Updates: plum-colored text
LEVEL 3: BARTOLI'S HIDEOUT
Even if you swim
from the previous level, you arrive in a boat!
The corner next
to the entrance gate allows
a turning corner bug. The
gate rises even if you leave the boat and swim under it.
The brick
columns under the wood walkway at the front of the villa all permit swim corner
bugs at their right corners. If the left face of a right corner has a straight
edge of walkway above it, quickly pressing Roll after the bug works rolls Lara
onto the walkway. Faces with a shelf extending over them leave her just below
the shelf. At the right end of the walkway, the bug causes Lara to appear above
the water by the other face, and she falls into the canal again.
The right corner
of the entrance to the stairs to the left permits flicker motion on both faces;
turning corner bugs work
on both faces of the left corner. The inside faces of the first window allow flicker motion via
turn-in; the outside face
of the left corner shows flicker motion, while the right corner’s outside
face has a turning corner bug.
The corner of the second
window acts like the right corner of the first window. The windows overlook the pool by the
wooden building below the balcony that allows a back way into the hideout.
Outside THE
VILLA: The edges of
the front door don’t show bugs. The corner by
the canal allows flicker motion under the balcony.
For an
interesting experience, forego flicker motion and drop her with Action; do a
continuous turn to face her back along the wall; press Forward to bug her up
again; press Roll to start flicker motion; and when she reaches the corner,
press Roll again. I expected her to eject from the wall, which she does, but
first she bugs to the sky! This video shows it all, including landing in the
boat:
http://www.youtube.com/watch?v=_yBO4jDjFpQ
The right face of the left corner of the
building leads to flicker motion, and then Lara can use Roll to land on the
balcony with the silver dragon, but the fall is too high to survive. The same
is true of the left face, except turn-in is required.
While testing
flicker motion at the left column in the first room, I noted that if you press
Action instead of Roll, Lara drops to the ground, but still imbedded in the
wall. Turning away from the corner, while also pressing Forward, causes Lara to
rise to the ceiling again, but facing the opposite direction.
The way to use
this is not to press Action a second time, but to press Roll. Lara will flip to
face the other direction, but angled out, not in. Then a second press of Roll
will cause her to fall forward and away from the wall. This would be useful if
a shelf were beyond the corner.

Press Action again to drop her. Then
repeated jumping moves her along the wall, still imbedded. At the next corner,
she rises to the ceiling again, allowing flicker motion the other way! I must
check TR3 & -4 for similar action.
At the
free-standing pillar to the left, viewed from the front door: the near right
corner has normal flicker motion on the left face and flicker motion by turn-in
on the right face. The far
right corner has turning corner bugs on both faces. The far left corner has
turn-in flicker motion on the left face and a turning corner bug on the right face.
The near left corner has
flicker motion by turn-in on the left face and no bugs on the right face.
At the center
pillar: the far right corner has flicker motion by turn-in on the left face,
nothing on the right face. The near left corner has the same on the left, and also a turning corner bug
on the right face. The near
right corner has normal flicker motion on the left face, and a turn-in bug on
the right face, where Roll drops Lara and releasing the Forward key drops her
on the second level (on the other side of the corner). The far left corner has
no bugs.
At the
free-standing pillar on the right: the near right corner has normal flicker
motion on the left face and flicker motion by turn-in on the right face. The
far right corner has turning
corner bugs on both faces. The far left corner has flicker motion
by turn-in on the left face and a turning corner bug on the right face. The near left corner has turn-in flicker
motion on the left face and no bugs on the right face.
The four columns
opposite the mechanical guards all have no bugs at their left corners. The
right corners of the two middle columns have turning corner bugs on both faces.
the other three columns have turning corner bugs on their right faces. The
right corner of the column by the main room has turn-in flicker motion on the
left face and normal flicker motion on the right face. At the other end of the
columns, the right corner again has turn-in flicker motion on the left face and
a turning corner bug on the right face.
At the windows to the room
with two Dobermans, there are turn-in corner bugs on the four inside faces by
the main room (but no flicker motion). The room faces of the right window have a turning corner bug on
the left and turn-in flicker motion on the right; for the left window, the room
faces have a turning corner bug on the left and flicker motion on the right.
The four Dobie room window corners have no bugs at all. The corner in the room
has turning corner bugs on both faces.
Left pillar on
back wall: the left corner has
a turning corner bug on the
left face and turn-in flicker motion on the right face. The right corner has
flicker motion on both faces.
Middle pillar on
back wall: the left corner shows turning corner bugs on both faces. The right corner has turn-in flicker motion on the left face
and a corner bug to the second level on the right face.
Right pillar on
back wall: the left corner has
a turning corner bug on the left
face and turn-in flicker motion on the right face. The right corner has flicker
motion on both faces.
On the upper
level, the left face of the corner that includes the movable block shows
flicker motion. Also, I dropped her with Action instead of rolling into flicker
motion. After several tries, I pressed Left, followed immediately by Forward,
and Lara rose to the ceiling facing the other way. After pressing Action to
drop her again, repeated jumping moved her to the other corner. I attempted to
move her into the next square with vertical jumps, but it failed, even when
forward was pressed after the jump began, or at the same time, or Roll was
tried.
