TEMPLE OF THE MOON

 

Levels by mathew9r

 

Walkthrough by Phil Lambeth (with thanks to manarch2 for locating four secrets that I'd missed).  Speaking of secrets, you hear the tell-tale chimes each time you encounter one, but not all of them register in your stats.

 

 

Level 1: ABANDONED MINES

 

Begin deep in a frigid subterranean area. Walk forward for the flares and continue forward into the E crawl space. Follow around to the right for SECRET #1 and pick up the flares and small medipack.  Return and approach the W water hole to attract a bat. From here you can probably target a second bat hiding behind the SW mine cart.

 

Explore the mine shaft, which is more limited in scope than it might first appear.  At the W end you'll find more flares in front of a grated fence (beyond which you can see the uzis). At the N end you'll need to walk around the barrier and take a running jump across the gap.  Grab the other side and pull up. Walk forward to attract another bat. Vault up onto the NW slab and pull down the switch to open a door elsewhere. Go back the way you came. Don't bother trying to search the pool below. There's nothing there and you'll freeze to death in seconds (as I found no way to get out). 

 

Find the SW opening and follow the short passage to the door you opened. There's a wolf in the next room, but for some reason it won't enter the passage to attack you. Pick up the flares inside and note the closed W door. Climb down the S ladder and grab more flares in the lower room (it appears at this point that you won't have to worry about running out of them).  There are two closed doors requiring keys you don't yet have, so exit N and climb down to a subterranean area. Pick up the large medipack before jumping into the frigid water.

 

Swim quickly N and pull out in the next area. Turn the wheel ahead to start a fire and open a door. Enter, turn left and follow this side passage until you alert a bat.  Continue to the intersection. On the right is a small medipack; on the left is another wheel to turn (screen shot of a grate).  Return to the main passage, turn left and go all the way to the end to find a large medipack in the alcove to your left. Go back and turn right into another side passage.  There you'll find a bat, a small medipack, revolver ammo and a hole leading down to a partially water-filled underground maze area. 

 

Kill the wolf and explore the N passage directly opposite the entrance hole for shotgun ammo and a small medipack.  In the far NE corner are flares.  Nearby is an alcove with another wheel to turn (screen shot of the grate opening which, as it happens, is right behind you). Save your game before jumping into the ice-cold water.  Follow the underwater passage along its twists and turns until you can pull out into a room guarded by a wolf. Pick up the shotgun ammo and turn the nearby N wheel to open a door in a previously explored area.

 

Before leaving, note the closed E door and jump back into the water to swim back where you came from. Pull out and splash through the maze area. Locate some more flares NW you might have missed earlier and locate the ceiling hole in the middle of the S wall.  Jump to grab the ladder and climb up to the labyrinth. Bear right and follow to the E wall. Turn right and exit to the pool area. Loop left around the wheel you turned earlier and locate the opened door.  Enter and engage another wolf. Pick up the MINE KEY and the nearby small medipack.

 

Exit this room and approach the pool. Go along either side bank, draw your pistols and jump diagonally into the S opening for SECRET #2.  Shoot the wolf and go around the room for flares, 2 x uzi ammo, grenade gun ammo and a large medipack. Turn the wheel to open a door leading to the crossbow.  Jump into the water, swim back S and wade out. Climb the ladder to the room with two keyholes. Your Mine Key fits either lock, so you need to make a decision. Hopefully it makes no difference. I chose the W lock to begin.

 

Enter and follow the passage to a room with another waiting wolf. Thankfully, there's also another MINE KEY here. On the W wall is a row of five switches. It appears to be a puzzle of some kind, but there's nary a clue in sight. I pulled all five, and lo and behold, the S door opened. In the next room is a FUSE.

 

Go back the way you came and use your new Mine Key in the E lock to open the door. Follow the passage to the inevitable wolf and stoop to pick up the SHOTGUN in the alcove to your right before entering the next room. Grab the large medipack next to the idle machine and find another MINE KEY SW.  Insert the Fuse N to open the gate to your left. Enter and pull the switch (cut scene of a ladder).  Exit to the keyhole room and note in passing that the machine is no longer idle.

 

Climb the S ladder (noting the crawl space to your right as you ascend) and back flip to the upper room. Face the W wall, to the left of the now open W doorway, hop back and grab the edge, release and grab the crawl space.  Pull inside for SECRET #3 and crawl forward to claim the UZIS you saw earlier.  Go back, drop to the floor below, climb the S ladder again and back flip to the upper room. Enter the W doorway for SECRET #4 and deal with two wolves. Pick up the REVOLVER and the large medipack, exit to the keyhole room and continue through the E doorway. You're back in the area where you began this level, so head N along the tracks, jump the gap and continue forward to find another gap with the ladder you saw in the cut scene. Jump to grab the ladder and climb down. There's nothing on the intermediate ledge, so go W down the ramp to find more tracks and two bats.

