Board Thread:General Discussion/@comment-7150475-20130807175030/@comment-5522245-20130926051825

It gets boring once you finish the game and start freeplay having at least 1 Temple. But you gotta admit, it actually works a heck of a lot better than 2-4 Technological Terrors. (Interestingly, the TT's ability is superceded by a cheaper tower's aility (keyword: nuke))

By the way, trivia on the Super Monkey Lair page says that the "dark" TOTMG has full coverage of the track. Actually, it just looks that way when the tower is place on or around the center of the track. It's not entirely infinite-ranged. Place the Temple at a far corner of the track, place a 2/x Monkey Village beside it and you'll see when the ability is activated that the Temple still cannot reach the other end of the track. You'll have to have fast eyes since the tower's upgrade tab will open on the other side when the Temple is selected. Compare its range with those of real infinite-ranged towers, e.g. Snipers, Mortars, Aircraft Carriers and  Aces, Dartling Guns and Heli Pilots.

My answer to this thread's question: Temples are neither underpowered nor "overpowered" (I still prefer NOT to use this term since it means the opposite of how this Wikia's users use it entirely--to be overpowered means to be weak against another). Their abilities/advantages are limited so as not to ruin the game entirely but they are great enough to be the best tower in the game. If we talk about price however, whether the Temple is over- or underpriced, is a different story altogether.