ToEE: Lower Temple Complex

''This complex sprawls deep underground, with Temples devoted to each of the four elements. Evil creatures of all kinds come here, drawn by some dark power.'' {{Quest | name          = ToEE: Lower Temple Complex | adpack        = The Temple of Elemental Evil | level         = 8 | epic          = 34 | duration      = Very Long | solo          = 4053 | normal        = 7172 | hard          = 7588 | elite         = 8004 | ecasual       = 30048 | enormal       = 51256 | ehard         = 52451 | eelite        = 53637 | bestower      = Sig the Weaver | npc           = Sig the Weaver | loc           = Lower Temple of Elemental Evil | zone          = Temple Grounds | patron        = The Gatekeepers | favor         = 6 | free            = VIP | extreme       = no  | mappic         = M ToEE Lower Temple Complex 1.jpg | maplegend     = yes | othermap      = yes | mappic2       = M ToEE Lower Temple Complex 2.jpg | map 2 alt     = Falrinth's chambers and Map Legend

| loadingpic    = L ToEE Lower Temple Complex.jpg | overview      = Go to the Lower Levels of the Temple of Elemental Evil to dispel the Elemental Wards and defeat Falrinth.

| objective_1   = Find Falrinth's chambers and determine his plans | objective_2   = Locate the Fire Temple | objective_3   = Locate the Water Temple | objective_4   = Locate the Air Temple Quarters | objective_5   = Activate the Air Rune | objective_6   = Find the Air Temple Key | objective_7   = Find the Water Temple Key | objective_8   = Find the Fire Temple Key | objective_9   = Go to the Western Halls and enter level three of the Temple | objective_10  = Search for further evidence of Falrinth's plans | objective_11  = Use the Orb of Golden Death to reach the lower Temple | | optional_1     = Find all of the Part 2 Audio Commentaries (7) | opt_percent_1 = 50 | optional_2    = Defeat 10 enemies in the Temple | opt_percent_2 = 1 | optional_3    = Defeat 25 enemies in the Temple | opt_percent_3 = 6 | optional_4    = Defeat 50 enemies in the Temple | opt_percent_4 = 13 | optional_5    = Defeat 100 enemies in the Temple | opt_percent_5 = 30 | optional_6    = Defeat 200 enemies in the Temple | opt_percent_6 = 50 | optional_7    = Defeat 400 enemies in the Temple | opt_percent_7 = 100 | optional_8    = Defeat 750 enemies in the Temple | opt_percent_8 = 200

| optional_9    = Slay Garkoth the Wiley | opt_percent_9 = 15 | optional_10   = Slay Nar'Azmath the Ogre Mage | opt_percent_10 = 20 | optional_11   = Slay Rasskar the Bandit Scourge | opt_percent_11 = 20 | optional_12   = Slay Slag the Magma Brute | opt_percent_12 = 20 | optional_13   = Slay Spiritrunner the Minotaur | opt_percent_13 = 15

| expect = | traps        = Trap DCs
 * Random traps (bear traps, spell wards)
 * Secret doors
 * Large spawns (on higher difficulties)
 * Random spawns of enemy groups also in visited areas
 * Randomly spawning optional bosses
 * Lockboxes randomly spawn and respawn too
 * Randomly localized mystic altars spawn, usually with a lockbox nearby
 * Bear traps
 * Pressure plates
 * Spell Wards

| misc          = Death Ward is strongly advised as enemies will cast Enervation on higher difficulties.

Air Temple
Head west and enter the door marked "To the Western Halls & Air Temple quarters". Head south, go through the first two doors on your left, kill Kelno and disable the air rune. Head back to the central hall, drop down, kill the Guardian and take the Air Temple Key. Use the air jets to go back up and head south to find the Water and Fire temples.

Fire Temple
From the large 4-way intersection, go east for the Fire Temple. Talk to Prefect Alrrem. Make an offering to obtain the Fire Temple Key. Anything lower than 25,000 platinum will trigger a difficult fight with all the clerics and two orange named Fire Salamanders. Return to the Central Hall.

Water Temple
From the large 4-way intersection, go west for the Water Temple. Get water from the fountain at the far end and fill the central altar to remove the barrier; this will immediately trigger a fight with the guardians. Head south and take the water temple key. This will cause a red named Living Pool to spawn, which is a Gelatinous Cube that deals acid damage. It also paralyzes on touch with a very high fort save. The pool is immune to electricity. After defeating the pool, you will have to defeat a red named water elementals in each of the side rooms (2 total) to leave the temple. (You can instead skip the fight using Dimension Door, and then return.) Go back to the water temple.

Across from the hall where you got the key, enter the door marked "Western Halls and Dungeon Level 3". Head west whenever you can, and south when you must, until you find the elemental barriers on your right. Unlock them with the keys (it is then safe to discard the keys), and head down to level 3.

(This is where you switch to Map #2, above)

Level 3
Head east, then north from the shrine to find Falrinth's chambers. He will summon four orange named elementals to attack you, they are immune to damage while standing in the area of their own element. After some time, he will summon an orange named Bebilith and start attacking you with spells. Head past him, read his journal and pick up the Orb and Mysterious Page. Enter the blue dimension door that appears (back to the shrine area), head south and place the orb on the pedestal. Go through the door for the end-chest and exit.

| insidious     = | devious       = | discreet      = | aggression    = variable | onslaught     = variable | conquest      = | mischief      = variable | vandal        = variable | ransack       = | tamper        = variable | ingenious     = variable | perception    = variable | bonus_xp_notes = The numbers of enemies, breakables and traps are volatile, so the bonus limit are volatile too.
 * Ransack is usually reachable, Conquest is questionable

| chest         = 5 and several random | collectable   = 13
 * Behind the locked door (north)
 * Underwater neat Audio Comment 10
 * Near Oolgrist (south)
 * Near the Fire Temple Key
 * End chest
 * 2 Reagents Cabinets in the north east banquet hall
 * Adventurer's Pack and Rubble in a northern storage room
 * Rubble in the north west dead end
 * Fungus underwater near audio comment 10
 * Rubble in a room east of the Air Temple
 * 2 Fungus in a room just to the north
 * Reagents Cabinet near Oolgrist
 * Scroll Rack and Reagents Cabinet in Falrinth's chambers
 * Fungus at the end of the quest

| npcreward     = standard | unique        = yes }}