ANOTHER CHRISTMAS CARNIVAL

 

Level by Team Christmas (AgentXP, Jesus C. Croft, Mario Sponge, Shabaobab and ShadowyJaw). A video walk has also been provided by AgentXP. Written walk by Phil Lambeth.

 

 

Level 1: ANOTHER CHRISTMAS CARNIVAL

 

After the opening conversation between Lara and Ms. Wanda, we learn that our objective here is to locate and collect a sufficient number of red tokens (60 in all) to access the available rides in the carnival. Also, 10 golden tickets will be required to free Santa Claus, who is imprisoned somewhere on the grounds. These tickets are acquired in the rides (which could be more accurately referred to as "event stations"), so it makes sense to collect all the tokens first. There's a vast area to cover that can be explored in nonlinear fashion, so this written guide will for the most part follow the video walk. Begin by going E past the pentagonal archway into a small courtyard. Hop over the short fence and pick up a GOLD STAR behind the lamp post for SECRET #1.

 

Go back W past the closed entrance gate and look to your right just past the next lamp post. You'll see something red bobbing up and down near a storage bin. Back flip onto the sloped bin and jump off to collect your first red token (1). Go back to Ms. Wanda, find the nearby shop lined with Santa figures and hop E over the bush into the alley on its left. Pull up at the corner near the stacked gifts and stand jump SE over the next bush to collect another red token (2). Continue E into a small courtyard with two flaming pots where you'll find another red token (3) next to a snack machine.

 

Exit past the Mariah Carey ad and turn left (S) at the intersection. Loop around right at the Little Venice shop and find another red token (4) next to the arch support. Head E to the Sweet Treats shop and engage in a brief chat with the proprietress, after which LARA'S TABLET will be added to your inventory. It provides a helpful map of the area, together with the locations of the various rides and how many tokens can be found where. On your way out, hop up S onto the counter for a small ice cream cone (or small medipack). Hop down the other side and look left to see the gate that was lifted in the cut scene. But for now, go to the left past the ticket booth at the fenced-in helix, and around the corner is a red token (5) and a FIRE EXTINGUISHER.

 

For another nearby token, return N and E to the lifted gate, go on through and loop around left to find a red token (6) next to the clustered balloons.  Return W past the lifted gate and head SW to see a couple of posted maps. Continue W past them to the entrance to Santa's Grotto and go inside to strike up a conversation with someone named Dean. This is apparently the place where Santa is imprisoned, so pick up the CROWBAR at your feet for later use. Note the W receptacle, exit and turn left. Turn left again at the Shark Dip and hop onto the roof of the fruit stand for a red token (7). Go to the SW corner and shoot some boxes to reveal another red token (8). Inside the nearby Happy Flowerpot are more boxes that hide another red token (9).

 

Run past the Shark Dip, turn right at the green arrow and enter the dark alley for a red token (10) next to some empty boxes. Turn around to see a higher red token (11) that somehow was not discernible from the other side and jump to collect it in mdair. Loop around right and enter The Gift Box to exchange requests with a shop guy as two more gates lift somewhere. Exit, turn right and go around the merry-go-round with the colorful horses to collect a red token (12). Lara then looks at something inside the merry-go-round, so jump up and shoot the grate. Pull inside the opening for another red token (13) and continue E to the Burger Bar. Jump over one of the tables to collect a red token (14) and Lara will look at a gold star on a burning stove. Walk up to the stove and Lara will use her fire extinguisher to put out the flames so she can vault up for the GOLD STAR and SECRET #2.

 

Before leaving, get up on the counter, mount the huge burger and stand jump N to collect another red token (15). Exit the Burger Bar, turn left and run E to the crossing where the level began. Turn right to see that Ms. Wanda is no longer standing where she was before. Continue looping around right to run W and S to a dead end. Shoot the boxes to expose a red token (16) and a small ice cream cone, then vault up onto the crate and turn to face N. There's another token suspended in midair, so stand jump to grab the swingpole, swing around and jump off to collect the red token (17). Go back the way you came, turn right when you reach the street and run S past the central fountain between the posted maps you noted earlier.

 

Turn the corner to see a third map on the N wall, and there's another red token (18) you can collect on the other side of the nearby bench. Continue S past the opened gate to trigger a flyby through the new section of town you're about to explore. Head SE past the huge snowflake and come to a small gift shop. Hop left over the short fence for a red token (19) and do the same to collect another red token (20) in the alley beyond the short fence on the right. Pull up N into an opening in the building and enter a small room for a GOLD STAR and SECRET #3. Also pick up the SHOTGUN and shotgun ammo before leaving, then loop around left past the huge snowflake to see a token bobbing above a steaming contraption. Carefully take a running jump over the contraption to collect a red token (21) without touching the poisonous fumes and suffering loss of health, then vault up onto the nearby ledge for a small ice cream cone.