When the block is
moved, the left face of the newly-exposed corner allows no bugs, even with the
block in either of the two positions. With the block in the diagonal position
(pulled forward), the crack bug conducts Lara behind the block, but it
doesn’t work in the other direction; rolling into the crack may put Lara on the block, trapped in
the wall (jump back to escape), or do nothing, depending on her angle. The right face shows turn-in flicker
motion. If the movable block is in the next square, pressing Roll at the end of
her travel leads to entrapment and a “column of Laras”. She escapes
by turning and jumping.
The corner near
the red wood shows flicker motion on both faces. The block prevents bugs on the
both faces, in either position. In the diagonal position, crack bugs work in
both directions. Incidentally, when Lara pulls the block into this position, on
the red wood, she can’t push it back. This irreversibility is unique as
far as I know.
With the block in
the original position, the two backside corners don’t show bugs.
Shortcut: You can skip all the complicated
block-pushing to reach the auto pistol clips on the indoor balcony with the
sniper. Stand below the railing on the high corner of the reddish sloping floor
block. Jump and catch below the railing; pull up through the rail! Or as Stella says, jump and catch the nearby
climbable wall and move left.
The corner on
the right after the climbing wall allows turn-in flicker motion. But instead of
Roll simply ejecting Lara onto the balcony, she first bugs to the sky and then
falls fatally!
After you kill the sniper on the other
balcony with the Silver Dragon, the arch bug "works" on the right
side of the door you just came out. Be sure to leave a little space between the
outside of Lara's left foot and the door edge. If you don't, she'll run through
the door edge instead of triggering the bug.
But she's just trapped in limbo (use the
Look key) until turning or Action causes a fatal fall. Or press Roll and use Look to watch her
move to the corner of the building; then press Roll again to fall into the
canal.
The face of
the same corner that’s inside the building permits turn-in flicker
motion. The corner across the doorway has no
bug, because the railing gets in the way.
THE BACK
DOOR: There's an
ideal-looking corner bug site at the end of the balcony on the front of the
Villa. It works, but Lara is trapped.
The Look key shows her in limbo above the wall. It also shows no surface
to the roof. Lara is released by Action, but she falls to her doom. Roll causes flicker motion.
As a shortcut to the side entrance, run off
the final wood ledge and hold Left during the fall. If you add Left at just the
right moment, Lara bounces out of the water into the doorway! This is the only
way I know to enter with no damage. If you hold Left a bit quicker Lara lands
in the doorway directly, with about 2% damage. See this video: http://www.youtube.com/watch?v=uG6JlNd6puo
Learned from AjAX.
On the stairway
with railings on three sides (past the two dogs), Lara can catch the bottom edge
and pull up through the railing. Not good for anything. The right face of the
corner on the stairs permits a turn-in corner bug, but she just falls (the
railing’s in the way?).
The doorway to
the ballroom: all four corners have flicker motion on the room faces. On the
passage faces, the near right corner also has flicker motion, the far left
corner has nothing, and the other two corners have turning corner bugs.
The arch bug
"works" on the both sides of the doorway on the balcony with the
Silver Dragon, but Lara is trapped until she falls, as above. Or she falls fatally after flicker motion.
Turn-in flicker motion works on the inside faces.
At the window to
the balcony, nothing works on the right face of the left corner, but flicker
motion works on the other three faces. Lara moves through the unbroken upper
window. I tried to test the completely unbroken window, but shotgun thug walked
through
the window and knocked her from the wall! He walked out through the
window and fired at (and damaged) Lara without the window breaking. When she
stepped down from the sill, his next shot broke the window. Inside the window opening, the right
corner permits a turning corner bug on the right face, but nothing at the left
corner.
Shortcuts:
The balcony outside the
room with the switch and yellow wallpaper provides a back way in. Use the arch
bug at either edge of either opening. Make an angle with the wall a little
greater than 45 degrees. Jump up two or three times to set into the wall. Run
forward; nothing will happen if the angle is still too large. Continue cycles
of a tiny turn toward the opening, two jumps, and a run forward. Soon the run
will be on top of the roof! You can also get on the roof by jumping and rolling quickly when
the bug works. Then, depending
on your goal:
1. For the
fastest time to the exit, regardless of pickups or secrets: do a standing jump
with Action to the next roof on the right (see in picture). Drop through the
highest awning (press Action), then slide and catch the edge. Get on the ground
in one of several ways, shoot out the window and continue to the gazebo garden.
Use the arch bug on the right side of the door in the wall and proceed to the
exit.
2. To just get
the UZIS and then go back to the normal path: go near the left end of the roof,
then jump almost parallel to the roof edge using Action. You must hit a
"hole" in No-space that has a top edge that slopes to the right.
