TR ADVENT CALENDAR 2022 - BARBIE IN THE CHRISTMAS CITY

 

Levels by shabaobab (the artist formerly known as tombraiderxii)

 

Walkthrough by Phil Lambeth, using v4 (Harder Director's Cut) presently available for download on the 2022 Advent Calendar and documented in video walks provided by Doggett TV and by Saki Croft. A less rigorous v3 can be downloaded from TRCustoms.org.

 

The referenced savegames can be downloaded here

 

 

Level 1: VIRTUAL REALITY TRAINING

 

This is a brief optional level that introduces the player to the moves, some basic and some a bit newer or perhaps as yet unknown, that will be encountered during the game. Judging from the posts in the stuck thread, a number of players skipped this segment, so it's recommended that you don't. Push the floating question marks as you progress for written instructions, then carry them out if necessary for practice purposes. It may be a good idea for you to make some notes along the way to document the less familiar moves. When you complete the training course you can choose among five different Barbie outfits to begin the game proper.

 

Level 2: BARBIE IN THE CHRISTMAS CITY

 

As you begin in a bedroom, the upper left corner of your screen shows the status of your acquired collectables (of course you start off with none). There are 50 of the Santa's Missing Present ("SMP") variety and 50 of the Magical Snowflake ("MS") variety scattered throughout the game. The compass is backward (E is W and vice versa), but directions will be provided in accordance with where the red needle is pointing.

 

Open the W door to the bathroom and go inside for a MS (1). Open the N doors to the balcony for a nice flyby and take the BLUE KEY from the table where the pigeons are pecking away. You can refer to the PDA in your inventory at any time as new pages are added for clues regarding your upcoming tasks. Jump over to the other balcony where Winston is contemplating the snowfall and grab another MS (2). You don't have the right key to open the door, so jump back over and find that the Blue Key opens the S bedroom door. 

 

Go out into the hallway, turn left and hop over the railing onto a winding staircase. Go down and turn left into a lounge with loads of Christmas presents. Go around the brick column to a staircase. Hop NW over the railing onto a column top, take a running jump NW over the slope to grab the pole, turn a bit to your right, slide down and jump W to grab the swingpole, acquiring a MS (3) in the process. Release and drop to the floor, pick up a small treat on the counter top near a studious young lady and go to the fireplace on the SE side of the room for another MS (4). Go to the fluttering fairy guarding the N doorway and find out from her what you need to proceed further.

 

Go back upstairs, get on the column top and jump to grab the same pole as before. Adjust as necessary to jump and grab the swingpole, but this time jump off W to grab the next pole. From there jump W to grab the next swingpole and use the sprint key as you swing around to gain some extra distance when you jump off to grab the crack in the wall. Shimmy left, pull up into the opening and push the button to open a door somewhere. Turn and stand jump NE onto the top of the cabinet, take a running jump past the column into the adjacent alcove, hop over the obstruction and follow the ledge E. Crawl past two gaps, and as you near the E wall look up to see what looks like railroad tracks glued to the ceiling. Jump up to grab them and monkey swing to the end. Face the bobbing package and hit the crouch key to jump slightly forward and land on your first SMP (1).

 

Go to the W end of the room and turn right into the foyer and then into the left opening. Turn around halfway down the steps to see the SMP (2) you can reach with a standing jump from one of the side ramps. Continue down to a room with nine raised slabs, each bearing a different symbol. Look at the proper order as laid out on the N wall and jump from one slab to the other as follows: middle E, middle N, middle W, NW, center, SW and finally a running jump SE to the trigger tile that opens the S gate. Step inside for the LOCKPICK and go around to the W alcove and save your game for a timed exercise. Push the button to lower a barrier behind you, reverse roll and sprint toward the E wall.

 

As you approach the wall, press and hold the crouch key without releasing the sprint key to roll into the crawl space and beyond before the timed bars rise to block your way. In the next room  vault up on either side of the S cabinet, grab the top and shimmy toward the middle. Ledge jump and keep the action key depressed so you'll grab the monkey bars. Turn around and monkey swing N, hit the crouch key and you'll jump forward slightly to collect the SMP (3). Return through the crawl space (roll through by hitting the crouch key followed by the sprint key)to the previous room and locate the pushblock near the NW corner.

 

Pull it into the room and push it aside to enter the revealed alcove for a small treat, a large treat and flares. Exit E up the steps and right into the main room and go up the S stairs to the landing. Loop around the stacked presents and stay left in the hallway to find a closed door you can open with the lockpick. Do so and enter a study with a SMP (4) in the S alcove. Exit to the hallway, go up the winding staircase and return to the bedroom (first go left, then right) where you began the level. Go out to the balcony, jump across to the other balcony where Winston is and use the lockpick to open the door to an occupied bedroom. Lara seems to be somewhat miffed that she's not the one calling the shots in this adventure, but you can do nothing about that.

 

Go past Lara to the S door and push the button to open it. Go back to Winston, who by this time has frozen solid, and move him into the bedroom in front of the fireplace to thaw him out in rather dramatic fashion. Take the BLUE KEY from his tray and go across the bedroom to open the W door. Go through to collect a SMP (5) and exit either bedroom to the S hallway. Turn left and follow to a library where you'll find a MS (5) near the W alcove. Go back and downstairs to the W room with the stacked presents, continue around down the next stairs and approach that bobbing fairy once again.

 

This time, since you have the requisite number of MS and SMP in tow, present them to the fairy to open the N door, triggering a scenic flyby during which Ms. Claus imparts some helpful information to Barbie. When camera control is restored, examine your latest PDA entry, turn to your left and go to the nearby black car parked next to the statue. Pull it away from a trap door, open the trap door and climb down the long ladder to a sewer. Go W along either side and jump to collect the MS (6) hanging over the water. Swim E past that central block and pull the underwater lever on its back side to lower bars protecting an alcove in the S wall. Swim there, pull the underwater lever to open a nearby gate and surface.

 

Pull out N, go past the opened gate into the next section and jump into the SW section to your right. Enter the narrow N opening, turn right and swim down W to collect a MS (7) in front of a closed gate. Return, surface and pull out. Jump into the purplish SE section and swim into the narrow N opening. Turn right and swim down W into a round room with a large treat in the N alcove and a small treat in the S alcove. Pull the underwater lever on the back (W) side of the column to raise a platform, return, surface and pull out. Go into the E alcove, turn around and back flip onto the ramp. Jump off to grab the higher ledge and pull up.

