The Temple of the Winds
Before entering the Temple of the Winds, return to Ashtara at the asabi camp and stock up on potions. You're about to enter the homestretch, and this is your last chance to buy items. It's a particularly good idea to stock up on cure critical wounds potions and any potions that enhance your primary statistics. Once you feel well equipped, enter the Temple of the Winds.
Examine the ark of the winds. Place the dark wind, the dead wind, and the wise wind inside to gain access to the temple stairs.
The Temple of the Winds, First Floor
A. Entrance
B. Battle Horror
C. Helmed Horror
D. To Second Floor
While treacherous, the first floor of the temple is fairly straightforward. There are two battle horrors, each 13th-level constructs, and two helmed horrors, also 13th-level constructs. Accompanying each of them are four sixth-level medusa handmaidens. Once all the foes are dead, make your way around the thin platform, disarming the numerous traps and opening the chests (all trapped with DCs of 26). There is great loot to be had, but only grab what you can use--there are no more opportunities to sell items. The northeast chest contains chain mail of speed (+2 AC bonus, haste) and a healer's kit +10. The southeast chest contains kumakawa armor (+3 AC, improved evasion). Inside the northwest chest, you'll find red dragon armor (+5 AC, 20 fire resistance, and 80-percent base item weight reduction). Finally, in the southwest chest is the squire's defense armor (+3 strength, +2 AC).
The Temple of the Winds, Second Floor
A. From First Floor
B. Bloodied Altar
C. Tentacle Beast
D. North Lever
E. East Lever
F. South Lever
G. West Lever
On the second floor of the temple, your goal is to flip each of the levers in order to unlock the doors to the chamber of the mythallar. There is a great deal of opposition--almost every area is crawling with monsters.
The biggest monster, though, is the tentacle beast that appears as you attempt to cross the center platform. He shoots waves of fire that will do significant damage. However, there is a way to temporarily distract the beast. In each section, there are two bloodied altars. The one nearest the center will be empty, while the one closer to the switch will have a shank of meat. Place the shank of meat on the empty altar, and the beast will be lured to it for a brief moment, allowing you to cross the central area in safety. Note that the southwest altar also contains a harp of charming (a bard-only item that can cast charm monster, charm person or animal, and mass charm). The northeastern altar also contains a scarab of protection +5.
Once all the levers are activated, the doors to the chamber will open.
The Chamber of the Mythallar
This is it--the final fight. Drink your potions, prepare your spells. As soon as Heurodis sees you, she will approach and begin talking. When the conversation is over, she will attack. Allow your henchman and other associates to distract her. As you've probably noticed, she cannot be harmed. Yet.
You need to destroy the mythallar. They are all trapped (DC 26), but you don't really have much time. It's easier just to take the damage and guzzle potions as you make your way around the circle. If you can use ranged weapons or spells to destroy the Mmythallar, all the better. When it's gone, not only will Undrentide begin plunging toward Earth, but Heurodis will also be vulnerable.
Heurodis is a sixth-level humanoid/18th-level wizard. Among her spells are incendiary cloud, summon creature VII, and delayed fireball. She also had an aura of fear. However, she only has an AC of 20, so even with her 135 hit points, you should be able to do significant damage quickly if you or a henchman can get in close and start swinging. After the mythallar are gone, Heurodis should go down quickly. Congratulations! Enjoy the end cinematic.
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