FEELING FORGOTTEN

 

Levels by DHermogenes

 

Walkthrough by Phil Lambeth

 

 

Level 1: THE ENTRANCE

 

After the impressive opening flyby, continue along a fixed camera you can't break out of into a stately mansion. The front doors close behind you. Loop around left in the foyer and find a wall switch that causes Lara to mutter "impossible!" when she pulls it down. Head N from the wall switch and bump against the talk balloon to trigger a greeting from Santa. Note the displayed weapons nearby that you'll be able to purchase later. Go back SE and look for SECRET #1 (a Santa doll) behind the corner sofa. Go W between the columns to what I'll call the Staircase to Nowhere and pull up left into a window opening for SECRET #2. Hop down and continue W for flares, side flip right for a small medipack, go around to the N wall and pull up into the left window opening to find a wall switch that opens a door somewhere.

 

Return to Santa's weapons and jump W with grab over the counter to find SECRET #3. Side flip over the counter and go around the pile of presents on the other side to find a door you can open in the N wall. Follow the hallway to another door that brings you out to a wider hallway. Open the door to your right, enter the dining room and loop around left for SECRET #4. In front of a window is shotgun ammo. Exit to the hallway and turn right toward the kitchen. Go to the SW corner for Glock17 ammo and prepare yourself for a shock as you go past the S opening.

 

After Lara revives to find herself in a small bedroom with no bed, pick up the nearby flares and find desert eagle ammo in the NW corner. There's a small medipack on the dresser and a keypad next to the door. To get out, shoot the mirror over the dresser to reveal the exit code numbers, look at the panel opposite the keypad and punch in 4914 followed by the star key to open the door. Emerge in a new hallway. The middle room is empty, but in the SE room you'll find SECRET #5 in a corner, a large medipack on the floor and desert eagle ammo on the plinth. Note the digits 58 on the wall behind the plinth and what appears above them to be a jump switch, but if you try to activate it you'll be carried to a very unpleasant venue.

 

Exit to the hallway, go through the NE opening and around to a button that opens the door to your left. Drop or climb down the ladder to the Staircase to Nowhere and go SE to where the door opened. Enter the hallway, open the door at the end to a larger hallway and go S to a crossing. Go right up some steps to an upper level of the mansion and look on the floor NW near the wall lamp for Glock 17 ammo. Head straight S from there to the opposite wall lamp for flares, turn right and follow to a talk balloon for a couple of not-so-childlike fairy tales with obscure clues for the next puzzle.

 

Continue N between two rows of dice tiles. Step only on the second one on your left and the fourth one on your right to open the door at the end. First, look left at the corner for HK 433 ammo, enter the hallway and open the next door at the end, and step into a den with four lion statues. A bright light hovers near one of them. Go to the SE corner for a large medipack and note the color-coded wall switches in each corner of the room. Pull down the NE wall switch (red) to realign the statues. Go across the room and pull down the SW wall switch (purple) for another statue adjustment, and this time an additional floating light appears. Push the NE switch back up, pull down the SE switch (green), pull the NW switch (blue) down and then right back up again, pull the SW switch back up and then down again, and all four lion statues should now be sporting a bright light of its own.

 

The door in the N wall is now also open, so follow to a floor hole, climb down the ladder and drop to a lower hallway, head S to a theatre of sorts and loop around right just past the entrance to find SECRET #6 in the corner behind a small bookshelf. On the plinth past the Christmas presents is the MANSION KEY, and near the SE corner is SECRET #7. Climb back up to the lion statue room, exit W and go back the way you came to the E steps. Go down to the crossing in the lower area, continue into the E alcove and open the door to your left with the Mansion Key. Step into a small round room, pick up SECRET #8 to your right and note the wall panel with the digits 14. Pick up the Glock 17 ammo there, exit this room and loop around right in the hallway to the opened NE door.

 

Continue through the hallway past the Staircase to Nowhere and head NE to Santa's armory. You've accumulated enough Santa dolls to acquire a weapon, so stand in front of the appropriate plinth to add the SHOTGUN to your inventory. Go back past the opened N door to the larger hallway, continue forward and loop around right in the kitchen room to find a keypad. Punch in 1458 followed by the star key to open the door to the working freezer and quickly crawl under the ham hocks to grab SECRET #9. Crawl backwards and exit the kitchen S, use the Mansion Key to open the next door and enter a dark hallway with a large floor hole. 