 

Hop down and approach the merry-go-round. On one of the seats is a SECURITY ACCESS CARD that you'll need to pick up for rather immediate use. Head back E past the huge snowflake and hop onto the ledge next to the pentagonal window. Jump S to activate the jump switch and open the door below. Enter a room with a guard who's either fast asleep or totally engrossed by whatever is on the screen he's facing. Use the Security Access Card for a cut scene of the Cafe de Flore, grab the NW red token (22) on your way out and run W past the merry-go-round toward the tokens you can see ahead. Use the crate to run and jump and collect the nearer red token (23), climb onto the roof of the small fruit stand and jump E to collect another red token (24).

 

If you continue to the end of this alley, Lara will look to her left at the sign advertising "The Queen's Xmas Special." Run past the phantom curtain just below that sign and continue down the steps into a darkened theatre. You'll be returning here later for productive activity you can't accomplish at present, so just make a mental note of how to access the theatre and return to the alley. Go back SE the way you came and turn left at the merry-go-round. Enter the Cafe de Flore and pull up onto the small building ahead for a red token (25). Hop down, go to the small table next to the decorated tree and pick up the large chocolate advent calendar (for the sake of brevity I'll refer to any later similar pickups simply as large medipacks).

 

Head E and Lara will look at a closed NE door. Open it, light a flare and go down the steps. Turn left into the S opening for a new diary entry and enter a room with five numbered wall switches. Look at the pictures on the W wall, which immediately remind you of that well-known carol, The Twelve Days of Christmas. From left to right you have two turtledoves, four calling birds, a partridge in a pear tree, three French hens and five gold rings. This tells you that you need to pull down the wall switches in this order: 2, 4, 1, 3 and 5. Doing so activates the machine against the E wall and opens a couple of doors outside. Return to the Cafe de Flore, head W to where the doors opened and turn left into the S room. Go to the SE corner and save your game for a rather generously timed run.

 

Pull down the wall switch, back flip onto the block, turn with your back against the S wall and take a running jump N onto the raised platform. Pull down the wall switch, reverse roll and stand jump S onto the next raised platform. Back flip into an alcove with a zip line, but before using it jump over the railing and go around to find a GOLD STAR for SECRET #4. Jump back over the railing with grab and ride the zip line down to a wall switch that opens a gate down the alley to your right. But first, reverse roll, climb up onto the block and hop forward for flares. Hop back down and face the tiles with arrows on the W side of this area. Stand next to the N wall, take a running jump with a left curve onto the dark tile with the arrow pointing S, immediately stand jump onto the next dark tile with the arrow pointing in the same direction, followed by another standing jump and then relax while you go around in circles and can time a jump S at the proper time to collect a red token (26). You'll again start going around in a circle, but this time jump to the arrow tile that brings you into the W alcove where you'll find a SPARKLY SHOE (1 of 2).

 

Stand jump out of the alcove and allow the arrows to carry you out of this area toward the zip line. Go E and go down the steps at the opened gate to the Cafe de Flore. Continue W past the second doorway that opened when you solved the five-switch puzzle. You've entered another puzzle room. First, turn left and collect the red token (27), go to the other end of the room and open the chest for flares, then turn around and note four colored floor tiles. The E wall provides the clue you need. Stand on the start tile, take a walking-running jump onto the yellow tile, back flip onto the blue tile, walk forward onto the green tile and stand jump onto the red tile. The door to your left opens, allowing you to enter and claim the other SPARKLY SHOE (2 of 2).

 

Open the pink W doors to an area you visited briefly earlier. Turn right and go N under the archway, turn left just past the Shark Dip under another archway into a new area. Loop around right past a tree to find a red token (28) behind a snack machine. Go around to the other side of the column next to the snowman and climb onto the roof of the small building. Pull up higher to the top of the column for another red token (29) and pick up the nearby arrows. Get back down, find the W building with the menacing features of a clown and hop into the NW courtyard for another red token (30). Hop back out and go underneath the N archway to open the door to a cafe. Go inside, grab the red token (31) between the two red machines and open the E door to a hallway. The two closed doors can be opened to access unmarked men's and women's facilities, where two more red tokens (32 and 33) can be collected.

