Olmec's Temple is the main set piece of Legends of the Hidden Temple, where contestants have to enter this temple to win the prizes and retrieve the artifact.
|Layout #1||Layout #2||Layout #3||Layout #4||Layout #5||Layout #6||Layout #7||Layout #8||Layout #9|
|The Room of the Three Gargoyles||The Room of the Royal Gongs|
|The Wall Climb||The Wheel Room/The Troubled Bridge|
|The Observatory (S1, 1-7)||The Observatory (S1, 8-9)|
|The Heart Room||The Room of Fallen Columns|
|The Room of the Golden Idols||The Treasure Room||The Treasury of Golden Orbs|
|The Shrine of the Silver Monkey|
|The Room of Three Torches||
The Pirate's Cove
|The Room of Three Torches|
|The Mine Shaft||The Dungeon||The Well|
|The Stone Wall|
|The Tomb of the Ancient Kings|
|The Swamp||The Spider's Lair||The Swamp||The Bamboo Forest||The Holes of Python|
|The Throne Room (S1)||The Room of Harmonic Convergence||The Throne Room (S1)|
|The Cave of Sighs|
The Room of the Three Gargoyles: In this room, the player needed to push in the correct tongue of the three gargoyles to advance in the temple.
The Room of the Royal Gongs: In this room, the player needed to push in the correct base of the three gongs to advance in the temple.
The Wall Climb (The Pit of Despair): Players have a choice of climbing the walls, or just crawling through the pit, the hit an actuator. A set of ropes were added next to each door in Layout Two to assist contestants in climbing the walls. In all three seasons, the Pit area was the only room that never had a Temple Guard
The Wheel Room (The Pit of Despair) / The Troubled Bridge: If the player came from the bottom, he or she was required to turn a wheel to raise a stone slab covering the door and its actuator. At the top of the room was a bridge connecting the two doors and their actuators that partitioned the room into two pieces inaccessible from one another. (It has been suggested that the wheel was also used on Double Dare's obstacle course.)
The Observatory (S1, 1-7): In this room, the player needed to spin a centrally-placed sundial to open the door(s).
The Observatory (S1, 8-9): In this room, the player needed to spin the central celestial lights to open the door(s).
The Heart Room: In this room, the player needed only to hit an actuator of the corresponding door to go through it.
The Room of Fallen Columns: Similar to the Heart Room, except that several large columns were strewn around the room to slow down contestants.
The Room of the Golden Idols: By pushing down on the base of the golden idols in the room, the downward door(s) could open. Otherwise, players only needed to hit an actuator to open its corresponding side door.
The Treasure Room: Players entering this room had a choice of opening the treasure chest and climbing down through it, if unlocked, or hitting actuators to open their corresponding side doors.
The Treasury of Golden Orbs: In this room, players needed to place a golden orb in one of three pedestals at the center of the room. If they had placed it in the correct pedestal, a door would open.
The Shrine of the Silver Monkey: The only room in the temple used in every layout each season; contestants were required to retrieve and correctly assemble three pieces of a monkey statue. The statue contained a base, a torso, and the head with a long vertical pole attached to it, which had to be assembled in this specific order. After assembling the statue at the front of the room and pushing it down into the podium, a door would open. While simple in concept, the task of assembling the silver monkey became the source of many failed temple attempts, as the three piece puzzle was often too complex.
The Room of Three Torches (aka The Torch Room): After a player entered this room from the Dungeon, he or she took one of three torches placed on the outside walls of the room, and placed it in one of three torch holders at the front of the room. Placing the correct torch in the appropriate holder opened the door to the Shrine of the Silver Monkey. The room was called the Torch Room in Layouts 1-2, but the Room of the Three Torches in Layouts 6-9.
The Pirate's Cove: If the player entered from the Shrine of the Silver Monkey, he or she spun the central ship's wheel to raise a rock slab covering the ladder to the Dungeon. If the player entered this room from the Dungeon however, he or she had to do the same as said above.
The Mine Shaft: If the player rode the elevator down to the room, they could take the ladder up to the Shrine of the Silver Monkey, or bash through the wall and head to the Tomb of the Ancient Kings. If they entered from the Tomb of the Ancient Kings, they could ride the elevator up to the Torch Room, if available, or take the ladder up to the Shrine of the Silver Monkey.
The Dungeon: If the player came from the Pirates' Cove, they could take the ladder up to the Shrine of the Silver Monkey, or bash through the wall and head to the Tomb of the Ancient Kings. If they entered from the Tomb of the Ancient Kings, they could take the ladder up to the Pirate's Cove, or take the other ladder up to the Shrine of the Silver Monkey.
The Well: If the player rode the bucket down to the room, they could take the ladder up to the Shrine of the Silver Monkey, or bash through the wall and head to the Tomb of the Ancient Kings. If they entered from the Tomb of the Ancient Kings, they could ride the bucket up to the Room of the Three Torches, if it was available, or take the ladder up to the Shrine of the Silver Monkey.
