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.