Search the True Christmas Gift
Levelset by birdmonster
Walkthrough by DJ Full
HEY, PLAYER!
Conserve medikits. There is no option for you to
avoid the significant health loss in the end of the game, as there is a wraith
you can't get rid of, so some of the remaining medis
will be crucial. Keep in mind it is possible not to use any medikit
in the first levels. I gave you some hints that will help you do it.
THE INDIAN MOSQUE
Grab the ladder, descend to the bottom and kill 3 Atlantean
flying mummies. From the NE corner, pick up the vuvuzela
lying on the floor. It appears to be an Anti T-Rex (a shotgun) and 3 x Anti
T-Rex super ammo. Use the switch next to the N portal to open it and draw your
Anti T-Rex. Wait until the boulder rolls down and wipe out the incoming dino. Enter the new chamber and climb the ladder on the
left of the entrance. On the top, jump S into the dome and
fall down through the empty central pillar. Land in
the water. Grab the first half of the key from the bottom and exit N.
Switch to pistols and roll. Backflip over the sphinx statue to target a flying mummy attacking from
behind. Shoot it and when it comes closer, backflip again, but DON'T leave the corridor - otherwise
the monster will follow you. When it's dead, switch to manual targeting and
stand in front of the automatic door to open it and see 5 SASes
in the next room. Rapidly kill the whole 5 from here. You should be able to do
it without a scratch. If the soldiers hurt you, don't worry - they leave two medis, a large and a small. Also, two of them drop a super
and a normal Anti T-Rex bullet. Pick up the items, as well as that additionally
placed in this chamber - a small medi, a super A.T.
bullet and 4 more normal A.T. ammo. Get out of the
room and follow the corridor into the lava part. Face and defeat the demighost. It's best to remain on the first part of the
bridge and jump sideways while shooting the boss to kill it. Going across the
curved bridge, pick up the second half of the key that the enemy drops. Combine
both pieces and leave through the portal at the end of the bridge. Place the
key on the pedestal near the NW corner of the following room to open the exit.
Drop into the pit behind it to fall into the Chinese Temple of Terror.
CHINESE TERROR TEMPLE
Land in the pool and exit E. In the cell, hop into the alcove on the
left of the entrance and pull the lever to open the door in the far wall. Go
through it. A group of imps attacks you. Fortunately, they are extremely weak
opponents. After you get rid of them, climb the central sculpture, grab the
ladder above it and get on the roof. IF YOU SAFETY DROP
TO THE SPACE AROUND IT AND SAVE, YOU'RE DOOMED. Here, the two pushables await for you to move
them. Push the N one to find the Yang piece; push the S one to get nothing.
Descend back to the top of the sculpture, hop diagonally to land on the chamber
floor, hit the button on the S wall and go through the raised grate next to the
pressed switch to face - on the contrary with the imps - two extremely tough
samurai warriors. Hit them in the chest. Then, some patience is required to
handle them. The block with golden faces is climbable. Get on it and jump on
the central building to get the Yin piece from the top. Combine both parts of
the key item and insert it into the left slot in the E construction. The door above the ladder next to you are now open so go through
them. Time the three spiky doors and go down the ramp to find the dead dragon
carcass. Pick up 350 uzi ammo from the left of the
entrance and move the vase on the other side of the ramp to find 7 normal A.T. ammo and a small medi.
Now get closer to the dragon skeleton and find dual uzis
dropped by his former owner. To grab it, you need to duck. So well armed, you
possibly think you shouldn't encounter any problems with the boss shown by the
last flyby. You're wrong - those seven ghosts beneath the next bridge are all a
modified Seth! If you want to know what happens when you face them, safety drop
from the bridge... If you prefer surviving, ignore the phantoms, go across the
bridge, through the following corridor and jump over the slope to fight the
true boss. Either keep the distance to avoid bolts of the demidragon,
or keep none at all to make it unable to target you. While shooting the boss,
watch out for his father... When the enemy dies, grab the key and run in panic
towards the E slope. Jump over it and sprint out of the locusts and firebolts range. Make it to the keyhole by the far portal
to place the key and save your life by escaping through the door. DON'T stop, run into the pool to fly over the deadly slope. Fall
into the water and get out to activate the flyby.
Immediately leave the square which turns the camera on, because the flyby is
loopy - it means it reactivates every time you step on its trigger. Push the
button near the S door and hear the sound of the final fight. Enter the large
open space and face the last phantom. While avoiding it, pick up 20 A.T. normal
and 8 super ammo. This boss is a real die hard. All of
these bullets you can find here, plus the whole remaining uzi
ammo are not enough to kill it. I fought it for 4 minutes and spent 540 bullets
in total. In the middle of the battle I started to wonder if this ghost is
vulnerable at all... but it appeared it is. When you deal with it, pick up the
key it drops and place it in the keyhole on the S wall. Go up the ramp on your
right, through the door and into the next episode-finishing pit.