Slide and catch the edge, traverse right, and drop onto the BOATHOUSE. Get the
UZIS normally, then use the roof peak of the BOATHOUSE to jump to the garden
wall. Use the corner bug at either side of the opening to the Library garden
(the right side is faster). Get above the balcony where you started and hang
and drop to it.
3. To add auto
pistol clips, a large med-pack and the detonator key (if you intend to use it):
begin as in #2. After getting the UZIS, drop onto the wooden walkway and kill
the guard, then get his auto pistol clips and the detonator key. Jump to the
door to the garden and kill the guard, taking his large med-pack.
Use the arch bug at the left side of the door, then the corner bug as in
#2, returning to the original balcony. This avoids the first Library room and
two rats, the bad guy who emerges when you flip the switch to open the door, all
the climbing and leaping in the second Library room, and the awnings outside.
You don't even lose any pickups. When you later open the double Library doors,
pull the switch in the central hall, and you're ready to go straight to the
room by the garden with the gazebo.
You can also
start #3 with the fence bug. Run or
jump between the railing panels into the water near the
BOATHOUSE. But since no bugs work on that structure, you must enter the garden
through the door and get on the wall via the arch bug (or use the lengthy path
through the adjacent Library room), then go back over the BOATHOUSE for the
UZIS. However, you can avoid the water
altogether. If you run through the balcony railing one square from the end near
the library, Lara lands on top of the wall! Or run through the corner at the
other end; hold Action to land on the wall above the Uzis. For a speedrun shortcut, jump to the BOATHOUSE roof
and then to the garden wall. Either path avoids triggering the guy in the
garden with the shotgun. The last use of the fence bug was described by 1999
on Theresa’s site in an Expert’s Challenge by Joe C.
If you explore
backward through the LIBRARY, you'll be blocked by the double doors in the
large central hall. If you walk up to them, a thug will appear behind you; the
game appears to think that Lara just came through the doors.
At the window
opening to the room with the fireplace,
the left corner permits a turning corner bug on the right face, but nothing at
the left face of the right corner (the outside faces have arch bugs, as stated
above). In the room, the room faces of the window
corners allow flicker motion; the other two faces are bugless. The right outer
fireplace corner has flicker motion on both faces, the left has turning corner bugs on both faces. The outside
faces of the inner fireplace corners permit flicker motion. There’s
a turning corner bug at the inner face of the right corner; the left shows
flicker motion.
At the step up to the rat’s level, the right face of the right
corner allows flicker motion. There are no bugs at the two other faces at the
step.
At the corner above the slide, turn-in flicker motion corner bug
works.
THE BALLROOM: The corner just
past the fire allows turn-in flicker motion on the left face (Lara expires from
the heat on the right face). The corner at the ballroom also has turn-in
flicker motion, on the right face. There’s nothing from the
BALLROOM floor, on the left face. From the left edge of the fireplace
opening, Lara flicker-moves to the edge of the windowsill with the switch to
open the trapdoor behind the fireplace, but I couldn’t find a way to land
there.
The right corner
of the fireplace opening allows flicker motion; before it starts, Lara is right
next to a large beam at the top, but there seems to be no way to grab it or get
there.
Turning corner bugs work at both faces of the the outer right corner of
the fireplace. I managed to flicker-move to the beam, but couldn’t make a
catch. The outer left corner has no bugs.
The large alcove backed by grating allows flicker motion (with fatal
falls) on the outer faces, and turn-in flicker motion on the inner faces.
The column with the candelabra “traps” Lara via the right face
of the right corner; turning and rolling frees her. The other three faces allow
flicker motion. Because of the surrounding covered tables she falls without
damage.
Looking at the entrance, the column to the left permits flicker motion on
both faces; the right side leads to a fatal fall. The column to the right
allows turning corner bugs on both faces that put Lara onto the ledge by the
upper window.
After throwing
the switch that opens the picture, Lara can move to the higher level via a
corner bug where the brick meets the edge of the wooden platform. Don’t
turn on the spot when the bug works, or Lara falls. If Lara hasn’t been
to this level, the two rats do not appear until she enters the square next to
the third chandelier. The other corner has turning corner bugs on both
faces, which also put her on the upper level.
The corners in the upper window above the alcove behind the picture
don’t allow bugs. At the outside left corner, I ran Lara through the
corner. She fell toward the water screaming (as usual), but entered the chimney
corner, where the bug did work,
so she popped to the top and fell screaming a second time!
A retry left her
at the top of the chimney.
Flicker motion took her to a corner from where Roll would not drop her; Action
still would. This is another way
to perform the corner bug. It worked from the lower window, too.
Lara can also reach the position in the picture with a swim corner bug. A
swim bug works on the other face, too. Both allow flicker motion. On the left
face, Roll does not drop her but Action does; Lara lands imbedded in the wall
underwater.
Just press
the Swim (Jump) key, and Lara will bug into “mystery space”!