 

To the right (N) it appears you're blocked by a grated fence.  However, you can pass right through it for SECRET #5. Follow the winding NW passage down to an underground encampment. Explore the perimeter for 3 x shotgun ammo, the GRENADE GUN, a small medipack and a large medipack.  Locate the ladder at the NW side of the tent-like structure and climb down to find a facing ladder. Climb up into the structure and find a GARGOYLE EGG. Read the cryptic message if you like.

 

Climb back down and exit the secret area E after vanquishing a red-headed giant.  Pass through the grated fence and proceed S along the tracks to a new area where you'll meet another wolf. Pick up the large medipack near the entrance and loop around right to find grenade gun ammo next to a grated fence (this one being impassable). Proceed around (or jump across) the central pit and shoot a bat. Look W for flares and follow the tracks down S for 2 x shotgun ammo. Shoot the bat, exit and loop around right to find a hole in the tracks behind the mine cart.

 

Drop down and follow the snow-covered passage. Along the way, look up to find a ceiling hole. Climb up here for SECRET #6 and pick up a large medipack and 2 x grenade gun ammo.  Drop back down and continue following the passage to an alcove left for flares and a small medipack. Continue along the passage until you come to a lower tier of the tracks. Cross over W and continue W at the intersection to alert another bat. Behind the TNT crate you'll find the GATE KEY and spook another bat. Return to the intersection and turn right (S). Use the Gate Key to open the gate.

 

Shoot the bat that greets you and go through the open doorway. Push the block to reveal a passage and enter the next room. There are several pushblocks here. Pull back the SE block and get the flares it covered. Now push the S one twice, turn left and use the Mine Key to open the door for SECRET #7 and pick up a spare GRENADE GUN. Return and push the W block as far as it'll go, revealing not one but two side passages. Lurking in one of them is a wolf.  Look for the switch and pull it to open a door elsewhere. Reverse roll, turn right and pull the block from the S wall. Go around it and enter the small room for 2 x shotgun ammo.  Push the block E as far as it will go. Turn right and pull the adjacent block N two times. Go around into the passage it blocked and find a small room with the DETONATION KEY (screen shot of a door opening, releasing a wolf). Pause for the uzi ammo and shoot the wolf when it arrives.

 

Exit this area (no need to move any more blocks) through the N portal. Back in the mine area, follow the tracks N and turn left into the passage with the TNT crate. Locate the N opening to your right and follow the passage to an alcove with a small medipack. Continue and go through the open doorway. Look into an alcove to your left for SECRET #8 and pick up the CROSSBOW and a generous 4 x crossbow arrows (most of them of the explosive variety).  

 

Continue along the passage and continue to another small room guarded by two wolves. Pick up the flares and the revolver ammo, and insert the Detonation Key in the E wall receptacle. After the ensuing explosion and earthquake, exit this area and turn right at the tracks to find a change in the topography. Go past the spot where the TNT crate exploded and into a new area.  Drop down into the W passage for SECRET #9 and grab 2 x shotgun ammo, a small medipack and more explosive crossbow arrows. Pull out E, run forward and turn right to enter the S tunnel. Save your game and light a flare before sliding down.

 

The camera angle changes as you approach the lava pit below. Jump at the last instant to land safely on the other side. Head E and turn left to follow the tracks upward. Shoot the bat, pause for a small medipack and turn right at the mine cart. Jump the ledges (grab the small medipack on the second one), timing the flame blower, and hop to the E ledge. Jump to the bridge, turn right and follow the track up S to a new area.  Pull down the switch at the end to open the gate to your left and attract a wraith.  Enter the open gateway and run toward the S grate to end the level.

 

Level 2: TEMPLE OF THE MOON

 

Slide down to a decidedly TR3 environment.  Draw weapons and walk W along the bridge to draw out a mutant from your left. Vault up onto a corner of the central tile where you'll be safe both from the flames and the mutant while you shoot the latter. The water here isn't ice cold, so jump in and swim down through the central hole beneath the flame tile for a large medipack. Return to the bridge and go through the S gateway where the mutant came from.

 

Go down the ramp on either side and come to another room.  The gate closes behind you. Get on the raised tile, pick up the large medipack and stay there while you pick off a total of five mutants as three gates are raised in succession.  When all is quiet, go into the lairs formerly occupied by the mutants. The W one contains 2 x shotgun ammo, the E one revolver ammo, and the S one a small medipack and a wall switch for you to pull (cut scene of a gate opening). The N exit gate is open again, so go up to the water room and find that the W gate is open there as well.