The Stone Wall: This is the passageway connecting the bottom corner to the golden doors room. All players had to plow through this wall to advance to the next room.
The Tomb of the Ancient Kings: If the player entered this room from the Mine Shaft, the Well, or the Dungeon, they would take a key found in the coffin at the center of the room and proceed either upward or to the right. If the player entered from the right, they could either bash through the wall to go left, or find the key to go upwards into The Shrine of the Silver Monkey.
The Swamp: The Swamp was filled with lots of aged netting. Players hit actuators to open their corresponding doors.
The Spider's Lair: After the players navigated the spider web, they could hit actuators and open their corresponding doors.
The Bamboo Forest: The Bamboo Forest was filled with long bamboo rods. After making his or her way through the room, the player could hit an actuator and progress through one of the doors.
The Holes of Python: The Holes of Python, commonly referred to as "The Treacherous Holes of Python" by Olmec, featured four wooden partitions that stretched from the back of the room to the front, and each had a number of holes carved into them, and a ladder extending upwards. After crawling through the holes, the player, similarly to contestants that entered previous rooms that occupied this spot, would hit an actuator to open its corresponding door.
The Throne Room (S1): In the Throne Room, the player needed to press the "Throne of the Pretender" placed at the front of the room, usually done by sitting on it, to open any doors.
The Room of Harmonic Convergence: In the Room of Harmonic Convergence, five red floor markings were placed around a central ladder. The player would have to press down on the correct two steps out of the five embedded in the ground to open the door(s).
The Cave of Sighs: The Cave of Sighs was a room of different ledges that the player had to navigate. After doing so, players hit actuators to exit the room by one of its three doors.
|Layout 1||Layout 2||Layout 3||Layout 4||Layout 5|
|The Pit of Despair||The Rock Quarry/The Troubled Bridge||The Pit|
|The Observatory (S2)|
|The Heart Room||Medusa's Lair||The Room of the Mandarin Hand|
|The King's Storeroom (S2)|
|The Shrine of the Silver Monkey|
|The Viper's Nest||The Lightning Room||The Room of the Secret Password (S2)|
|The Mine Shaft|
|The Stone Wall|
|The Dark Forest|
|The Swamp||The Jester's Court|
|The Throne Room (S2)||The Laser Light Room|
The Crypt: Three skeletons were placed at the edges of the room, and each of them held a golden book. By pulling the correct book, a door would open but pulling any of the books would initiate a reaction from the skeletons.
The Pit of Despair: As the name implies, the Pit of Depair was a large pit. In this room, the player would need to climb the outer walls in order to hit one of two actuators or remain at the ground level and continue to the room on the left.
The Rock Quarry / The Troubled Bridge: This room was divided into two halves. When the player entered from either the Crypt or the Observatory he or she would only need to hit an actuator at the opposite side of the bridge to open the door. If the player entered from the Ledges, he or she had to place five rocks into the central bucket to lift the stone slab covering the door to the Laser Light Room. NOTE: Coincidentally, the bucket was the same used as the elevator in layouts 6 - 9 of Season 1.
The Pit: This room was similar to the Pit of Despair, but it had large stone slabs under the doors to the Observatory (the central room of the temple), the upper crawl tube of the Ledges, and the Crypt. The player could stay on ground level if they entered from the Ledges, or swing across the gap using the central rope if they entered from the Crypt or the upper crawl tube of the Ledges. After doing so, players hit actuators to exit the room.
The Observatory (S2): The room had a large stone column at the front of the room, split into four sections, and when entire column was lined up correctly, there would be a complete picture. After completing the puzzle, the doors would open.
Medusa's Lair: A small "Medusa head" was placed at the front of the room. In order to open the door(s), the player had to place a number of snakes in Medusa's head. In earlier episodes, players had to put four snakes into Medusa's head, but this was later reduced to two.
The Room of the Mandarin Hand: A large hand was placed at the center of this room, holding a globe with its thumb. The players needed to push the fingers of the hand around the globe to open the doors.
The King's Storeroom (S2): In this room, a pot was placed on each of three pedestals at the center of the room. The player entering this room needed to break open the pots in search of a key, then place the key in the correct pedestal to open the door(s).
The Viper's Nest: If the player took the elevator up to this room, they would need to open the three pots at the front of the room. Each contained a rubber snake, and two of them would jump out when their pots were opened. The player needed to pull the unmoving snake to open the door to the Shrine of the Silver Monkey. If they came from the Shrine, he or she could ride down in the elevator, if it was upstairs.
The Lightning Room: The player had to connect four power cords into the pedestal holding the central "lightning ball" to "create their own lightning" and open the Shrine door. However, if they entered from the Shrine of the Silver Monkey, they could simply ride the elevator downwards.
The Room of the Secret Password: If the player entered from the Mine Shaft, he or she would need to open the cabinets placed on the outer walls, and shout out the inscription which was written inside the cabinet. (The three inscriptions were, "Klaatu Barada Nikto," (a reference to The Day the Earth Stood Still) "Long live Olmec," and, "Open Sesame.") If it was the correct password, then the door to the right would open. If the player entered from the Shrine of the Silver Monkey, he or she would only need to ride the elevator downwards into the Mine Shaft.
