______________________________________________ | The Temple of Elemental Evil Walkthrough | | By: JaggedJim | | E-mail: jagged_jim@yahoo.com | | Date: October 14, 2003 | | Version: 1.1 | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Here is my Walkthrough for The Temple of Elemental Evil for the PC. If you have any questions and/or comments about this guide, please send me an e-mail with “ToEE Walkthrough” in the subject line or I might delete it without looking at it. You can always find the latest version of this guide at: http://www.gamefaqs.com http://www.geocities.com/jagged_jim/FAQ/ http://www.computerunderground.com +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ -E-MAIL NOTE: I am notoriously bad at checking my e-mail (and even worse at answering it...) so if you send me something and haven’t heard back from me in a week or two don’t worry about it, I’ll get to it eventually. (That is unless it somehow managed to find its way into my junk-mail folder, which means I will likely delete it without looking at it.) Also do _NOT_ send me any attachments with your mail! I _WILL_ delete the email without looking at it! +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ——————————————————————————————————————————————————————————————————————————————— |||||||||||||||||||||||||||||||Table of Contents||||||||||||||||||||||||||||||| ——————————————————————————————————————————————————————————————————————————————— Version History [#001] Introduction [#002] Party Creation [#003] NPCs [#004] Walkthrough [#005] -Opening Vignettes [#005.1] -Hommlet [#005.2] -Moathouse [#005.3] -Return to Hommlet [#005.4] -Nulb [#005.5] -The Temple of Elemental Evil [#005.6] -The Fire Temple [#005.7] -The Water Temple [#005.8] -The Earth Temple [#005.9] -The Air Temple [#005.10] -Elemental Nodes [#005.11] -Endgame [#005.12] Endings [#006] Magic Item Database [#007] FAQs [#008] Miscellaneous [#009] Contributors [#010] ——————————————————————————————————————————————————————————————————————————————— |||||||||||||||||||||||||||||Version History [#001]|||||||||||||||||||||||||||| ——————————————————————————————————————————————————————————————————————————————— 1.0 – 10/6/03 1.1 – 10/14/03 – After taking a much-needed break from this guide I’m back in action. This update is mostly just catching up on the submissions that I have received since the last update and giving this guide a much-needed clean up of various errors that always find its way into my work... I added a list of the effects of some of the various Magic Items that are scattered around the game. ——————————————————————————————————————————————————————————————————————————————— ||||||||||||||||||||||||||||||Introduction [#002]|||||||||||||||||||||||||||||| ——————————————————————————————————————————————————————————————————————————————— The Temple of Elemental Evil is a computer game that is based on a famous Dungeons & Dragons module by Gary Gygax that was released in the 1970’s. ——————————————————————————————————————————————————————————————————————————————— |||||||||||||||||||||||||||||Party Creation [#003]||||||||||||||||||||||||||||| ——————————————————————————————————————————————————————————————————————————————— The first thing you need to do when you start a new game is to create a party of up to five characters. You can later augment your ranks with up to 3 NPCs for a maximum of 8 characters. ================= ===============================|Party Alignment|=============================== ================= The first choice that you make is the most important of them all. The Party Alignment you choose will not only determine what classes your characters can take, (i.e. you can’t have Monks in a Chaotic party) but also how you start your game and what your overall goal in the game is. The first consequence of the party’s alignment is what alignment you can choose for your characters to be. Here is a list of what character alignments you can choose for each party alignment. Lawful Good – LG, LN, NG Neutral Good – LG, NG, CG, N Chaotic Good – CG, CN, NG Lawful Neutral – LG, LN, LE, N True Neutral – NG, LN, N, CN, NE Chaotic Neutral – CG, CN, CE, N Lawful Evil – LE, LN, NE Neutral Evil – LE, NE, CE, N Chaotic Evil – CE, CN, NE ========== ===================================|Paladins|================================== ========== Having a Paladin in your party is a big choice, as they are the most restrictive character class that you can choose. Not only do they have party alignment restrictions, but they will dictate how you play the game. First off you need to have a party alignment of Neutral Good, Lawful Good, or Lawful Neutral. Also you can NOT have Paladins and evil characters in the same party, the game won’t allow it. Also you can’t have NPCs that are evil join the party; the paladin will automatically turn them down when they ask to join. (You could get an evil NPC to join if talk to them with a non-Paladin party member, but doing this will cause your Paladin to become Fallen.) While playing the game you also have to (more or less) adhere to the Paladin’s code of conduct. This means that you can’t lie, cheat, or steal, harm an innocent, and especially no drinking contests! If you do any of these things then your Paladin will become “Fallen.” When a Paladin falls they will lose all of their Paladin class bonuses and cannot advance in levels as a Paladin anymore. To stop a Paladin from being Fallen you will need to pay a priest to cast an “Atonement” spell on you. I believe that Terjon in Hommlet can cast this spell. (There may be someone else who can do it, but I’m not sure...) ========= ===================================|Clerics|=================================== ========= When you make a Cleric you will also have to choose which Deity your character follows. The Deity your Cleric chooses will define them, as it not only limits what Domains your Cleric can choose, but it also determines what happens when your Cleric Turns Undead or Spontaneously Casts. The alignment of the Deity your cleric worships will determine whether they can channel positive (Destroy Undead and Spontaneously Cast Cure spells) or negative (Control Undead and Spontaneously Cast Inflict spells) energy. As a rule of thumb Clerics of Good Deities will channel positive energy, Clerics of Evil Deities will channel negative energy, while Clerics of Neutral Deities get choose to channel positive or negative energy at character creation. (You cannot change which type of energy you channel after you create the character.) I personally prefer to have my Clerics channel positive energy, mainly because I find Cure spells infinitely more useful than Inflict spells. (The main reason I don’t like Inflict spells is the fact that you have to be next to an enemy when you use them, and therefore draw an Attack of Opportunity. You also don’t have to waste spell slots on Cure spells when you channel positive energy.) ============================== =========================|Bringing your Party Together|======================== ============================== Alright, you’ve made a couple of characters, but if they don’t work well together then you will have a hard time getting anywhere in the game. The easiest way to get through the game is to use a party consisting of: 1 Warrior (Barbarian, Fighter, Monk, Paladin, or Ranger) 1 Healer (Cleric or Druid) 1 Rogue 1 Mage (Sorcerer or Wizard) 1 Open slot The Warrior will be your front-line guy who excels in the subtle art of sticking the pointy end into the squishy parts. These are the guys that can go toe-to-toe with your foes and come out on top. Fighters or Barbarians are the best choice, but Paladins (If you can get them into your party...) and Monks (provided you can keep them alive until level 5 or so...) also work well here. Rangers make for poor front-liners, as their low hitpoints (Compared to a Fighter) and armor restrictions will really hamper them. The Healer is in charge of keeping your party in top form. This includes restoring lost hitpoints and also removing any bad status effects your characters have. Both a Cleric and a Druid fit into this role well, the main difference between the two is spell selection. (The cleric’s spell list focuses on helping out your allies, while a Druid’s focuses more on hindering your foes.) The Rogue will mainly be the lock-opener and trap-disarmer of the party. This is a job for a Rogue and a Rogue only, as there are a couple traps that only someone with Rogue levels can safely disarm. That being said, there is little need for a pure-class Rogue, as there are ways to cover for someone with poor Rogue skills. (Invisibility spell, Sense Traps spell, Knock spell, and... uh, having the Barbarian open all of the chests you come across...) So the rogue is a good choice for multi-classing. My personal favorite is a Ranger/Rogue, as a Ranger has several of the same class-skills that a Rogue does (Hide, Move Silently, Search...) and Rangers get enough skill points to invest in these skills along with a couple of cross-class skills. Another build you can try is a Rouge 1/Wizard x. You start with a single level in Rogue and then spend the rest of your life as a wizard. I personally don’t like this build, as you will barely have enough skill points to cover the vital skills of a wizard (Concentration and Spellcraft) and more than one or two cross-class skills. (You will also need 18s in both Dexterity and Intelligence in order to make this build viable.) Yet another build to try is to make a Fighter/Rogue, where you have your main warrior draw the enemy into combat, then have the Fighter/Rogue flank the enemy for mad Sneak Attack damage. The Mage will be your major source of offensive magic, along with the occasional buff spell. Both Sorcerers and Wizards can be equally well suited for this job, so your choice depends more on which one of these classes you prefer. (I am NOT getting sucked into a “Which is Better: Wizard or Sorcerer?” debate.) Try to avoid multi-classing you mages, as then they might be unable to cast level 5 spells. (Wizards gain their level 5 spells only when they reach level 9, and for sorcerers it’s level 10) The fifth character slot is open to whatever class you want. If you want some more front-line muscle then stick in another Warrior, or if you want some more magical power then make another spell caster. One thing you don’t want to do here is double-up on a class that is already in the party. (if you already have a Cleric in your party then make a Druid, or make a Wizard instead of a Sorcerer.) ——————————————————————————————————————————————————————————————————————————————— ||||||||||||||||||||||||||||||||||NPCs [#004]|||||||||||||||||||||||||||||||||| ——————————————————————————————————————————————————————————————————————————————— Besides the five Player Characters you create at the start of the game you can augment your party with up to 3 NPCs. These NPCs will gladly join with you (for a price) and help you out, (Again, for a price) but they all have their own reasons or motivations for doing so. Some may want fame, (money) to help out someone close to them, (money) some may even be spying on