Hang from the edge, shimmy if necessary so you're over the slope, release and slide to the room below. Open the S doors and enjoy another fixed camera as you navigate the passage down some steps and up some other steps to a level change.

 

Level 2: GOBLIN LAIR

 

Go to the end of the hallway and open the doors to a cave entrance. Run to the N wall, back flip onto the slope and jump to a higher block. pull up N and face an underground lake. Run forward to trigger a macabre scene of slow-moving worshipers who definitely claim no allegiance to Christmas. Approach the talk balloon for further information from Santa, go around to the W side of the shrine for SECRET #10 and enter the W cave. Stoop and shoot the small barrels for the GOBLIN TEMPLE KEY, go over into a smaller E cave near the water's edge and grab the flares in the corner before pulling up onto the ledge.

 

Push the button to your left to lower bars in an area you can't reach from here, hop down and return to the S cave where you entered. Loop around left and use the Goblin Temple Key to open the gate. Enter a dark room with a central pool with a frozen horse and angel statutes posted at the four corners. The SW passage is blocked by four flames. Go around the perimeter for flares and a large medipack, then note the distinctive floor tiles on either side of the statues. Standing on these will cause the statue to turn when you draw your pistols. In my case, I also had to fire my pistols occasionally. For the SW statue, stand on the tile N of it and draw your pistols twice. One of the flames in the passage will be transferred to the S block. For the SE statue, stand on the tile W of it and cause the statue to turn three times, transferring another flame to the W block. Do the same for the NE statue (make it turn three times), standing on the tile S of it, and also for the final NW statute, standing on the tile E of it. The flames guarding the SW passage should now have all been transferred to the blocks, allowing you to pass through to the gate you opened earlier.

 

Hop down into a small room with an angel statue. Follow the N passage to a small medipack, go up the ramp to your left into an outdoor area with falling snow and Grecian structure but beware of the deadly water. Your immediate destination is the wooden building to your left, but don't try to reach it directly. Jump from the first structure over to the next one NW and from the far end take a running jump to a shallow spot toward the red plants in the wall ahead. Wade up to the plants and take another running jump toward the red plants S. Go around to the rear of the wooden building, avoiding any of the deeper water, back flip onto the rock wall and jump to grab the roof. Shimmy right to a flat spot, pull up and jump NW onto the highest part of the roof. Hop down into a floor hole and push the button to lift a platform down below.

 

Pull out, hop down to the NE ledge and from there to the NE Grecian structure. Turn around and take a running jump SW onto the raised platform. Enter the wooden building and pick up the shotgun ammo in the left corner. Pull down the wall switch in the other corner to raise another platform and exit. Jump to the previous Grecian structure, then to the next one SE and find the raised platform jutting from the S wall. Jump to it and hop with grab into the adjacent S opening. Enter a room with a grated floor, allowing you to see adjustable panels below between fixed upright log rows. Ahead are four wall switches, each of which will move three or more of the panels. Counting from left to right, pull them in the following order: 1, 2, 4 and 3. Then go back and push 1 back up, followed by 4, and you now have the panels where you want them to create a clear path along the logs.

 

On your way out, grab the flares on the tile to the right of the entrance and hop down the adjacent opening in the grated floor. Hop down again to an annoying fixed camera and grope your way around to an alcove near the NW corner, where you can vault up to break the fixed camera and push a button to lift platforms outside. Return along the same path and exit the building. Run off onto the raised platform and take a running jump W toward the plant. Go N, jump to the next Grecian structure and take a running jump N to grab the elevated platform. Pull up,  hop down to the next structure for Glock17 ammo and jump across to the next structure, at the end of which you'll find the platforms raised in the cut scene.

 

Get across with standing jumps to the S structure and continue to the SE corner where you'll find two openings in the wall. Save your game in front of the left opening and light a flare. You're about to negotiate a maze with trigger tiles that cause blocks to rise and lower. Enter the left passage and go past the lowered block on your right (W), take a left and see two blocks lower in front of you. Follow the one to your right (W), go left to the wall and left again past the next lowered block. Ahead (E) is a block already lowered, and you need to take a hard left just past it. Go past the next lowered block, make a hard right without stopping and loop around right (S) into the passage. Turn left past the next lowered block and push the button in the SE alcove to raise more platforms outside.