 

Return to the cafe, note for later the red curtain in the N wall and exit SW. Turn left under the E archway, loop around left and hop over the railing for a red token (34). You can see another token above a slope ahead. To get it, pull up onto the ice blocks to the left of the column, shoot the boxes for arrows and slide down the slope to collect the red token (35).  Proceed under two S archways into a new area, where Lara's attention will be directed to the small building on her right. Ignore it for now, go the other way and climb onto the large dice block in the alcove for another red token (36). Exit the alcove, hop over the short fence to your left and go around the tree to find flares. Hop up onto the nearby corner ice block and jump straight up to claim another red token (37).

 

Go to the ticket booth for the Forest Archery and attempt to climb up on the roof. The proprietress finds this objectionable and casts you back down. To thwart her, jump up to grab the roof, but shimmy onto the dice block before pulling up. You can now take a standing jump to collect the red token (38). The SW building does not present a similar difficulty, so collect the red token (39) there in the usual fashion. Go under the nearby S archway, turn left and hop up onto the ice block at the far end of the alley. Hop up higher NE and jump to the ledge. Face W, jump onto the slope and back flip to collect another red token (40). Drop to the ground and exit this area N. Turn right before the snowman and run a long distance E past the fountain square and through the gate next to Sweet Treats that opened earlier.

 

Turn right and hop S down a floor hole that's textured like a huge gullet. A diary entry is added as you approach the multi-colored discotheque. Don't step off the gullet onto the slime-covered floor ahead, as the surface is deadly. The diary entry attaches importance to the green tiles bearing a check mark, so hop up right onto the striped ledge and take a running jump slightly SE onto the first such tile. Without touching any of the other tiles, jump SE, SW, SE and SW to cause the S door to open. Go inside as the door slides shut behind you and continue around the corner to find an inaccessible button in the N wall. Go S onto a sunken green tile with a check mark and save your game. You now need to jump onto the similar tiles ahead, some sunken and some raised, without touching any of the surrounding tiles. This can be accomplished without undue difficulty, but one misstep means you'll have to reload and start over.

 

Two SW gates will lift when you're successful, so jump there and push the floor lever to lower a platform on a nearby column. Exit without having to worry about stepping on the wrong tiles, loop around left to an orange slope, back flip onto it and jump off to grab the higher column. Pull up, jump over S onto the column where the platform lowered and take a running jump to grab the SE column. Pull up and activate the overhead jump switch to raise a cage underneath that inaccessible button you noted. Go there, push the button to raise another cage to your right and use it to reach the top of the nearby column. Turn to face the S clown and take a running jump to activate the jump switch on its nose. The E red curtain lifts, so enter the next area and walk N to face a series of slopes. Your task is to get across to the N side, so save your game and stand jump to grab the first slope. Shimmy right, pull up and jump with a right curve onto the next slope, slide E and jump with a left curve onto the far side of the next slope, slide and jump with another left curve onto the next slope, and continue with three more jumps, curving in midair as necessary, until you land safely on the N ledge.

 

Go around the central pit to the left and take the GRINCHY GARDEN KEY from the table. The W gate lifts, so return to the gullet entrance and leave the discotheque N. Pull out, turn right and use the Grinchy Garden Key to open the E gate. Enter, loop around to your left for a red token (41) in the corner next to a snack machine, go back E for another red token (42) to the left of a fenced enclosure, enter the fenced enclosure for a red token (43) partially hidden in the flowers, shoot the boxes on the other side of the fenced enclosure for a small ice cream cone and a red token (44). Approach the ticket booth for a brief conversation with the guy inside, but avoid stepping on the flashing green tile for now. Head N toward the image of Angelina Jolie, turn right between two benches and Lara will be reminded of her need to acquire some popcorn for Miss Sweet. Continue NW and Lara's attention will be drawn to an elderly gent selling cotton candy.

 

Shoot the glass cover protecting the gent's token to trigger another conversation, and when it's over take the GOLD TOKEN (for popcorn) and go to the other (E) side of the central structure. Shoot the boxes for flares and go through the N doorway. Shoot the boxes for a small ice cream cone and climb the nearby crates for a red token (45). Continue toward the ticket stand to trigger a flyby and strike up a conversation with the attendant. Climb up onto the NE crate and jump at an angle (so you won't land prematurely on the flashing green tile) to collect a red token (46). Return to the cotton candy stand, enter the W passage and use the red slope to jump and collect a red token (47). Continue to a small room with a shrine, go behind the shrine and jump up to collect another red token (48). Pull down the W wall switch to open the N gate for a convenient short cut back to the starting area, but for now go back E into the Grinchy Garden.

