly can and
you might just survive this fight. When you're ready, approach just far
enough to bring the Balor's location into view, but not quite enough to
actually see him. SAVE YOUR GAME! Ready? Good, here we go...
<---------------------------------------------------------------------->
38) Did I mention that you should save the game before starting this
fight? If not, I'm doing it here - SAVE FIRST! You can thank me later,
right now we're getting involved in the biggest fight we've had so far.

The Balor will start out by trying to Charm one or more party members;
if this happens, you're screwed. His next attack will be to cast Fear;
if he succeeds, you're double-screwed. Order of combat is of extreme
importance in this fight; you want to get the chance to use the Orb of
Golden Death against him. Summon Vrock first, right next to the Balor;
this will help distract him while you deal with the Fire Elementals.
The next chance you get, summon the Glabrezu; after that, it's the
Hezrou. Other elementals can be helpful as well, but only as fodder for
his massive attacks. Spiritual Weapon can also be useful, as can any
other magic that will deal damage without having to put a character into
harms way. Magic Missiles from as many spellcasters as you have, or
whatever damage-dealing spells you can muster. Just remember that this
guy has a pretty high magic resistance, and is all but immune to fire.

Eventually he will die (explode, really), so you'll have to search the


ground for the final Power Gem. Once you have it, exit back to the 4th
level of the temple.

o======================================================================o
| |
| End of Chapter 4 Stats |
| {STATS2} |
o======================================================================o

We have completed the temple and are getting ready to head for the Final
Battle. At this point, all main party members should be at least level
10, and quite probably 11. Here's what my aprty looks like:

<---------------------------------------------------------------------->
K'aos Reynes
Male, Human, Chaotic Good
Ranger/Sorcerer, Level 5/6

HP: 125
AC: 28

STR: 24 (+7)
DEX: 16 (+3)
CON: 16 (+3)
INT: 16 (+3)
WIS: 10 (+1)
CHA: 15 (+2)

<---------------------------------------------------------------------->
Chaorl
Male, Half-Orc, Chaotic Good
Barbarian, Level 11

HP: 125
AC: 23

STR: 20 (+5)
DEX: 12 (+1)
CON: 18 (+4)
INT: 15 (+2)
WIS: 10 (+0)
CHA: 12 (+1)

<---------------------------------------------------------------------->
Ilana
Female, Half-Elf, Chaotic Good
Cleric, Level 11

HP: 82
AC: 25

STR: 18 (+4)
DEX: 16 (+3)
CON: 16 (+3)
INT: 12 (+1)
WIS: 22 (+6)
CHA: 13 (+1)

<---------------------------------------------------------------------->
Quala Thornbrecker
Female, Halfling, Chaotic Good
Rogue/Sorcerer, Level 5/6

HP: 42
AC: 23

STR: 15 (+2)
DEX: 22 (+6)
CON: 12 (+1)
INT: 15 (+2)
WIS: 13 (+1)
CHA: 14 (+2)

<---------------------------------------------------------------------->
Xenth
Male, Elf, Chaotic Good
Sorcerer, Level 11

HP: 58
AC: 24

STR: 14 (+2)
DEX: 18 (+4)
CON: 16 (+3)
INT: 16 (+3)
WIS: 11 (+0)
CHA: 18 (+4)

o======================================================================o
| |
| CHAPTER FIVE |
| |
o======================================================================o

There are several ways to go about winning the game - you can take on
Zuggtmoy (the Demon Queen) while she is at full strength; you can take
the Orb and destroy it to weaken her before taking her on; or you can
try to take the easy way out. I elect to fight her at full strength,
simply because it's the most challenging; the other options will be
explained after this section.

The Final Battle {WLK044}


o======================================================================o
1) Head back up to level one of the temple, and go to the western end of
the great hall. In front of the Throne there is now a passage you can
enter; this takes you directly to the level where the fight will happen.

You enter into a large, well-lit hall, go southwest down the first hall.
Arrange the party at the end of the hall, behind the throne and the Old
Woman, and spell buff like you really, truly mean it. I cannot stress
this enough - even if you have never had to spell-buff for any battle
so far, you will for this one.

Talk to the Old Woman with a character that is NOT carrying the Orb of
Golden Death (it gets way too complicated otherwise, and ends up with
the possibility/probability of a character being enthralled - you do NOT
want this). She will implore you to leave, but of course we have no
intention of doing that. She will then offer you the platinum pillar in
the center of the room; accept, and she casts a spell that is supposed
to make it lighter, but instead summons the Demon Queen Zuggtmoy. Here's
the fight...

Zuggtmoy will appear just over the blue circle (see why I told you to
position the party at the end of the hall?), and man is she pissed. She
starts out by summoning a number of mushroomy-things, along with a few
other fungii. These will generally appear in between her and the party,
but a couple of Fireballs (with her in range as well) will put an end
to them fairly quickly (4-5 rounds, including mopping up in melee). She
will follow that up with Fear, and then a few more summons (varies), and
then she's out of tricks. In spite of her Magic Resistance, she is kind
of susceptible to Magic Missiles and Fireballs; at the very least you
can get her down to Injured status before you actually have to engage in
combat with her. Once all her summons are dead, and you've regained at
least some of your composure (i.e. the Fear has begun to wear off), hit
her as hard as you can with as much as you've got. Pull injured party
members back to heal, then re-engage. After about 250 hit points, she
will finally die, and you'll get to watch the ending movies.

That's it - you won! Now go have a drink to celebrate...

The Final Battle - Option 2 (THANK YOU to Jagged Jim)


o======================================================================o
2) As promised, here is the second option. Instead of heading down the
portal to the chamber for the final battle, go to Hommlet instead. Go
to Burne's Tower and talk to him - he will give you a speech about how
the Orb is dangerous (Really? No Kidding?). Talk to him again and he
will reveal that if the Orb is destroyed, Zuggtmoy will be weakened. He
will tell you to talk to his apprentice, Pishella. She will do the deed
for you (destroy the Orb) if you bring her the materials she needs. Go
and find (or give her, if you have them) a Masterwork Maul (one can be
found on Temple level one), a Scroll:Gust of Wind (Dungeon level three),
a Scroll:Fireball (must be scribed), and a vial of Holy Water (Calmert
at the Church of St. Cuthbert has some). Pishella will then destroy the
Orb, and you will have four days (no more) to return to the Temple and
defeat Zuggtmoy. The fight is about the same, but she has fewer hit
points, and probably fewer summons as well. Done, and done...

The Final Battle - Option 3


o======================================================================o
3) This really is the cheaters way to win, but if you're having too much
trouble killing Zuggtmoy (or just want this thing to be over), then this
is the way to do it. Talk to the Old Woman, go thru the same dialog
options, but refuse to take the pillar. She disappears, and you can raid
the throne in the room for the gems that are hidden there. Apparently
these were binding Zuggtmoy to this plane and she will be banished when
you take them. This really is an unsatisfying way to win the game, but
hey - it is an option, so in the interest of completeness I included it.
*** END OF FILE ***

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