 

To exit, go N past the lowering block, turn left (W) and go along the passage to the last opening on your right. Back outside, use the raised platforms (there are five in all) to get around to the NE wall opening. Enter a small room and push the decorative wall button to open a gate. Use the raised platforms to reach the Grecian structures and jump them (using the elevated platform along the way) back to the S entrance. Go down the ramp and follow the passage to the angel statue. The E gate is now open, so go down the short passage for the GOBLIN SONGBOOK. Exit W, run through the burner passage and turn right to return to the cave area. Approach the grand piano and Lara will play a mournful piece while the departed one in the shrine bursts into flames. Go over there and pick up a BOOK entitled "The Tales of What Was Once Forgotten." Exit the cave area S, drop down the floor hole and run through the fixed camera to a level change.

 

Level 1: THE ENTRANCE (revisited)

 

You're here only to acquire another weapon. Continue through the fixed camera to a room with slopes. Stand left facing E, stand jump onto the slope ahead, back flip onto the slope behind and jump with a left curve to land to a flat surface. Hop up SE and go through the kitchen and the hallway back to the main lobby. Loop around left to Santa's arsenal and stand in front of the plinth in the back corner to add the GLOCK 17 to your inventory. Run across the lobby to the opened door in the S wall and follow the hallways to the doors in the S alcove. Open them and follow through another fixed camera to the next level.

 

Level 3: GARDEN

 

Continue to more double doors, open them and step out to find a small medipack. Go to the SW corner to find SECRET #11 hidden in the plants. Save your game and ready your shotgun before continuing N to a more open area, where you'll be attacked by two creatures that resemble the coupling of a Tinnos wasp and a giant scorpion. If they happen to get close and sting you, your health bar may continue to decline even after they die. Also, be aware of patches of poisonous toadstools scattered throughout the area that cause the same effect, so avoid walking into or even touching them. Go left to attract a flying bug resting on the corner of the ledge and pick up the shotgun ammo next to the nearby column.

 

Go back to your right past a keyhole to find SECRET #12 at the NE corner. Return past another keyhole to the corner where you awoke the flying creature and continue around to the W wall. Take a long running jump NW onto the sloped column and jump off onto a ledge. Repeat with the next NW slope and find shotgun ammo in the wider passage. Take one final NW jump off the next slope onto a ledge with SECRET #13 and a large medipack hidden in the plants. Jump back SE to the wider passage and go around the corner to awaken an arachnid. Grab the small medipack in the SE corner, go W down the steps to trigger a second arachnid and continue down N to a lower foyer with a small medipack and HK433 ammo.

 

Drop down past the N opening and jump over E to the first of several ledges. On the third one you'll find flares and awaken a flying bug (if not, just kill it from where you are). Jump to the fourth and final ledge and stand jump SE down to a ledge. Follow to a talk balloon and listen to additional words of wisdom from Santa. Turn left and take a curved running jump SE past the column to land on a ledge. Pull up E onto the block and stand jump onto the jutting ledge you can see down below. Enter the alcove on your right for SECRET #14 and take a running jump E to grab the next jutting ledge. Pull up and hop over to the next ledge. Enter the second alcove for Glock 17 ammo and climb the ladder in the first alcove to a short passage.

 

Climb down the ladder on the other side and drop down to a sloped passage. Light a flare and take running jumps over the toadstool-infested steps. When you turn the corner you'll see two consecutive toadstool-infested steps that you seemingly can't jump over. Yes, you can, if you do it right, but save first. What worked for me was to take a running jump angled left with a midair curve to the right. Jump over a final toadstool step and go past the opened gate (which closes behind you) into a deep room with columns and hokey background piano music (delete the 010 file from your audio folder if it starts getting on your nerves). Take a running jump over the moat to the central structure, jump SE to the right of the pink flower (although it doesn't seem to be poisonous) for a small medipack and find Glock 17 ammo at the SW corner. There's also shotgun ammo near the four NW columns.

 

If you go through any of the side passages other than the NE one you'll return to the room with columns, so go through the NE one to find yourself on a higher ledge surrounding the area below. The same situation regarding the side passages holds true here as well, so turn left (S), run clockwise around the corner and enter the middle opening in the W wall to wind up on the next higher ledge. Turn left and go around clockwise until you reach SECRET #15 near the NE corner. Continue around in the same direction to the SE corner and go through the opening there in the S wall to emerge on the uppermost level. Turn left and push the button on the N wall, then take the GARDEN MASTER KEY from the nearby plinth.