 

Loop around right past the cotton candy stand into a W fountain room and see a red token (49) ahead. Run laterally across the tile to collect it, as a sea monster will emerge suddenly to kill you if you linger. For this reason avoid the adjacent tiles completely, go around to the other side of the fountain to collect another red token (50) in similar fashion and pull down the SW wall switch to open a gate in the pool to your right for another short cut if later needed. Climb the SW crates on hop onto the ice ledges surrounding the gardens. Make your way to the E wall for a red token (51), go NW toward the barbed wire and jump across to the building that houses The Wacky Garlic Breath for another red token (52). Go clockwise along the roof line to the NW corner, where you can jump up to collect another red token (53). 

 

Return, jump over to the icy ledge and jump down onto the fountain tower for another red token (54). Jump over S and grab the ledge. Pull up to face a token you can see bobbing in the distance. Follow the ledge over there while avoiding the barbed wire and collect the red token (55), then return to the fountain area and use the crates to get back down. Exit E, run straight across to the popcorn stand and use the Gold Token to buy a FULL POPCORN BOX. We're now done here, so exit Grinchy Garden SW and run W to the fountain square. Loop around right to approach Sweet Treats and present the Full Popcorn Box to Miss Sweet standing at the entrance. You'll be rewarded with five more red tokens to bring your total to 60, and you'll see the curtain being lifted in the cafe for an interesting side trip.

 

You're now fully equipped to enjoy all the available rides at the carnival. But first, head SW toward the posted maps and continue W toward the Shark Dip. Go past it to the right, turn right again at the snowman and come to a courtyard with a huge tree. Turn left under the archway, then make a right turn into the cafe. Find the opening where the curtain lifted and go on through to the Bonus Gallery. Invest five red tokens to lift the curtain (you need only 55 for the rides, which explains the popcorn reward) and enter a gallery with posted artwork showcasing the previous work product of the Advent Calendar team members. While admiring the artwork and remembering all those great levels produced in years past by so many talented builders, pause at the NW table for a CHRISTMAS CARD from the current builders.  

 

Exit the cafe and continue straight S under two archways to the square with the dice blocks stacked against the building with the unfriendly Forest Archery ticket attendant. Go around to place six red tokens in the receptacle, and you'll receive the CROSSBOW and LASER SIGHT. Combine the two, turn left and go underneath the archway to the Forest Archery entrance which is now open.

 

FOREST ARCHERY

 

As you enter you're shown how many targets you need to locate and shoot. Go past the tree ahead of you for arrows, continue past the central column to your right and look up left when you reach the giant mushroom. Shoot the first target (1 of 5), continue S past the trees and look up at the wall ahead. Shoot the target there (2 of 5), continue around to your left and look up SE to see the next target (3 of 5). Position yourself so that no tree limbs are in your way, shoot it and continue around left to the back side of the central column where you'll see the next target (4 of 5).  Continue around the central column, and the final target (5 of 5) is close to the entrance up near the NE corner.

 

Exit the Forest Archery and hop over the short fence toward the Tomb Raider poster. Pick up SANTA'S GROTTO TICKET (1 of 10) that has appeared on the table and run a long distance to your next activity: N under two archways, E under another archway, S under another archway and through the alley, E past the merry-go-round and a bit left to the next ticket booth.

 

SNAKES & LADDERS

 

Use five of your red tokens to gain access and enter the facility. Turn left, run to the end of the ledge, hop down and back flip onto the slope. Jump off to grab the ladder on the hanging block, climb to the top and hop SW onto the next slope. Turn around and look up to see a chest. Take a running jump up NW into the gap and pull up next to the chest. Open it for a large medipack and slide back down. Pull up W, turn around and jump to grab the hanging block. Pull up, slide a bit E and jump to grab the monkey bars. Monkey swing N, drop down at the end and jump E over the gap to find a button (1 of 3) that gives you a static cut scene.

 

Slide down S, safety drop to the ledge and find another button (2 of 3) at the SE corner for the same cut scene. Slide down to the floor and loop around left to find the final button (3 of 3) in the lower SE corner. A floor block lowers across the room, so go there and hop down for the BACKSTAGE KEY and a cut scene shows where it's to be used near a merry-go-round. Pull out of the floor hole, exit Snakes & Ladders and a flyby is triggered to remind you of the kaleidoscope you were to fetch for the shop guy. Walk SW toward the merry-go-round, pick up the KALEIDOSCOPE and head N past Snakes & Ladders.

