Moon Temple

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Spoilers

This page may contain spoilers regarding Heroes of Hammerwatch. Continue on if you have already seen these bosses or do not mind spoilers.

Overview

The Moon Temple is the new dungeon added in the Moon Temple DLC and is what the Moon Temple DLC is named after. Unlike the Forsaken Tower or the Pyramid of Prophecy, it is essentially a series of arena-like rooms connected by teleporters, only when all of the enemies in the room have been defeated is the player allowed to move on to the next room. The temple itself contains a powerful arifact known as the Orb of Night and is under seige by an army of vampires led by the "Four Magi". While not as long as the Forsaken tower this DLC is still filled with large amounts of treasure chests, bringing a decent amount of keys is a good way to keep ahead of the power curve.

Act 1 (Outer Halls)

Starting with patch 113, you are no longer trapped in rooms during a 'Great Threat' or while fighting enemies; you can freely roam like in other areas of the game, though enemies will not spawn until you enter a room for the first time. The first area of the Moon Temple is the most simple but also serves as an example of what the rest of the temple will be like. It is a large area split into multiple chambers separated by magical gateways, some leading to dead-ends with treasure rooms and at least one leading to the actual exit. Each room will be filled with a number of enemies, usually vampires, that you will need to kill. When all the enemies in a room are dead, the room will light up; if it does not, check your map to see if any enemies are still lurking. You will often find piles of cube-like ice in different rooms; destroying this ice is your main source of currency, ore, keys, and health and mana. To make navigation easier, teleportation gates are placed around the large areas, allowing you to teleport between them once you reach two or more gates. Treasure rooms with traps and challenges will also include a teleporter at the end to more easily resume the main path. The 'Great Threat' in this area will summon a small horde of Wisps, but you will not be trapped in the room during this event.

Boss, Giant Wisp (?)

The Giant Wisp is the first boss found in the Moon Temple and is typically stands before any available resource drop-offs, so care needs to be made when facing it. At the start of the battle the Giant Wisp will be surrounded by six or so giant magic crystals, these crystals will connect to the wisp and eachother and grant a series of unique attacks, it is reccomended that you attack each one of these to disable these attacks allows the Wisp to become vulnerable. When all of the magic crystals are destroyed the giant wisp will begin firing a large amount of magical projectiles in a pattern around it, it is reccomended that you wait for a break in this pattern before using melee attacks on it. It is advised that you stand back after landing a series of melee attacks on the wisp as it has a close range attack than can overwhelm and kill the player in seconds. Finally when the Wisp dies it will explode, doing damage to anything close to it, characters who are not range focussed should make sure to plan ahead to avoid potentially fatal damage from this attack.

Act 2 (Inner Halls)

The Inner Halls of the Moon Temple are deeper, more challenging levels filled with interconnected chambers and magical gateways. Essentially a more difficult version of the Outer Halls, these areas feature tougher enemies, including mini-bosses, and more complex traps and puzzles. Players can find higher-quality loot and valuable treasure rooms, often guarded by powerful foes. Teleportation gates facilitate navigation, but be prepared for 'Great Threat' events that summon alien-looking soldiers.

Boss, Ice Wolf (?)

A Giant Ice Wolf that was the pet of a wizard who escaped when the sun gate got destroyed. Unlike many other bosses this one makes great effort to attack you one to one and will jump and pounce around the arena to reach you. To make matters more difficult, the arena is filled with large chunks of destructable ice that can block your movement. The best course of action is to dodge out of the way of it's pounces and keep a small distance away dodging between any projectiles it makes when it attacks. Unlike the giant wisp there are no suprises and when it dies it dies. Be sure to collect any items it drops before moving on.

Act 3 (Inner Sanctum)

Boss, Four Magi (?)

A confusing mess of a fight. The arena is a large circular room with the Moon orb located on a plinth in the center, after walking down the steps into the arena all four of the magi will be surrounding the orb attempting some kind of ritual. When you attack the four vampires they will break off one at a time in an attempt to kill you, this will also cause the orb to become unstable and begin emitting energy. The energy emitted by the orb will engulf the entire room except for a few spots that are blocked by pillars where it is "safe". It is unclear what the full effect of being in the orb's rays are, but they at the very least seem to cause bleeding and mana drain although not direct damage. As for the vampires themselves, they seem to have unique attacks, but with the general chaos going on during the fight it can be hard to say who does what, they also may have the ability to drink health potions to restore themselves once or twice during the battle though they generally don't have much health each so they can be felled rather quickly. For reasons that aren't entirely understood, killing each of the magi can also cause them to drop an item which can then be picked up. When all four Magi are dead, the battle is won and you are given a long victory screen and then returned to Overlook with any gold or ore you may have aquired.