 

Take a running jump W to grab the upper ledge surrounding the central structure and pull up. Face the left N pole, hop back three times from the edge and take a sprint jump to grab the pole. What's that? You say you don't have room to hop back three times? Well, you do if you'll angle Barbie slightly before each hop. Swivel around on the pole to face the bobbing object and jump toward it to collect the SMP (6). You'll land on a slope, so slide and grab and drop to the floor. Go around into the W alcove and save your game in front of the timed button.

 

Push the button to lower bars blocking a passage near the raised platform over your head. Reverse roll and run around the central structure toward the E alcove. Repeat the back flip and jump from the slope, but since you don't have time to grab and pull up, the jump will need to carry you up to the higher ledge. Take a running jump and grab to the central structure, pull up and dash around the other side to jump onto the raised platform and through the timed opening before the bars come back up. If you succeed, you'll slide down a slope toward a pool of deadly water, so be prepared to jump off and grab the W ledge before falling to your doom. [savegame.0]

 

Turn right and walk to the S edge. Hop back three times and take a sprint jump to grab the ramp just beyond the swingpole. Ledge jump back (down arrow key) to grab the swingpole, turn around (roll or down arrow key) and mount up onto the swingpole (jump key). Jump off (jump + up arrow key) to grab the ladder and navigate the twists and turns using the up arrow key most of the way, then switch to the down arrow key until you can go no further. Don't simply drop from there, but use the crouch key to jump forward and land in front of a crawl space.

 

Get through the crawl space, climb the E ladder to your left to collect the MS (8) and get back down. Climb the S ladder above the crawl space and when you reach the ceiling shaft shift left around two corners to the N ladder and continue to collect the SMP (7). Go back and continue up the ladder to pull out into an enclosed area. Push the button to lower the nearby gate but don't go through yet. Go around to the winding staircase and go up to a balcony. The nearby fairy tells you that many additional pickups are needed before you can open the door to the super market that she's guarding. Head NW and pick up the small treat the pigeons are pecking away at. Continue forward and open the closed door with the lockpick. Bars ahead lower as the door opens, but since there's nothing yet to do inside, return to the fairy and jump over to the E hotel balcony for a SMP (8).

 

Jump back over and go down the W steps and past the opened gate into the outdoor street area. Barbie's attention is drawn to the convertible automobile on her right. Go to the front of it and pull it away from the SHOVEL. Head N past the wooden barriers surrounding a construction site and the camera view will change. Slide down to where you see that skeleton, stand next to the object in its right hand, turn toward its skull and use the Shovel to set off a minor explosion. Stoop down to pick up the SWORD (which is really a glorified crowbar) and go back S past the convertible.

 

Follow to a fountain square and look in a N window alcove for a small treat. The fairy guarding the nearby gate to the church tells you what is needed for entry. Turn around and head S through an alley and pull up right into the five-sided window alcove. Jump to grab the crack in the jutting brick column, back jump to grab the swingpole and jump off with the shift key onto a balcony for a SMP (9). Safety drop to the street and continue S past Ms. Claus and three convertibles toward an advertisement for a Playstation game. Note the nearby raised slabs, get on the first one and jump from one to the other (five in all) to raise a nearby block.

 

Take a running jump N from the raised block to grab the ladder and climb up to a ledge. Take a running jump E to grab the next ledge, pull up and see the SMP (10) in the window in front of you. Collect it and jump back to the ledge. The roof of the small building with the advertisement is a trigger tile that lowers the raised block to its original position (although whether doing this is important for any reason is not made immediately clear), so hop over the railing onto it, slide and grab and drop to the street. Go past the raised slabs to the N alley where you see a snowman. Jump up twice onto the rocks to the right of the snowman.

 

Look left to see the jutting swingpole and take a walking-running jump (walk and up arrow keys, followed by the jump key) to grab it. Swing around with the shift key and jump off onto the snow pile for a MS (9). Slide down to the alley, jump back up the rocks and this time pull up W onto the balcony through the narrow gap in the railing. Hang from the other end and shimmy right along the crack. Pull up, go around to the S opening and stand jump to grab the swingpole. Turn around, mount the swingpole, jump off onto the roof, slide and grab, shimmy right around the corner and pull up onto the balcony. Go up the steps for a SMP (11), return to the balcony and face NW. Hop over the railing, slide and grab, pull up and allow Barbie to fall backwards. Hit the action key as soon as she clears the roof line so she'll glide into the window opening below for a MS (10).

 

Safety drop to the street and run W and N to the church. The fairy will now grant admission, so go past the lowered gate and the cross-shaped pond into the NE opening to the right of the bench. Go down the steps and loop around left into a crawl space behind a bench for a SMP (12).  Push the button to open the door to a balcony overlooking an outdoor courtyard (for later). Return to the opening by which you entered this area and loop around left to find a N door you can open. The steps lead down to a crematorium, but the button at the entrance turns off the flames for a short while.

 

Save your game, push the button and run down the steps to run off twice to find a SACRED ORNAMENT (1 of 4) on a plinth. Quickly turn around, hop back up and ledge jump up to safety before the flames return. [savegame.1] Go back upstairs and out to the main lobby. Run past the pool toward the entrance, stand against the column support on the right and jump up to grab the crack. Ledge jump up, shimmy a bit left and pull up near a floor lever that lowers bars blocking a doorway. Turn around and take a running jump NE to grab the swingpole. Swing around and jump off onto a slope, slide and grab, shimmy left past the swingpole and pull up into an alcove with a MS (11).

 

Drop to the floor, go NW past the pool, into the opening and around the corner to where the bars lowered. At the bottom of a staircase light a flare and look right to see a hanging brass ball in the W alcove. Shoot it to lower more bars elsewhere and go up the stairs to an upper level. Push the button to your left to open the nearby door, but for now turn around and run E down the hallway. When you pass the second column support, look right for a floor lever that raises a block somewhere. Continue E into a library and note three book switches. Activate them all to lower bars leading to a side room with a plinth bearing a SACRED ORNAMENT (2 of 4).