 

Go under the lifted gate to the fountain square, turn left and run W past Little Venice and turn right in front of Shark Dip. Go through the alley and turn right into The Gift Box for a friendly conversation with the shop guy. The elevator in Little Venice is now functional, thanks to the kaleidoscope, and you can go there now if you wish, but the video takes us instead to the rides far across the grounds that make use of those flashing green tiles you'll remember. Exit The Gift Box, turn left and turn left again at the Shark Dip. Continue E past the fountain square, go under the lifted gates and enter Grinchy Garden once again. Loop around right and step on the flashing green tile that opens the nearby gate to Naughty or Nice.

 

NAUGHTY OR NICE

 

When you enter a flyby is triggered to feature a couple of harlequins babbling to each other. Turn around and walk toward the S, triggering another flyby that warns you to save your game before proceeding further. Ahead are three reach-in switches, only one of which is safe. Use the middle one to collect SANTA'S GROTTO TICKET (2 of 10). You can try either or both of the other two to see what happens. On your way out, a dragon is triggered harmlessly behind you. Go all the way N until you reach the ticket booth for your next adventure. Step on the flashing green tile and the nearby red curtain will lift.

 

THE WACKY GARLIC BREATH

 

Upon entry the red curtain slides shut behind you. Shoot the boxes to your left for a large medipack and approach the unmannerly harlequins for a brief conversation. Run forward past the lower empty boxes and pull up N onto the crate and shoot the boxes for a small ice cream cone. Hop down the adjacent floor hole for flares and shoot the empty boxes on the other crate if you wish. Drop down and go under the W arch to trigger a flyby of the area ahead. Continue toward the short fence where reptilian monsters similar to those you may have seen in the reach-in switch area will start popping up and down from the dark green tiles in the hazardous area ahead. Time a jump NW onto the safe red tile and continue with a jump NW to the longer ledge when the flames are down. You can't reach the S ledge with a direct jump, so time a standing jump onto the front edge of the green tile, followed by an immediate running jump to the red tile.

 

Side flip W onto the next red tile, time a jump NW to the next red tile when the flames are down and finally time a jump to the W ledge. Take a running jump over the deadly goo onto a gap in the crates and pull up to a floor lever that raises platforms on the other side of the room. Step out onto the higher crate, face NW and stand jump down to a triangular ledge with a GOLDEN STAR for SECRET #5. To get back, take a walking-running jump in these tight quarters to grab the crate and pull up (or, you can jump directly to the ledge, but it's not as easy as it might look). Go back the way you came to the first red tile on the E side of the room, where you see there are more platforms SE that need to be raised for your eventual departure.

 

But for now, Hop NE onto the ledge and climb the raised platforms to the upper ledges with multiple hazards ahead. Make your way W while avoiding the swinging harlequin heads and steam blocks. If you're not the adventurous type, you can hang from the outer edge and simply shimmy past them. When you reach the corner, don't attempt to pull up onto the S block ahead. Instead, jump up to grab it, shimmy right around the corners until you can drop down the other side and repeat with the next block. You now have to proceed E past more swinging harlequin heads and steam blocks until you reach the SE corner. Jump across to the ledge against the wall and follow around to SANTA'S GROTTO TICKET (3 of 10) at the far end. A red curtain lifts elsewhere, so go back to find that more platforms have been raised, and use them to get down to the floor.

 

Exit E and S to Grinchy Garden, turn right into the W shrine room and use the short-cut gate you opened earlier to emerge near the spot where the level began. Run straight W toward the merry-go-round with the colorful horses, turn left past The Gift Box and come to your next ride.

 

SHARK DIP

 

Go around the shark blocks, enter the exhibit and pull the chain in the helix to be transported to your starting place. Approach the ticket booth, pay the entry fee of seven red tokens (you should now have 27 remaining) and pull up onto the ledge. Ahead you can see a shark moving in a herky-jerky fashion from side to side. Your objective is to use the nearby button to cause the shark to dip down (get it?) into the dark hole in the left corner of the back row. The shark will then swim forward and up through the dark hole in the row ahead, whereupon it will resume its left to right motion, but one row closer to you. Now you need to make the shark dip down into the dark hole on the far right. Repeat until the shark finally emerges through the dark hole to the left of where you're standing. For timing purposes you need to press the button the instant the shark reaches the tile just before the desired hole. Fortunately, if you push the button too soon or too late, you don't have to start over but can continue the shark's progress from its present position.