ATLANTIS JOKE PALACE
Things go more and more ridiculous in this game. Get out of the pool and pick
up the Pig Bomb Launcher, 5 super and 5 flash pig bombs. Now manual targeting
is advisable. Press the button by the exit to spawn some centaurs behind you.
Escape to the next room, reverse roll in front of the block and kill them with
pistols, firing them rapidly (you should lose at about 1/10 of your lifebar. One of the enemies drops a key, so pick it up and
insert the item in the keyhole on the other side of the central block you stood
next to a while ago. The grate on the other side of the place raises, so drop into the hole behind it to watch another
flyby. Swim W to get out of the other pool. Pass the corridor of blocky
waterfalls and pick up the dual uzis from next to one
of the three harmless mummies. Now climb the E or W side of the central ladder,
but not to the very top, and backflip to land on the
upper floor. From the middle of the next room, pick up 5 more super bombs and
have a strange feeling something is missing. This situation is ideal for a boss
to appear. So where is it? Draw your weapon and advance some squares S to
activate the demimummy. Behave just like in case of
any other modified demigod. When defeated, the monster drops the next key. Grab
it, climb the E ladder and place the item to open the exit. Drop to the next
pool, swim through the meaty passage on the N and across the next pool. The
next fight is one of the craziest, but there is one perfect way to defeat those
8 flying mummies. It may sound like absurd, but I did it with no scratch.
Switch to super grenades. Get out of the water to activate the enemy horde.
Reverse roll, fire one grenade into the water, jump into the pool (DO NOT TOUCH
the grenade, or you'll explode) and swim below the grenade, so all the monsters
chasing you will hit it in the same moment. Now pick up their key sunken to the
bottom of the pool and exit the water. See the exit grate? On the right of it,
there is a slot you need to place the key in. Do it and leave.
CHRISTMAS HOUSE
Get out of the pool. Go S and defeat two ninjas. Advance E into the hall and
upstairs. Grab the bars and swing to the switch on the left of the exit to open
it. Go back and through the door. At the end of the passage, roll and grab the
ladder. Descend almost to the bottom and backflip with
rolling in midair to jump over the skeleton below you. Draw the grenade gun
(armed with normal ammo), sprint away of the enemy, roll and blow up the skelly. Pick up 2 big and 2 small medis
from the top of the S commode. Ignore the N sofa and climb the central ladder
to activate the sentry gun. Sprint towards the ladder and grab it to avoid
bullets. Descend a little bit, but not too much for not to get burned, and backflip with rolling in midair to land on the platform in
front of the two switches. Pull the right one (the left sets you on fire). Get
back on the ladder and the sentry platform. Sprint to the exit and go up the
ramp on the S. Draw the grenade gun. When you see the TNT boxes, slow down and
stop on the top of the outside ramp. From here, blow up the surrounding
mercenaries. Do it quickly - a wraith is chasing you! Hit the button on the S
wall to reveal the snowy corridor. Time the spiky door and pull the switch
behind the corner to blow up the TNT boxes. Time the next door and leave the
passage to appear in changed environment. Escape W and SW, jump on the blocks
and find the snowmobile behind them. Drive over the two snowdrifts and leave
the bike to pull up into the hole in the ice. Blow up a red ninja from here. He
drops the keys, pick them up and open the gate. In the following room, wait for
some balls to stop rolling and jump on the block of ice on the S. And on the higher one. And to the other side, where you need
to reach the highest block and jump over the neighbouring slope to slide down
and to the lower cave through the SE passage. Down there, sprint W, swim
through the pool, exit N, fight three more mercenaries and enter the house. On
the W of the cross, there is a green present to shatter. Do it and find 5 more
super bombs and the dual uzis in the package. Pull
the trapdoor next to the cross. Drop into the next water. Swim W to find the
alcove with the key. Reverse roll and swim E to grab 10 normal bombs from the
opposite alcove. Go back and exit the pool. Place the key in the slot on the SW
block and go fight the double boss! You can pick up 5 more normal bombs from
the hammerdevils' room, but honestly, I don't think
they harm these opponents at all, so you'd better switch to super ammo now. The
biggest problem with these enemies is you need to fire grenades at them from
the specified distance - if you get too close, Lara misses or explodes. If she
gets too far away, she misses as well. So the easiest way to wipe out the evil
Christmas disturbers is to make stable distance. To do it, remain in (or go
back to) the pool room, jump over the water and roll. If the hammergods follow you to the other bank, escape to the
previous side, if they chase you again - jump over the pool one more time. This
way, after 2-3 jumps (if not at once) you'll find the moment when the enemies
are not so likely to follow you to the other side. So you can then stand still
and fire grenades, being sure they all hit (don't forget the wraith!). This way
you should have enough ammo to kill both of the opponents. If you run out of
grenades, finish the boss with pistols (that requires some patience, but not
too much.) The key one of the hammerdevils drops
allows you to access the N door. Climb the high ladder behind it and backflip to land in the last room. Shatter the pictures
near the chimney and step on the space behind them to finish the whole game.