 

Go back the other way to find a large medipack at the SW corner, then continue to the middle opening in the S wall for SECRET #16. To get back down quickly, take a leap of faith down into the muck surrounding the central pagoda (taking care not to land on the pagoda itself), pull out and exit N up the steps after lighting a flare to illumine and so avoid the toadstool tiles. At the top, jump up left to grab the ladder, climb up and down the other side, jump W along the jutting ledges, hop SW into the alcove, climb the block and take a running jump down to the ledge extending along the W wall. Go to the corner, take a running jump NW up to the gap, return W along the ledges the way you came and finally pull up S into the opening.

 

Go on up and around, being mindful of the toadstools, and when you reach the other end use the sloped columns and ledges to get back to that keyhole in the W wall that you noted earlier. Use the Garden Master Key here, but remember that there was a second keyhole further along in the S wall. Use the key there as well to open the gate above you. Pull up inside and jump over to the ledge across the gap.

 

Go left for Glock 17 ammo, then over to the SW corner (note the platform you might assume will be raised later, but that never happens), run off onto a block below and hop down into the corner for shotgun ammo. Drop down from the W edge onto a lower block and safety drop from the N side, losing some health, to a corner ledge with Glock 17 ammo. Hop down E onto a jutting block, hop down SE to a lower block and safety drop to find HK433 ammo. Finally, drop to the entrance to an underground passage and jump over the deadly yellow flowers. Go around and pull out into a foggy outdoor area with steep dropoffs all around.

 

This area is deceptively vast and it's easy to get lost here because of the fog that keeps you from seeing more than a few steps in front of you.  Go straight forward (N) past the right side of the first tree and continue until you see a large medipack next to a tree to your left. Go back and follow your original route N until you reach a rock wall. Jump left onto the slope, slide and grab and shimmy left toward the stone structure until you can pull up onto a flat spot. Hop through the tree and pick up shotgun ammo. Go around the structure to a mural button that raises a block and summons a flying bug. Continue around the structure and take a running jump W over the chasm. Go around in a roughly counterclockwise direction until you reach a column.

 

Take a running jump S toward the raised block resting against another column, get up on it and pull up into the column gap. Jump S to grab the next column gap, then the next, and so on until you reach a floor lever inside the stone structure that raises another block nearby. Safety drop from the entrance, shoot another flying bug and head W along the wall of the structure to attract two more flying bugs. Pick up the small medipack at the SW corner and continue N to the raised block. Get up on it, pull up into the column gap and jump W to grab the next column gap. Pull up, turn left and jump with grab to land inside the S opening. Push the floor lever to lower a block and watch the flyby that shows you the general direction.

 

Reverse roll, jump back with grab into the column gap, jump back E to the column with the raised block, hop down and head NW along the treacherous slopes in a clockwise direction, jumping as appropriate until you near the stone structure. Shoot the wooden crate at the edge of the chasm to reveal SECRET #17 and go back the way you came. When you reach the trees turn left and follow around to a path where a flying bug will attack from behind you. Continue to a talking balloon in front of an angel statue, with shotgun ammo and a large medipack on either side. Go back along the path, and at the first tree turn right and jump past it W to find another wooden crate hiding SECRET #18.

 

Return to the statue, shoot two more flying bugs and continue N along the path. Avoid the flowers and toadstool patches as you engage an arachnid. Go around to the right of the small hill and follow the path to an apparent dead end. At the tree face S and take a running jump to a flat spot. Pull up right, turn left and continue a short distance S to a wooden crate with SECRET #19. Look down SW to see a winged gargoyle statue. Take a running jump to slide next to it, step down to your right and pick up the GARGOYLE KEY, slide down E, turn right and go around clockwise with one required jump to find the path once again. 

 

Go back up past the angel statue and this time go around to the left of the small hill. As you approach the tunnel ahead, be sure to jump over the shallow mud puddle, as the water will steadily sap your health if you step into it. Pause for flares and walk to the edge to see patches of yellow flowers down below. Take a running jump onto a block, walk forward and stand jump SW onto the next block, then take a final running jump with grab to land safely on the other side of the flower patch. Continue W for Glock 17 ammo just past a giant mushroom, go S between the rails to engage two flying bugs and ignore the ramp for now. Jump S over the gap and look behind the tree ahead for SECRET #20.