 

When the shark pulls up through the dark hole next to you it will regurgitate onto the floor a SANTA'S GROTTO TICKET (4 of 10) that you will have to stoop to pick up. Hop down from the ledge, step into the helix and pull the chain to be returned to your previous location. Exit, head NE toward The Gift Box, and directly across its entrance is a closed gate to the Egyptian Adventure. Use the crowbar to open the gate and go inside.

 

EGYPTIAN ADVENTURE

 

Insert six red tokens and a gate lifts so you can step into the helix and pull the chain to be taken to a place where you're told you can use any weapon to destroy the mummies. Forewarned is forearmed, so turn left into the W alley and make another left turn at the wall to encounter your first mummy. A single shotgun shell will cause it to explode nicely. Pry the SCARAB BEETLE (1 of 4) off the S wall and reverse roll to see a hanging brass ball beyond the N wall crack. Step up onto the blue mat and shoot the ball with your pistols to lower a platform somewhere close by.

 

Go back E and continue to the wall. Turn right to encounter another mummy around the corner. Pick up a SHOTGUN and 2 x shotgun ammo and proceed to the wall to pry off another SCARAB BEETLE (2 of 4). Go back around the outer walls to encounter a third mummy, shoot the brass ball beyond the W wall crack to lower another platform and return to the entrance. You can now pass through the N hallway into a new section of the exhibit. Turn left at the wall and meet up with a trio of slow-walking mummies. Loop around right, shoot the hanging brass ball through the wall crack while jumping up and down (it's liable to take some time and effort unless you prefer to invest a crossbow arrow) and go back the way you came.

 

Run E along the blue mat and loop around left to find a mummy and a lowered platform. Turn the corner to confront another mummy, loop around right and Lara will look up at the massive wall. As you might guess, the wall is climbable, so mount it and climb up, veering to your right as you do so. When you get high enough you can start shifting left over the slope and around the corner until you can drop into an upper hallway. Run to the far wall, turn right and jump up to grab the ceiling. Monkey swing W until you can drop safely at the other side near a crossing. Turn right and run to an alcove on your left for shotgun ammo. Shoot the brass ball while jumping up and down to lower another platform, go back around while staying right to meet another mummy and continue past the lowered platform into a small room.

 

Pry the SCARAB BEETLE (3 of 4) off the wall and exit the way you came. You can see a platform ahead that needs to be lowered, so loop around right and take a running jump S over the gap to grab the ledge on the other side. Pull up, go around the corner, shoot a mummy and pry the last SCARAB BEETLE (4 of 4) off the wall. Hop back twice, turn right and shoot the hanging brass ball to lower that final platform. Go back there, jumping the gap as before, and come to a pyramid room where four mummies attack simultaneously. Judicious use of the shotgun is called for here. When all is quiet, place the four Scarab Beetles to open up the central pyramid and reveal a helix with SANTA'S GROTTO TICKET (5 of 10). When you pick it up you're transported back to the ticket booth, where a jack-o-mummy pops out harmlessly from the stand-up coffin in the corner.

 

Exit E, turn left at The Gift Box, turn right at the Burger Bar and run E to where the level began. Loop around right and find the ticket booth for your next ride, whose name you can discern only by hopping back and looking high up on what appears to be a three-stage rocket. Pay the entrance fee of seven red tokens and step inside.

 

REACH FOR THE STARS

 

You're transported up to a sliding surface, and it might be a good idea for you to save your game as soon as camera control is restored. Your mission is to follow the direction indicated by the rocket ship images that appear ahead of you from time to time. When you reach a gap, jump with a curve in the direction the rocket ship is pointing. It might be helpful for you to save in a different slot as you progress. If you happen to miss a turn and land on the wrong side of a slope, you'll simply return to the starting position so you can try again. However, if you fall through a gap in the slopes, you'll die and will have to reload.

 

With all this in mind, give it your best shot, and when you approach a green platform marked "Switch Use Me!," jump at the last instant to land on it and open a trap door somewhere. A couple more jumps will bring you to a swingpole. Jump to grab it, save while you're hanging and remain there without swinging until the flames ahead subside. Release, drop to the slope and continue sliding without jumping until the next rocket ship appears. Two jumps will bring you safely down to a spotlight near the ticket booth. Go SE past the ticket booth and look on the pavement at the archway for SANTA'S GROTTO TICKET (6 of 10).