 

Finally, go E down the dark hallway and around the corner where bars have lowered. Take the SMALL WATERSKIN from the plinth and go back W toward the door you opened with the button. But it's still not time to go through, so turn left and go down the staircase to the main floor. Step into the pool and fill the Small Waterskin, then go SW to where a gate has opened near the entrance, stand against the W column gap and pour the contents of the Small Waterskin onto the slab to put out the flames protecting the plinth to your left. Go around the slab, crawl N into the next room and take the SACRED ORNAMENT (3 of 4) from the plinth. Crawl back out and refill the Small Waterskin from the pool just in case.

 

Exit the church S and run forward to Ms. Claus. Turn left to see the column ladder and climb up to a ledge. Hop SW into the window alcove and down SE to the next balcony. Take a running jump S onto a column top and turn to face NW. Hop to the next two balconies, then take a running jump W to grab the next balcony. Pull up and jump over the railing to grab the ledge over the closed gate. Pull up, turn to face SE and take a running jump onto the far slope, slide a bit and jump E over the railing to land on the short balcony. Back flip over the railing and jump off the same slope to grab the swingpole. Use the sprint key for extra distance and jump off E to land on the flat part of the roof ahead. Run forward and jump to grab the next swingpole. Mount it (jump key) and jump off onto the balcony for a SMP (13).

 

Go through the opened doors into a bedroom and push the S button to open the door to a library (for later). Return to the balcony, jump over the sofa W onto the flat roof, walk to the far edge, take a running jump to grab the swingpole, drop to the balcony and save your game for a tricky running jump with sprint NW over the railing onto the ledge over the closed gate. Safety drop from the W side to the area beyond the closed gate. Push the nearby button to lower the gate, but go the other way underneath the S archway and continue into a courtyard where the camera will provide a remote view. Hit the look key to regain camera control and go SE to a timed button. Save your game here, as the upcoming timed run is brief but tight.

 

Push the button to turn off some flames, take a rolling back flip, run to the slope, jump onto it with a midair roll and off again to grab the swingpole, mount up and jump to grab the higher swingpole, turn around (end key) and mount the second swingpole, jump forward and run with a jump curving left to collect the SMP (14) and avoid the returning flames as you drop to the ground with a slight loss of health. [savegame.2]

 

Turn left and head N toward the library. On the raised slab near the front door is a crowbar switch. Use your Sword to gain entry and go inside to a fixed camera. Proceed to a small anteroom and find that your next task is navigating a library maze in order to acquire The Art of Archery. Push the exclamation point to lower the bars behind you. As you enter the maze and trigger an overhead camera view, the bars rise once again. The sign on the right side of your screen tells you how to proceed from this point. Thankfully, N is at the top of the screen and you begin from the S end. Here are the steps (with due thanks to Ejecta for the stuck thread post):

 

1] Go around the crosspiece and pull the light blue pulley. You'll see shelves rotating NW.

2] Now go SW (you can squeeze through the narrow spaces)and pull the green pulley.

3] Make your way E past the blue pulley without pulling it again, then head N past the red pulley (you don't need to touch this one in my route), go W a little bit (when the yellow pulley is directly to your right), then around N to the blocked exit, go past it and SE towards the yellow pulley and pull it.

4] Return the way you came until you reach the green bookcase (NW of center), then go E and around W toward the two yellow bookcases, continue past them SW and pull the purple pulley.

5] Now head E, taking the lower route, to the central room where you'll pick up the ART OF ARCHERY. The exit door N opens, but there's a SMP you can acquire (with considerable additional effort) before leaving.

6] Return to the purple pulley but don't pull it again just yet, you need to go N to the left of the yellow bookcases and pull the pink pulley (it might be hard to tell but you can squeeze between the wall and the purple bookcase).

7] Make your way S towards where the purple pulley is, then go N to the right of the yellow bookcases, turn E over the green bookcase and then S past the red pulley to the single yellow bookcase, then E again to collect the SMP (15).

8] Now you need to go all the way back to the pink pulley and pull it a second time.

9] Almost finished, go S and pull the purple pulley a second time.

10] Finally, head N on the right side of the yellow bookcases, then E past the green bookcase, N a little then W and N past the pink and purple bookcases to the exit.[savegame.3]

 

Exit left (E) and go through the phantom curtain ahead to collect another SMP (16). Push the NW button to open the back door of the library and find a small treat on the raised slab near the entrance. Go down to the fountain square and up the NW steps to a landing. Stand on the raised section facing S and look up to see a MS (and two SMPs in the distance). Turn around to face slightly NE and back flip over the railing to collect the MS (12).  Go up the NE stairs and around left up more stairs to find a button that opens a door at the end of a short hallway.

 

Go on through where bars have lowered and emerge at an upper balcony you explored earlier. You still have insufficient assets to shop at the Super Market, so go down the stairs to the left of the fairy and exit NE. Continue E to the church, go past the pool and a bit left through the NE opening, down the steps and out the back floor, loop around left along the street toward a S closed gate.  Near the gate to your right is the entrance to the shooting gallery. Push the button in the E alcove to open the door, step inside to trigger some happy music and find a small treat on the counter. Hop back and press the exclamation point for a preview of your upcoming exercise. Go into the E alcove and be sure to save your game before taking the BOW from the plinth.

 

A 150-second timer starts and a trap door opens to drop you onto a slope. While you're sliding down, combine the Bow with the Art of Archery (which functions here as a laser sight). Your task is to locate and shoot 15 targets before the time elapses. You have only 20 arrows, so don't waste them. Even though Doggett stumbled around a bit in his video before locating and shooting the last target, he did so with about 20 seconds to spare, so it's certainly not an impossible task. On the other hand, you'll die rather dramatically if you don't make it through in time. I'll describe the sequence as accurately as I can, but you would be well advised to save in different slots as you progress.

 

When you land in the lower room with bow drawn, turn to your right and jump over the railing. Turn left and run through the E opening into the next room. Ignoring for now any SMP and MS you'll see now and later, look up and to your left and shoot target 1. Turn a bit right and look down for target 2. Continue E along the right side of the walkway and look down for target 3. Take a running jump E onto the ledge with the MS, reverse roll and look down for target 4. Jump back SW across the gap and pause for the maddening seconds it takes to push the floor lever. Bars lower in front of a target, so turn left and loop around the walkway through the S opening, stop at the left edge of the entrance and shoot target 5 ahead and slightly to your left. Take a running jump from there down SW into the dark blue alcove, reverse roll and look down to shoot target 6 in the orange alcove below.

