CANDY RIDDLES (Demo)

 

Level by FlorGalen

 

Walkthough by Phil Lambeth

 

 

Lara must have fallen out of bed during an afternoon catnap, as she awakens on the floor and arises to find her attention directed toward the closed bedroom door. Open the present in the corner near the bed for the unnamed KEY that allows Lara to leave after taking the large medipack from the glass-top table.

 

In the bright, colorful upper hallway, go left and downstairs to find a cleverly camouflaged candy cane CROWBAR at the SW corner of the sunken floor. Go up the stairs on the E side, noting the star-shaped keyhole, and loop around right to find a indistinctly marked pushblock at the SE corner. Push it to reveal the star-shaped KEY that gives you an idea of where it may be used. Go back downstairs to the keyhole you noted, and...no, it doesn't fit. Wrong color, no doubt. Continue N to the front doors and yes, this time the key works and the doors open, not to the outdoors but to a new room.

 

Hop E over the candy cane railing and find a wall switch behind the winged horse that opens a panel in the E wall. Side flip left, jump forward and go right to trigger a flyby in next room, which features horse statues mounted on a chess board. Go around to the SE corner and find a marked floor trap door against the

E wall. Open it, drop down and pull down the wall switch to open another panel in the W wall of the previous room. On your way there, hop N over the translucent barrier, loop right around the NW corner past the upright candy canes to find a GOLD ROSE for SECRET #1.

 

Proceed into the W room past the opened panel and awaken an unfriendly fairy. Lara looks a bit to her left as she approaches the W wall, so stand at the opening in the railing and jump SW to grab the wall without dropping into the sweet but deadly sludge. Climb up as high as you can, shift left around the corner and drop to activate the jump switch. A block rises nearby, and you need to get quickly back onto the ladder before you sink into the sludge and drown (keep the action and up arrow keys depressed as you land). Shift around the corner and take a rolling back flip (with Lara's feet just above the sludge) to grab the raised block. 

 

Hop down to the pink runway and find that the W door is now open. Go inside to trigger a flyby through the next area. Turn left at the entrance and go to a pool of sweet sludge that needs to be crossed via a platforming exercise. Take a running jump to grab the sloped block, pull up, slide down the other side and jump off onto a stable block. Stand left at the corner and take a tricky (because of the low ceiling) running jump to grab the next block. Pull up, slide down nearly to the bottom and jump to grab the next block. A routine running jump to grab the last sloped block and a final slide and jump brings you to a red balloon or a lollipop (I'm not sure which, as it doesn't appear in your inventory).

 

Hop SE over the railing, pull down the wall switch to lower a wall panel, hop back over and head N and E down a passage. Pull up onto the ledge for a large medipack, hop down E, turn left and run N past a horse statue. Turn left and run W to some steps leading to a plinth where you can place the balloon/lollipop to raise a block. Go back E, turn right at the horse statue, and just before you reach the sweet sludge pool turn right and pull up into an alcove. Turn left, pull up higher and jump over the pathway into an upper room. Turn right, run past a blue winged horse and as you near the SW corner loop around right to find a jump switch on a column on the other side of the pathway you jumped over.

 

Stand jump at an angle to activate the jump switch, raising two blocks to your left as you land. The nearer one is too high to climb from here, so go back to the alcove you pulled into earlier, do so again and make your way through the upper room around to the raised blocks (around the SW corner, just past the jump switch). One of the raised blocks is to your right (and seems to serve no useful purpose), but stand jump N down to the other raised block, hop up NW to the next block, hop up E to the next block and turn to jump NW onto a ledge with a wall switch that raises another block. Look down over the edge, drop onto the raised block below, face NE and jump over the sweet sludge pool. Pull up W into the alcove, hop NE onto the raised block and jump across N to the upper room on this side.

 

Go to the E wall and use the crowbar on the striped panel to open it. Step inside for a GOLD ROSE and SECRET #2. Go back W, and when you reach the four stacked candy canes, hop over the nearby translucent rail to your left for a red KEY. Get down to the floor, exit this large room E, go through the small connecting room and in the next room turn right and go past the S archway into the main foyer. The red keyhole is near the SE corner at the foot of the stairs, so open the door there and enter a star-studded hallway. Open the double doors and engage a fairy.

 

As you explore this maze-like area you'll encounter a second fairy. At the SE corner is a lower block you can use to climb up to the top of the maze. Make your way around with jumps as appropriate. At the middle of the N wall is an enclosed trench with a GOLD ROSE for SECRET #3. There's a bright light at three corners of the room. Go to the one at the NE corner and grab the KEY next to the horse statue. Drop into the hole and step on may be a trigger tile that's required to open the exit door. Climb back out, but before leaving, go to the piano keys along the W wall and grab the blue balloon/lollipop. Safety drop to the floor, exit W and run N across the main foyer into the next room and right (E) into the room with the horse statue chess board.

 

In the N wall is the receptacle for your new key. Open the door to the aquarium and go down the steps. Place the blue balloon/lollipop on the plinth and go back up the steps to the previous room. The E door to your left should now be open, but in my case it wasn't (until I went back and stepped on that apparent trigger tile mentioned in the previous paragraph). However, all it does is to allow you to enter a hallway and run into the finish trigger.