It’s probably above the building, but it’s very strange: the camera
stays below her knees, and Lara is lit only by the twilight. If you turn to the
correct angle, Lara can run for a couple of minutes! She appears to encounter
up or down steps every few paces. Occasionally she’s brightly illuminated
for a square. If you run with jumping, eventually she falls from a great height
to her death!?!
The
underwater window corner permits her to reach the window above via a swim
corner bug on the right face.Could this be used for a shortcut? A bug on
the left face appears to be thwarted by the broken window pane.
A safety-drop from the upper window to the lower fails.
The only bug at the top left window is a turning corner bug on the right
face of the near left corner; otherwise the window has no bugs. The corner near
the chimney’s dropshaft is bugless.
The single corner of the lower left window shows flicker motion.
The lower right window doesn’t have any bugs.
??? Shortcut: To get the
LIBRARY KEY in the picture alcove, it is not necessary to shift the
chandeliers. Nor do you need to go to the rafters; jump from the middle chandelier to
the switch on the right and throw it. Get to the high chandelier and take a
running jump with Action to the window above the alcove. Perform a safety-drop
bug to the alcove. The alcove corner doesn’t show a bug.
To open the trapdoor behind the fire, get to the ledge with the switch
via a turning corner bug at the column corner at the far left of the room
(facing the fireplace). Or from the
middle chandelier, jump to the same ledge. Throw the switch to open the trapdoor.
Get the Gold Dragon and grenades, and swim to the LIBRARY ENTRANCE.
The brick column near the third chandelier has flicker motion on the
corner nearest the chandelier. The second corner has a turning corner
bug on the left face and nothing on the right face. The third corner is
bugless.
The brick corner behind the wall in the rafters is without bugs.
Flicker motion works at both sides of the switch in the rafters. The
other side of the wood column shows no bugs.
UNDERWATER NEAR
LIBRARY ENTRANCE: In the opening in the brick between the pools, the
face near the library doors has flicker motion on the right corner and turn-in
flicker motion on the left corner. The other face has turn-in flicker motion on
the right corner. The left corner allows an arch bug, but Lara drops when Roll
is pressed; if you hold Forward, Roll starts flicker motion.
When you open the underwater gate and go through, the corner to your
right allows swim corner bugs on both faces. The right face permits flicker
motion, but the left face only raises her to the underwater ceiling.
I expect several corners in the Gold Dragon area will allow swim corner
bugs, but all are capped by an underwater ceiling, so I’m not going to
bother checking them.
More bad physics: the water depth near the trapdoor released by the
underwater lever is much greater than the depth near the LIBRARY ENTRANCE.
THE LIBRARY: There are no
bugs at the left corner of entrance to the central library room; the right
corner has turning corner bugs on both faces. At the opening to the room
opposite the left corner has turning bugs on both faces; the right corner has
flicker motion on both faces.
The corner of the raised alcove has flicker motion pn the right face, but
nothing on the face inside the alcove. The corner across the room near the
candelabra doesn’t have bugs.
At the corner of
the first bookcase, a corner bug on either face causes Lara to be apparently
trapped in the wooden ceiling. Turning causes her to fall out, but rolling causes
her to appear on the upper level! Moreover, the two rats haven’t been
triggered.
The other corner of the first bookcase allows Lara to run onto the higher
level with a turning corner bug, from either face. Again, the rats don’t
appear.
The left face of the corner of the second bookcase lets Lara bug up to
the alcove opposite the rats, but climbing is about as fast. The right
face allows Lara to run onto the higher level with a turning corner bug, which
is faster. The other corner has turning bugs on both faces. On the higher
level, the left corner of the alcove traps Lara in the wall; on the left face
turning and rolling free her, but they didn’t on the right face. The
other corner of the alcove traps Lara permanently at both faces.
At the corner near the window looking out on the gazebo, flicker motion
works on both faces; the right face requires turn-in. Near the other window,
the left face shows turn-in flicker motion, the right face shows a turning
corner bug.
The corner by the switch is bugless.
In the second
library room, at the first corner to the right, an arch bug works, providing a shortcut
to the window. Or do it from the other face; Lara will bug through the
platform.
The first corner to the left has turning corner bugs. The other ground
floor corner doesn’t have bugs.
The large window has turning bugs on both faces of its inner left corner.
The outer left corner is bugless, but at the outer right corner, turning corner
bugs let Lara run onto the roof from both faces.
A corner bug works at the bookcase on the second level.
The two small windows have no bugs at any of their five corners.
As mentioned above, the doorway in the wall has an arch bug at the left
edge that puts Lara on the wall. Inside the wall passage, turn-in flicker
motion works at both corners.
THE BOATHOUSE:
On
the roof, both corners permit turn-in imbedding, but Lara is ejected from the
wall instead of bugging up. Could be due to having no ceiling or having a wall
extension on the upper three-quarters of the other face. The corner on
the wall above the Uzis is bugless.
Outside the wooden building, the outside faces of the doorway have no
bugs; the inside faces allow turn-in flicker motion. The corner of
the building shows turning corner bugs on both faces.