 

Look up and see targets 7 - 10 clustered fairly close together near the domed ceiling, but from this vantage point shoot only the three on the left, ignoring the one on the far right. Take a running jump E and continue with jumps over rails until you reach the opening in the E wall. Turn left at the opening and shoot target 10 in the S alcove. Turn a bit left from there and look up to shoot targets 11 and 12 near the domed ceiling. Look down to your right (SW) and shoot target 13 in the orange alcove. Take a running jump back W over the railing and look up right for target 14. Turn 90 degrees right and target 15 is straight ahead up in the E wall. Breathe a sigh of relief as a trap door opens overhead. [savegame.4]

 

Before leaving, let's gather the goodies scattered throughout this area. Go back along the walkway through the N opening, take a running jump onto the slope ahead and jump off toward the SMP (17). Turn right in the alcove to collect the MS (13). Jump back to the walkway, walk E and hop NE onto the slope. Jump off to collect the SMP (18). If you miss, simply face the SMP and take a running jump onto the slope, then back flip to collect it. The next MS (14) is close by on the alcove ledge. Now it's time to leave. Jump back to the walkway and follow through the S opening to that central sloped structure. Turn around and take a running jump over the railing to grab the ladder. Climb up past the opened trap door and let the up arrow key do all the work for you as you pull up into the lobby of the shooting gallery.

 

Exit W to the street and follow past the giant Christmas tree in the fountain square to the far end. Turn right toward a closed S gate and note (but ignore for now) the springboard on the short ledge to your right. In the nearby SE alley is a swingpole. Jump to grab it, mount it and jump to grab the higher S ledge. Pull up, turn around and stand jump NW to land just beyond the spiked sculpture. Jump NE and collect the MS (15) on the raised slab. Follow the roof line E and take a running jump to grab the tall structure with the cross on top. Pull up, take a step forward and jump straight up to collect another MS (16). 

 

Drop down two times to street level and run NW to an arched opening and back flip onto the W slope and jump off to collect a SMP (19). Continue through a short tunnel that leads to an area we haven't yet visited. Turn left and go E between the column structures to find a button on the bridge segment ahead. Push it to hear the sound of a trap door opening and head S toward the hungry reindeer clustered around a sleigh well stocked with presents. Examine your new PDA entry and push two buttons in the SE and SW alcoves to raise platforms. They don't appear to be timed, so go back W past the column structures and under the arch to the Craft Store ahead.

 

Vault up in front of the closed door, turn around and stand jump to grab the swingpole. Turn around (end key), mount up and jump off to activate the jump switch and open the door below. Enter the Craft Shop and note the huge buttons with numbers above them and letters underneath them on the sides of the central stands. Also note the bars blocking the S passage, with numbered floor tiles. When the buttons are pushed, bars are raised and lowered in the passage. Go back to the entrance and push the buttons in this order: C, A, B and E. The path should now be clear, but first hop onto the counter where the oblivious attendant is reading a book, take a running jump E onto the top of the nearest stand, followed by running swan dives (shift and jump keys) SE and NE for a SMP (20).

 

Get back down and go through the S passage to find a plinth with a BALL OF ROPE in the next room. Exit the Craft Shop and go left through the short S tunnel to the open street. Run E and turn left at the giant Christmas tree where you see an open S doorway. Take a swan dive over the railing and enter the church through the back door. Go up the steps to the main lobby, loop around left into the NW passage and up the winding stairs to the next level. Note the swingpoles ahead and jump to grab the first one. Mount it, jump to grab the higher swingpole, turn around, shimmy left to the end, mount up and jump with a left curve to land on a slope. Jump off onto a column next to a stained-glass window and look E to see an exclamation point in the distance.

 

Take a running jump onto the giant cross and hop to the right or left side for a new PDA entry. Bring up the Ball of Rope in your inventory and combine it with the Crafting Arrows (also in your inventory) to acquire a quiver of rope arrows. Zoom in on the exclamation point and shoot it with a rope arrow to cause it to explode and release a hanging rope. Take a running jump to grab it and turn left to face the middle stained-glass window in the S wall. Swing forward and jump off to grab the opening above the window. Pull up into a dark passage and turn left. Go through the crawl space for a MS (17), return through the crawl space to find a second crawl space at the E wall and go on through. Hang from the other side and back jump to grab the crawl space on the other side of the gap.

 

Pull inside, crawl through and safety drop from the other end. Slide to a floor lever, push it to raise a block in the sanctuary, turn around and stand jump into the SW window alcove for a SMP (21) and drop to the floor. Go to the SW corner and pull into the niche for a MS (18). Go over to the N side of the sanctuary to find a book switch that moves a shelf to your left. Go on through, turn left and find a large button that lowers a block in the passage. Go back a few steps and open the N door that leads to a side room.

 

Climb the pole facing N, and when your hands are within the white section jump forward into a window alcove with a button that lowers nearby bars. Jump back to grab the pole, slide down until Barbie's hands are within the brown section, turn left and jump off to grab the W swingpole. Shimmy right until you're opposite the window, swing around with the shift key and jump off to grab the opening. Pull up for a MS (19), safety drop to the floor, climb the pole facing E and jump off to grab the E swingpole. Get to the window alcove in the same manner as before, collect the MS (20) and face SW. Stand jump to grab the higher swingpole, shimmy left to the opening where the bars lowered and hit the crouch key to jump slightly forward and land in front of the crawl space.

 

Go on through and take the SACRED ORNAMENT (4 of 4) from the plinth, go back and safety drop to the floor. Return to the sanctuary and place the Sacred Ornaments in the hand receptacles on the stone cross. Watch the ensuing flyby as crude machinery comes to life and a springboard is activated. Get on the SW raised block, jump E to the floor lever you pushed earlier, back flip onto the slope and jump to grab the wall. Shift left around the corner, pull into the crawl space and jump out the other side. Follow the passage to a MS (21) and continue to a ledge overlooking the sanctuary.