you, (for money) and some are just in it for the money. ========= ===================================|Looting|=================================== ========= One of the more annoying aspects of having an NPC in the party is the fact that they will automatically take a part of the loot whenever you open a chest or loot a corpse. The worst part of NPC looting is not when they take the only good item there, it’s when they fill their inventories with so many useless weapons and armors that they will become encumbered and can’t move at all. (That’s why I like Elmo so much; he won’t take any junk, only money.) If you want to stop them from encumbering themselves there are a couple of things you can do to stop this. Probably the best way to do this is to fill up the NPC’s inventory with potions and scrolls. (You can have your Wizard (or any spell caster with the Scribe Scroll feat) make scrolls of Level Zero spells dirt cheap.) ========== ===================================|NPC List|================================== ========== This section will detail every NPC in the game, where they are, what you need to do to hire them, and the price for their services. Class: What character class and the level the NPC starts at Location: Where the NPC can be found Requirements: What you need to do before you can hire them. (Other than just asking them “Will you be in my party?”) Price: The cost to hire AND keep the NPC’s services Comments: Any miscellaneous info I feel like putting in I will also list any special events that happen while the NPC is in the party in a special spoilers section. ------------------------------------------------------------------------------- Elmo Class: Fighter 4 Location: Wandering the streets of Hommlet drunk off his arse. Requirements: None Price: 200 Gold and a half share of all the money you find. Comments: He’s great for some extra muscle despite the fact that he looks like he’s about to tip over at any second. SPOILERS+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ Elmo is Otis’ brother. If you have him in the party when you talk to Otis then they will have a short conversation. Nothing important comes out of this conversation, (other then the fact that Otis is Elmo’s brother) but I’ve been emailed about this a couple times so I’m putting it in. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ ------------------------------------------------------------------------------- Fruella Class: Fighter 3 Location: Inside Holten Kindlehopper’s house in Hommlet Requirements: Talk to Holten in his house, and he will mention about marrying off his daughter Fruella. Talk to Fruella with a male character and have him declare his love for her. She will say that she won’t get married unless it’s a church wedding. Talk to Holden again and tell him about Fruella’s demand to have a church wedding and he will agree. Talk to Fruella again and she will join the party. Price: A full share of the loot. Comments: Ah, the joys of married life... SPOILERS+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ Once you get her in the party she will not leave. The only way to get her out of the party is to kill her. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ ------------------------------------------------------------------------------- Furnok Class: Rogue 4 Location: On the main floor of the Welcome Wench Inn Requirements: None Price: A full share of the loot you find Comments: If you expose him as cheater you can get him to join for free. ------------------------------------------------------------------------------- Turuko (Thanks to Therumancer) Class: Monk 3 Location: On the main floor of the Welcome Wench Inn. Requirements: You have less then 4 members in the party and that Kobort joins as well. You can not have him in the party if you have a Paladin or else the Paladin will become Fallen. Price: A full share of the loot. ------------------------------------------------------------------------------- Kobort (Thanks to Therumancer) Class: Fighter 2 Location: On the main floor of the Welcome Wench Inn. Requirements: He joins with Turuko. You can not have him in the party if you have a Paladin or else the Paladin will become Fallen. Price: A full share of the loot. ------------------------------------------------------------------------------- Spugnoir Class: Wizard 2 Location: On the main floor of the Welcome Wench Inn Requirements: None Price: EVERY Wizard scroll you find. Comments: Taking him along can really stunt the growth of any other Wizards in your party. ------------------------------------------------------------------------------- Zert (Thanks to the several people who emailed me about him) Class: Fighter 2 Location: On the second floor of the Welcome Wench Inn Requirements: After he tells you about the Moathouse he will join up if you ask him. You can not have him in the party if you have a Paladin or else the Paladin will become Fallen. Price: ? ------------------------------------------------------------------------------- Cavanaugh (Thanks to Ryan Wills) Class: Fighter 1 Location: Outside the Welcome Wench Inn Requirements: If you Intimidate him into paying his church dues during the Zealotry quest then a few days later you will be able to recruit him outside the Welcome Wench Inn. Price: ? ------------------------------------------------------------------------------- Meleny (Thanks to Fred) Class: Druid 1 Location: Inside Filliken’s house in Hommlet Requirements: First you need to help Marek to marry Meleny’s sister Althea, and then you need to clean out the Moathouse. After doing this you will be able to woo her with a male character and then marry her. I think your character also needs a high Charisma. Price: A full share of the loot. Comments: She will give you a Radiant Longsword as a wedding gift. ------------------------------------------------------------------------------- Raimol Class: Fighter ? Location: Inside the Hommlet Trading Company Requirements: Talk to Gremag or Rannos in the Hommlet Trading Company about hiring their Man-at-Arms. They will let you use Raimol if you pay them 180 gold. (You can use Diplomacy to lower this price to 150 gold) You cannot have him in the party if you have a Paladin or else the Paladin will become Fallen. Price: 180 gold (or 150 if you use Diplomacy) Comments: Man, this guy is WEAK! ------------------------------------------------------------------------------- Burne Class: Wizard 8 Location: Inside Burne’s Tower in the east of Hommlet Requirements: You have to have gone to the Temple at least once. Price: A third of ALL the loot. SPOILERS+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ If you show him the Orb of Golden Death he will not join the party again. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ ------------------------------------------------------------------------------- Rufus Class: Fighter 6 Location: Inside Burne’s Tower in the east of Hommlet Requirements: You have to have gone to the Temple at least once. Price: A quarter of ALL the loot. ------------------------------------------------------------------------------- Lareth the Beautiful Class: Cleric 5 Location: At the end of the Moathouse Dungeon Requirements: When you fight Lareth and get him down to Near Death status he will surrender and offer to show you an unguarded passage into the Temple of Elemental Evil, but only if you take him along with you. Accept his offer and he will join. You can not have him in the party if you have a Paladin or else the Paladin will become Fallen. Price: ? ------------------------------------------------------------------------------- Bertram Class: Fighter 1 Location: Standing around in Nulb Requirements: You will have to fight Tolub for his... freedom Price: ? Comments: ... ------------------------------------------------------------------------------- Otis Class: Fighter 10 (!) Location: Inside his shop in Nulb Requirements: You have to have gone to the Temple at least once. Price: 175 gold and a full share of the loot. Comments: WOW! SPOILERS+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ After you take Otis inside the Temple and then return to Nulb, Otis will leave the party. You will be able to get Otis to agree to join your party one more time, but the next time you return to Nulb after a Temple run he will leave the party PERMANENTLY! +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ ------------------------------------------------------------------------------- Serena Class: Rogue 3 Location: At the Gypsy Camp in Nulb Requirements: After you return the Orb of Sah to Mona you can purchase Serena’s freedom for 500 gold. Then talk to Serena and ask her to join your party. Price: 500 Gold and a half share of the loot. ------------------------------------------------------------------------------- Morgan Class: Fighter 1 Location: Inside a locked room on Dungeon Level One of the Temple of Elemental Evil. Requirements: None Price: A full share of the loot Comments: Argh, Matey! He be weak! Blimey! Yo-ho-ho and a bottle of rum! ------------------------------------------------------------------------------- Tuelk Class: Fighter 2 Location: On Dungeon Level One of the Temple being held captive by an Earth Temple jailor named Turnkey. Requirements: You have to free them before they will join. You need six or fewer party member to get them to join. Price: ? Comments: His brother (?) Pintark will join the party along with Tuelk ------------------------------------------------------------------------------- Pintark Class: Fighter 2 Location: Right next to Tuelk. Requirements: Have Tuelk join. Price: ? Comments: Joins the party when Tuelk does. ------------------------------------------------------------------------------- Wonnilon (Thanks to Aaron) Class: Fighter 3/Rogue 3 Location: In the northeast corner of Dungeon Level One. Requirements: You need to free him and bring him his equipment. I think you also have to show him the Gnome-Ring that Nybble in the Moathouse gave you before he will join you. Price: ? ------------------------------------------------------------------------------- Oohlgrist (Thanks to Kerensky) Fighter 8 Location: Dungeon Level Two of the Temple. Requirements: You need to continually Intimidate him until he joins the party. Price: ? Comments: You won’t be attacked by Trolls when he is in the party. ------------------------------------------------------------------------------- Scorpp Class: Fighter 7 Location: Inside his “Pleasure Dome” on Dungeon Level Three of the Temple. Requirements: You will have to fight him and take off around 100-125 hitpoints. When you do this he will surrender to you, and will join the party if you ask him to. Price: ? Comments: Holy [expletive deleted], he’s strong! SPOILERS+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ Good luck on getting anybody to talk with you while you have this guy in your Party... +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ ------------------------------------------------------------------------------- Prince Thrommel Class: Fighter 10 Location: Sleeping away in a secret room on Dungeon Level Three of the Temple Requirements: None Price: A full share of the loot Comments: All Hail Fragarach! SPOILERS+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ Prince Thrommel will only stay in the party for as long as you stay in the Temple. The next time you leave the leave the Temple, Thrommel will leave the party forever. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ ------------------------------------------------------------------------------- Paida (Thanks to Recondiac) Class: Fighter 1 Location: Dungeon Level Four of the Temple Requirements: You need to cast Dispel Magic on her before you can get her to join. Price: ? SPOILERS+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ She will only stay in the party until you take her back to Valden in Hommlet. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ ------------------------------------------------------------------------------- Zaxis Class: Bard 5 Location: A random encounter while traveling the World Map. Requirements: You have to FIND him! Price: ? Comments: If you are looking for him then continually travel between Hommlet and Nulb until you run into him. ******************************************************************************* ——————————————————————————————————————————————————————————————————————————————— |||||||||||||||||||||||||||||||Walkthrough [#005]|||||||||||||||||||||||||||||| ——————————————————————————————————————————————————————————————————————————————— This walkthrough is written from a Neutral Good party’s viewpoint. If you have a different party alignment than I do then some events may play out differently that what is listed here. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ SPOILER NOTE: Although I won’t try to tell you every little detail that happens in the plot, I will NOT go out of my way to avoid spoilers, so if you are trying to avoid spoilers, don’t read ahead of the spot you need help in. You have been warned. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ ============================ ==========================|Opening Vignettes [#005.1]|========================= ============================ -Note: Which one of these opening vignettes you do depends on what Party Alignment is. You cannot do more than one Vignette. __________________________________Lawful Good__________________________________ You start out in the middle of battle against three bandits. Kill them and a survivor will show up out of nowhere and tell you to go and report to Valden the Wainwright in Hommlet. __________________________________Neutral Good_________________________________ When you start out go to the northeast to stumble upon a murder that has just occurred. The murderer then attacks you, kill him and then a dialog starts up that tells you that the murdered woman is Canoness Y’dey of the Church of the St. Cuthbert in the Village of Hommlet. You decide to go to Hommlet to relay the bad news. __________________________________Chaotic Good_________________________________ This Opening Vignette is simply a dialog where you are tasked to find Princess Tillahi and Sir Juffer. You are instructed to start by seeking out Black Jay in Hommlet. _________________________________Lawful Neutral________________________________ Head to the Northeast and the Lord Mayor of Greyhawk will initiate a dialog telling you to go to Hommlet and help them deal with some bandits. He will tell you to speak with Elder Kenter Nevets to get further orders. __________________________________True Neutral_________________________________ Go Northwest until Hrudek talks to you. He tells you that he has not heard from Jaroo in Hommlet in a while and wants you to go and find Jaroo and to render any assistance he needs. ________________________________Chaotic Neutral________________________________ There are two doors to the northeast, one is locked and the other isn’t. Go through the easternmost door to come to a room with a Minor Air Elemental inside. Kill it then open the chest inside (it’s trapped) to find a key. Take the key and return to the starting room and use the key you found to unlock the westernmost door. Kill the pair of zombies here then continue on until you find another treasure chest. Inside the chest is a treasure map that points to a place called Rainbow Rock that is located near the Village of Hommlet. __________________________________Lawful Evil__________________________________ Go north until the High Priest of Hextor starts a dialog. He orders you to go and find the sword Fragarach. He tells you to speak with the monk Turuko in Hommlet for more information and to bring Fragarach to Turuko when you find it. __________________________________Neutral Evil_________________________________ You are interrupted from your church-burning fun by a Young Acolyte who attacks you. Kill him and afterwards you decide to go to Hommlet and burn that church too... I guess... __________________________________Chaotic Evil_________________________________ You start this Vignette doing what Chaotic Evil people do best – slaughtering innocent villagers. After killing them there is a dialog where one of the villagers saying that someone named Rannos Davl of Hommlet has already beaten you to the village’s loot. You decide to find this Rannos Davl and take back the loot that is rightfully yours. ================== ===============================|Hommlet [#005.2]|============================== ================== The first thing you should do when you get here is to find whoever you were sent to find and talk to whomever you were directed to find in the Opening Vignettes. They will mention the recent bandit activity in the Moathouse, which will be your next destination. If they don’t point you to the Moathouse, you can talk to Spugnoir in the Welcome Wench Inn and he will mark the location of the Moathouse on your map. Woodcutter's Problem -------------------- When you talk to Tarim outside his hut He will tell you that he needs to go to Deklo Grove to harvest some trees there, but he can’t go there because of some Giant Spiders (*shudder*) that are currently making their residence there. Offer to help him out, and then make your way to Deklo Grove where you will be attacked by a pair of Giant Spiders. Kill them both and then return to Tarim for a reward. Drinking Contest ---------------- Enter the Welcome Wench Inn during the evening and talk to Tuperello who will challenge you to a drinking contest. The rules are simple; each round everyone drinks ale, (which causes 1-3 points of Non-Lethal damage) last one standing wins. Win the contest to get some experience along with a really bad hangover in the morning. -WARNING: Winning this contest made my Paladin become Fallen. (Even though she took no part in the contest) Don’t do this quest if you have a Paladin in your party. Know When to Fold Them ---------------------- When you talk to Ostler in the Welcome Wench Inn he will offer you a free room if you can prove that Furnok is cheating at gambling. Have someone with a high Spot skill talk to Furnok and offer to gamble with him. (You can’t gamble with him while he is in the party) After every round of gambling there is a Spot check and if successful, you will notice that he is using marked cards. (...or loaded dice) Tell Ostler that Furnok is cheating for experience and free rooms. After you expose Furnok as a cheater you can get him to join the party for free. Zealotry -------- If you talk to Calmert about St. Cuthbert and ask him if there is any retribution that needs to be done and he will tell you that Cavanaugh, one of the Braumeister’s apprentices, has been slacking off on his dues, and he would like you to go and collect them. When you talk to Cavanaugh about his church dues he will say that he doesn’t have the money. You can try to Intimidate him into paying and he will promise to have the money by tomorrow. Otherwise you will have to agree to talk to Calmert for him. Report back to Calmert and if you used Intimidate on Cavanaugh then you can tell him that Cavanaugh will pay by tomorrow to complete the quest. You can also Bluff him to pay Cavanaugh’s dues of 2 gold yourself. Finally, you can tell him that Cavanaugh can not pay, but you will be able to use Diplomacy here to get him to overlook Cavanaugh’s dues for a donation of 10 gold. According to Ryan Wills if you Intimidate Cavanaugh then a day or two later you will find him standing outside the Welcome Wench sans job. (...and an eye...) you can then convince him to join the party if you want to. (He’s very weak, so just leave him be.) Grain for the Church -------------------- When you talk to Myella in the Basement of the Church of St. Cuthbert and she will complain about the lack of flour at the church. Offer to help her out then leave the church and head out to talk to Mytch the Miller who is inside the Flour Mill. If you use Diplomacy or Bluff here to ask him why he hasn’t delivered any flour to the church he will tell you that as a member of the Old Faith he is reluctant to donate to the Church of St. Cuthbert. You can then offer to go and get advice from Jaroo, the head Druid in Hommlet. Find Jaroo in his house and tell him about the Mytch’s predicament, then use Diplomacy again to suggest a compromise where Mytch will donate some flour to the Druids along with the Church. Go back and talk to Mytch who, while not exactly thrilled about having to donate Flour to the Druids as well, will accept the compromise. Or, you could just Bluff him without going to see Jaroo at all. A Ring for Black Jay -------------------- When you first talk to Black Jay, a herdsman who lives near the Church of St. Cuthbert, he will just yell at you to get off his property. If you talk to him again he will tell you his story about his wife being dead and how he has nothing to remember her by. There is a lone Goblin nearby who will attack you as you approach it. Kill it and take the ring that you find on its corpse. Take the ring to Black Jay who will offer to trade you for it with either 20 +1 Arrows, a Cloak of Elvenkind, (+5 to hide skill) or some Boots of Elvenkind. (+5 to Move Silently skill) You could also just give it to him, but then he won’t give you anything. You will be able to find a couple of other Cloaks of Elvenkind scattered around so I would recommend taking the boots. Black Jay's Dead Sheep ---------------------- When you talk to Black Jay he will complain that his sheep are dropping dead for apparently no reason. Offer to help him out then search his fields to find several Hemlock plants scattered about. Take one with you and go back to Black Jay who doesn’t know what those plants are, but suspects that Jaroo might. Go to Jaroo and show him the plants and he will tell you that they are highly poisonous. When you tell Black Jay about this he will suggest waiting until nightfall to see if anybody sneaks into his fields. Come back during the evening and you will find Corl, the Teamster’s son standing in Black Jay’s fields. When you confront him he will at first claim that he isn’t doing anything, but you can use Sense Motive or Intimidate to get him to admit to planting the