TR Forge Advent Calendar 2011 – Messy Christmas
Level by Codo
Walkthrough by manarch2, with many thanks to Soul for his patient help
NOTE: The given directions are where the red needle points to.
A Torch
In the bedroom, don’t open the SW door because the bathroom is deadly. In front
of the bed, pull the tiger fur away to reveal the Roof Key, pick it up. Go
around the bed and open the cabinet to get the Hello Kitty Back Massager, but
it still hasn’t got batteries. Leave the bedroom SE. Open the door to the main
hall and head SW to open the door using the Roof Key. Head upstairs and find a
strange box here, also Flares on the boxes and Torches W behind them. Pick up
one of them and leave this place again, heading downstairs in the main hall.
Throw the Torch on a point where you find it again, then run through the SW
passage to the training parcours.
Training session
Go to the middle of the room and find a crawlspace, at the end turn around and
climb up the ladder. You are on top of the central structure. Climb the left
hand ladder and shimmy right round the corner, then backflip
on the high ledge. From here run onto the NW bridge. Run leftwards to the end
and find two Nut Grenades in a crawlspace.
***Drop down to the right blue block and jump N
to the crawlspace. Get in to find Secret 1, a Mushroom Cookie. Get back up
again to the high bridge.***
You either can use a little shortcut so that you don’t have to use the jumplevers – jump from the ledge you backflipped
onto directly on the blue box SE, or from the mentioned ledge, monkeyswing E to the wall and grab the jumpswitch,
this raises a W platform. Get back up again, but not necessarily on the bridge,
you also can jump from the central structure to the platform,
and from here to the second jumplever N. This raises
a block SE, go there and jump up to the blue block, thereon jump S to the
button. Use it to open a door down left. Drop down and head through.
Weapon Chamber
Jump into the water and climb on the block with the fountain. Find the Weapon
Chamber Key on it, then jump back into the pool and get back to the inside
training course, open the E door using the key you found and enter the weapon
chamber. Pick up Flares, the Bow and Bow Normal Ammo. Head back to the pool
room.
Pools
Jump in the water again and open the E underwater door, arriving at a junction.
***Swim left at the junction and you arrive at a
room with another Mushroom Cookie for Secret 2. Either swim back or E.***
Swim E, then N to the end and use the underwater lever to open the nearby door
to a bigger pool room. You get attacked by a fish but no worries, it doesn’t
harm you. Swim to the E wall to find an underwater lever, use it.
***Now swim NW behind a larger plant and pick up
Secret 3, the next Mushroom Cookie.***
Climb up the central ledge and head W to drop into the room you saw from the
pool. Find Flares in the middle N and a Cellar Key SE. Head up the far SW
stairway and notice a lighted pedestal on your way up. Run to the end of the
stairway and the door opens itself. You are back in the lower part of the main
hall.
Poor Winston
Find your Torch again or get it from the attic (see the first paragraph), then
run down the stairs again and light it on the pedestal, then head back up. Go
NW in the main hall with the Torch and into the dinner room, light the NW
fireplace and throw the Torch on a place where you find it again later. Go
through the left of the two N openings and head left, then right to find the
Fire Extinguisher. Enter the kitchen now and go NE, open the door to the
freezer with the button and find Winston, who seems to be rather inflexible
today. Pull him out and push/pull it all the way to the fireplace. He starts
thawing but he doesn’t melt completely. Go back to the main hall.
Another Cellar
Staying on the lower level, open the NE door in this
room using the Cellar Key. Head down the stairs and follow the passage until a
T-junction, head right and go around the machine. Use the valve to activate the
toilet flush in the bathroom next to the bedroom. Now go into the unexplored
path of the junction, drop in the water and climb the block around the left
corner, get up into the crawlspace and pick up Flares. Return all the way to
the main hall the way you came or drop into the pool and get back through the
pool with the fish and through the passage with the lighted pedestal.
