Temple of Lud

Levels by Osvaldo

Walkthrough by José

 

LEVEL 1 - ALDWYCH (First Time)

 

The Crowbar

 

Fall and from the second slope jump with grab to an opening in the opposite wall and pick up the shotgun shells, jump into the water at the bottom of the pit, run up the stairs and open the door to find a familiar area if you've played TR3. Climb the bill dispenser in the most N side, jump to grab the ladder in the ceiling hole and advance through the passage, shoot a bat and locate a gray movable block in a niche to your right, push it once to find the CROWBAR.

 

The Basement Key

 

Continue and climb down the ladder at the end of the passage, go inside the crawlspace and shoot the grate to find yourself in the control room. Shoot the box in the window sill to get the BASEMENT KEY, press the button to open the exit door and shoot the dog. Now take the passage near the SE corner and run down the stairs to the metro station, drop onto the train tracks and advance N until you find an opening in the W wall, go inside and use the key to open the door.

 

The Storage Room

 

In the next room one of the shootable boxes hides the SHOTGUN. Climb the crates near the E wall and jump to the wooden ledge in the SE corner, open the crowbar door and pull the floor lever to open a door at the top of this room. Take a running jump to the crate in the NE corner and jump from ledge to ledge in a clockwise direction all around the room (use a monkeyswing on your way if you want) until you eventually reach the highest ledge with the open door. (There is a small ledge with a button near the NW corner, but I think it only releases a dog near the open door and turns on a light, so I never pressed it.)

 

Deep Pit Room

 

Shoot the box in the corridor to get a small medipack and approach to the deep pit. Take a running jump to grab the ladder in front of you and climb it to the top timing the steam emitter, shimmy left and around the corner to the ledge with the switch and pull it to see a trapdoor opening in the room with many crates you came from.

 

Detour to get a secret later: jump onto the higher block in the corner near the fan, shoot the grate, go inside the crawlspace, shoot the next grate and in the room with masonic decoration pick up the uzi clips near the S wall and pull the wall switch near the entrance to see a door opening in the train tracks area. Go back to the deep pit room the way you came.

 

Now you need to go back to the room with many crates so drop/grab the edge of the ledge with the switch, shimmy right and climb down the ladder a bit, take a backflip with twist and grab to land into the entrance opening and go back to the previous room. This time jump from ledge to ledge in an anticlockwise direction using the highest ledges to find the open ceiling trapdoor.

 

Timed Runs

 

Climb and in this new room notice the closed door with the keyhole if you want to get a secret much later, continue opening the S door and in the corridor drag the shelves in the right hand side to reveal three timed switches. Use the one in the right side first and sprint to the next room and through the opening in the right hand side first. The switch in this room opens a trapdoor in the adjacent room, but it's also timed, so save your game, pull it, slide down the ramp and sprint through the corridors (forget the flares) to the room with three timed switches; quickly pull the right hand one again and sprint to the room with the timed doors and through the opening in the center this time, climb the block with the (hopefully) open trapdoor (if the trapdoor is already closed, use the ramp to go back to the room with the shelves or reload a savegame) and once up press the button to close the nearby trapdoor. Drop down through the hole at the other side and this time you can pick up the flares in the corridor back to the room with the shelves.

 

The Key of Evil

 

This time pull the central switch to open another timed door in the main room, quickly sprint there and in this pool room climb the block near the entrance and monkeyswing to the other side of the room to find a wall switch; pull it to get a camera shot of a closed door in the main room. Jump into the water and exit this room through the opening in the W wall; back in the room with the shelves pull the switch in the left side this time to see the remaining door opening in the main room; go there (SW corner) to finally get the KEY OF EVIL.

 

First Secret

 

Nothing more to do here so all the long way back to the metro station comes: remember, to the room with the closed door and keyhole, to the room with many crates/ledges, and outside to the railway line. If you pulled the switch near the deep pit room, in the S side of the railway line a door should be open so you can get the SECRET #1: a small medipack and 2 X shotgun shells. Climb the platform in the metro station and go back up the stairs to the starting area with the bill dispensers.