 

BACKSTAGE AREA

 

Continue S through the fountain square, between the posted maps and under the lifted gate, go past Snakes & Ladders and head SW just past the merry-go-round to find a keyhole that works with your Backstage Key. Open the door with the yellow caution sign, enter the backstage area and loop around left to find a wall switch that lifts the stage curtain. Turn right, hop to grab the ladder and climb down to the floor. Go through the phantom red curtain onto the stage, combine the two Sparkly Shoes you've been carrying and place them on the pink plinth facing E to lift a gate in the upper reaches. Return to the ladder, climb up and back flip when you can see the wooden ledge behind you.

 

Head W to the lifted gate and go on through to trigger a cut scene and an entry to Lara's Tablet. You've entered a room with eight wall buttons (four facing you and four on the other side). The guy you saw in the cut scene was standing on a light blue star with a purple interior, so your task is to replicate that color pattern with the buttons. On this side, press buttons 3 and 4 (counting from left to right) to create the light blue exterior, then go around and press buttons 1 and 4 on the other side to complete the desired colors. A door opens in the W wall, so hop down and take the MUSIC BOOK from the dice. Return to the ladder, climb down and go through the curtain to the stage area, go to the piano and press the action key to place the Music Book.

 

Lara plays a tune while the guy at the mike tries to sing. His croakings undoubtedly account for the sparse audience, which includes a stray cat that has brought SANTA'S GROTTO TICKET (7 of 10) that you can find between the empty seats. Exit the theatre NW and once outdoors, turn left (N) and then right at the Shark Dip and then left into Little Venice.

 

LITTLE VENICE

 

Loop around left and place half of your 14 remaining red tokens to lift the gate to your right. Press the button to lower a block in the alcove (the elevator repaired by the shop guy) and drop down to begin your adventure in the waiting motorboat. Your assigned task is to destroy 25 gondolas in this area. A written guide is of limited benefit here (you just have to locate them and run into them, like the one that's directly in front of you as you begin), but it's helpful to know a few things as you progress.  

 

Navigate the boat as follows: Action key to go forward and arrow keys to make the turns. Jump key to put the boat in reverse, delete key to exit left and page down key to exit right. The helix pads operate as trigger tiles to lift gates, most if not all of which are timed, allowing access to new areas. The bobbing hearts scattered throughout serve as medipacks to restore your health as needed.

 

With all this in mind, hop into the boat and the entrance gate will lift. Destroy three gondolas on the way to the first timed helix that opens the gate to your right (near the bobbing heart). Smash into another gondola, drive past the helix row and loop around left (W)toward another gondola (5) near the bobbing heart. Go back E under the archway, turn left after ramming another gondola and gun it over the ramp. The helix opens the E gate. Destroy the gondola inside and loop around to exit. Ram another gondola (8) as you proceed through the narrow W archway into an open area.

 

Destroy four gondolas in the vicinity (12), one of which is beyond the far archway, before lining with the helix to lift the N gate so you can ram the lone gondola (13) inside. Drive W with speed over the ramp to destroy another gondola (14), exit left and drive S over the ramp to smash another gondola (15) at the starting area and get an onscreen message that you're about to begin Round 2. More gondolas have been spawned in the area ahead during your brief absence, so drive forward and smash the next gondola in the niche to your right. Obliterate another gondola as you drive under the archway into the open area, smash a gondola to your left and back up so you can drive over the timed helix.

 

Turn right past the bobbing heart as you did before to find another gondola (19) beyond the timed gate. There are two more gondolas nearby as you exit the other side. Drive over the ramp and past the timed E gate to destroy another gondola (22). Drive under the archway into the open area, find a gondola near the bobbing heart and just around the next corner is the penultimate gondola (24). You can see the last one beyond the N gate, but how to get there? Return E to the helix, open the N gate on this side of the open area and drive through quickly. Turn left, smash the final gondola (25) and continue through the next timed gate.

 

Drive straight ahead with speed over the S ramp, dismount right, run forward and push the button in the elevator shaft. Ride up, exit and run past the ticket booth into a small room for SANTA'S GROTTO TICKET (8 of 10). As you exit Little Venice, a flyby shows someone lurking nearby. Turn left, run to the fountain square and locate your next ride SE, just across the way from Sweet Treats.