Library
Back in the main hall, head upstairs and enter Laras
bedroom again. Run to the middle S wall and open the door to the piano room. Go
right (SE) and open the double doors to a smaller room, you can push the button
if you are a fan of the title music. Also find a Large Medikit
in the corner between the couches. Exit this room again and now go up W to the
library. Here is no book lever this time, but you can use the Fire Extinguisher
to vanish the fire in the fireplace. Get into it and climb up the ladder.
Follow the passage to get into the attic. Pick up an Energy Cell on some boxes
in the SW corner, then push open the doors to the
other part of the attic that was accessible after finding the Roof Key. Place
the Energy Cell in the right box object.
Bathroom
Go SW and push open the door to the now safe bathroom. Spot a pushable SE and pull it out once, then pull it once N to
reveal another block. Pull it out three times, then pull it once N to have
access to a passage. Head through, pick up Flares and at the end climb up to
the roof using the ladder.
Roof
***Jump up E and follow the roof to Secret 4, a
Mushroom Cookie, then return.***
Go NW on the roofs, passing some strangely textured tiles. Spot a series of red
platforms starting W of the roof and follow them jumping until the last one,
pick up the Texture from it. A fancy wraith appears so
be quick and jump back to the roof. The wraith vanishes when you return to the
attic with the box you placed the Energy Cell on, it is actually a Ghostbuster machine. So climb back down the ladder, get
back to the bathroom and then to the bedroom. Head out to the main hall again.
Return all the way into the attic and when the wraith is extinguished into the
library. There is a missing texture on the left of the fireplace, but since you
have a Texture in your inventory, you can place it here.
Maze
You get teleported to a maze area. Watch out when you
exit as there are some knifes. Go right and face a junction. When going ahead
and right you will find a closed door.
***Go ahead and left to find a Mushroom Cookie at
the end which is Secret 5, then return to the junction.***
Go left (it’s the only left path now). There are basically two longer paths
leading NW and SW (far left and right), some of the walls are knifed again.
Also, a Christmas Tree attacks you, but luckily he’s
very slow. First go far right to find a Hypno Flake,
then head far left to find a pushbutton; it opens the SE door for a short time
so head there and enter the bluish room with many snowflakes. Place the Hypno Flake NW and the big W snowflake that hided a passage
rolls away. Go into the next room. Save first, then try out the two ropes and
see what happens. When you pull the non-deadly one simply duck
to avoid the “flies” or simply run W through the open door and get teleported
back in the mansion. Pick up Batteries from the left box and open the door
yourself. Return to the main hall again.
Making a Meal
Run to the E exit door of the main hall and push the button to open it. Head
outside and go in the NE corner of the courtyard to find a passage leading to a
fenced area with two chicken in it. Use the Bow to
kill them and thereon pick up the two Chickens, then leave this area to the
courtyard again. Enter the manor again and in the main hall go NW again and
into the kitchen. On the S wall there is an oven, place the Chickens in it –
Winston will be fully thawed and you can pick up the Trophy Room Key from him
(in front of the fireplace), then return to the main hall.
Trophy Room
Head SE and place the Trophy Room Key in the receptacle to open the nearby door
to the trophy room. Enter it and Lara starts looking on a Large Medikit on the floor. When approaching it it will move in the passage between the book shelves, be
careful when following it – as soon as you enter the corridor, the door behind
you closes and a singing boulder will come down the ramp. Go on the tile right
in front of the ramp and stand against the wall. Sidestep to the edge of the
trapdoor that opens when the boulder starts rolling down,
and sideflip in the last possible moment to get over
the boulder.
Sewers
Afterwards drop down into the trapdoor where the boulder fell in and slide
down, then slide down a second slope and jump over the spikes in the last
moment, slide further down and eventually jump over the spike trap the boulder
is in and go in the left passage. There is a ladder up to a keyhole for a key
you don’t have yet, and a timed lever. Use it to raise a trapdoor in the pool
room right of you, but be sure to watch the cutscene
of Death.
"Don't mind me, I brought a book to
read."