 

Take the NE passage this time and run down the stairs to another metro station, look for a keyhole in the platform to use your key and open a door in the W side of the railway line. Go there, cross the small water hole and press the button to find a familiar puzzle if you played the original TR3 game.

 

Maze with Many Buttons

 

First go always to your right to press a button (1a), forget the open door at your back and go to the entrance corridor; advance N and E to find another button to press (2a); now roll and take the second open door to your right, shoot a wooden box to get a large medipack and go back to the entrance corridor; take the first open door to your left and run always left to find another button to press at the end (3), roll and go back to the entrance corridor, advance always to your right to re-press the button you pressed moments ago (2b); roll and this time take the first open door you find to your right leading to another button (4); go back to the entrance corridor and take the first opening to your left, leading to the first button you pressed in this maze (1b); once its pressed, roll and run directly to the end of this corridor ignoring the openings to your left and go always to your right when possible until you find another button (5a); press it, roll and run always to your left when possible to finally find the Grand Lodge area.

 

The Malignant Hammer

 

Shoot three white ninjas and pick up the uzi ammo one of them dropped; there are several spiked holes scattered all around this area covered with breakable tiles, one of them is in the NE corner and the purple curtain above (left from the painting) is a phantom wall, go through that curtain to find a switch (1/2) to open the W door protected with swords. Jump outside and explore the central fenced area to find another shotgun and shotgun shells. The second phantom wall (purple curtain) is in the SW corner, next to the closed door, go through and pull a second switch (2/2) to see the nearby door opening. Go inside the room with purple curtains to get the MALIGNANT HAMMER.

 

For a secret: check the purple curtains in the NE corner of this small room to find a phantom wall you can trespass, open the crowbar door, shoot the wooden box and get the SECRET #2: a small medipack, uzi clips and the UZIS.

 

Back to the Storage Room

 

Go back to the entrance of this temple (notice the closed door with a keyhole in the N wall of this room and another closed door with a serpent head in the opposite wall) and inside the maze, run always to your right to re-press the last button (5b) to open the exit door and this time run always to your left when possible (don't touch any other button) to eventually find the entrance corridor and the exit.

 

Now go back to the starting area with the bill dispensers, shoot several ninjas and pick up the uzi clips one of them dropped; continue back to the first metro station and to the room with many crates/ledges, shoot several ninjas there and use the hammer to open the N door.

 

The Key of Lud's Temple

 

Advance to a room partially covered with water (deadly), jump from box to box to the ledge with the switch near the NW corner, pull it to open the door in the S wall and go there to pull a floor lever to open a ceiling trapdoor over the box in front of the entrance, jump there and up the hole in the ceiling to find a crowbar lever, pull it to open the final door in the W wall and jump there to find the KEY OF LUD'S TEMPLE.

 

Back to the Grand Lodge

 

Now the long way back to the Grand Lodge comes: go back to the room with many crates/ledges, outside to the first metro station, up the stairs to the starting area with the bill dispensers, down the next stairs to the second metro station, to the W side of the railway line, to the maze, run always to your right when possible to eventually find the correct button to press (5c) and finally run always to your left when possible to finally find the Grand Lodge area. Use the key to open the N door and advance to jump to the next level.

 

 

LEVEL 2 - LUD'S TEMPLE (First time)

 

Advance until you eventually find a room with two closed doors, shoot the box to get shotgun shells and approaching to the door in the SW corner it will open; shoot a ninja and climb the very long ladder at the end of the corridor; go through the crawlspace and when you can stand up climb the opening to your right, safely drop from the other side, shoot the ninja and press the button to open the next door.

 

Room with the Movable Pillar

 

Shoot one more ninja in the corridor and in the room with the grassy floor pick up the flares, shoot the bat and climb the E blocks and the ladder too. In the next room shoot another bat and locate the movable block attached in the W wall, pull it outside and place it under the ceiling hole next to the N wall, climb it and jump to grab the ledge above finding a floor lever to pull: a door opens somewhere.