Inside the wooden building, the left face of the right corner of the
doorway has no bug; the other three faces allow flicker motion. The corner near
the stove shows no bugs.
In the room by the gazebo garden, the corner by the left door hinge allows
turn-in flicker motion. The corner in the room near the window shows turning
corner bugs on both faces, whereas the corner across the entrance has no bugs. The window
corner permits flicker motion on both faces. On the left face, Lara falls if
she reaches an unbroken window; if it’s broken, she goes through the
frame and intact upper pane.
The garden-side window corner near the door in the wall has a turning
corner bug on the right face. The other face and both faces of the other
outdoors window corner don’t show any bugs.
THE ABANDONED BUILDING: The arch bug works on the right side of
the door in the wall to the detonator area. This speeds Lara to the Jade Dragon
(and hopefully the 4 boxes of shotgun shells), and the poor little rat across
the pool survives. The
other face of the same corner allows turn-in flicker motion, but if you press
Roll when it’s done, Lara bugs very high before falling into the water. The corner by the water also permits
turn-in flicker motion.
Outside the Jade
Dragon’s room, a
turning corner bug on the right face of the left-hand corner of both windows
are the only bugs. Hold Action to end up hanging from the roof.
Inside the Jade
Dragon’s room, the
four corners of the two windows only have bugs on the room faces; Roll does not
produce flicker motion, but causes Lara to appear on the roof, whence she
slides into the water. This is fatal from the left corner.
All four faces
of the two brick corners
permit flicker motion.
After the
detonation, perform the same arch bug with weapons drawn, and Lara can start
shooting at the guy on the balcony quicker; but she'll take damage swimming to
the door or getting over the wall. Or as
Stella says, skip the detonation (for speed).
Interesting
corner bug action on the wall at the detonator end: do one jump at a time, so
you can stop when Lara moves right, into the wall. Then hold Action and press
jump. If you hold jump too long, Lara flips off the slope to her doom;
otherwise she'll hang from the (horizontal) edge. Traverse right to the angle.
Then pull up, jump with a twist (End key), and steer left in the air. Lara will
hit the roof aiming slightly up; if you hold or re-press Action, she'll hang
from the edge, and can traverse right.
The building
corner near the middle of the same
wall doesn’t have a bug.
You can drop to the balcony, but
there’s nothing to do there. Continue till she's above the roof outside the Jade Dragon. Drop
to the roof and continue. Useless but interesting because it shows that Lara can
hang after a corner bug to a surface too steep to stand on.
From the square
platfom in the water, a corner bug leads to Lara sliding off the roof into the
water. The same occurs on the corner by the rat’s platform on the other
side.
In the ruined building:
on the lowest wood level, the right face of the corner allows Lara to bug to
the third level if you run into the corner bug after imbedding. Or just keep
jumping; Lara will seem to disappear into the wall. THEN run forward, and
she’s on the third level. A turning corner bug on the left face achieves the same result.
From the lowest level, walk up the short
slope to the corner by the hole in the “floor”. A corner bug here
traps Lara in the wall, while a column of Laras gradually appears. Rolling, turning
and jumping eventually frees her.
From the second level, the corner by the drop-off allows the bug. The corner
one square away has
turning corner bugs on both faces.
From inside the
room, the window corners
that can still be reached work the same as they did before the detonation.
The corner bug works on both the
rectangular solids at both ends of the high walkway just before the end of the
level. Nice views. Pointed out in the
Expert’s Challenge on Theresa’s Site.
LEVEL 4: OPERA HOUSE
ABOVE THE CANAL: Using the corner
behind allows an arch bug to a large roof area. Roll quickly after the bug
works or run forward after imbedding (which sometimes fails).
You can run off
the edge and drop to the sloping roof on the back of the building with broken glass, and enter through one
of the back windows. Then draw pistols and carefully approach the front window
to target the armed goon on the dock while he’s walking away.
The two back windows have no bugs. Inside the front window all four
corners have turn-in flicker motion. The corner near the ladder causes Lara to
bug to the roof and slide or jump off, both faces. The corner at the drop-off
does the same.
The dock with the armed goon allows corner bugs at both ends. The corner
near the broken glass building sends Lara to a flat square, but at the other
corner she just slides off a steep roof into the water.
The corner under the left end of the dock allows an interesting swim bug:
on the right face, Lara bugs to the sloping roof and falls right off. If you
hold Action throughout, the bug works and she still falls in
“reaching” position. This causes her to bug up a second time, and this time Lara is projected through the
corner, to land on the starting platform! The left face just catches her in the
bricks until you twist out.
Across from the white ledge, the two corners near the ladder enable the
corner bug, but Lara just falls back; at the right-hand corner, the fall is
fatal.
The two corners on the ledge with the switch have no bugs on any of the
three faces.
After picking up the ORNATE KEY, a corner bug at the bottom of the stairs
shows a column of Laras from the left face. She escapes by turning and jumping
forward. The right face permits flicker motion. At the top of the stairs, turn-in
flicker motion works (right face only).