 

Enter and slide down to your left (a closed gate is on your right) into a maze-like area. You enter from the NE. Go W and turn right at the wall to spook a bat. Enter N and turn right for shotgun ammo. Continue NW and loop around left to spook another bat and look into the first alcove to your left for flares.  There's a wall switch in the next alcove to your left (cut scene of a gate lifting). Go back the way you came and a third bat attacks.  From the NE beginning point, take the first left this time and follow to an alcove with the TEMPLE KEY and yet another bat.

 

Return to the NE beginning point and run N to the wall. Turn right and this time make your way all the way to the far N wall. Loop around left for revolver ammo, then go the other way and vault up onto a ledge. Pull up higher and use the Temple Key to open the exit gate. Return to the water room, and now the N gate is open.

 

Enter and the gate closes behind you. Go up the ramp to a lava room. Hop N to the first safe tile, then to the second one. Jump E into the opening, turn the corner and climb down the ladder for SECRET #10. Pick up the GRENADE GUN and grenade gun ammo and climb back up. Jump back to the tile in the lava room. The nearby wall switch is flame protected, so take a running jump SW to the next safe tile and hop NW from there to the opening. Enter and climb the W ladder. Turn around, jump across and go up the ramp to meet a bat.  In the upper room look for flares in the SE corner and pull down the nearby wall switch to turn off the flames protecting the switch you saw earlier.

 

You could try to get past the twin flame blowers, but there's no need to.  Climb back down the ladder and jump the tiles to the now-safe switch and pull it down to turn off those twin flame blowers and arouse a mutant. Go back up and deal with the mutant, who refuses to vault the wall and attack you.  Look for the ladder in the W face of the floor hole and climb down to a ledge on the far side of the lava room.  

 

Enter (the gate closes behind you again) and run up the ramp. This time two bats attack. Continue up the ramp, either right or left, and come to a dark upper room blocked off at the S end by rubble. Hop up onto the nearest raised sun tile and shoot the mutant. Jump into the water and swim to the middle E waterfall. You can climb past through it to hear the chimes of SECRET #11. Climb up the ladder, backflip and search the upper balconies for a large medipack, 2 x shotgun ammo and the UZIS. Dive into the pool from here and find a central hole as in the other water room. Swim down to find a small medipack and an underwater lever to pull.  A gate opens beyond the fan behind you, so reverse roll and swim past the blades into the opening on the right.

 

Turn right once inside and find a large medipack in one corner, and another underwater lever in the far alcove that opens a gate inside the left opening beyond the fan.  Swim back, enter the left opening and pull up into a small room. Locate the wall switch that opens a gate back in the water room. Return there and pull out to engage another mutant from the safety of a sun tile.  The NW gate is open, so run up the ramp for flares and enter the dark room ahead as the gate closes behind you.

 

Loop around left for a large medipack.  Stay off the lower green floor, or you'll get spiked.  Stay on the white ledges and jump to the NE corner for revolver ammo.  (Here's where those extra flares come in handy.) Near the NW corner is a water hole.  Jump in and explore the area for a large medipack and crossbow arrows before pulling out into a small room. Pull down the wall switch to rotate a pillar somewhere. Go into the E side room and pull down the wall switch to lift another gate with a snarling mutant nearby.

 

Push the cross button on the far right for SECRET #12I pushed the other buttons for good measure but don't know what if anything that accomplished. Hop back into the trench behind you and pick up grenade gun ammo, a small medipack and 2 x uzi ammo. Pull back out and swim back to the dark room. In the SW corner is more grenade gun ammo. Make your way back to the E exit and return to the water room where a mutant is waiting for you.

 

The middle gate in the W wall is open. Enter, climb the ladder at the far end and pull up into an upper room with more gates. Continue W to the next room where the gate closes to shut you in. Look left at the first of several button rows in this area. You don't seem to be penalized if you push them all and simply move on, but I suspect there's a method here that deserves more thought than that.

 

Some buttons turn red when pushed, some turn white. I assume, without any real basis for this, that white is good and red is bad. Acting on this assumption, push only the middle button here. The N gate behind you opens. Go to the next room, pick up the flares and push the button on the right to open the E gate. In the next room, push the buttons on the left and right. Reverse roll, go to the previous room and bear left to exit the next room W. In this room push only the left button. Exit S, and in the next room push the left and middle buttons. Reverse roll and go N through two rooms. Pick up the shotgun ammo in the far room and push only the left button.

 

Go S to the next room, go straight to the next room, turn left (E) and pick up the grenade gun ammo in the next room. Push the left button in the N wall and the left and middle buttons in the S wall. Pull down the wall switch to rotate another cylinder elsewhere. Exit E, jump into the water and swim to a nearby room. Pick up the small medipack and pull down the wall switch to open another gate in the water room.

 

Swim back, pull out N and in the next room climb down the ladder to the water room below. There's a mutant waiting for you down there, so jump to the nearest sun tile for refuge and dispose of the enemy. The SW gate is now open, so enter and run up the ramp to a lava room. Locate the ceiling bars, jump up to grab them and monkey swing over the lava, timing the flame blowers along the way. Drop down on the other side and proceed to another lava room.