Hemlock, but will say he did it only because someone was threatening his family. He won’t reveal who is putting him up to it no matter what you do, so just send him on his way. In the morning tell Black Jay it was the Teamster’s son to finish this quest. Another Soul for Cuthbert ------------------------- If you talk to Erliter, The Miller’s apprentice, inside the flour mill he will say that he wants to convert to St. Cuthbert, but is afraid to tell Mytch about his decision. Offer to talk to Mytch for him and he will thank you. Talk to Mytch about Erliter converting and he will be against it, but use Diplomacy here and you will be able to convince him to allow it. Tell Erliter the good news to finish up this quest. Trader’s Courier Arrives (Thanks to Caroline) --------------------------------------------- -Note: I don’t think that you can do this quest if you have already finished the Traders Revealed quest. In the barn next to the Hommlet Trading Company you will find a Courier named Rocutio. When you talk to him he will try to bush you off by saying that he doesn’t work at the Hommlet Trading Company. If you press him he will say that he merely helps deliver supplies to the Trading Company. Now use Intimidate, Sense Motive, or Bluff to say that you think that he’s doing more then just delivering supplies. If you used Intimidate or Bluff you will then need to use Sense Motive (or Intimidate if you used Sense Motive) to get him to finally admit that Rannos and Gremag of the Hommlet Trading Company are really spies for the Temple of Elemental Evil before running off. Go and talk to Rannos or Gremag and tell them that you know that they are Temple spies and they will try to buy your silence. If you ask for money they try to give you a measly 20 gold, (use Diplomacy to raise this to 200 gold) or you could ask for a Magic Item and they will give you a Shortsword +1. (There was also a dialog option asking for the location of the Temple, but I couldn’t get them to show you where the Temple was) Agent Revealed -------------- When you talk to Burne in his tower and volunteer your services he will tell some funny business going on with the construction of the new castle. He wants you to pose as laborers to try and catch who is behind this. Go to the castle worksite and talk to Jayfie there. Tell him that you are new laborers (you will need to use Diplomacy, Bluff, or Intimidate to get him to believe you) and ask him about any “side jobs” that you can help with, then you can Bluff him into letting it slip that Rannos and Gremag of the Hommlet Trading Company are trying to sabotage the construction of the castle. Report back to Burne and he will give you 50 gold as a reward. Traders Revealed ---------------- This is more of a continuation of the Agent Revealed quest than a separate quest, but oh well... After you learn that Rannos and Gremag of the Hommlet Trading Company are behind the sabotage of the new castle go there and confront them about this. You can either blackmail them for 50 gold, (you can use Diplomacy to raise the price to 100 gold) or tell them that you are going to reveal the plot to Burne. This quest will be completed either way. One Bride for One Player ------------------------ If you talk to Holten in his house he will talk about his life as a farmer, but if you use Sense Motive you can suggest that things are not going so great. He will then say that he wishes that he could find a husband for his daughter, Fruella. If you talk to him with a male character you can agree to try and woo her. If you talk to Fruella after this you can proclaim you undying love for her, but she will say that the only way she is going to marry you is if she has a church wedding. Talk to Holten again and tell him of Fruella’s demand of a church wedding and he will agree to it. Talk to Fruella and she will join your party as an NPC “Until Death do you Part!” Terjon Wants More Followers --------------------------- When you talk to Terjon about conversions he will say that he would like to try to convert Jakk Borton, the Leatherworker, to St. Cuthbert. Agree to help him out then go and talk to Jakk. He will tell you that he’s not going to convert until someone Heals his brother-in-law Bing. Go back to Terjon and ask him to Heal Bing, but Terjon will refuse. There is bookcase located on the same level that has several scrolls and a couple of potions in it. Take them all and identify them, (You can identify scrolls with the Read Magic spell) one of them is a Scroll of Heal. Go back to Bing and use the Scroll of Heal on him to cure him. Talk to Jakk and he will gladly convert to St. Cuthbert. -Note: It doesn’t matter where the Heal spell comes from, (Scrolls, Potions, whatever...) just as long as it’s a Heal Spell. The scroll from the church is just the easiest way to access the spell. Carpenter's Dilemma ------------------- When you talk to Marek in the Carpenter’s Shop he will tell you about how he wants to marry Althea, Filliken’s daughter, but Filliken refuses to allow Althea marry someone who is not of the Old Faith. He wants to convert, and wants you to ask Jaroo if he can do a conversion for him. Go and talk to Jaroo and he will say that he will convert Marek, but only if Terjon consents to it. Talk to Terjon about Marek’s conversion, but he will be dead set against it. You eventually will work out a compromise where he will allow Marek’s conversion if you convert Jakk Borton, the Potter, to St. Cuthbert. After you convert Jakk (See “Terjon Wants More Followers” for more details) Terjon will reluctantly consent to Marek’s conversion. (You might also have to convert Erliter as well...) Go back to Jaroo and tell him that Terjon consents to the conversion and he will start the preparations for the conversion. Go back to Marek and tell him the good news. Cupid's Arrow ------------- When you talk to Gwynneth in her house she will tell you about how her husband Percy and his brother Filliken are squabbling over a shared barn. Since Filliken’ wife died he’s been throwing himself into his farming, as such he has grown much more than what can be stored in a single barn. Gwynneth will suggest trying to hook Filliken up with the Widow Mathilde, go across the street and talk to Mathilde in her house and she will agree to try to woo Filliken. She will send you off to the Carpenters to start on her dowry. (a barn) When you talk to Rik Linkin, the Carpenter, about constructing a barn he will say that he won’t be able to start on building a barn for a while. The only way to get him to start work on the barn is to help Rik’s brother Marek convert to the Old Faith. (See “The Carpenter’s Dilemma” for more details) After you help Marek out then Rik will agree to start building a barn for Mathilde. Go back to Mathilde and she will be delighted. Now, you just need to get Filliken on board... Talk to Filliken about Mathilde and he will admit the likes her, but he doesn’t think he’s been in mourning for his late wife for long enough. He’s not quite sure about this, however, so offer to go speak to Jaroo about this. When you talk to Jaroo about this he will say that Filliken has indeed been in mourning for long enough and is free to date Mathilde. Tell Filliken the news to complete this quest. Stealing Farmers ---------------- Talk to Filliken after completing the Cupid’s Arrow quest he will complain that someone is stealing from him. Agree to help him out, then wait until evening and you will find Otello sneaking around outside Filliken’s house. Confront him and he will admit to stealing from Filliken, but only to feed his family. You can offer to keep his identity a secret if you want. Talk to Filliken in the morning and tell him that you caught the thief. If you promised to Otello that you wouldn’t reveal his identity then you won’t identify who the thief was. You can then give Filliken 5 platinum to cover his losses. (...or not) Unhappy Tailor -------------- When you talk to Jinnerth, the Tailor, he will complain that that Renton, the captain of the town militia is refusing to allow him to join because of his height. Go and talk to Renton in his house during the evening (I don’t have a clue where he goes to during the day) and he will still refuse to allow Jinnerth to join. You can use Diplomacy here to arrange a deal where Jinnerth will provide the uniforms for the militia in exchange for being allowed to join. Or, you could try to use Bluff to tell him that your Cleric’s God is VERY displeased with his choice to not allow Jinnerth to join and Renton will change his mind. (I’m not sure how this will play out if you don’t have a cleric in your party...) Go back to Jinnerth and tell him the good news. (You can also give him 20 gold to help cover the cost of the uniforms if it makes you feel better.) Terjon Searches for a St. Cuthbert Artifact ------------------------------------------- When you talk to Terjon about the Temple of Elemental Evil he will mention that he lost an artifact during The Battle of Emridy Meadows. Offer to help him out and he will give you a rather vague clue on where it might be. (near a rainbow-colored rock) Go to Emridy Meadows and near the center of the map you will find the Rainbow Rock. When you look under it there is a Copper Stardust Pendent, this is the artifact that Terjon is looking for. Take it back to Terjon to complete the Quest. For the most part the enemies here are merely pushover skeletons. In the southwest corner of the map there lives a REALLY nasty Hill Giant. (and his slightly less nasty Brown Bear companion...) Your party should be at least at level 5 or 6 before you even think of taking him on. Probably the best strategy to use here is to trap them both in an Entangle or a Web spell, then pelt them to death with ranged weapons. Courtship of Eddie’s Herdsman (Thanks to Caroline) ------------------------------------------------ When you talk to Laszlo in his barn about his family and he will tell you the story about his wife’s death and the rumors about his mental stability. If you are speaking with a female character you can suggest that Laszlo try to court your character to stop the rumors that are going around. Laszlo says that it might work, if you can talk his son, Eddie into going along with it. Go and talk to “little” Eddie about this and he will tell you (in no uncertain terms) that he is against it. Go back to Laszlo and he will tell you to try again later. Keep trying and eventually (I’m not sure what triggers this...) he will warm up to you and accept you to finish this quest. The Rescue of Paida (thanks to Recondiac) ----------------------------------------- If your Party Alignment is Lawful Good you can tell Valden about the attack on the Caravan that happened in your Opening Vignette and he will ask you to find his wife Paida. (I’m not sure if/how you get this quest if your Party Alignment is not Lawful Good) You won’t find any trace of Paida for a long, long, LONG time. In Dungeon Level Four of the Temple you will run into a “Dazed Concubine,” if you talk to her she seems rather out of it, but Sense Motive will tell you that she seems to under some kind of spell. Cast