PayPal  The safer, easier way to pay online!

Guide to Lost Temple

The Lost Temple is the home of the Architect, the one who carved all monsters from the Tree of Life. And he's trying to discover how best to eliminate outsiders (that's you) from the island.

But if you play along, you can get a chance to battle him, put an end to his schemes and maybe, along the way, unlock his secrets to make your own monsters more powerful.

The Lost Temple is the "end game" for Battle Camp. In addition to extreme bosses during events, this is where you're able to earn crystals to second evolve your mobs. Be warned however... it's tough.

Similar to first evolutions, in order to second evolve a mob you must first obtain a "perfectly evolved"(PE) feeder of the mob, three elemental crystals and also a rarity crystal (super/ultra/epic). To pick up these crystals you must make your way through the different stages of the Lost Temple.

There are six stages in total during the Lost Temple and they must be completed within seven days before the timer resets and you start back at the beginning. During stages 1, 2 and 3, as well as Elemental Crystals and Boosters, you will have the chance to earn a Super Crystal; stages 4 and 5 an Ultra Cystal; and on the final stage an Epic Crystal.

The order in which you work through each crystal is random. Once you've completed one crystal you move through to the next where the difficulty increases. On completion of all five crystals you will have the opportunity to fight the Architect himself - PANDIAMONDIUM.

Each crystal has it's own difficulty level regardless of the stage it comes up on. PARASITE LEAVES (Leaf Crystal) and LUCIFRIT (Fire Crystal) are by far the easiest and a top 300 troop should be able to complete them regardless of the stage. DAYGON & DRUSK (Wind Crystal), GLACZAR (Water Crystal) and TECTITAN (Rock Crystal) are much tougher and only top 100 troops will be able to complete them if they appear on stages 3, 4 or 5.

If you fail to beat the crystal within the time limit you can try again straight after or just allow Lost Temple to reset and hope that you get an easier run next time.

Below is a guide to what you can expect from each crystal in Battle Camp's Lost Temple on each of the stages:

Please note: those marked in red are currently unconfirmed.

Parasite Leaves

PARASITE LEAVES - Leaf Crystal

8 hours to complete

Hewn from Christopher Nolan scripts, Parasite Leaves drains the life out of anything she touches. With each victim her toxic web expands, until all colour and joy are sucked from the world, leaving us drab, souless husks, where once we were characters.

  • First Crystal (2 energy):
    • Bar raised by Leaf attacks.
    • Use Turns to lower bar.
    • Active: High damage Leech (Leech will heal the boss thus reducing your damage)

  • Second Crystal (3 energy):
    • Bar raised by damage from all elements and lowered by non-damage Turns.
    • Active: High damage Leech (Leech will heal the boss thus reducing your damage)

  • Third Crystal (3 energy):
    • Bar raised by damage from all elements and lowered by non-damage Turns.
    • Active: High damage Leech (Leech will heal the boss thus reducing your damage)

  • Fourth Crystal (4 energy):
    • Bar raised by damage from all elements and lowered by non-damage Turns.
    • Shield activates after round one.
    • Active: High damage Leech (Leech will heal the boss thus reducing your damage)

  • Fifth Crystal (4 energy):
    • Timer bar which is lowered with Fire.
    • Shield activates after round one.
    • Active: High damage Leech (Leech will heal the boss thus reducing your damage)
Lucifrit

LUCIFRIT - Fire Crystal

6 hours to complete

  • First Crystal (2 energy):
    • Timer bar which is lowered with Water.
    • Active: High damage Burst

  • Second Crystal (3 energy):
    • To be confirmed.
    • Active: High damage Burst

  • Third Crystal (3 energy):
    • Timer bar which is lowered with Water. Fills in 20 seconds.
    • Active: High damage Burst

  • Fourth Crystal (4 energy):
    • Timer bar which is lowered with Water.
    • Active: High damage Burst

  • Fifth Crystal (4 energy):
    • Bar raised by damage from all elements and lowered by non-damage Turns.
    • 80k Burst activates after round two.
    • Active: High damage Burst
Daygon & Drusk

DAYGON & DRUSK - Wind Crystal

12 hours to complete

Daygon and Drusk were created from equal halves of a lost day. Working together, they swallow their foes, trapping them in the limbo of a day that never was.

  • First Crystal (2 energy):
    • Left boss: Timer bar which is lowered with Rock. If activated it's 5 turn Shield.
    • Right boss: No bar.