 

Jump back across N and loop around right to go up the ramp. Jump to the next ramp and take a running jump to grab the higher ledge. Shimmy right to avoid the toadstools before pulling up and be prepared to engage a flying bug in tight quarters. Make your way S past the toadstools, drop at the end onto a block and hop down for a small medipack. Go around S toward a talking balloon with appropriate jumps and see a bobbing and weaving Medusa with bad teeth. There are two keyholes, both of which will work with your Gargoyle Key, but which one to use? Save your game to see what happens when you use the one on your right (W). Now that you know there's a difference, insert the key in the E receptacle to destroy the Medusa and go back N the way you came.

 

You won't be able to make the jump across the gap from the lower ledge, so pull up onto the ramp, turn around and pull up higher to the toadstool ledge and go to the NE corner for a small medipack. Jump down to the ramp and continue to the entrance where you'll encounter two arachnids. Make your way past the yellow flowers, using the same blocks as before, and be sure to jump over the muddy water at the end of the tunnel. Loop around left past that small hill and continue E along the path toward the stone structure. Take a running jump with a left curve so that you land on the slope sliding backwards. Grab and shimmy right as far as you can. Drop, slide and grab, shimmy right some more and pull up next to the stone structure. Stand jump SE with grab to land inside the E alcove. Use the Garden Master Key to open the gate beside you.

 

Climb down the ladder to the room below and push the mural button in the N wall to fill the trench behind you with deadly goo (for some presumed purpose). Climb back out of this room, run out of the opening NW to land on a slope and slide down next to a small medipack. Go around (being careful not to slide to your death) and follow the ledge S to the end. Take a running jump E over the chasm and grab the ledge in front of the raised block. Go over the block and clockwise around the periphery of this area until you meet two flying bugs and intermittent fixed cameras.

 

Continue to the S wall of the stone structure and find an opening between two gargoyle statues. Drop down into a familiar trench, hop over the yellow flowers and jump up W to grab the opening. Pull up into the deep room you navigated earlier and use the blocks to climb back up. When you reach the ledge, face the slope NE and save your game. Take a running jump with a midair roll onto the slope (Lara needs to be perfectly positioned to make this work) and jump off without sliding to grab the S block. Take a running jump to grab the lower corner of the W column, pull up and continue up to the ledge. Use the lower block to reach the higher block and jump S to grab the upper ledge next to the railing. Pull up and use the SW corner block to reach the jutting ledge and from there jump with grab into the N opening.

 

Safety drop to the ground and go past the toadstool patches toward the N bridge. Pick up flares to the left if you didn't see and grab them earlier and head N along the bridge while being alert for gaps you could fall through. Jump over the gaps and take a final running jump to grab a ledge in front of a giant carved face. Pull up and run up the ramp toward a door that opens upon your approach. Slide down into an arena and prepare to do battle with a giant behemoth. Avoid being pushed over the edge while firing at it. When it finally dies, beef up your health while a block rises near the N wall. Use it to climb up to a plinth with another BOOK entitled "The Tales of What Was Once Forgotten."

 

Drop to the floor and use another raised block S to reach the S opening. Run back down the ramp and jump the gaps back to the stone structure. Go all the way to the S wall, turn left and go past the opened gate and through the corridor to a level change.

 

Level 1: THE ENTRANCE (revisited)

 

Go to the main hallway and continue straight toward the N wall. Go past the opened door on your right and follow the narrower hallway to the lobby. Head NE to Santa's arsenal and acquire the remaining weapons, the DESERT EAGLE and the HK 433. Go back W to the Staircase to Nowhere and climb the ladder to the wall opening. Follow around to the hallway and enter the middle room on your left (the one I earlier said was empty). Place the two Books in receptacles on either side of the double doors to receive some crushing news from Santa. You can now finish the game if you wish by (1) turning back into the hallway, (2) going back E the way you came and into the lobby, (3) running straight ahead to pull back up the wall switch and open the front door and (4) run outdoors and along the fixed camera until you reach the gates and hit the finish trigger.

 

If you prefer to play on, you have two choices. For a brief excursion, exit to the hallway and loop around right into the room with the plinth and the digits 58 on the wall. Stand underneath the S wall painting and jump straight up with grab to enter an undocumented level.