At the top of the ladder beyond the broken glass building, the right
corner permits flicker motion. The left corner permits a turn-in
corner bug, which lets Lara bug up to sliding off a slanted roof to two squares
of flat roof, and then bug up at the corner. She’ll catch the edge if you
hold Action, but a pull-up and jump leads to a fatal fall. She can also
jump to the two squares.
The corner beyond the locked door alllows a turning corner bug on the
left face and nothing on the right.
THE ROOF: At the top of
the ladder, both corners to the left support flicker motion.
Beyond the collapsing tiles, Lara can pull up at the “V”
notch and run partway up the slope to the right; a low sky stops her.
The left-hand corner of the start of the stone passage to the domed roof
area traps Lara in the wall on both faces. The left face shows her falling
repeatedly if you light a flare; turn and jump with an arrow key to escape. On
the right face, trapping occurs via a turn-in corner bug; Lara reappears as
soon as you release Forward. The right-hand corner allows flicker motion. The
two corners at the next intersection show turn-in corner bugs on the faces
toward the dome, and flicker motion only on the other face of the right
corner. Both corners at the end of the passage permit flicker motion.
The corner near the trench to the gold dragon engenders flicker motion,
as do the two corners near the entrance passage (both faces for each corner).
Both faces of the corner near the opening to the glass
shards trap exhibits a column of Laras via the bug, with escape as before. The
left corner inside the hole allows flicker motion; the two corners to the right
are bugless
The two corners by the plain trench of glass shards have turning
corner bugs on all faces.
The four corners on the wall under the swinging block all permit flicker
motion. The corner under the block doesn’t have bugs.
For speed and to avoid the two thugs who
attack when you open the trap door to the LIGHTING BOOTH, skip the swinging box
and the button that opens the trap door. Enter the opera house via the exit
door from SECRET #3, the Golden Dragon. Stand above the open square near the
Dragon (the picture shows her hanging from the same spot, to display the
landing area better), with Lara's back to the edge. Jump back with Action for a
grab-and-hang, but release Action when Lara's waist is even with the roof. She
will land under the edge, in the open square, not on the glass
shards. WALK through the shards to the button in the alcove and press it to
open the exit to level 4 of the opera house. Take the Golden Dragon and the Uzi
clips and explore the opera house until you have the circuit board and the
ornate key; use the latter to open the door on level 3, and proceed to the
button under the LIGHTING BOOTH (avoiding the boulder trap). Press the button
to open the booth’s gate, and climb the ladder. The two thugs aren't in
the booth. Install the circuit board and proceed normally. The Expert’s Challenge of Theresa’s Site uses a
“difficult” steered jump to enter the Opera House at the same
place. It also details how to skip most of the activity inside the
Opera House.
THE LIGHTING
BOOTH: The corner near the left-hand switch allows flicker motion. Exiting the
wall with Roll at the end of motion does not put Lara through either grating. The corner by
the other switch has turning corner bugs on both faces. The corner by
the edge of the exit opening doesn’t show bugs.
The up-slope corner of the alcove backed by the double doors has flicker
motion only inside the alcove. The other corner, and the corner where the rocks
came from are without bugs. The corner up the slope lifts Lara to a high platform
via a turning corner bug from either face.

LEVEL 4 (TOP): The left face of
the corner by the button traps Lara in the wall and does not erase Lara’s
image when she moves. Turning and jumping “frees” her but she falls
a long way (to where?) and dies. The right face allows flicker motion.
At the short passage into the Opera House, the corner near the LIGHTING
BOOTH side has no bugs. The Opera House corners allow turn-in flicker motion.
The right face of the right corner of the wall whence Lara emerges into
the Opera House allows a “column of Laras” effect. Turning and
jumping eventually frees her. Try Roll first. The corner one square right, where
wood floors begin, has no bugs.
The corner on
the right where the wood floor begins has flicker motion on the left face; the
right face has a turn-in flicker motion. The corner at the bottom of the stairs
permits flicker motion on the right face; the left face has a turn-in flicker
motion.
The corner on the left where the hall to the elevator narrows allows
turn-in flicker motion on the left face, and normal flicker motion on the
right. The corner on the right allows flicker motion on the left face, and a
turning corner bug on the right. The elevator opening is bugless on the right,
and has turning corner bugs on the left.
The two openings across from the elevator have flicker motion at the
right corner of each opening (both faces) and turning corner bugs on both faces
of the left corners.
At the left end of the carpet, where there’s an alcove and a drop-off,
the two corners pointing to the right allow flicker motion on all faces. The
left face of the other corner permits a column of Laras, with escape from the
wall by turning and jumping; the right face allows flicker motion. Traversing
all the way left along the drop-off triggers rolling boulders below.
Shortcut: a curve jump
past the corner at the drop-off lands Lara at the platform before the STORAGE
ROOM/EXIT, skipping everything inside the Opera House.
At the corresponding area on the other side, the right face of the left
corner of the alcove allows the usual column of Laras with escape, and the
corner by the drop-off permits flicker motion. The other two faces have no
bugs.