After using the lever jump down in the pool but time the jump over the spikes.
The water slowly takes your health away so be quick, climb up the E trapdoor
and run-jump S to the block. As an alternative (to not loose health) you also
can use the spike platforms right of the entrance, then jump on the slopes (but
beware of the fires) and follow them jumping to the trapdoor. Pull the second lever, it’s not a timed one so you don’t have to hurry
anymore. Jump in the water and swim SE and climb up on the trapdoor in front of
a slope. Jump to the left ladder, shimmy left around two corners and backflip on the block behind you. Jump up to the monkeyswing, then get to the jumplever
on top of the SE pillar, when the fire is out quickly get there, use it and
jump from the slope onto the rear block, but it’s better to grab the edge first
as there is another fire on it. When it’s out climb up and jump to the NW
walkway, turn and jump up to the lattice above the monkeyswing
and time the run above the fires to the lever. Use it to open the door at the
end of the NW walkway, get back there and into the chamber to find a Bunch of
Keys and Bow Normal Ammo in the far right corner. Exit again, run down the
walkway and jump to the block you backflipped onto,
then to the ladder, shimmy right around a corner, climb up a bit and shimmy
right around another corner, then to the end of the ladder, then get up again
and shimmy left. Climb up and jump to grab the monkeyswing
leading you back to the entrance, drop there when the spikes are out and
quickly run into the safe passage. Climb up the right ledge and open the door
using the Bunch of Keys.
Another Teleport
You are back in the room with the pool surrounding it,
go up the left stairway into the main hall and head NE and downstairs into the
other cellar. Follow the passage and go right in the junction, insert the Bunch
of Keys here and follow the passage. Combine the Hello Kitty Back Massager with
the Batteries and use it as a mechanical scarab to deactivate the spikes, then
pick it up again and enter the teleporter. You are in
another pool area with many platforms, there are
altogether three candy flies to shoot. Follow the platforms and jump on
altogether two poles with knife trap, simply climb up to avoid them. On your
way to the far teleporter also pick up the Nut
Grenade Launcher and a Little Medikit, then enter the teleporter to get
on the outside balcony.
Training Parcours
Jump down and use the Nut Grenade Launcher and shoot a grenade on the broken
ice – you might need to run over it – to break it completely. Jump in the
health-consuming water and follow the passage to use the underwater lever that
raises a trapdoor later for the parcours, then swim
back up and climb out, heading S. In a left alcove in the parcours
structure you can find more Nut Grenades, then head
far S and step on the trigger tile that opens the door at the end of the parcours. You probably know the rules – don’t step on the
floor and absolve the parcours, then
the door will stay open. Jumping over the first few platforms is easy, but then
you have to jump over the enhancing icy ledge to get to the ladder, climb up
and follow the next platforms. Run-jump into the next passage, monkeyswing and drop on the slope, then jump to the ledge,
climb up and up the pillar, jump to the next pillar and use the raised platform
to jump to the next alcove. Jump into the water hole and quickly swim to the
door and climb up. Crawl in the passage to get the Pistols. If this doesn’t work
as there seems to be an invisible wall, try it with the crawlspace roll, i.e.
duck and then press Roll to enter the passage. Finally get out again and find
the Chase your Dreams item from the pedestal, a door in the courtyard in front
of the manor opens. Open the door S in this area with the Bunch of Keys to exit
this area again to the courtyard in front of the manor.
The Unicorn
Enter the SE passage where the door that just opened is located. You arrive at
a junction, to the right is a passage leading to a dead end (yet), so head left
and climb over the block. Spot the unicorn E.