Dispel Magic on her to break the spell and have her regain her senses. She will tell you that she is Paida and wants to go home to Valden. Offer to escort her out of the Temple and she will join the party as an NPC. Return to Valden with Paida in the Party to finish this quest. ==================== ==============================|Moathouse [#005.3]|============================= ==================== As you start down the path you will be ambushed by some Giant Frogs. They shouldn’t give you too many problems, but do remember that they can swallow your party members if given the chance to. If anyone gets swallowed you will have to kill the frog to release them, so do it quickly before they get digested. (too much...) After you beat them continue on to the entrance to the Moathouse. Go up to the main gate and enter the tower there to fight a giant spider. (*shudder*) After defeating the spider open the treasure chest and rest here if you need it, (the tower is a safe place to rest) then leave the tower and enter the courtyard to find a small group of bandit sentries who will attack you. After defeating them go ahead and enter the Moathouse itself. Or, instead of entering the main gate of the Moathouse you can circle around to the north and search around to find a secret door. Using this door will allow you to ambush a group of bandits inside the Moathouse. _______________________________Moathouse Interior______________________________ In the starting room there are three Dire Rats, who don’t seem to be too interested in you. In the room to the north there is a group of bandits who will attack you. (If you took the secret door, however, you will wind up in the bandit’s room and end up ambushing them.) Kill them all and take whatever treasure you find there. There is also a secret set of stairs here that will take you down to a point that’s just past Lubash in the Moathouse Dungeon. Return to the first room and search the rest of this floor. There is not much here except for a Giant Python in the Southeastern room and a Giant Lizard in the Western room. Kill them if want some experience, or just avoid them. When you are done here take the stairs down to the Moathouse Dungeon. _______________________________Moathouse Dungeon_______________________________ There are a couple of Green Slimes that are hiding in the starting room, but they likely won’t show themselves until you start combat with the zombies to the south. In the northern part of this room there are two doors. The western one leads to nothing, but the eastern one leads to a chest with several “Eye of Flame” Cloaks inside. Be sure to equip one of these to each of your characters, as these will save you a bit of trouble as you go deeper. Return to the slime room and head south and west to run into a horde of undead. Send them back to grave and continue on to the east and south and you will run into an Ogre named Lubash. If any of your characters are not wearing an Eye of Flame Cloak then Lubash will attack you on sight. If everyone is wearing an Eye of Flame Cloak then you can try to Bluff or Diplomacy him into letting you pass. If you’re successful he lets you pass, if not he will attack. If you end up fighting him be careful, as he has a lot of hit points (around 50) and he can take out many of your party members in one hit! When you defeat them search the room to the west to find three captives. Talk to Nybble and free him, he will give you ring that will mark you as a Gnome-friend before leaving. Continue on down the hall (if you took the secret stairs in the bandit’s room in the Moathouse Interior then you will come out at the top of the stairs here) and at the fork in the road take the northern fork. The southern route just leads to a bunch of Bugbears who will attack you on sight regardless of what you’re wearing. Following the northern fork you will run into pack of rather demoralized Gnolls. They are willing to leave the dungeon if you pay them 100 gold, and they will also mark the location of the Master of this Dungeon on your map for another 100 gold. (You can use Diplomacy to knock 50 gold off the price) You can also Intimidate them and they will leave for nothing, but then they won’t mark the Master’s location on the map if you do. Or you could just fight them... After you deal with the Gnolls continue on to the south until the path splits into 3. The northwestern path leads to a fight with some Ghouls. (Be careful, these guys can paralyze you!) There is also a secret door that leads all the way back the entrance that is located here. The southwestern path takes you to a pool with a Giant Crayfish inside who will attack you as you approach. The southeast path takes you to a room with two exits, the southern one leads to a set of stairs that lead outside the Moathouse, while the eastern door leads to one of Lareth’s Guards who will ask you what you are doing here. You can try to Bluff him if you are wearing Eye of Flame cloaks, or Intimidate if you’re not. If you succeed in Bluffing him the person who was speaking to the guard is separated from the rest of the party and sent to the backroom to speak with Lareth. If you do this Lareth will probably figure out you are not on Temple Business and start a fight anyways, meaning that your spokesman will start combat alone and surrounded by enemies. (Not a cheerful prospect, to say the least...) When you Intimidate the guard he will leave, allowing you to enter the inner sanctum. If you enter combat you will have a huge fight on your hands, with nearly a dozen Guardsmen, possibly including Lareth the Beautiful himself. After you are done with the Guardsmen go into the backroom to come face-to-face with Lareth himself. Talk to Lareth and he will likely attack you, in combat get him down to Near Death and he will stop the fight and offer to surrender. In exchange for his life he will offer to show you and unguarded passage into the Temple of Elemental Evil. If you tell him that those terms are not good enough he will also give you his gold necklace. If you accept this offer he will join your party. If you refuse you will have to kill him. After he is dead search his dresser drawer to find Lareth’s Diary, it will detail what is going on here a bit, and also detail the location of Nulb, so be sure to take a look at it. When you are done here leave the Moathouse and return to Hommlet. ============================ ==========================|Return to Hommlet [#005.4]|========================= ============================ There’s not a lot to do here other than to sell off any junk you collected from the Moathouse, finish up any quests that are still open here, and to prepare to make your way to the Village of Nulb. =============== ================================|Nulb [#005.5]|================================ =============== Nulb is more or less just a stopping spot on you way to the way to the Temple of Elemental Evil itself. That doesn’t mean you should pass it by entirely, as there are quite a few quests and other things to do here. If you still haven’t found the location of the Temple of Elemental Evil itself yet you can talk to Mother Screng, the Herbmonger and she will mark its location on the map, or you could get a map to the Temple from Alira in the Waterside Hostel by either stealing it or killing her. The Waterside Hostel -------------------- Whenever you enter you enter the Waterside Hostel one of the serving wenches named Dala will attempt to pick one of your character’s pockets. Whether she succeeds or fails the character will then get a Spot check to determine if your character noticed it or not. If the check is successful then a dialog will start up where you will accuse Dala of thievery. The proprietor of the Waterside Hostel, Rentsch will then jump in to defend Dala, and the only way to avoid bloodshed here is to either use Diplomacy, Intimidate, or by begging for your worthless life. -Note: Dala will attempt to pick your pockets EVERY time you enter the Waterside Hostel, so you will have to go through this every time you come here. Mona’s Crystal Ball ------------------- When you first talk to Mona she will accuse you of being a thief. Use Diplomacy and tell her that you are not a thief and she will say that someone has stolen her Crystal of Sah. She will say that she knows that someone named Mickey has her crystal. You can find Mickey out on the streets at night, (or all the way back in Hommlet during the day) when you confront him he will eventually offer to sell it for 500 gold. (according to Therumancer, you could also use Intimidate here and he will give you the crystal for nothing.) Take the crystal back to Mona and give it back to her to complete this quest. -Note: Hanzii has told me that having Serena in the party will cause Mona to stop talking to you. So if you buy Serena’s freedom before and put her into the party before you return the Crystal then you won’t be able to finish this quest. Gypsy Road ---------- If you talk to Serena she will tell you her story, apparently Mona helped her out with some debts, but now keeps her as a slave. Talk to Mona about this and you will be able to purchase her freedom (or just purchase her...) for 500 gold. Pay the money and talk to Serena again to finish up this quest. A Pirate’s Life for Me ---------------------- When you talk to Bertram with a male character there is a dialog path where your character will ask Bertram if he would like to... “join your party.” He will say that he can not “join” because of his “owner” Tolub. You can find Tolub in the Boatmen’s Tavern trying to get into a brawl with anyone who comes near him. Take up his challenge and beat him, then ask for Bertram’s “freedom.” Go back to Bertram and he will gladly “join your party.” (...They took out the Brothel and left this in?) (According to Mitzrah you won’t be able to get Bertram to join if the party alignment is True Neutral.) Eye of the Tiger ---------------- You will find the pirate Tolub inside the Boatmen’s Tavern during the night challenging all comers to a good old fashioned brawl. If you talk to him you can accept his challenge, the talking character will then have to fight Tolub alone and unarmed, and if you win you will get 100 gold. (Or you can ask for Bertram’s... uh... “freedom” instead) (EXPERT PROTIP: Use a Monk) Therumancer argues that you would probably have an easier time by using a heavily armored Fighter or Barbarian than a Monk. While I can see the reasoning behind this, I still think that using a Monk here is best. A high-level Monk has a higher unarmed damage potential than any other class along with Stunning Blow, which will make short work of Tolub. Monks (or any character that has the Improved Unarmed Strike feat) will also get an Attack of Opportunity whenever Tolub attacks. You will probably do just fine using your best warrior here, but if given the choice, I would take a Monk. Preston Wetz’s Tooth of Pain ---------------------------- There is an old man named Preston Wetz who will yell at you if you talk to him. You need to use Diplomacy to get him to admit that the reason that he is in such a bad mood is that he has a