The dark corridor where the thug & dog came out has a corner near a rocky
slope. It engenders flicker motion on both sides. The right face ends when Lara
is automatically ejected from the wall by the door edge.
LEVEL 3: The corner near
the broken theater box generates a column of Laras when the bug is attempted.
She’s permanently trapped.
LEVEL 1
(GROUND): At the left side, both corners of the one-square length of curtain by the
rocky incline allow flicker motion.
The two corners by the rocky incline on the back wall don’t show
any bugs. The corner one square right has turning corner bugs on both faces.
The corner near the stairs is bugless on level 1; however, flicker motion
works on level 2.
At the right side, the corner by the drop-off permits flicker motion. The curtained
corner has turning corner bugs on both faces.
Past the open double doors, the corner has turning corner bugs on each
face. The corner by the rocky slope tries to allow a bug, but something (the
slope?) prevents Lara from imbedding sufficiently.
LEVEL 2 and 3
AGAIN: The far right corner of level 2 traps Lara permanently. The nearby
curtained corner has turning corner bugs on both faces.
The corners on levels 2 and 3 on the left side of the back wall have turning
corner bugs on both faces.
Level 3: the right corner of the opening to the shaft with the water
allows flicker motion. The left corner has turning corner bugs on both
faces. At the left side, the corner by the drop-off to the orchestra pit supports flicker
motion.
DRESSING ROOM: The corner
just left of the shaft has a turn-in corner bug on the left face and a turning
corner bug on the right. The corner to the right of the shaft has nothing on
the left face and turn-in flicker motion on the right face. At the opening
across the corridor, the left corner has turning corner bugs on both faces,
while the right corner of the shaft has flicker motion on the left face and
turn-in flicker motion on the right face.
At the elevator opening, the left corner has flicker motion on the left
face and a turning corner bug on the right face. There are no bugs at the right
corner.
The left turn in the corridor has turning corner bugs on both faces.
At the window corner outside the dressing room, turn-in flicker motion
works. Lara is halted by an intact window; draw pistols and shoot, and she
continues her flicker motion. The right face of the corner permits a turning
corner bug.
At the top window from inside the dressing room, the room faces of both
corners permit flicker motion. The left face of the corner toward the
side door has a turning corner bug. The other face with a window pane has no
bug.
Flicker motion works on both edges of the opening to the slide.
At the first
landing after the slide, the corner by the fan damages Lara, and then she
enters the corner and we see a column of Laras. But I was unable to free her.
The two corners after the jump from the second slide don’t have
bugs. There are no bugs at the following left turn.
VENTILATION
DUCTS: At the next opening, turn-in flicker motion works on both
sides.
When Lara reaches the first of two fans that she passes with a standing
jump, the corner to her left doesn’t show a bug. The right
corner has turn-in flicker motion, but pressing Roll after it stops drops her
in front of the fan, not on the ledge above.
In the room with the movable crate, the left face of the corner near the
entrance supports flicker motion. The right face allows turn-in flicker motion;
pressing Roll after its completion lands Lara safely in front of the previous
fan. With the movable block in the diagonal position, only the side toward the
room has a crack bug and rolling into the wall, with release by jumping,
turning, and rolling. With the block against either face, no bugs occur on the
opposite face.
The corner one square from the door has no bug on the left
face and a turning corner bug on the right face. With the block in the diagonal
position, crack bugs work in both directions, and rolling while facing slightly
toward the block’s face traps Lara in the wall face, leading to a column
of Laras; a side jump frees her after some turning and rolling (this all works
on both sides of the crack, too). With the block against the opposite face,
there are no bugs on either face.
The block while in the low-ceiling room, viewed from the entrance (at each
corner, both faces are the same):
After pushing the button to raise the door, neither of the faces by the
door in the button room have any bugs. But back in the DRESSING ROOM, the
corner to the right of the door allows flicker motion. With the
block in the diagonal position, both corners allow a crack bug and a column of
Laras when rolling slightly toward the block (with escape by jumping and
turning), but only from one side. The corner near the button works from within
the button room, while the other corner works from the DRESSING ROOM. Only the
second corner permits Lara to roll onto the top of the block when turned
slightly toward the wall. The same corner traps Lara in the wall permanently
when a normal corner bug works.
Rolling from the button corner allows a different form of the shortcut
at the picture below: after Lara is trapped in the wall, immediately jump
backward. She appears at the corner of the upper window! No bugs are found on
this corner or the block when the block is against a face.
The other corner of the doorway to the dressing room has no bugs on the
wall or block when the block is against the left face; the pipe clothes racks
don’t allow the block to be against the dressing room face.
With the block covering the open doorway to the slide, both cracks work
the same: a crack bug works, and Lara can roll onto the block or into the wall.
When she escapes, she’s sliding backwards down the slide. A well-timed
jump backflips her to the platform above the fan.
The block from the window: the corners work just like the block in the
low-ceiling room (see above).
