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Lifespan: September 1993 - September 1995
Host: Kirk Fogg
Announcer/"Olmec": Dee Baker
Produced by: Stone/Stanley Productions

Front Game Rules

Our six teams try to cross the moat A total of six teams of two players each began the game. In the first part of the show, all six teams tried to cross a moat to the other side of the stage. Certain methods of crossing include climbing a cargo net or paddling a raft across. In most cases, failing to cleanly get across the moat forces the team to return to the beginning side and try again. The first four teams to reach the other side and hit their gongs advance to the next round.
I am Olmec. Hear me roar. In the second round ("The Steps of Knowledge") the teams were told a story by Olmec, a stone face at the entrance of the temple. The tale involved some artifact owned or used by a historical figure. After the story is given, Olmec tells the teams where in the temple the artifact can be found. After that, the teams are quizzed about the story. Teams buzz in by stomping on a marking on the floor. A correct answer moves them down one step on a flight of steps. The first two teams to answer 3 questions correctly and reach the bottom step advanced to the Temple Games. The Steps of Knowledge
Three Temple Games are played, one involving the boys, one for the girls, and one for both team members. The first two games are worth half of a "Pendant of Life," used by the winning team in the temple, while the team game is for a full Pendant. Most games involve doing something first or scoring the most points within 60 seconds. After the three games, whoever has the most Pendants goes on to the temple. In the event of a tie, a tie-breaking question is asked. The Green Monkeys and Purple Parrots play a Temple Game

End Game Rules

The winning team now has three minutes to negotiate the temple, find the artifact, and bring it out. Below is a picture of the common room assignments of the Temple.

The layout of the Temple

Each room has a different objective:

    The Crypt: Pull the correct book from one of three skeletons to open the door.
    The Ledges: Simply climb around to the door you want to open.
    The Pit: In the first season, the object alternated between simply wading across a ball pit to reach the desired door and throwing rocks into a barrel to reveal the bottom door (with a bridge connecting the top rooms). In the secon season, you had to swing from a rope and knock down a column to open the door.
    King's Storeroom: Smash one of three clay pots to find a key, then insert that key into the right base to open the door.
    The Observatory: Align a picture on a stone column.
    Chamber of the Sacred Markers: Find the two markers hidden along the walls, and place them alongside their mates in the back of the room.
    Medusa's Lair: Find several snakes in the room and insert them into Medusa's head.
    Laser Light Room: Remove the right cover from the back wall to unleash a strobe light to open the door.
    Pretender's Throne: Sit on the throne, which would spin around to face the other side.
    Tomb of the Headless Kings: Pull one of the right ropes to drop a skull into the room, and then place onto one of the kings' heads.
    Room of the Ancient Warriors: Climb into one of three suits of armor and throw the switches inside.
    Jester's Court: Align yourself with one of three drawings on the wall, hitting a group of buttons simultaneously to open the door.
    The Swamp: Simply make your way to the other side.
    The Python Room: A series of boards were placed on the floor, with holes to crawl through. The holes were aligned so that you had to enter from one side and exit the other.
    Shrine of the Silver Monkey: Find and assemble three pieces of a monkey statue.
    Dark Forest: Reach into one of three trees to find the key to the next room.
    Room of the Secret Password: Behind three cabinets were different passwords; say the correct one to open the door.
    Lightning Room: Plug four cords into a plasma dome at the front of the room.
    Quicksand Bog: Wade through the quicksand, then climb up a slide to the next room:
    Mine Shaft: An elevator took you up.
Oh no! It's a Temple Guard! Hidden in three of the rooms were Temple Guards. If one caught you, you would have to give up a Pendant of Life. Getting caught without a Pendant disqualified you and meant the other team member had to enter the temple. If the other team member didn't have a full Pendant, getting caught a third time ended the round (if they had a half-Pendant, the other half was hidden somewhere in the Temple). Once the artifact was found, all doors opened and the guards retreated. The team won a prize for finding the artifact, and another prize for getting it out of the Temple before time ran out.

Loogaroo Looks it Over

Behind Double Dare, this is the best American kids' show out there. The set and music ooze with atmosphere, and the endgame is one of most exciting things to come down the pike. As stated in my rulesheet for Fun House, Stone-Stanley seems to do reasonably well when working with kids (too bad their shows for adults are mostly horrendous). There is one gripe, but it is a huge one. Kirk Fogg's job required nothing but reading cue cards and saying the same things every single episode. Early episodes had him much more involved with the show; why did they change that?

Legends of the Hidden Temple

Gameplay: 3 pts.
Host: 0 pts.
Presentation: 2 pts.
Execution: 2 pts.
Total Score: 7 pts.

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