Temple of Elemental Evil Part One

'' There is no doubt; you have come to a place of ineffable Evil. Still, it is most certainly a place for high adventure and untold treasures.'' {{Quest | name          = Temple of Elemental Evil Part One | adpack        = The Temple of Elemental Evil | level         = 7 | epic          = 30 | duration      = long | solo          = 3900 | normal        = 6926 | hard          = 7353 | elite         = 7780 | xp            = | ecasual       = 27895 | enormal       = 47709 | ehard         = 48925 | eelite        = 50141 | epicxp        = | bestower      = The Temple of Elemental Evil | npc           = Alatra the Gatekeeper | loc           = Temple Grounds | zone          = The Gatekeepers' Grove | patron        = The Gatekeepers | favor         = 5 | free          = No  | extreme        = no  | mappic         = Map Temple of Elemental Evil Part One Entrance.jpg | maplegend     = yes | othermap      = yes | mappic2       = Map Temple of Elemental Evil Part One Lobby.jpg | thirdmap      = yes | mappic3       = Map Temple of Elemental Evil Part One Level 1.jpg | fourthmap     = yes | mappic4       = Map Temple of Elemental Evil Part One Level 2.jpg | fifthmap      = yes | mappic5       = Map Temple of Elemental Evil Part One Level 3.jpg | loadingpic    = Questloading TOEE1.jpg | overview      = The Temple of Elemental Evil has made the lands for leagues around a mockery of freedom and beauty. Commerce has ceased. Crops wither. Pestilence is abroad.

Explore the temple and put an end to its evil. You may gain access to the Temple of Elemental Evil from inside the Gatekeepers' Grove. (Previously in the Hall of Heroes.) | objective_1   = Enter the Temple of Elemental Evil | objective_2   = Talk to the man in the Temple foyer | objective_3   = Find the Air Temple Key | objective_4   = Find the Earth Temple Key | objective_5   = Find the Fire Temple Key | objective_6   = Find the Water Temple Key | objective_7   = Find Falrinth's chambers and determine his plan | objective_8   = Defeat Falrinth and his minions | objective_9   = Search for further evidence of Falrinth's plans | objective_10  = Use the Orb of Golden Death to reach the lower Temple | optional_1    = Find all of the Part One Audio Commentaries | opt_percent_1 = 50 | optional_2    = Defeat 10 enemies in the Temple | opt_percent_2 = 2 | optional_3    = Defeat 25 total enemies in the Temple | opt_percent_3 = 6 | optional_4    = Defeat 50 total enemies in the Temple | opt_percent_4 = 13 | optional_5    = Defeat 100 total enemies in the Temple | opt_percent_5 = 30 | optional_6    = Defeat 200 total enemies in the Temple | opt_percent_6 = 50 | optional_7    = Defeat 400 total enemies in the Temple | opt_percent_7 = 100 | optional_8    = Defeat 750 total enemies in the Temple | opt_percent_8 = 200 | optional_9    = Defeat 1500 total enemies in the Temple | opt_percent_9 = 300 | optional_10   = Defeat 3000 total enemies in the Temple | opt_percent_10 = 350 | optional_11   = Find Spider Eggs for the Frogkeeper | opt_percent_11 = 5 | optional_12   = Return to the Frogkeeper | opt_percent_12 = 30 | optional_13   = Slay Alazorun the Djinn | opt_percent_13 = 30 | optional_14   = Slay Brightbane the Rust Monster | opt_percent_14 = 30 | optional_15   = Slay Garkoth the Wiley | opt_percent_15 = 20 | optional_16   = Slay Kirmudy the Bleak | opt_percent_16 = 20 | optional_17   = Slay Nar'Azmath the Ogre Mage | opt_percent_17 = 20 | optional_18   = Slay Rasskar the Bandit Scourge | opt_percent_18 = 20 | optional_19   = Slay Slag the Magma Brute | opt_percent_19 = 20 | optional_20   = Slay Spiritrunner the Minotaur | opt_percent_20 = 20 | optional_21   = Slay S'Kara the Medusa | opt_percent_21 = 20 | optional_22   = Slay Vigilant Sword the Helmet Horror | opt_percent_22 = 20 | optional_23   = Slay Wadsworth ({{Verify|Assumed to be 20% now}}) | opt_percent_23 = 10 | optional_24   = Slay Wergil the Bugbear Bandit | opt_percent_24 = 20 | optional_25   = Slay Xirma Vo the Sahuagin ({{Verify|Assumed to be 20% now}}) | opt_percent_25 = 10 | expect        = | traps        = Trap DCs | misc          = Walkthrough
 * Random traps (bear traps, spell wards)
 * Secret doors
 * Ballistas firing poison bolts that damage and slow you down (you can use them too)
 * Large spawns (on higher difficulties)
 * Respawns
 * Randomly spawning optional bosses
 * Lockboxes randomly spawn and respawn too
 * Bear traps
 * Pressure plates
 * Spell Wards

Open the big bronze door and enter the Temple. There is very little to explore on the outside: a few enemies, and a trio of Ranging Bandits talking around the fire.

The Lobby

 * Talk to Otis in the Lobby at the beginning. You can return to have him repair your gear at any time.
 * You need to pick up four keys to reach Falrinth. Exit the Lobby either east or west (see "Second Map", above) - you will enter the Third Map, "Level 1", in either the South-east or South-west corner, as appropriate.