 

Go back to the main room, climb down the ladder, roll and take a long running jump to the block next to the entrance (no grab), climb the ledge to your left and advance through the corridor to find the open door, cross the breakable tile with the spike trap and pull the switch to raise a trapdoor in the main room. Make your way to go back to the room with the movable block.

 

Shoot a giant bug and this time place the block in the SE corner so you can climb it and pull the high wall switch triggering a small earthquake; go back to the main room and notice that the pillar next to the entrance has moved, jump to its top from the block in the corner (again without grab) and climb the ledge to your right, pick up the small medipack and climb the ladder to pull a switch closing the exit to the room with the movable block; go down, climb again the E blocks and this time you can climb the ladder to the very top, jump to the next ledges and onto the trapdoor you raised moments ago so you can reach the crawlspace above.

 

Room with the Rotating Blades

 

In the room with the rotating blades, jump to the ledge in the SE corner, drop onto the ledge below and pull the wall switch in the corner to open the exit door in ground floor, take a running jump to the ledge in the NE corner (notice the closed door here), drop down onto the ledge below and safety drop to ground floor. Forget the exit passage and go through the opening in S wall, pull the floor lever to open a door at the top of the room but also trigger the rotating blades.

 

Go outside, shoot a giant bug and use the ladders and the ledges timing the blades to go up to the top of the room where the open door is, go inside and use the crowbar lever to open a door in a corner of the main room. Go back there, time the blades to jump to the ledge with the crawlspace entrance and drop onto the ledge below in the NE corner to find the open door.

 

The Viper Stone

 

Cross the spiked traps and, if you want the next secret, time the smashing block to take a running jump to the high opening in the W wall when the block moves to your right; pick up the SECRET #3: the WAREHOUSE KEY and 3 X crossbow arrows. Now time the moving block again taking a running jump to the S side when the block goes E, continue and finally pick up the VIPER STONE (pink gem). Safely drop onto the ledge below (S side) and to the ground floor; now you can take the exit opening with the open door in the corner and at the end of the long passage press the button to open a ceiling trapdoor, jump to grab the small ladder and climb up to find yourself at the bottom of the very long ladder near the start of the level. Go back to the room with the still closed door and through the E passage back to...

 

 

LEVEL 1 - ALDWYCH (Second time)

 

Once into the Grand Lodge you can use the pink gem to open the door in the SE corner, but if you want to get the last secret of this level, read the next paragraphs:

 

Fourth Secret

 

Optional for a secret: go back to the entrance of this Lodge and inside the maze, run always to your right to re-press the last button (5c) to open the exit door and this time run always to your left when possible (don't touch any other button) to eventually find the entrance corridor and the exit.

 

Now go back to the starting area with the bill dispensers, continue back to the first metro station and to the room with many crates/ledges, make your way up to the ceiling trapdoor as you did before, go up through the hole in the ceiling and to the room with the closed door and the keyhole you left behind a long time ago, do you remember? Shoot a couple of ninjas and, if you got the last secret in level 2 you should have the warehouse key and use it to open this door, shoot a bat, press the button to turn on the lights and get the SECRET #4: flares, revolver ammo, a large medipack and shotgun shells. Now go all the long way back to the Grand Lodge as you did before.

 

Room with Three Big Buttons

 

With or without secret, use the pink gem to open the door in the SE corner of the lodge and enter; in the next room the flyby shows three big buttons and six closed doors, so you know what to do now; beware of the blade traps in the ceiling and floor (they will reset several times while you are here), pick up the flares in the corner and start:

 

left-center-right: (not necessary)

Opens the middle door in the S wall, time the circular blades and pull the switch at the end to re-open the exit door.

 

center-left-right:

Opens the left door in the N wall, to place the flowers. This door will stay open.