 

THE SKY IS THE LIMIT

 

Use the rest of your red tokens in the ticket booth receptacle to lift the entrance gate and step into the helix. You'll be transported high above the clouds to begin a springpad exercise. You might want to save your game before beginning. Run forward onto the first springpad and use the left arrow key to bring Lara to her left as she bounces from one pad to the next and hopefully lands safely on the upper ledge. A simple running jump off the next springpad will bring you to the NW ledge.

 

Stand right facing S, take an angled running jump onto the next springpad and use that left arrow key with vigor until Lara clears the final springpad and lands on a higher ledge. Hop over to the next ledge, turn left, and from the central gray tile take a running jump E to grab the floating ledge. Pull up, stand left and take a running jump onto the next springpad, this time using the right arrow key to reach the upper SE ledge. A standing jump to the next springpad brings you to the longer W ledge. Take a running jump N to grab the next ledge, pull up and hop onto the NW ledge. Stand jump E onto the final springpad and you'll land on the uppermost ledge for SANTA'S GROTTO TICKET (9 of 10). When you pick it up you'll be transported back to the entrance, saving yourself a most difficult trip back down.

 

HAUNTED HALL OF MIRRORS

 

Turn left at Sweet Treats, run W past the fountain square toward Shark Dip, continue around to the right and under the archway, past the snowman and underneath the menacing clown image into the Haunted Hall of Mirrors. A level change greets you as you step forward.

 

Level 2: FAIRGROUND FINALE

 

It seems that admission to this exhibit is free, in recognition of your previous endeavors, and your goal in this section is to find and overcome ten ghosts. As you walk between the glass panels you can see one of those ghosts off to your left. You'll next pass a floor lever that you can't access. Turn right at the crossing, note another bobbing ghost and turn right again to find a floor lever that changes the alignment of some of the glass panels. Go back the way you came to find that the first floor lever you saw is now accessible. Push it to turn more glass panels and you see a pattern emerging here.

 

Return to the first lever you pushed and move it back to its original position. Go back past the second floor lever and turn left to run into and destroy your first ghost (1). Turn around and loop around left in a roundabout fashion to find and push your final floor lever. The next ghost (2) nearby can be reached with a few twists and turns. Turn around, go to the E wall, turn right to encounter your third ghost (3) and continue into a room where the door shuts behind you.

 

Run forward to collect your next ghost (4) and take a close look at the mirror. A green light flashes periodically in an alcove behind you. Reverse roll and open that chest (only) for the HAUNTED ROOM ESCAPE KEY. Just for fun, save your game and try opening any of the other chests. Use your key next to the E bed to lift the red curtain allowing access to the glass panel area. Now make your way around with a modicum of difficulty back to the area with the first and second floor levers to find that a passage in the NW corner is now open. Run W toward the grandfather clock for an onscreen warning about a timed monkey swing. Turn left, wait for the ceiling to turn blue (unsafe) and as soon as the bright lights return jump up to grab the ceiling and monkey swing across without delay to collect your next ghost (5).

 

Drop down, turn left twice into the glass panel room and you'll get a cut scene of a bobbing ghost with a jump switch nearby. Move the dice block one time W and two times N along the sunken track, get up on it, back flip onto the slope and jump to claim the next ghost (6) while grabbing the hanging ladder block. Shift right around the corner, drop to activate the jump switch and wait until all the panels have realigned. Exit S, loop around left and head toward the N room you can see in the distance, collecting another ghost (7) to your left just before you get there.

 

In the next room are two ghosts to collect (8 and 9). However, when you do so a door closes to lock you inside. On the wall are portraits of clowns, all but one bearing a dour expression. Push only the button below the happy clown (you can save and try any of the other buttons if you wish) and the four skeletons lying on the beds will come to life. One of them drops the glowing HAUNTED ROOM ESCAPE KEY, so use it at the SW corner to open an exit door (not the one by which you arrived). The final ghost (10) is conveniently standing in your way as you leave, and the exit curtain lifts nearby when it explodes. Make a few twists and turns and leave this area past the floor lever in the E corridor.

 

The curtain closes behind you, and you appear to be trapped in the foyer. Shoot the N grate, pull up into the opening and hop down into the next room for a conversation with Grinchy Carney Ron, followed by an appearance from Ms. Wanda. When camera control is restored, you're outdoors alone at the spot where the level began. Run S to the fountain square, turn right and then left into Santa's Grotto. After a surprised greeting from Dean, place your 10 tickets into the receptacle to open the gate. Step into the room for a brief conversation with a relieved Santa Claus and conclude your adventure with seasons' greetings from the carnival staff.