 

Take a running jump W over the railing to grab the first of two poles. Jump off to grab the second one and jump off again to land on a raised platform. Hop into the niche and push the button to raise another platform. Jump back from one pole to the next, turn left, slide to the bottom and jump off onto the S ledge. Hop down right and use the raised platform to jump over S to the stone cross. Jump up to grab the high section but don't pull up. Shimmy right or left to the other side and drop down to collect a SMP (22). Stand jump with grab NE to land in an alcove below. Collect the MS (22) and push the floor lever to lower bars in the sanctuary.

 

Drop to the floor, go to the raised block and get back up to the stone cross following the route described above. This time hop forward onto the activated springboard, collect a MS (23) as you're propelled upward, grab the ladder and climb around to the other side to drop onto the roof. Slide down N and follow the roof W past two springboards you can see up to your right. Enter the opening under the W tower, get on the raised slab and jump up to collect a SMP (23). Go out to the nearby springboard, face E and run onto it so you'll land on an upper ledge in the adjacent tower. Turn around to see a fairy guarding a barred opening in the tower you just left. Go E through this tower and take a running jump and grab to the third tower, collecting another MS (24) in the process.

 

Pull up, turn around and jump back to the second tower and then W toward the fairy, collecting another MS (25) as you grab the ledge and drop down to the roof. Slide down N to the lower section of the roof, turn left and run E to a slight break in the wall to your right. Jump N there to find a roof section with a MS (26) and a small treat. Avoid the nearby springboard, stand on the red spiral tile to activate several springboards elsewhere and jump down SE to a balcony with another small treat on a plinth. Follow the balcony past a swingpole and push the floor lever to open the nearby trap door. Hop into the floor hole, lower Barbie through the crawl space and release to grab a wall crack. Shimmy left around the corner, release to grab a lower crack and safety drop to the floor.

 

Jump up to grab a lower crack, back jump to grab a ledge and pull up for a large treat. Drop back down and go around to your right along a barred passage. Vault up into the niche to your left for a SMP (24), go back and enter the open street area. Head toward that rainbow mural in the E wall, vault up onto the statue base, walk around the statue and jump to grab the crack in the mural wall. Ledge jump up to grab the higher crack and ledge jump back without grab to land on a platform. Jump S to the next platform and activate the crowbar switch facing N to hear the sound of a trap door opening. Jump back to the first platform (watch the low ceiling), turn left and take a running jump E to grab the ladder. Climb and pull up to a ledge.

 

Enter the SE crawl space and emerge on a walkway where a fixed camera takes over. Walk out to the W end of the walkway, hop back three times and sprint jump to grab the ladder. Climb up until Barbie's feet are set, shift right around the corner and climb up to stand on a sloped surface. Take the time to enjoy the spectacular view and stand jump NW onto a flat surface, then stand jump NE to the other side of the structure and climb down the ladder as far as you can. Drop in front of a crawl space and go inside to find a SANTA TALISMAN (1 of 4) on a plinth. Jump straight up to collect a SMP (25), back out of the crawl space, jump W onto the roof of the adjacent building and slide down to street level.

 

The next segment of the game consists of exploring this area for additional "collectables," which will entail some tedious backtracking and some inordinately tricky jumps if you wish to acquire them all. Start by going a short distance N back to the column surrounded by four raised slabs with a diamond design. Face E, jump up to grab the crack, ledge jump back to grab the crawl space, ledge jump back again to grab the higher crack and hedge jump up to grab and pull up past the opened trap door. Vault up out of the floor hole and follow the balcony past the swing pole to the now-vacant plinth. Take a running jump W over the railing onto a flat spot on the roof and run left to the NE corner.

 

Take a running jump NE to collect a MS (27) as you land on a flat spot below the crane. Run off NE to land on the walkway below and stand at the E edge. Hop back three times and perform a sprint jump to grab the jutting ledge on the arch structure. Pull up and take a normal running jump E to grab the jutting ledge on the other side. Pull up for a SMP (26), jump E over the railing onto the roof of the next building, slide and grab and shimmy right around the corner. Pull up and take a running jump against the railing into the NW window alcove. Grab the crack in the column and shimmy right around the corner.

 

Ledge lump up to grab the veranda above, pull up and take a running jump very slightly SW over the railing onto the adjacent balcony. Follow around to the other end for a SMP (27) and go partway back to face the arch structure. Jump W over the railing onto the flat spot and walk up the right side to face a swingpole. Stand jump to grab it, mount up and jump off to grab the higher swingpole, turn around, shimmy right, mount up and jump off with a right curve to land next to a spike sculpture. You can again enjoy a spectacular panoramic view before hopping W past the sculpture and turning to face the crane.

 

Take a running jump to grab the crane, pull up and run across the top to the E end. Take a running jump to collect the SMP (28) in midair and land on a balcony. Take a running jump NE over the railing onto the roof, slide and grab and shimmy right until you can drop to a familiar lower balcony. Follow around, jump back to the flat spot on the arch structure but this time take a long running jump N back to the veranda. Hang from the edge near the middle, drop to grab the crack, shimmy right around the corner and drop into a window alcove.

 

Take a running jump S to the ledge jutting from the arch structure, face W and take a running jump to the right of the tree to grab a balcony. Pull up and go around for a SMP (29), then face W and take a running jump to grab the swingpole. Swing around and jump off to grab the ladder (or land safely at its base). Shift right around the corner and climb up to a floor lever. Push it to start some machinery and hop NW over the railing toward the Atlas statute, land on a slope, slide and grab and safety drop with a roll to land on the frozen pond near some fancy skaters.

 

Run W and N under the arch and through the short tunnel to the next area of the village. Turn left and go between the column structures to the bridge segment just beyond the trees. Go to the N end near the adjacent building, pull up S onto the slope and back jump to grab the swingpole. Mount it and jump up past the opened trap door to grab the opening and pull up to an enclosed walkway. Stand jump S over the railing onto a column with fearless pigeons and collect a MS (28). Jump back over and take a running swan dive W over the railing to the adjacent walkway, jump over S to the next walkway and collect another MS (29).