***First explore the racetrack a bit, to get to
know it a bit but also to get the last secret. Go W and follow the S path to a
pool area, jump in (there is health-consuming water again) and find a SW
passage, swim through quickly and at the end find Secret 6, the sixth and last
Mushroom Cookie. Swim back and climb out N, then return to the path leading you
to the unicorn.***
Head in the chamber with the unicorn. To the left of it, there are two closed
doors, indicated by the not lighted pedestals. You need to light both pedestals
in order to open both doors. The right pedestal can be lighted by breaking all
stars on the racetrack, the left one by stepping on the trigger near the exit
of the unicorn chamber. Unless you are a total professional and find a drastic
shortcut, you need to do at least two runs. To get on the unicorn, climb the
side right of it and use the Chase your Dreams to climb on it.
Break the Stars
Gallop outside and run over the lowered tiles which mark the trigger for the
second door. Don’t try to beat the run now, as you first need to open the first
door. Follow the racetrack always trying to not fall into the water or even
touch it. After some metres and galloping over a rainbow fairy you need to run
through the first star, then circle around the ledge
as you also need to destroy the second star. Proceed now around the lake,
making a few jumps, then you get into the cellar part
of the racetrack. There are two paths, one is the ramp leading upstairs, the
right one however contains another star, so follow it and turn when you broke
it, rush back and jump over the ramp, gallop up the left ramp and you can see the
room you get into when you have opened both doors. Drop down in the cellar
again after the passage, break another star, try to kill another rainbow fairy
and see the right pedestal is lighted now. Head up the ramp, break a last star
and before the closed doors you can turn right and get back to the start of the
race.
Timed Run
You now need to get through the track in a limited
time, but no worries, it’s not timed and there is a big shortcut. Gallop on the
trigger tile, when the camera is back at Lara and her unicorn proceed to the
small junction and take the left path, but turn at the end and jump onto the
ramp leading to the cellar through the opening. Turn and jump down into the
cellar, follow the passage and at the next junction be sure to take the right
path, then rush further and you will have enough time
left when heading through the timed door.
Christmas Tree Star
Break the big star inside the building by rushing through, down the ramp is the
exit. A dragon and two rainbow fairies appear(one more
if you didn’t kill the one in the cellar, which is likely to happen). Don’t try
killing the dragon but get off the unicorn, grab the Little Medikit
from the block and find the Christmas Tree star behind
some left ledges. Re-climb the unicorn and exit NW, jump over the ramp and see
you are back at the start. Head out of the garden left to get into the manor
courtyard again.
Magic Square
Head right through the narrow passage and eventually you are back at the start
of the training parcours. Kill one or two rainbow
fairies in the meantime. On the W wall near the start there is another star to
break so gallop through to find yourself in a new area
with another slow Christmas Tree. Get off the unicorn and find a Little Medikit in the SW corner and Nut Grenades in the SE corner
and in front of the middle W wall. You can “kill” the tree now with the Nut
Grenade Launcher if you want. Now have a look at the mushrooms in the central
of the room. They all have a different number of white dots on them, from 1 to
9. If you know what a magic square is, you probably know what to do. You have
to calculate the numbers and in all vertical, horizontal and diagonal lines the
sum must be equal. In this case, the sum must be 15 in each line, as the sum of
the first n numbers is n(n+1)/2, in this case 9*10/2=45, and as each line must
have the same sum, the sum of one (and thus all other lines) is 45/3=15.
Luckily, there are only three pushable mushrooms, and
you only need to push them on the tiles so that a row of your choice equals 15.
After you’re finished, the N door opens. Enter the passage.
Santa’s Sleigh
There are two ropes to open the door behind the trap
passage, enter both left and right room and pull the ropes when the blade is in
the corner, thus far enough away to not hurt Lara. When the door
is open head through the knife passage and have a meeting with drunken
Santa. Pick up the Gift from left of the sleigh, then kill two mushrooms and a
candy fly. The latter leaves a Little Medikit. Exit
this area through the knife passage again.
Preparing for Christmas
Climb the unicorn again, leave this area too and gallop back through the SE
passage, then all the way back into the manor. Head NW and
through the passage to enter the dinner room. Go to the rear windows and
place the Christmas Tree Star on the tree facing W and the Gift on the present
staple, facing S. Watch a final cutscene… merry
Christmas.
THE END