 

center-right-left:

Opens the right door in the N wall, enter and find a maze with several teleporters which will send you to the start of the maze. There are some texture tiles with figures in some parts of the walls but I never found the hint to locate the positions of the teleporters, so from the entrance of the maze (first crossing) advance: 2 tiles W, 4 tiles S, 4 tiles E, 4 tiles S, 4 tiles W, turn right and in the small room pick up the first VIPER FLOWER (1/4). Now we need to find a switch to open the exit door so go outside and from the crossing advance: 4 tiles E, 4 tiles N, 6 tiles W, 4 tiles N, 2 tiles W, 6 tiles S, turn left and go inside the niche to pull the switch. In this maze area you can find 2 X shotgun shells and a small medipack too, but I'm not going to extend the walkthrough with more directions so it's your choice to look for the safe paths so you can pick them up. From the switch simply run with no sense until you find a teleporter which will take you to the entrance of the maze.

 

right-center-left:

Opens the central door in the N wall. Run up the ramp and in the room with the fire emitters pick up the second VIPER FLOWER (2/4). Easy, isn't it? Well, not so easy because you still need to pull the switch to open the exit door, so climb the blocks in the NW corner, jump from block to block anticlockwise, and climb the ladder timing the fire emitters until you reach the top of the central pillar; from there take a running jump with grab to the opening in the SE corner, time the next fire and save in front of the wall switch (timed). Time the fire emitter and when you think it's about to turn off, pull the switch, roll and run and jump to the top of the central pillar outside, run and jump without stop to the raised trapdoor in the NW corner and quickly grab the ladder, climb it to the top and take a running jump to the E ledge where the switch is. Now make your way to safely drop to ground floor and back to the main room with the buttons.

 

right-left-center:

Opens the left door in the S wall. Advance through the corridor and jump into the water; there are a couple of UW doors in the passage in front of you but they are timed (pick up the shotgun shells in a corner) so swim through the NE passage first, pull the UW lever and quickly swim back and through the SE passage to pull a second one; roll and swim fast through the corridor with the open doors, look for an air hole at the back and surface to get the third VIPER FLOWER (3/4) and pull the switch to open the exit door; jump into the water and swim N to find a last UW lever to open the exit door and go back to the room with the big buttons.

 

left-right-center:

Opens the right door in the S wall. It seems that this combination doesn't work in all cases, but it depends on whether you've pressed another combination first, so take this into account if it doesn't work in your game and try another combination first. In this room look to the lights in the ceiling to know the safe tiles and use them to cross to the other side; pick up the last VIPER FLOWER (4/4), pull the switch and go back to the main room the way you came.

 

The Golden Star

 

Now it's time to use the flowers, so go to the room with the receptacles (left door, N wall), place the flowers to open the door and get the GOLDEN STAR; go out to avoid the corkscrews, shoot the ninja, pick up the small medipack when he's dead and go back to the main room with three buttons; from there exit E to the Grand Lodge and take the passage with the open door in the N wall to jump back to...

 

 

LEVEL 2 - LUD'S TEMPLE (Second time)

 

First Pool Room

 

Advance until you find the room with the closed door where you can use the star, shoot the ninja and in the room with the pool shoot another one and pick up his uzi clips. Jump into the water and look for an opening near the S wall, swim there and pull the UW lever to open the door above in the SW corner. Continue through the dark passage and climb a ledge overlooking the pool room you came from; shoot the ninja appearing on the opposite ledge and two more ninjas coming from your back, they will drop a small medipack and shotgun shells. Now take a running jump to the ledge where the first ninja was (*).

 

Fifth Secret

 

Detour for a secret: don't jump into the small pool but take a running jump to the opening in the E wall; explore this small room to find a small medipack and uzi clips. Drag the movable block in the corner to clear the way and go inside to find the TORCH, pick it up and go back to the starting corridors of this level the way you came so you can light the torch in one of the candles in this corridor. Go back to the first pool room, climb the E crates and light the sprinkler to trigger something; throw the torch, light a flare and go back to the dark corridor to find an open door in the W wall, enter and get the SECRET #5: flares, a large medipack, revolver ammo and the REVOLVER itself. Go back to that ledge where the white ninja was (*).

 

Underwater Area with Many Openings

 

Jump into the small pool, pick up the shotgun shells and the CROSSBOW and swim to find a large UW area with many openings in the walls. In this main UW area you can always swim to the right/up opening in W wall to get air so swim there every time you need to take a breath in between all the tasks you'll need to accomplish soon.