 

Stand at the S end of this walkway, hop back three times and perform a sprint jump to grab the raised platform beyond the fountain structure. Pull up, turn left and hop up to a flat spot on the roof. Vault up into a short passage and hop down the other side. Face E, pull up onto the roof and back flip to an upper walkway. Go to the N end, hop back three times and take one extra step back, then perform a sprint jump to grab the jutting swingpole. Shimmy to the left end, swing around with sprint and jump off with a left curve to grab the ledge ahead. Pull up for a SMP (30). [savegame.5]

 

Take a running swan dive E to clear the railing of the next balcony, safety drop to the walkway below and run against the railing to jump and grab the E ledge. Pull up, go around the floor hole and take another running swan dive onto the next E walkway. Turn left, take a running jump to the S walkway and collect a MS (30). Perform a sprint jump over the fountain structure to grab the raised platform, pull up and hop up right onto a flat portion of the roof. Jump down to where the pigeons are feeding and line up for a tricky curved running jump NE around the corner to grab the swingpole. Swing around (or mount up, which is perhaps easier) and jump off with a left curve to land on a walkway with a SMP (31). [savegame.6]

 

Go to the W end of the walkway and look down left to see an opening in the crane support. Take a running jump NW toward the swingpole and jump off the sloped roof without sliding to land just inside the opening. Look NE to see a hanging rope and jump over the railing to grab it. Turn a bit to your right, swing forward and jump off to land on the veranda with two stars. Collect the SMP (32) and take a sprint jump SW against and over the railing to grab the jutting ledge and pull up. [savegame.7]

 

Climb the ladder far enough to collect a MS (31), climb back down and take a running jump W to grab the opening in the column support. Pull up, jump to the S walkway and perform another sprint jump to grab the raised platform. Pull up and get back to the E walkway where you acquired SMP 31 in the same difficult manner described above (see if you can do it without a savegame this time). Go to the E end, face N, stand jump over the railing and jump off the sloped roof without sliding to collect a MS (32). Go around SW to the tunnel where repair work is under way, hop over the wooden barriers and go around to the S area of the village.

 

Run S underneath the crane and just past the springboard you can see to your left, turn and face NW to line up with the springboard and a higher one on a ledge, save your game and use both springboards to collect a SMP (33) floating in midair, keeping the up arrow key depressed so you'll land safely on the statue support. If you miss, adjust your starting position and try again. [savegame.8] Drop down and use the lower springboard again, this time facing SE to land on a jutting ledge. Stand jump NE onto the walkway and go around to line up with two springboards facing SW. Stand jump over the railing onto the first one, jump onto the second one and curve right in midair to land on a flat section of the roof. Take a running jump W onto the top of the arch structure and jump straight up to collect the SMP (34).

 

Jump down S to the lower roof, slide and safety drop to the street. Follow the street W, turn a bit to your right near the end to find a narrow W alley leading to a new area with a pond and a PDA entry. Hop over the railing into the water and swim down the N hole for a MS (33). Surface and pull out S (left side of the ledge), go around to the other end and look up SW to see an exclamation point near the far wall. Draw your bow and shoot it with a rope arrow to release a hanging rope in its place. Go back around, jump to grab the rope and use it to reach the otherwise inaccessible walkway area. Go around to the E end to collect a MS (34) and go back the other way to find a ladder on the arch support.

 

Climb up to a walkway, turn around and take a running jump N to grab the facing walkway. Pull up and run toward the MS you see floating in midair. Pull up W onto the low roof and back flip off to collect the MS (35). Go to the E end of the walkway and perform a sprint jump to grab the ledge. Pull up, turn left and take a running jump to grab the S ledge. Pull up, find the wall crack on the right side of the nearby passage and use it to ledge jump to an upper walkway. Collect the MS (36) at the far end and get back down. Go through the passage and hop onto the raised slab. Pull up N onto a ledge with a floor lever that lowers bars somewhere. Turn to face W and jump to collect the SMP (35).

 

Go back through the passage, use the N wall crack once more to get to the upper walkway and hop NE over the railing onto the sloped roof to drop on the other side. Go around to just past where the bars lowered, face the S wall, back flip onto the slope and jump off to grab the crack. Shimmy right around two corners, ledge jump up to grab the slope and back jump to grab the ladder. Climb to the ceiling and monkey swing until you're on the third rung from the S end (so you won't bounce off the overhang). Hit the crouch key to jump off into the passage and go down a couple of steps. Slide backwards down the slope, collecting a MS (37) along the way, grab at the bottom and pull up to take a rolling back flip and grab the E ledge.

 

Pull up, turn around and take a running jump to grab the wall crack to the left of the slope. Ledge jump up to a balcony and jump across E to a column top. Jump N over the railing onto a walkway and drop down from the far end onto a lower walkway. Perform a sprint jump E to grab the next ledge, pull up and jump E to the next ledge for a SMP (36). Face the swingpole and take a running jump to grab it, swing around with the sprint key and jump off to grab the ladder. Climb down a bit, shift left around the corner and climb up to a floor lever that starts a second piece of machinery. Atlas will release the globe he's been shouldering, it will roll down and break the ice in the skating rink, and soon you'll have access to another Santa Talisman.

 

Jump without fear into the water below, collect a SMP (37) and swim through the E opening. Pull down a ceiling switch to raise a block in the pool behind you, return there and pull out S. Hop onto the raised block and jump up N to grab the SANTA TALISMAN (2 of 4) from the plinth. Get  back down to the street and run E and then S toward the closed gate. Turn left at the street lights and enter the church library through the W side door. Go on through to the main sanctuary, turn left and exit S through the front door. Run straight forward and follow the street S and E past the two statues. Turn left there (S), hop over the railing and approach the fairy to gain access to the alley she was guarding.

 

The bars rise behind you as you go through, but continue through the passage and come to an elf with pointy ears like Mr. Spock. Ignore him for the moment and explore this enclosed area for a MS (38) inside the SE doorway and another MS (39) in an alcove just beyond the two NE trees. On the E side of the fountain is a floating MS (40) you'll need to jump up to collect. Return to the elf and press the exclamation point over his head to learn the rules of the game you're about to play. When camera control is restored and the elf comes to life, haul off and slug him (1 of 8). A second elf (2 of 8), who looks and sounds like a ninja, runs toward you and can cause damage if you're not careful, so stand your ground and lay him out. Run up the nearby stairs and you'll hear another elf (3 of 8) before you see him.