  • Second Crystal (3 energy):
    • Left boss: Timer bar which is lowered with Rock. If activated it's 5 turn Shield.
    • Right boss: Bar raised by Rock damage and lowered by Turns. If activated high damage Burst.

  • Third Crystal (3 energy):
    • Left boss: Timer bar which is lowered with Rock. If activated it's 5 turn Invincible or Shield.
    • Right boss: Bar raised by Rock damage and lowered by Turns. If activated high damage Burst.

  • Fourth Crystal (4 energy):
    • Left boss: Timer bar which is lowered with Rock. If activated it's 5 turn Invincible.
    • Right boss: Bar raised by Rock damage and lowered by Turns. If activated high damage Burst.

  • Fifth Crystal (4 energy):
    • Left boss: Timer bar which is lowered with Rock. If activated it's 5 turn Invincible.
    • Right boss: Bar raised by Rock damage and lowered by Turns. If activated high damage Burst.
Glaczar

GLACZAR - Water Crystal

12 hours to complete

Glaczar was made from the last Ice Age; his every puzzle piece is a frozen hunk of time. His breath turns volcanoes into glaciers and he wears ice armour so cold it even freezes napalm.

  • First Crystal (2 energy):
    • Bar raised by Water attacks.
    • Use Turns to lower bar.
    • Active: 5 turn Stun

  • Second Crystal (3 energy):
    • Bar raised by Turns.
    • Use Leaf to lower bar.
    • Bar activates after 4 turns of non-Leaf attacks.
    • Active: 5 turn Stun

  • Third Crystal (3 energy):
    • Timer bar which is lowered by Leaf.
    • Active: 2 turn Stun

  • Fourth Crystal (4 energy):
    • Timer bar which is lowered by Leaf.
    • Active: 5 turn Invincible

  • Fifth Crystal (4 energy):
    • Timer bar which is lowered by Leaf. Fills in 15 seconds.
    • One turn Stun after every three rounds.
    • Active: 5 turn Invincible
Tectitan

TECTITAN - Rock Crystal

12 hours to complete

Carved from the crust of a small planet, Tectitan's puzzle pieces are held together by his own gravitational pull. His body is home to several civilasations that use satellite defence networks to protect their world from attacks.

  • First Crystal (2 energy):
    • Bar raised by turns.
    • Use Wind to lower bar.
    • Bar activates after 4 turns of non-Wind attacks.
    • One turn Stun after every three rounds.
    • Active: 5 turn Invincible

  • Second Crystal (3 energy):
    • Bar raised by Rock attacks.
    • Use Wind to lower bar.
    • One turn Shield after round three.
    • Active: 5 turn Invincible

  • Third Crystal (3 energy):
    • Timer bar which is lowered by Wind.
    • Active: 5 turn Invincible

  • Fourth Crystal (4 energy):
    • Timer bar which is lowered by Wind. Fills in 13 seconds.
    • One turn Stun after round four.
    • Active: 5 turn Invincible

  • Fifth Crystal (4 energy):
    • Timer bar which is lowered by Wind. Fills in 13 seconds.
    • One turn Stun after round three.
    • Active: 5 turn Invincible
Pandiamondium

PANDIAMONDIUM

14 hours to complete (5 energy)

Made from raw elemental crystals and one piece of every monster, Pandiamondium is literally everything his opponents are and more. The living embodiment of evolution, his body adapts to each defeat, so he can never be beaten the same way twice.

  • Timer bar which is lowered each time you make a combo.
  • Raid boss is Wind element. Wind Crush can be used to stun.
  • Active is random. Can be Stun, Invincible, Burst or Leech.

Tips:

  • De-activate your Actives from firing automatically. The time taken for them to activate at the end of the turn could fill the bosses timer bar. Instead, if they are causing you a disadvantage, activate them manually by double clicking the icon prior to making your combo.
  • Keep at least one good mob in your zodiac for every element. As long as you have the gems to use, the damage from that single mob should be enough to lower the bar when required.
  • Be fast with your non-damage combos. For bosses that require non-damage turns to reduce the bar be very quick with your non-damage combos. Speed here will mean you have more time during the rounds you'll be doing damage on.
  • Use Lacerate/Wound to combat bosses which cast Leech to heal themselves (Parasite Leaves & Pandiamondium).
  • Use non-combo turns to get passed Stun/Invincible. If you've been hit by Stun or the boss has Invincible, you can get through the rounds without actually making a combo... just move a single gem to complete the turn. Be warned however, this option will mean the turn counter on your actives will not go down as they require an actual gem combo to be made.