bad tooth problem, and he has no money to pay for a dentist. He says that Mona the Gypsy owes him some money, (well, something like that...) but can’t collect it because she has been robbed. When you return the Orb of Sah to Mona (See “Mona’s Crystal Ball” for more details) you can talk to Preston and tell him that Mona is back on her feet again to finish this quest. Buying a House -------------- When you talk to Otis the Blacksmith about finding a place to stay he will mention that Preston Wetz is looking to sell off his house. You have to help him out with his tooth problem in the Preston Wetz’s Tooth of Pain quest before he will talk about selling the house to you. After you do this you can buy the house for 800 gold, or use Diplomacy to lower the price down to 500 gold. You can rest freely inside the house, and there are a couple of treasure chests here that you can use to stash any junk that you may have picked up along the way. Gar Fishing (Thanks to Therumancer) ----------------------------------- When you talk to Grud Squinteyes and he will ask if you could kill a Giant Gar located in Imerydis Run. When you first go to Imerydis Run you will be attacked by a Sea Hag, five Lizardmen, a Giant Frog, and an even bigger King Frog. After you kill them (the King Frog has a Longsword +2 on it) head to north to find the Giant Gar. Kill it, and then take the Giant Gar Corpse back to Grud to complete the quest. Assassination (Thanks to Therumancer) ------------------------------------- When you talk to Skole in the Boatman’s Tavern and tell him you are looking for some danger and he might try to hire you for a job. He will tell you that he is not the owner of the Boatman’s Tavern, but he wants to be. He wants you to kill the owner Lodriss so that he can take over the Tavern. He offers you a gem he says is worth 500 gold, and you can also get him to throw in a Shield +2 with a little negotiation. Now you can talk to Lodriss and either try to kill her, (you will end up in combat against everybody here except for Skole and his Goon) or rat Skole out. If you ratted Skole out then she will give you 600 gold for the info. Pearl Thinks Wat is Cheating (Thanks to Therumancer) ---------------------------------------------------- If you flirt with Pearl with a male character then she will say that she is in a relationship, but use (Sense Motive?) and she will let it slip that she suspects that her boyfriend Wat is cheating on her with Alira. Talk to Alira and she will admit to having an affair with Wat. Tell this to Pearl to end this quest. (or, you could try to cover for Wat if you want) -Note: If you pick Alira’s pockets you will get a map that shows the location of the Temple. Bribery (Thanks to Lord of Xaos) -------------------------------- When you talk to Sammy, Otis’ Apprentice, he will offer to tell you where Otis keeps all his treasure. If you pay him he will tell you that Otis stashes his stuff under the anvil in his workshop. If you click on the anvil then a looting screen will come up, if you take anything here then Otis will attack you. If you talk to Otis after opening his stash (but not taking anything) there will be a dialog path were you can ask him where a simple blacksmith got such good stuff. After some persistence you will be able to admit that he is really an agent of the king sent to guard an ancient evil. A rather amusing thing to note here is that if Otis is in the party when you check under the anvil, not only will he not attack you if you take anything, but he will actually take his share of the treasure! ======================================= ====================|The Temple of Elemental Evil [#005.6]|==================== ======================================= Well, here we are, the Temple of Elemental Evil itself. The Main entrance to the Temple is blocked, but there is a small side entrance to the west that will take you to the Main Floor of the Temple. The path to the southwest seems to lead to a dead-end, while the northeast path leads to a ruined tower. There is a lone sentry standing outside this tower. If you were sent here by Rentsch you can talk to him and he will take you to Romag, the Earth Temple leader. (Or, if you were recruited by Wat he will take you to Alrrem, the leader of the Fire Temple.) Inside the tower there is a rather large battle with over a dozen brigands, including a Wizard and a couple Clerics. There is a hidden ladder located in one of the bedrooms that will lead to the Escape Tunnel. (See the Dungeon Level Three section for more info) There is a key on the body of the Brigand Leader that will open the locked chest here. When you are done here head to the Temple entrance and enter the Temple itself. ___________________________________Main Floor__________________________________ There are no fights on this floor. (Of course, your party can still be attacked if they rest here...) Scattered around this level are four locked chest that each contains robes that will identify you as a member of the Air, Earth, Fire, or Water Temples. (How convenient...) When all of the characters in your party are wearing one of these robes then those minions that are affiliated with that temple will ignore you. (This isn’t foolproof; however, some enemies like zombies will attack you regardless of what you’re wearing. I’ve also found that if a battle starts then any nearby enemies will join in against you regardless of their faction.) It would be wise to make sure that everyone in the party has one of each of these in their inventories. There is a secret staircase in the center of the map that leads to spiral staircase. There is a secret door in there that leads to Dungeon Level One, and if you follow the staircase down you will be dumped into the Air Temple foyer. I would advise against going this way, however, as there is no way to get back from that direction. The stairs on the east and west side of the map will lead down to Dungeon Level One. Take which ever one you want, it doesn’t really matter. _______________________________Dungeon Level One_______________________________ This level is dominated by the Earth Temple, so you want to be wearing those Earth Temple Robes the entire time you are on this level. If you are trying to go down to the second level there are a couple ways to do so. There is the main stairway down located in between the two sets of stairs up to the Main Floor, but it ends in a hallway blocked by one of those Magically Held doors so it’s not the best way down. Fortunately, there is a set of side stairs in the western edge of the map that you can use that isn’t blocked with a Magically Held door. Merchant Rescue --------------- Near the western flight of stairs that leads back to the main floor there is a locked room that contains several Merchant prisoners. Also locked in this room is Morgan the pirate, an NPC who will join your party if you want him to. (...and you don’t want him to: he starts at level 1, he has lousy stats, he starts out with NOTHING, and he has a cliché “Argh, Matey” pirate accent.) Turnkey and the Prisoners ------------------------- While searching the western section of the map you will stumble upon an Earth Temple jailor named Turnkey. I think you can talk to him (if you didn’t forget to put on Earth Temple Robes like I did...) or attack him. After you kill him and his Bugbear flunky you can free the prisoners if you wish. When you talk to the two female prisoners they will ask you for 1000 gold, but when you give it to them nothing seems to happen. The two Orc Prisoners, Tuelk and Pintark, will join you if you decide to ask them. Equipment for Wonnilon ---------------------- A little bit to the north of where you found Turnkey there are several prison cells that contain assorted undead. One of the cells, however, has a Gnome named Wonnilon who asks you to retrieve his equipment: a Dagger, some Leather Armor, and his backpack before he slips off to his hidey-hole on the other side of the map. Wonnilon’s equipment can be found in the cell directly to the north of where you found Wonnilon. Make your way to the place that Wonnilon marked on your map and give him his equipment back. Of Gnomish Crossbows and Magic Scrolls -------------------------------------- When you return Wonnilon’s equipment he will notice that he is missing his crossbow and a Control Plants scroll. He wants you to find them for him, but he has no idea where they could be. The items are in the possession of a Hill Giant named Scorpp on Dungeon Level Three. I think you have to kill him to get the crossbow and scroll from him. Take these items back to Wonnilon to complete this quest. He will also let you keep the Control Plants scroll as a reward. _______________________________Dungeon Level Two_______________________________ You can find the Air, Fire and Water Temples on this level. There are also a couple of those really annoying Magically Held doors located on this level. The only way I know of to open one of these doors is to use a Knock spell. The Crystal Mirror ------------------ There is a room that when you enter a mysterious voice will proclaim that if you leave ALL of your items in the room and then leave the room your items will be empowered with holy power. If you have Sense Motive you will notice that something seems fishy about this setup. Don’t drop any of your items on the ground and just leave the room to the west. In the hallway beyond Search around to find a secret door, beyond that door are a pair of Werewolves who will attack you. Kill them (You will only be able to get past their damage reduction if you have silver weapons) and loot the room. The Littlest Troll ------------------ Hiding out in the northern section of the map is The Littlest Troll who will attack you. I have no idea whether he is supposed to be important or not. Just remember that if you want to not deal non-lethal damage to this guy (and any other Troll you face) you have to hit them with either fire or acid attacks, and to kill it you need to have someone do a Coup de Grace attack on it when you knock them unconscious. ______________________________Dungeon Level Three______________________________ Scorpp’s Pleasure Dome ---------------------- Directly to the east of the stairs that go up to the second floor next to the Air Temple High Priest you will find a Hill Giant named Scorpp in his self-described “Pleasure Dome” with his Worg companion. When you talk to him just about every dialog path here will result in a fight. (You can use Diplomacy to avoid a fight, but if you talk to him again afterwards he will attack you anyways.) When you fight him (He’s a lot easier than the other Hill Giants you will face, mainly because he only attacks with a Crossbow for some reason, and he doesn’t seem to be too interested in avoiding the Attacks of Opportunities he draws when he uses that Crossbow) and after taking off around 100-125 hitpoints he will surrender to you. You can then grill him on what he knows about the Temple, (which ain’t much...) or you can ask him to join your party, and he will accept. (!) -Note: Scorpp is the one who has Wonnilon’s Crossbow and Control