 

Take two steps back from the edge and stand jump to the first tile. Without stopping, take a running jump to the next tile and another running jump to the far ledge. Loop around to a third lava room. Take a running jump NE into the alcove. Stand right at the edge and take a running jump E across the lava pit.  Walk out to the edge and take a running jump to grab the ladder. Shimmy left around the corner and drop down for a large medipack.

 

Get back on the ladder and shimmy around to the W side. With Lara's feet on the bottom rung, back flip to the ledge. Jump E to the next ladder and shimmy left around two corners. Drop onto the ledge and jump SE into the alcove for SECRET #13. Vault up for the REVOLVER and jump back to the previous ledge.  Climb up the N ladder and pull out into an upper room. Jump S into the opening and find the CROSSBOW on a raised tile. Pull down the wall switch to turn the third and final cylinder and lift a nearby gate.

 

Jump back to the lava room and climb down the ladder. Shimmy around to the other side, and hanging left with Lara's feet on the bottom rung, back flip to the ledge. Turn around and time a running jump N past the flame blower to the alcove. Take a running jump SW and at the next lava room, take two steps back from the edge, stand jump to the first tile and run jump to the second and stand jump to safety. In the next lava room use the monkey bars to get back across past the flame blowers.

 

Run down the ramp to the water room. The N gate, beneath the three rotated cylinders, is open. Follow the passage into the next room and push the single button to start an elevator. Watch out for the darts and the flame blowers on the way up. When you finally reach the top after what seems like forever, use the raised NW tile to reach a still higher level. Step into the central field to end the level.

 

Level 3: LUNAR PLAIN

 

You find yourself in an alien floating islands setting.  For a secret, run to the S part of the island and jump to the blueish floating ledge nearby. Now jump further W, using the ledges, and finally to the far W platform where you can find SECRET #14, another REVOLVER and revolver ammo. Return to the central island and now run N as the bridge you're on magically extends before your eyes and you finally go through an open gate that slams shut behind you as you enter an indoor area. Turn right and run E to a waterfall room (the water isn't deadly). Turn right for 2 x shotgun ammo and left for revolver ammo. Across the water is a wall switch that opens a gate and releases a mutant.  Lure it toward you and shoot it from the safety of the water. The open gate is W, so go there and pick up the small medipack before pulling down the wall switch (opening the twin N gates).  Enter to trigger a flyby through the impressive room.

 

Turn left and locate the large medipack in the SW corner. The N gate across the room is closed, so the side rooms need to be explored. I took the E room first, for no particular reason. Standing in front of a lava room, jump the safe tiles to a wall switch near the NW corner. Pull it, turn around and jump the new safe tiles to another wall switch in the central column. Pull it (a cut scene shows you that a change has taken place back in the main room)

and follow the new safe tiles until you can jump SW to a tile with SECRET #15. Pick up the revolver ammo and large medipack, then retrace your steps to exit this room.

 

Back in the main room, shoot the released mutant and go across to the W side room. Climb down the ladder into the pit below and find 2 x shotgun ammo near the NE and SE corners.  Climb the N ladder and go through the open gateway. Pull down the wall switch to flood the pit. Jump into the water, swim diagonally across and pull out W. Run forward, jump into the water and allow the current to carry you down to a new room. Pull out S and pick up the shotgun ammo. Go to the N alcove and climb the tall ladder to a small room with a wall switch. Another change takes place in the main room. Also, the ladder shaft is now flooded. Pause for the large medipack and swim back down the shaft. The current that brought you down here has been neutralized, so swim up the ramp and pull out. Swim across E and return to the main room. Another mutant awaits you there.

 

The N gate is now open, allowing access to a ladder that brings you to an upper room guarded by a mutant. There is a button on each face of the central block, and a closed SE gate. The top of the central block is deadly.  You need to push all four buttons to open the gate. Each time you do so, a mutant materializes behind you and tries to push you onto the top of the block. When all four buttons have been pushed and all four mutants vanquished, enter the open gateway and pull down the wall switch to effect an even more profound change in the main room and start a headache-inducing earthquake that you must endure for the remainder of the level.

 

Go to the SW alcove and climb down the long ladder. Return to the main room and engage a demigod. When he dies, another demigod rises to take his place. When both are dead, hop into the central hole and slide down to a shallow creek. In the N room you'll find two demigods and a winged boss.  Use that firepower you've accumulated to bring them down. There are closed gates W, E and N, so the only apparent thing to do is commit almost certain suicide by venturing into the lightning-sputtering central field. But that's exactly what you need to do to finish the level and the game. Enjoy the concluding credits while watching a lingering flyby through an Arctic outpost and the associated mine tunnel, ending with a close-up of a formidable-looking critter.