 

Level 4: NIGHTMARE

 

Slide down into a dark room with crackling thunder. Run forward and open the double doors. Step forward to trigger an onslaught of assorted enemies (four yeti and a hammergod). Now that you're suitably armed, you can draw the weapon of your choice and pick off your assailants from a position of relative safety. When all is quiet, you can explore the area for shotgun ammo, Glock 17 ammo and three side Doors to Nowhere (one side door won't open). As there seems to be nothing else to do here, go up the N steps, open the doors at the top and run forward past a gallery of well-known custom level video producers to find a plinth with the KEY OF THOSE WHO CALL. When you pick it up, you're transported to the bedroom with the keypad puzzle. Exit to the hallway, loop around right into the middle room where you had your most recent meeting with Santa and, if you're up for a rather harrowing finish, run into the floor hole between the bookshelves.

 

Level 5: THE SERPENT THRONE

 

After the flyby through a surreal setting, pull out of the hole and jump over to the blocks in the SW corner. Pull up onto the second block and draw a powerful weapon to deal with two winged fairies. Stand jump W to grab the higher block, pull up and turn right to take a running jump to the sloped block. Grab, pull up and jump from the other side to grab the ledge. Pull up, reverse roll and shoot another winged fairy. Continue N, go up the steps, vault up around the corner and head S to deal with another winged fairy. Take a running jump across the gap and grab the ledge between two rails. Pull up and run forward to a timed wall switch on the block to your right.

 

Save your game, pull down the switch, reverse roll and traverse the floating blocks in a counterclockwise direction until you can jump to a N ledge. Run forward to the timed gate on your left, shoot and kill the winged fairy from here if you still have time, otherwise take a running jump slightly to your left to grab the block, pull up and deal with your enemy in tighter quarters. Hop NW, pull up N onto the sloped column and back flip with a roll onto a higher column, jump without sliding to grab a block and pull up. Turn right and pull up higher, face SW and note that you're now vulnerable to the fireballs being hurled by the hydra perched at the top of the structure.

 

Take a running jump to the higher block and start making a counterclockwise circuit along the blocks and slopes, curving right in midair as necessary, until you reach the block in the SW corner with a running jump and grab. Pull up, turn left and take a running jump E to the next block, where you'll be safe for the moment from the fireballs, and engage a winged fairy. Save in a different slot, jump up S to grab the higher block, shimmy right around the corner and pull up. Stand jump to grab the higher block, pull up and continue E with running jumps and grabs until you reach a structure where you can duck around to the right side for shelter.

 

Stand jump NE to grab the higher block, pull up and turn left, pull up higher, turn right and jump up to grab the platform, pull up and immediately turn left and stand jump onto the platform next to a protective column where you can save again. Stand jump W to the row of platforms, turn left between the blue rails and jump the gap where you can find shelter behind a translucent block if you can get there without being set aflame. Reverse roll and sprint S beyond the range of the fireballs to encounter an unfriendly twin Lara, joined shortly by two winged fairies. Pick up the CRYSTAL CROSS dropped by your twin and place it in the S receptacle to create a wormhole tunnel over the hydra.

 

Return N to the line of fire, jump the gap and hop right to the safe platform. Make your way along the platforms to the E bridge the same way you did with the S bridge, taking shelter behind the translucent block when you get there, and sprint toward a puzzle platform area. Your goal is a receptacle beyond the E ledge that's presently blocked by a gate. There are two groups of platforms on the N and S sides of the central section. Your task is to step only on the correct ones as described below.

 

Beginning with the N side, stand jump onto the first platform, side flip right onto the SE platform, side flip left onto the first platform, take a running jump onto the NW platform, stand jump onto the N platform, take a running jump S over the middle platform to grab the first platform, pull up and jump across to start on the S side.

 

Stand jump S onto the first platform, take a running jump onto the SW platform, face E and take a running jump to grab the SE platform, pull up and take a running jump NW onto the first platform, hop to the central platform and you should find that the gate over the S ledge is now open. Pull up and push the wall button to create a new section of the wormhole tunnel.

 

Return to the hub section and make your way around right in the same manner as before past the hydra to the N bridge. Sprint forward and prepare to do battle with not one but two evil Lara twins, one of whom will drop another CRYSTAL CROSS. Place it in the N receptacle and watch the hydra's demise as a gate opens nearby. Go back S and make your way without fear of fireballs to the W bridge. Go up the steps past the opened gate to a pavilion stocked with Christmas presents. Take the small present from the plinth to trigger a poignant cut scene, followed by a concluding run through the woods that surround the mansion.