The Mine Shaft: If the player rode the elevator down to the room, they could take the ladder up to the Shrine of the Silver Monkey or bash through the wall and head to the Dark Forest. If they entered from the Dark Forest, they could ride the elevator up to The Vipers' Nest, The Lightning Ball Room, or The Room of the Secret Password, or take the ladder up to the Shrine of the Silver Monkey.
The Dark Forest: This room featured two large trees with long arms and holes in their trunks. Upon entering this room from the Swamp, the Jester's Court, or the Shrine of the Silver Monkey, the player would have a choice to reach into each tree in search of a magnetic key or try and break the stone wall into the Mine Shaft. If he or she was successful in finding the key, the player needed to hit the key on a magnetic plate to allow access to the Shrine of the Silver Monkey. If the player entered this room from the Mine Shaft, he or she would still need to find the key to allow access to the next room. Players have to be very careful in this room because the trees could be "inhabited by the spirit of a Temple Guard." If this happened, the "Temple Spirit" (as Fogg sometimes called them) would grab them, and the player would have to surrender a Pendant of Life if they had one; otherwise, their turn was over. The Dark Forest took the place of the Tomb of the Ancient Kings in the Temple, but some of the objects in the room, namely the images on the golden doors behind the trees, retained their previous appearance and were never updated.
The Jester's Court: This room had three paintings of court jesters on the back wall, each with three actuators mounted on them. The player had to align themselves up with the figure and hit all three actuators at the same time. Doing so would make the paintings glow and the lights to turn off and a laughing noise would appear and the doors would open.
The Throne Room (S2): The Throne of the Pretender was placed on a reversible wall that blocked access to the left. The players sat upon the throne and pushed down on two actuators placed on the armrests to swing around the wall, allowing access to open doors. Sometimes, Temple Guards would reach through the reversible wall and grab the player.
The Laser Light Room: The Laser Light Room featured the wall in the Throne Room, this time placed in the center of the room. Eight blocks were placed on this wall, and players would pull the blocks off to reveal the laser behind each. Pulling off the tile covering the white laser among the other red ones would open the doors.
The Ledges: This room was similar to the first season's Cave of Sighs but repainted. Players now had to enter by running up the steps past Olmec and down a slide into the room or from the Crypt. The player just needed to navigate the room and hit an actuator to open one of three doors.
|The Pit of the Pendulum|
|The King's Storeroom (S3)|
|The Chamber of the Sacred Markers|
|The Room of the Ancient Warriors|
|The Shrine of the Silver Monkey|
|The Room of the Secret Password (S3)|
|The Pharaoh's Secret Passage|
|The Quicksand Bog|
|The Stone Wall|
|The Dark Forest|
|The Jesters' Court|
|The Tomb of the Headless Kings|
The Pit of the Pendulum: The Pit of the Pendulum, unlike previous rooms occupying this location, was a large pit filled with foam blocks and had a large column at the front of the pit and a rope at the back. Players knocked down the column to open the doors, always done by swinging on the rope or pushing it over with their hands.
The Chamber of the Sacred Markers: The Chamber of the Sacred Markers featured two long strips beside the ladder upwards and a sliding door covering the ladder. On the strips were identical sequences of markers, but the right side's had three missing. The players would need to correctly place the three missing markers on the outer walls of this room to open the doors. If, after completing this objective, the central door leading up to the King's Storeroom opened, it would sometimes reveal a Temple Guard hiding behind it.
The Room of the Ancient Warriors: Three sets of armor were placed at the back of the room. In here, the player needed to place him or herself into the armor and pull two levers downward. If they did so with the correct set of armor, the door would open. If a Temple Guard was in the room, he would hide behind the correct set of armor and grab the player when he or she climbed into it and completed the objective. Unlike in the first two seasons, players could no longer climb downward after completing the objective; due to space constraints, the ladder downward had been removed.
The Room of the Secret Password: As in Season Two, players needed to read the correct of the three password tablets placed in cabinets on the walls, but they had to complete the objective even if they came from the Shrine of the Silver Monkey.
The Pharaoh's Secret Passage: The Pharaoh's Secret Passage was nothing but a narrow tunnel-slide connecting the Room of the Secret Password with the Quicksand Bog.
The Quicksand Bog: In the Quicksand Bog, players had the option of going up into the Room of the Secret Password, up into the Shrine of the Silver Monkey, or bashing through the wall and into the Dark Forest.
The Jester's Court: The objective of this room is the same as what it was in Season Two, but there are no more ladders leading up to the room above, and the laughing sound is removed when the objective was completed.
The Tomb of the Headless Kings: Two skeletons of kings with no heads were placed at the center of the room, surrounded by vines that hung from the ceiling. In here, players needed to pull the vines to release bones, in search of the skull. After finding the skull, the players then needed to place it on the correct king to continue. Ironically, the correct king would say, "I am alive," while his glowing red heartbeat is audible and pulsating.