Wild Temple
Level by Cool King
(April, 2001)
Walkthrough by Harry
Laudie
You start in
an underwater tunnel. Swim to the west to surface in a dark room. There are two
closed gates to the north and another room to the west. Go west into another
dark room with holes on the floor. Hop up onto the south balcony. Shoot the
vases for a shotgun and a fire wraith. Go back to the water to extinguish the
wraith. If you jump into the water, you stand as if the water is not there. If
you go east and swim then the entire tunnel acts as if water is in it. Get out
of the water and go to the west room. Go to the north wall and find a globe.
You have to move it carefully to another fancy tile to the west. Be careful how
you move it or the floor and you catch fire. This can be done now and you can
finish the game fast. However, the author probably intended you to raise the
four tiles in the floor in order to move the globe.
Go to the south-west corner and push open the
doors. You enter a room with a pool in the middle. Pull three wall switches to open underwater gates. You can pick
up a large medipack at the south switch. Get
into the water. There is nothing in the east tunnel but swim inside to trigger
a rising block in the first room. Enter the west tunnel and hear a gate open.
Swim back and pull up to the west side and enter the open gate. Follow the
tunnel and pick up two flares. Swim through the south tunnel to a room and
get two flares from the side alcoves. Go back
for air and swim south again. Enter a second room and swim down a hole in the
floor. Follow several ledges down and at the bottom, swim into a south tunnel.
Then go east to a T-junction. Go south for two blue
shotgun shells. Then go north and follow the tunnel up to a small room.
Pull the wall switch on the south wall. Enter the
open gate in the east wall for two blue shotgun shells.
Pull the wall switch and go to the open gate in the south wall. Go down the
stairs and kill a horseman. To the west wall are
closed gates behind a deadly floor. The three vases are empty. Pull down the
jump switch at the east wall. A block is raised at the west wall. Go onto the
block and pull up into an opening. Pull the wall switch and exit back to the
water hole. Swim all the way back to the room with the globe.
The four holes should have blocks in them. Move the
globe between the fancy lines to the tile near the west wall. That is the long
way intended by the author. The short way is to pull the globe to the east
once. Push the globe to the south once. Push the globe to the west four times
and onto the fancy tile. Do not stop in between pushes or you go up in flames.
When the globe is on the second fancy tile, the two gates at the west wall
open. Also the first two gates you saw north of the water are also open.
Enter the left west gate for blue shotgun shells. Enter the right west gate and
pull a wall switch. Exit and see two large doors in the north wall are open.
Enter and pull a wall switch just inside the open door. Exit and go east to
pull the two wall switches at the north wall. Return next to the water and
climb the wall ladder on the east wall. Near the top, back flip to a ledge. Go
to the west wall and pull down a jump switch. Climb down to the main floor and
to the doors in the north wall. The door at the top of the stairs is now open.
Drop down in the open area and a fire wraith appears. Go back to the water to
extinguish it. Get out of the water and go back to the outside open area. Kill
the horseman who
attacks from the north. An invisible wall keeps you from going to the far north
wall. Push the globe at the entrance to the south-east corner and the
large blue doors open. Run inside the dark room and the level ends.
16-jul-2006