Plants scroll. The Escape Tunnel ----------------- When you follow the route south from Scorpp’s Pleasure Dome and take the first hall to the east you will come to an apparent dead-end. A search here will reveal a hidden ladder. The ladder will lead to another hallway with two rooms off to the side. Inside the northern room you run into a lone woman named Smigmal who will attack you. (or maybe she just doesn’t like the Water Temple...) when you get her down to Near Death she will surrender and beg for her life. You can either spare her or continue the fight and kill her. The chest in this room can be opened with the key you find on Smigmal’s body. -WARNING: If you spare Smigmal’s life, then leave and return, she will attack you again. The problem here is that she will be TOTALLY invisible, (meaning you won’t be able to target her) and there is nothing you can do to make her visible again! (even the See Invisible, True Seeing, or Dispel Magic Spells won’t work) The only way to avoid this glitch is either to avoid her room entirely after the fight, or by killing her outright during your first battle. Inside the southern room there is a Wizard named Falrinth and his Quasit Familiar who will attack you. Kill them both (They both have Spell Resistance and both will regenerate like trolls do, so you will have use a Coup de Grace attack to finish them off) and take the key on Falrinth’s body. Use this key to open Falrinth’s chest in the side room and take the loot inside. Now before you leave here, there is a secret door on the far end of the room you fought Falrinth in that leads to another small room with Falrinth’s Second Chest. Inside this chest is a TON of treasure along with the all-important Orb of Golden Death. -Note: The Orb of Golden Death is critical to finishing the game – you have to have it to reach the final area. Do NOT lose the Orb, or else you won’t be able to complete the game! Continue on and in the next room, there is a ladder to the north and a door to the west. The ladder will take you up to the ruined tower that’s just to the north of the Temple, and the Door leads outside to a Ruined Farmhouse. There is nothing special in this area, other than being able to access the World Map and travel back to town. Prince Thrommel --------------- In the western section of the map there is a small side room with a podium in it. If you do a search here you will find a secret door to the north, go through the door too find a Sleeping Man. (at least, that’s what the game calls him...) Talk to him and he will reveal that he is Prince Thrommel, hero of the Battle of Emridy Meadows. (Actually, in my game, it was Elmo who told me this...) Offer to escort him out of the Temple and he will accept and join your party. He’s a decent Fighter stat-wise, (except his hitpoints are kind of low...) but what makes him such a powerhouse is his sword, Fragarach. (Fragarach is an incredible sword! It’s a Bastard Sword +4 that does 2d6 extra damage, ALWAYS hits, AND automatically counterattacks anyone who damages Thrommel!) If you want to take Fragarach from Thrommel you might have to kill him. (Either by directly attacking him or by having him die in battle.) You might also be able to take Fragarach if Thrommel is knocked unconscious, but I’m not sure of this. Prince Thrommel will stay in the party for as long as you stay in the Temple. As soon as you exit the Temple however, Thrommel will leave the party forever. -Note: Hanzii has told me that if Thrommel is unconscious when you leave the Temple (either through non-lethal damage, having negative hitpoints, or a spell) then he won’t initiate the dialog where he leaves the party. So you could if you want to go back to town and keep him in your party then you could try this. Just remember that will leave the party if he wakes up before you get back inside the Temple. According to Hanzii some time after Thrommel leaves the party (like 20-30 game days later) you will run into a courier during a random encounter while traveling, and he will give you a reward from Prince Thrommel for rescuing him. This reward is 2000 platinum, a Ring of Protection +1 for every party member, your choice of a magic item, and the Greatsword Scather. Scather is a Greatsword +4 that does +8 extra damage to evil creatures, ALWAYS hits, and automatically counter attacks anyone who hits its wielder. Just like Fragarach, you will only be able to use Scather’s special abilities if the character wielding it is Chaotic Good. This courier won’t appear if you told Thrommel you didn’t want a reward when he left the party. ========================== ===========================|The Fire Temple [#005.7]|========================== ========================== Thanks to Mitzrah for this info. To get to see Allrem the Fire Temple High Priest you need to talk to Wat the Bartender in the Waterside Hostel about joining the temple and he will tell you to go to the Temple tell the sentry that Wat sent you. (I don’t think he will recruit you if you killed Lareth in the Moathouse unless you Bluff him.) Go to the Temple, but instead of going inside the Temple, go to the North until you come to a Ruined Tower. There is a Sentry standing outside who will talk to you as you approach. Tell him that Wat sent you and he will say that he will take you to Allrem, but first he needs to blindfold you. He won’t take you to Allrem unless he blindfolds you so agree to be blindfolded and you will be taken to Allrem. Allrem 1: Oohlgrist for Fire ---------------------------- The First thing Allrem wants you to do is to recruit Oohlgrist, the Chief of the Trolls to the Fire Temple. Find Oohlgrist and ask him to join the Fire Temple, He will tell you that he won’t join the Fire Temple unless you pay him 10000 gold. If don’t (or can’t) pay you can try Intimidating him into giving you a Belt and Necklace and if your intimidate skill is high enough (like 10+) you can even get him to join your party as an NPC! Either way you can report your success (or failure) to Allrem for the next quest. Allrem 2: Operation Ogre ------------------------ Now Allrem wants you to recruit a group of Ogres to his cause. Leave the Temple and travel to the Ogre Cave. When you get there you will find the Ogre Chief who isn’t too interested in joining with any temple, but he is very interested in a fight. Battle him and his posse and when you win the Ogres will relent and agree to join the Fire Temple. Allrem 3: Tubal’s Collection Agency ----------------------------------- Allrem will now tell you that two of his priests, Tubal and Antonio are squabbling over a Mace and he wants you to put this argument to an end. Talk to Tubal about this and he will ask you to win the Mace from Antonio in a game of Three Eyed Snake. Talk to Antonio and challenge him to a game of Three Eyed Snake and play him until you win. When you do win demand that he give you the Mace, and he will try to weasel his way out of giving it to you. You will have to Intimidate him to get him to give you the Mace, otherwise he will keep trying to play. When you get the Mace from him and give it to Tolub to complete the quest. =========================== ==========================|The Water Temple [#005.8]|========================== =========================== [coming later] =========================== ==========================|The Earth Temple [#005.9]|========================== =========================== [coming later] ========================== ===========================|The Air Temple [#005.10]|========================== ========================== [coming later] =========================== ==========================|Elemental Nodes [#005.11]|========================== =========================== [coming later] =================== ==============================|Endgame [#005.12]|============================== =================== After you find the Orb of Golden Death a passage to the final area will open on the Main Floor of the Temple. This passage is right in front of the Throne in the northwestern edge of this map and leads to the final area. In the final area go down the hallway to the southwest and you will come to an Old Woman standing in front of a Throne of Gems. Be sure to save your game before you approach her, the final confrontation of the game is coming up. Destroying the Orb ------------------ If you have the Orb of Golden Death with you when talk to Burne in Hommlet there is a dialog option where you will show him the Orb, when you do this he will exclaim that it is a very dangerous artifact and you would be wise to not use it. Talk to him again about the orb and he will tell you that if the Orb is destroyed it will significantly weaken whoever made it. (Zuggtmoy) He will tell you to speak with his apprentice Pishella for more details. Talk to Pishella about destroying the Orb and she will tell you that by destroying the Orb you will weaken Zuggtmoy, but after three days she will be banished to the Abyss. She wants you to bring her a Masterwork Maul, a Gust of Wind scroll, a Fireball scroll, and some Holy Water before she can destroy the Orb The locations of the items you need to destroy the Skull are: Masterwork Maul – Inside a barrel on the southeastern corner of Dungeon Level One of the Temple. Gust of Wind scroll – Found inside the Banshee’s Chest on Dungeon Level Three. (You should be able to have your mage scribe a scroll of this spell, but thanks to a bug you can’t.) Fireball scroll – To be honest, I don’t have a clue where you can find a Fireball scroll. I just recruited Burne and had him scribe a Fireball scroll for me here. (Note that you have to do this BEFORE you show the Orb to Burne, as he won’t join the party after he sees the Orb) Holy Water – you can either buy one of these from Calmert in the Church of St. Cuthbert or you can have a cleric cast the Bless Water spell. -WARNING: There is only ONE of each of these items in the game. (Except for the Holy Water or having your mage scribe one of the magic scrolls...) So don’t use/lose/sell these items when you find them! When you get all four Items take them to Pishella and she will start the ritual to destroy the Orb. Tell her that you will wait until the ritual is complete, and she will destroy the Orb for you. Zuggtmoy has now been weakened and you have three days to make it back to the Temple and kill her before she is banished back to the Abyss. Final Confrontation ------------------- When you approach the Old Woman she will try to get you to go away, offering to give you the pillar of platinum that is in the center of the room if you will just leave her alone. When you tell her that it would be impossible to move the pillar, she will say that she can enchant it to make it light as a feather. A Sense Motive check here will tell you not to trust her, and with good reason – if you agree to have her enchant the pillar then she will end up summoning the Demon Queen Zuggtmoy! Zuggtmoy will then attack you and you will have to kill her to complete the game. If you refuse her she will vanish, search the Throne to find a Pile of Gems inside. Take the Gems then Zuggtmoy will be banished (something about those gems keeping her bound to this plane) and the game will be complete. If the character who speaks with the Old Woman is holding the Orb of Golden Death this conversation will play out a little differently. The Old Woman will basically try to trade you the pillar for the Orb. If you give her the Orb then Zuggtmoy will be summoned, but this time she will turn the party member that had the Orb into a mindless Thrall before attacking you! This means you will not only have to fight Zuggtmoy but also your former party member too! If you refuse to give up the orb then Zuggtmoy will still be summoned and will try to force you into giving up the Orb. Your character then has a Will check and if successful they will resist Zuggtmoy, but if they fail they will still become a Thrall. Zuggtmoy will attack you after this regardless of what happens. After Zuggtmoy has been killed (or banished) the ending movie will play and then a series of slides will go by showing the results of your actions (or lack of action) during the game. Congratulations! You have beaten The Temple of Elemental Evil. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-THE END-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ ******************************************************************************* ——————————————————————————————————————————————————————————————————————————————— |||||||||||||||||||||||||||||||||Endings [#006]|||||||||||||||||||||||||||||||| ——————————————————————————————————————————————————————————————————————————————— Here I will try to list the conditions you need to fulfill for each of the ending slides to show. I probably shouldn’t have to say that this section will be loaded with spoilers, so read with care. -Zuggtmoy is Banished for 66 years: Don’t fight Zuggtmoy, instead just take the Pile of Gems from Zuggtmoy’s throne. -Lloth is pissed: Kill Lareth in the Moathouse. -Prince Thrommel returns: Find Prince Thrommel on Dungeon Level Three and escort him out of the Temple. -Hommlet prospers: Kill or Banish Zuggtmoy. -Nulb is washed away: Kill or Banish Zuggtmoy. -Filliken and Mathilde marry: Complete the Cupid’s Arrow Quest. ——————————————————————————————————————————————————————————————————————————————— |||||||||||||||||||||||||||Magic Item Database [#007]|||||||||||||||||||||||||| ——————————————————————————————————————————————————————————————————————————————— One of the more peculiar design decisions that Troika made while programming this game was to not list the variables (extra damage, bonus to skills, makes you walk like a chicken, whatever) that each of the Magic Items have. This list is an attempt to list the various effects that each of the Magic Items have. Note that I will not list what some of the more obvious Magic Items do, (it should be easy to figure out what a Longsword +1 does) instead I will focus on the on the items that that have either vague or confusing properties on them. -Cloak of Elvenkind: Gives you a +5 bonus to your Hide skill. -Boots of Elvenkind: Gives you a +5 bonus to your Sneak skill. -Lareth’s Staff of Striking: This is an interesting item, you use it just like a normal mace, but you can choose to use expend the staff’s charges from the radial menu to cause extra damage on your next attack. -Lareth’s Freedom of Movement Ring: Anyone who wears this ring will be under a Freedom of Movement effect, as if they had the spell cast upon them. -Fragarach: When wielded by someone whose alignment is NOT Chaotic Good, then it will function just like an ordinary Bastard Sword +4. (...and if the character is evil then they will also receive negative levels when they equip it!) If the character wielding Fragarach is Chaotic Good then it will also do an extra 2d6 of holy damage, will always hit, AND do an Attack of Opportunity against anyone in range that hits Fragarach’s wielder. Needless to say, any Chaotic Good Fighters who manage to get their hands on this sword will be in heaven. -Scather: Like its twin, Fragarach, this Greatsword +4 will only perform to its maximum when it’s in the hands of a Chaotic Good character. When a Chaotic Good character weilds Scather then it will do +8 damage to evil creatures, will always hit, and do an Attack of Opportunity against any target in range that damages Scather’s wielder. -Unicorn Ring: I don’t have a clue as to what this thing does. It’s supposed to give you a bonus to the Animal Empathy skill, but that skill isn’t implemented in the game! ——————————————————————————————————————————————————————————————————————————————— ||||||||||||||||||||||||||||||||||FAQs [#008]|||||||||||||||||||||||||||||||||| ——————————————————————————————————————————————————————————————————————————————— -Q: Does this game have Multiplayer? A: No, it doesn’t. -Q: What do those little symbols next some of the dialog choices mean? A: Those symbols mean that the character that is speaking has at least the minimum level in the dialog skill needed to get that option to appear. Each of the 5 dialog skills has their own unique symbol: Bluff – Smiling Mouth Diplomacy – Rolled-Up Scroll Gather Information - Ear Intimidate – Flexing Bicep Sense Motive - Eye -Q: Where is Terjon? I can’t find him! A: You won’t be able find Terjon until you talk to Calmert on the first floor of the church and donate 10 gold. After you do that then Terjon will appear on the second level. -Q: My character suddenly came down with Filth Fever! How did that happen? A: Characters do not “suddenly” come down with diseases. What happens is that when you get infected with a disease, (like when you are bitten by a Dire Rat) the symptoms don’t show up until a few days later. So when you come down with any disease it means that you were actually infected a while ago Aaron has written to tell me that there is a slight chance of coming down with a disease if you rest in someplace “dirty.” This means that resting in dungeons areas where you can see rats scurrying around on the floor it might lead to one of your characters becoming sick. -Q: How do I kill a Troll? A: To kill a Troll you will need to hit them with a fire or acid attack (This is the only way to cause real damage to a troll and will stop their regeneration) and if you knock one unconscious then have someone do a “Coup de Grace” attack on it to finish it off. -Q: How do I Spontaneous Cast? A: Hold down the Shift key when you select the spell to cast. -Q: How can I get Fruella out of my party? She won’t leave! A: Well, you know what they say, adventuring is dangerous business, and “accidents” can happen at any time. *evil grin* -Q: When are you going to finish this guide!? A: I’ve actually been asked this question a few times already. I have no idea when I’ll get through this thing so I’ll just say that it will be done when it’s done. -Q: Where can I safely rest inside the Temple? A: There doesn’t seem to be any “green” places to rest inside the Temple, (I haven’t found any spots, at least) so I guess you will either have to trudge back to town, or to take your chances resting in a “yellow” area. -Q: Are you going to put anything in your guide about the Brothel Quests? A: No. Originally there was supposed to be a Brothel in Nulb, but for one reason or another was cut out the final game. Although the mod community has been able to restore a portion of Brothel it still is not a part of the “official” game content and therefore I won’t cover it. ——————————————————————————————————————————————————————————————————————————————— ||||||||||||||||||||||||||||||Miscellaneous [#009]||||||||||||||||||||||||||||| ——————————————————————————————————————————————————————————————————————————————— This is a section detailing anything that doesn’t fit in any of the sections above. ======== ====================================|Cheats|=================================== ======== Max Stats --------- This nifty little glitch was submitted by Frall and Bogeyman. While you are rolling your Statistics there is a glitch that you can use to set your statistics to whatever you want! First roll your statistics like you normally would, then click on the “Advanced” tab to go into Point Buy. When you go into Point Buy the numbers that you just rolled will disappear, but they are still there and you will be able to exchange the numbers you rolled with the Point Buy numbers. Now, here’s the great part, Spend the 25 points raising whatever stat you can, then exchange them back to the invisible roll column, and then switch back to Point Roll mode. Not only do you have higher stats than you rolled, but if you switch back to Point Buy mode you will get a fresh 25 points to raise your stats even higher! You can repeat this as many times as you want until you max out your statistics! ========== ===================================|Websites|================================== ========== Here are some websites that will help expand your ToEE-playing experience. 3.5 Edition SRD --------------- http://www.wizards.com/D20/article.asp?x=srd35 If you want to know more about the 3.5 Edition ruleset, but don’t want to purchase the sourcebooks, you can follow the link above and download the basic rules free of charge. Circle of Eight --------------- http://www.co8.org This is a fan site that is dedicated to the game. They have several utilities and mods (Including a utility to help you import your own character portraits, and even a fan-made unofficial fix to the game) on the site, along with an active Mod forum. Eye on Troika ------------- http://www.eye-on-troika.net This is another fan site, but these guys focus on the developers of the developer of the game, Troika. If you want the latest news about Troika and the games they make, (including ToEE) then this is the site to go to. ——————————————————————————————————————————————————————————————————————————————— ||||||||||||||||||||||||||||||Contributors [#010]|||||||||||||||||||||||||||||| ——————————————————————————————————————————————————————————————————————————————— -Therumancer sent me a HUGE email with numerous corrections and additions. -Hanzii clarified the conditions that stopped Mona in Nulb from talking to you. He also told me about the reward you get for rescuing Prince Thrommel. -Ryan Wills told me how you can recruit Cavanaugh as an NPC -Aaron told me that you can recruit Wonnilon and added a note about getting diseases -Fred told me about recruiting Meleny as an NPC -Frall and Bogeyman told me about a glitch you can use at character creation to max out your statistics. -Lord of Xaos told me about the Bribery quest in Nulb. -Caroline told me about the Traders Revealed and the Courtship of Eddie Herdsman quests. -Mitzrah told me about the Fire Temple Quests and gave me a note about Bertram -Recondiac told me about the Rescue of Paida quest. -Kerensky told me about being able to recruit Oohlgrist as an NPC. _______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [JaggedJim] I’m really a female half-Orc/half-Elf Assassin! *Sense Motive* No you’re not! [JaggedJim] Damn! Please don’t put this walkthrough up on any website without my permission. This document is Copyright 2002-2003 James “JaggedJim” Ramsey. In loving memory Mae Vanek: 1930-2002