 

Pull up onto the roof at the SW corner, back flip onto a ledge and you can see the elf up ahead. He won't come to you, so jump to grab the first pole, then the second, slide down and turn right a bit before jumping off to tag the elf. Get down and back up to the ledge, but this time jump SE over the railing onto the jutting ledge. Take a running jump E to grab the rail opening in the next ledge, tag the next elf (4 of 8) who may be cowering in the statue alcove and safety drop from the rail opening to the landing below. Go downstairs, loop around right to the W stone wall, pull up onto it and jump NE to grab the lower swingpole. Swing around and jump off to grab the roof, shimmy right around the corner and ledge jump back into a window alcove. Go to the N wall, face S and stand jump to grab the higher swingpole.  

 

Shimmy right and swing around with the sprint key to jump off and grab the wall crack. Shimmy right around the corner, ledge jump up to grab the slope and hang from the left corner. Ledge jump back with a right curve to land on a balcony (grab the edge and pull up if necessary). Face NW, run against the railing and jump to grab the crack in the next building. Ledge jump up, grab and pull up to find a MS (41) in the fenced enclosure. Jump back S to the higher ledge, turn and jump to the SW balcony to deal with another elf (5 of 8).

 

Jump back NE to the previous ledge, take a standing swan dive SE over the railing to the next ledge, continue with two jumps E to kayo the next elf (6 of 8) and jump back to the previous ledge. Use the zip line to ride down S and collect a MS (42), bounce off the wall down to a ledge with a small treat and take a running jump E to grab the pole. Climb up a bit if necessary (Barbie's rear end should be touching the upper ring) and jump off to grab the swingpole. Turn around, mount the swingpole and jump off to accost the elf (7 of 8) waiting for you on the balcony. Face NE and perform a sprint jump just to the left of the railing to land on a lower balcony where the final elf (8 of 8) in waiting.

 

When you lay him low a Santa Talisman materializes near the spot where you met the first elf. To get down, run NW against the railing and jump over to land on a snow drift. Slide to the ground and go W to the plinth next to the stairs and grab the SANTA TALISMAN (3 of 4) without objection from the guardian elf. When you pick it up the bars to the entrance alley again lower, but it's not quite yet time to leave. Go back to the nearby W brick wall, climb it and return to the W window alcove with the swingpole in the manner described above. Stand with your back to the N wall, stand jump to grab the swingpole and follow the same path described above to reach the top of the tower where you acquired MS 41.

 

Take a couple of jumps to the balcony where you clobbered elf 5 earlier. This time, safety drop from the W side to land on a lower balcony where you'll find a SMP (38). Drop from the rail opening and slide to the alley. We're now through here, so exit N past the fairy and follow the street straight ahead past the snowman and underneath the stone arch. Turn right and run W to the fountain with ivy-covered wall behind it. To the left of the fountain is an opening. Jump inside, avoid the floor hole and go left up the winding steps to the Super Market entrance. You're now qualified to gain entry, so entreat the fairy to open the door and go inside.

 

Turn left and go W along the aisle to the produce counter in the far wall, where you'll see an exclamation point on the far left side. Push it to obtain a CARROT for those hungry reindeer you saw earlier. Stay here for a while, however, to shop for more goodies. Hop behind the counter and find a MS (43) near the inattentive attendant. Get back and vault onto the E fruit stand. Face NW and take a running jump to grab the taller shelf. Pull up and run forward for a SMP (39) and drop to the floor. Exit the Super Market and go down the steps.

 

Return to the street and go E and N to the front door of the church. Enter and turn left to go to the sanctuary. Go through the N opening in the bookshelves and out the E back door. Follow the street N and W past the giant Christmas tree, and just past the statue turn left and go through the N archway and tunnel to the next area of the village. Turn left between the column structures and loop around left to the reindeer. Go behind the sleigh and all those presents to find a MS (44) you may have discovered earlier. The leader of the pack appears to be Rudolph, the one with the red nose, so approach from the left or right flank and offer him the Carrot in exchange for a ride.

 

Go between the column structures and nudge Rudolph through the short tunnel to your right into the next area. Turn right and go past the fountains and statue, then turn right again and crash through the wooden barriers at the construction site (stay well clear of the forklift or you'll get caught in its collision). Proceed and crash through the barriers on the other side. Turn left and cajole Rudolph up the E snowdrift and you'll hear the sound of a door opening. Go down left and dismount on the snow or the paved surface (the black areas denote a deadly pit).

 

Hop over the pit and head S. Save your game for a tricky running jump to acquire a floating MS (45) and continue around the corner to acquire an easier MS (46). Face a hazardous S area and save your game again. Stand jump to grab the nearer swingpole, swing around with sprint and jump off to grab the next swingpole, acquiring another SMP (40) in the process. Swing around, again with sprint to be on the safe side, and jump off to land safely on the other side of the pit. Run forward and look left for a small treat. Go a little further and back flip onto the stone slope. Jump off to grab the pole and jump off again to grab the ledge. Pull up for a SMP (41) and slide down left.

 

Loop around right into the alley and push the floor lever to lower bars in multiple areas. Go back N the way you came and take a running jump to grab the nearer swingpole. Swing around with the sprint key and jump off to grab the next swingpole. Mount up and jump off with grab and a left curve. Return to Rudolph and hop aboard by means of a Carrot (although you could leave on foot if you so wished). Go back through the construction site and continue straight ahead S under the arch. Follow the street and go up the snowy slope to a fixed camera and hear the sound of a block rising.

 

Dismount and get on the nearby roof to acquire a SMP (42). Hit the look key to regain camera control and locate a hole separating the roof and a vine-covered slope. Drop down and follow the underground passage to a plinth with a SANTA TALISMAN (4 of 4). Go back to where you dropped down, face W and jump up to grab the crack, ledge jump up with grab and pull out onto the roof. Walk out to the SW corner, face W and perform a sprint jump to grab the ladder. If Barbie doesn't seem to want to move from there, shift right, release and grab quickly, and all should now be fine. Climb up for a SMP (43) and take a running jump E back down to the roof.