 

First swim through the left/down opening in the N wall and look for an UW lever to pull; back to the main area swim through the right/up opening in the N wall to find the open door and pull another UW lever. Now swim through the right/down opening in the S wall to find the open trapdoor and pull another UW lever; back to the main area swim now through the left/up opening in the N wall to find the open door and pull another UW lever. Now swim through the left/up opening in E wall to find the open door and pull another UW lever; back in the main area swim through the right/up opening in the E wall to find the open trapdoor and follow the winding passage to pull another UW lever and take a breath in a nearby air hole in the ceiling. Finally swim back to the main area and through the right/up opening in S wall to find the last open door and continue to surface in a new area.

 

The Hub Room

 

From this moment I'll call to this area "THE HUB ROOM". Jump into the pool with ledges and fires above and look for an UW lever in the E side near the corner; save your game before you pull it (timed) and swim back to the W side, climb the ledges to the starting point and take curved running jumps without stop onto the tiles with the now extinguished fires to cross to the other side.

 

The Well Key

 

In the room with four switches they are all traps except the one next to the NW corner, pull it to open the door and go inside to pick up the WELL KEY and shoot a bat; on your way back to the hub room shoot a white ninja. The keyhole is in the W side of the square pool.

 

Room with Many Ladders

 

Advance and in the room with the deep pit and many ladders if you want to get a secret later use the breakable ledges to cross to the other side, continue to a small room and pull the wall switch to open a trapdoor somewhere; go back to the main room and jump into the water, pick up the uzi clips next to the E ladder, look for an UW lever to pull near the SW corner (trapdoor opens), go out of the water and shoot the demigod. Now climb the ladder in the N wall, shimmy left and pull the switch to open another trapdoor. Take a running jump to the ledge in the NE corner, climb the ladder and at half way jump back to the ledge with the open trapdoor; pull the switch and jump into the pool at the bottom.

 

Room with the Bars Doors

 

Go out of the water and this time through the E passage; in the room with the pillars shoot the giant bugs and move the white block N and E so you can reach the high opening in the ceiling near the NE corner; once you're up pull the crowbar lever to open the bars door in the E wall and go there.

 

Room with Four Floor Levers

 

In this new room with four floor levers shoot the giant bug first and pull the third and the fourth ones coming from the entrance to raise trapdoors in the ceiling. Climb the block in the SW corner and follow the long monkeyswing until you can grab an orange tile in the NE corner; when you do it a nearby torch will burn and you can drop and go back to the room with the movable block: the remaining bars door in the SW corner is now open.

 

The Conduit Key

 

Jump over the hole in the floor and quickly jump back to avoid the rolling ball, run up the ramp and find yourself on a ledge overlooking the main room, use ladders and ledges to go up until you reach a high opening in the SE corner; go through, shoot the giant bug and pull the floor lever to dry the pool in the main room so go outside and safely drop from ledge to ledge to the bottom of the room. Open the crowbar door in the now drained pool and go inside the small room to get the CONDUIT KEY. Now go all the way back to the hub room with the square pool using the ladders and the ledges in the N wall (pull the switch after you climb the first ladder to open the trapdoor in the next one).

 

Last Secret

 

Once you're up in the hub room, if you used the breakable tiles at the top of the previous room with many ladders, you can go now to get the last secret of this adventure. Jump into the square pool and swim back to the UW room with many openings in all walls; this time go through the left/down opening in the E wall; the door here is now open and you can find an air hole in the ceiling to take a breath and the SECRET #6: a large medipack, a small medipack, flares and 3 X crossbow arrows. Swim back to the hub room the way you came (right/up opening in the S wall).

 

Finishing

 

The last keyhole is in the N side of the square pool, open the door and shoot a couple of ninjas and a dog, advance and in the room with the deadly pool time the fire emitters so you can take running jumps without stop to cross the pit, shoot a bat and run through the corridor to finish this adventure.

 

February - 28 - 2019