Level 1

 * Head north to find the Earth Temple.
 * In either Romag's chambers or the prison to the west, you can find a club that charms earth elementals on hit. In case you loot the chest in Romag's chambers first and it doesn't list the club, it usually contains a note pointing to the prison (bunch of mobs + chest with club spawns in prison AFTER you find the note). This club can be used in the fight against the 4 red earth elementals as well as in the end fight of the quest.
 * Earth Temple Key: Defeat all the Earth Temple Elementals to gain access to Romag's area. Defeat Romag to lower the forcefield around the Earth Temple Key.
 * To descend to the second level of the dungeon (Fourth Map, above), either...
 * Exit the central Earth Temple to the north, and then take the outer halls south to use the Earth Temple Key to unlock the exit there,
 * ...or...
 * Return to the quest start and use the Earth Temple Key to lower the barriers on the south side of level 1.
 * Lowering these barriers allows late joining party members to bypass Level 1 and head directly to level 2. It can also potentially save you a lot of walking and dealing with respawns if you need to Dimension Door, or release and re-enter the quest.

Level 2

 * Go to the Fire Temple (South-east exit from Air Temple).
 * Fire Temple Key: Speak with the head priest to interact with the Fire Temple Altar. You can donate various amounts of platinum or select the bottom option to start a fight with Prefect Alrrem and several Temple Salamanders. Fighting awards a chest.
 * Go to the Water Temple (South-west exit from Air Temple).
 * Water Temple Key: Get some water from the Fountain of Wonder, pour into the Water Altar to access the key. Upon taking the key, a Living Pool spawns. You will have to kill it along with two Temple Water Elementals (through the side doors) in order to lower the forcefield and progress.
 * Go to Kelno's Quarters (west exit from Air Temple replace by: North-west exit from water temple; he is in north of that area).
 * Defeat Kelno the Prefect. Click the rune to remove the forcefield around the Air Temple Key.
 * Return to Air Temple and pick up the key from the carpet in the lower area. This unleashes a Goristro Barbarian. The script that enables the air jets may fail to fire under a variety of conditions. Don't try to be cute here, just drop down to the ground and walk towards the key. If the jets don't fire, you will not be able to get out of the pit without Dimension Door or recalling and entering again.
 * Go back through/past Kelno's quarters and South-west down to Dungeon Level Three (Fifth Map, above).

Level 3

 * Go through the toxic mushrooms to the shrine(!), which is guarded by some random monsters.
 * Use the keys to unlock four invisible elemental doors to access Falrinth's chamber. (All four keys are now safe to drop, unless you wish to go back and unlock the barrier(s) on the south side of Level 1.)


 * Defeat the four elementals.
 * Note: Elementals are invulnerable while standing on the area attuned to their element, but they'll chase you. You can use the club for charming the earth elemental(!)
 * A one-way barrier will spring up behind you - late players can still enter, but you must fight forward to leave.
 * Kill the Bebilith, and, finally, Falrinth.
 * Continue north and then west. Read Falrinth's journal and the page on the desk, pick up the orb (referred to as a "skull" in game text), and enter the dimension door which appears.
 * Descend south then east to the Pedestal, place the orb/skull. The quest is completed when you move forward to the next room (and the end chest). From there, you can access Part Two, or "Finish" out and enter Part Two later, from the Hall of Heroes.

| devious         = 30 | discreet        = 143 | tamper          = 13 | neutralization  = ? | observance      = 4 | perception      = 6 | mischief        = 98 | vandal          = 160 | ransack         = 230+- | bonus_xp_notes  = These numbers will adjust when you move to the last level. | chest           = Many optional ones. Every optional named monster guards a chest. The fixed ones are:
 * One for defeating Harpy Matriarch.
 * One for defeating Gargoyle Colossus.
 * One in Romag's chambers (usually contain the )
 * One in the Earth temple, after defeating Romag
 * One optional in the Fire Temple for defeating Alrrem.
 * One end chest.

| npcreward = None | unique   = yes | monsters = Remark : Despite having a mechanic that provide XP for a certain amount of slain monster like in Wilderness areas, a Slayer Count Boosts will have no effect! '''Monster Information Heroic, Epic Yellow Named Enemies Orange Named Enemies Red Named Enemies }}
 * Bandit Arcane Tricksters
 * Bandit Trappers
 * Bonegnawer Ghouls
 * Creeping Spiderlings
 * Fire Mephits
 * Greater Fire Mephits
 * Greater Sand Mephits
 * Half-Orc Crossbowmen
 * Nodeborn Fire Mephits
 * Nodeborn Sand Mephits
 * Ogre Lackeys
 * Orc Sentries
 * Orc Shamans
 * Orc Trackers
 * Ranging Bandits
 * Roving Bandits
 * Temple Clerics
 * Temple Cultists
 * Temple Gargoyles
 * Temple Guards
 * Temple Harpies
 * Temple Warriors
 * Wight Chanters
 * Starved Griffon
 * Anscolm the Fervid
 * Gargoyle Colossus
 * Garkoth the Wiley
 * Harpy Matriarch
 * Hartsch Romag's Attendant
 * Kirmudy the Bleak - Orange-Named Lich
 * Nar'Azmath
 * Ogre Commander
 * Oolgrist
 * S'Kara Devotee of Earth
 * Spider Nest
 * Swordbeak
 * Temple Salamander
 * Temple Umber Hulk
 * Bladebreaker the Rust Monster (Objective name 'Brightbane the Rust Monster')
 * Kriitch
 * Earth Temple Elemental
 * Falrinth - Quest Boss
 * Goristro Barbarian
 * Kelno the Prefect
 * Living Pool
 * Prefect Alrrem
 * Romag Curate of the Earth Temple
 * Slag
 * Temple Air Elemental
 * Temple Fire Elemental
 * Temple Water Elemental
 * Toxic Mushroom
 * Vigilant Sword
 * Wergil
 * Xirma Vo
 * Rasskar the bandit scourge
 * Spiritrunner the Minotaur
 * Wadsworth the Mighty Cube

See Also: Temple of Elemental Evil Part Two