 

Leave Rudolph and slide down N. Turn right and follow the street street W and N past the clustered wooden barriers. Continue under the arch and hop left onto the springboard to be carried NE onto the roof. Get on the raised slab and turn left to take a running jump S to grab the corner of a higher roof. Pull up to see a SMP up ahead to your right. Follow the roof line S and stand jump at the end onto a ledge with a SMP (44) in the window alcove. Go back to the ledge and take a running jump to the right of the crane NW to land next to pigeons and a small treat. Jump back to the previous ledge and go back N along the roof line to where you pulled up.

 

Continue around left to an inactive springboard and slide backwards down one of the N ramps. Grab and drop to the street, run E to the springboard you used earlier, face SE and use it to get up to the ledge on the bridge structure. Go around clockwise and use the next two sptringboards SW to get up to the higher roof. Get on the raised slab and run S onto the springboard you haven't yet used to get over the ridge. Run left to the W end where you see a similar break in the ridge to your left. Stand jump N over the ridge and slide down to a SMP (45) and a trigger tile that activates two nearby springboards to your left. Stand jump SE onto the nearer springboard to get back over the ridge and make your way up S to the highest springboard.

 

Face W and run onto it to get up to the ever-vigilant fairy, who will now lower the bars so you can step around her onto another springboard that brings you up to a swingpole. Grab it, swing around (no sprint key) and jump off over the bars to land on a raised slab next to a SMP (46). Turn E to face the tower, hop back and slide down the roof, grab and ledge jump back to land on top of the crane. Go to the other end and collect the SMP (47), return and jump over N to the next crane, then take a long running jump NE down onto the arch structure. Take another running jump NE down to the raised slab with the trigger tile and use the nearer springboard to get back over the ridge.

 

Go up and over to the S side of the roof, which up until now you've not yet explored, walk as far W as you can and jump past the tower obstruction onto a flat spot. Slide backwards down the roof, grab and shimmy as appropriate to drop onto a ledge. Note the wall crack, but first take a running jump E to grab the first of two swingpoles. Swing around with the sprint key and jump off to grab the second one, shimmy right and swing around (also with the sprint key) to jump off with a right curve and land on a similar ledge. Turn around, hop to the opening and go inside for a MS (47).

 

Return to the ledge, take a running jump E to grab the swingpole, shimmy left and swing around with the sprint key so you can jump off with a slight left curve and grab the next swingpole. [savegame.9] Shimmy left, then to your right once, swing around with sprint and jump off with a hard right curve so you'll collect the MS (48) in midair and land safely on the raised platforms. Stand straddling the platforms and jump straight up to collect the floating SMP (48). Safety drop to the ground and run W down the street toward the Wintercrest Shopping Plaza. Go through the SW opening to the left of the fountain and up the winding steps to the Super Market landing.

 

Continue through the NW door you opened earlier from the other side and go around through the W opening. Pull up left into the N opening (ignoring the button, which just closes the door you came through) and follow the passage to trigger a new PDA entry. Draw your Bow, stand as far away from the railing as possible (somehow that makes a difference), look up S and shoot the exclamation point near the ceiling with a rope arrow (it may require more than one to make it explode and release a rope). Continue along the walkway to collect a MS (49) at the far end, go back to where you shot the rope arrow and run S against the railing. Jump with the sprint key to grab the rope, turn a bit right, swing forward and jump off to land on a ledge with a SMP (49) and 3 x small treat.

 

Hop back, grab the ladder and climb down. Drop with some health loss and go up the nearby steps to the Patisserie. Run W against the railing and jump to collect the final MS (50). Go up the NE steps and around left to more steps that bring you back up to where you entered. From the top of the steps face and take a running jump to grab the ceiling ladder. Shimmy all the way left and climb up into an opening. Turn around and jump to collect the final SMP (50), accompanied by a congratulatory message. A BONUS FEATURE PASSWORD VOUCHER has also appeared in your inventory, but it wouldn't really be kosher to reveal the password here.

 

Hop down SE to the steps with some health loss, go up and through the E opening to return to the Super Market landing, go down the winding steps and out the NE opening to the street area. Run E underneath the arch, turn right and run N underneath the next arch, loop around right and use the springboard once again to get up SE to the ledge on the bridge support. Go around clockwise and repeat your use of the next three springboards to get over the S ridge. Go up and use the fourth springboard to revisit the fairy, step on the fifth springboard to grab the swingpole, but this time turn around and swing to jump off onto the E ledge.

 

Take a running jump and grab over to the next tower, pull up and go around to place the four Santa Talismans on the pole receptacles that will release poor Santa Claus from his predicament. Remind him of his New Year's resolution to go on a diet and enjoy the concluding conversation featuring Santa, Barbie and Lara, followed by the closing credits.

 

To access the bonus material, double click on the Bonus_Features.zip file, extract the zipped files by typing the password when prompted and two new folders will be created. You can now play the builder's unfinished level that was intended to be included with the 2019 LB Advent Calendar. Here are the builder's explanatory comments found in the download readme:

 

This is the 2019 build of Barbie in the Christmas City back when it was originally a sequel to 2018's "Croftmas Manor" starring Lara Croft!

 

The level was originally called "Croftmas Village" but then transformed into "Croftmas City" as it formed a big city instead. This build is from when the level was still titled "Croftmas Village". It would have included a cast of

characters like Kurtis, Winston, fairies, and even a brand new playable female character. They can be seen in the title screen.

 

This build features different mechanics like wall jumping and wall scrambling and level layouts are different. Running towards doors should open them.

 

DOZY has also been enabled so feel free to explore!

 

As this game was originally inspired by Spyro the Dragon, there was a plan to have portals scattered throughout the city that would transport Lara to distant snowy lands. The city would act as a hub world.

 

A style unit of one of those magical realms has also been included.

 

The level is obviously unfinished.

 

Alternatively, you can select the bonus material associated with this game, explained further in the builder's readme:

 

This was a potential contender for this year's calendar. It would have taken place in a magical realm starring Ella Cabella, and Spyro the Dragon was the main source of inspiration.

 

This heavily WIP style unit features a new double jumping mechanic to reach new heights. To double jump, simply hold the jump button and Ella will get an extra nudge as she jumps. To do a standard jump, just press the jump button, no need to hold it.

 

You can also perform hand to hand combat by pressing ACTION on an enemy. Try it out!