Shortcut: The corner to
the left allows a turn-in corner bug; Lara appears on the ledge with the upper
window. Keep Forward pressed or she falls. Turn left and she runs forward,
completing a safe arrival; but she’s immediately attacked by a
club-wielding guard. This allows Lara to skip moving the crate from the room
with the push button, and all the activity related to pushing a crate through
the lower window. Video: http://www.dailymotion.com/rr_carroll/video/x1dtzm_opera-house-shortcuts_videogames
The dressing room corners of the lower window don’t show bugs,
including from the floor. From the other side of the window, the left face of
the left corner allows flicker motion. The right face of the right corner
allows a turning corner bug, which also causes the thug at the upper window to
appear. Both faces inside the window show an unusual form of the turn-in corner
bug: Lara appears at the dressing room-side corner of the upper window! You can
release Forward and she appears to be stable. But although she’s
completely surrounded by floor, turning slightly in either direction causes her
to drop through the floor to
the lower level. Then pressing Forward causes her to reappear at the upper
level again! You can bounce Lara back and forth in this way indefinitely.
Hopping back at the upper level also drops her. Again, Lara can avoid moving
the two crates, so these qualify as two more shortcuts, but the one in
the previous paragraph is simpler.
Lower window, corridor side: at both corners: with the block in the
diagonal position, the side of the crack inside the window allows no bugs. The
other side permits a crack bug and rolling slightly toward the block traps Lara
in the wall, but turning, rolling and jumping can free her. No regular corner
bugs exist on this side. No bugs work with the block against a face.
The corner near the exposed rock has turning corner bugs on both
faces. With the block in diagonal position, both sides of the crack allow crack
bugs, trap Lara permanently when she rolls, and don’t permit corner bugs. With the block against the
right face there are no bugs (it can’t be put against the left face).
Lower window, DRESSING ROOM side: no bugs at either corner, or at corners
of the block (if you push it through the window).
When the two blocks are stacked, the corner farthest from the side door
has a corner bug on the right face and nothing on the face near the window. The
other corner at the window opening has no bugs. The corner by the clothes rack
and near the side door has turning corner bugs on both faces. The last corner
has ordinary corner bugs on both faces.
If the stack is moved toward the side door, the right face of one corner
exhibits a normal corner bug instead of the turning type because a clothes rack
pipe forces her into the block a bit. At the crack formed by the window corner
and the top block, a crack bug works and rolling into the crack lifts Lara to
the top of the upper block or to the top window level.
Lara can push
the crate through an unbroken pane. She passes through the pane herself while
pushing.
THE STAGE: For action at the
corners with the movable block from backstage, go down to here: ***
The stage-right up-stage corner permits flicker motion on both faces.
The stage-right down-stage corner has no bugs on the left
face and a turning corner bug on the right face.
The stage-left up-stage corner has no bugs.
The stage-left down-stage corner has nothing on the left face. The right
face has turn-in flicker motion; after it’s completed, pressing Roll
leads to Lara screaming during the fall, but fortunately she lands in the
water.
In the stage-right room, the corner by the switch has no bug on the right
face. The left face allows a corner bug, but Roll drops Lara at once instead of
starting flicker motion. Attempting an arch bug by running forward causes Lara
to be ejected from the wall.
Inside the room to stage-left, the corner at the doorway produces a
column of Laras; the other face of the corner is bugless. Jumping and turning
free her; she may fall to the upper level, with the glass shards, but I
wasn’t able to do this with the grate closed. Of course, it’s
simpler to pull up to that level from the stage side of the doorway.
There’s no bug at the corner by the hinge of the grate.
Shortcut: Catch about a
foot right of the left end of the crevice. Saves 6 or 7 seconds.
The corner above the left end of the crevice allows turn-in, but I
couldn’t get a corner bug to work.
After lowering the drawbridge, a running jump to the bridge works.
The corner of the high alcove allows turn-in flicker motion.
The two corners by the switch allow flicker motion.
UNDERWATER
BELOW THE STAGE: The passage from the first room, to the left, has
flicker motion only on the left face of the near left corner (of the four).
The corner to the switch room, by the underwater stairs, doesn’t
show a bug on the right face, but the underwater left face permits a swim corner bug
to lift Lara a few inches to the ceiling.
The watery corner one square to the right of the opening to the Silver
Dragon allows flicker motion from a swim bug on both faces.
The two corners
by the RELAY BOX support the corner bug. The door corner causes Lara to fall to
the water, whereas the left corner permits flicker motion, allowing Lara to
skip the ladder climb. But it’s five seconds slower. Well, it’s a
rare “useful” example of flicker motion.
THE ELEVATOR: The corner at
the top of the ladder in the elevator shaft allows flicker motion. You can try
the left face by hopping onto the top of the rising elevator, but no bugs work.
The left corner of the doorway to the glass shards traps Lara permanently
in the wall. The right corner allows turn-in flicker motion.
None of the corners in the switch alcove or passage to level 4 show bugs.
The corner without the hinge at the door back to level 4 has turning
corner bugs on both faces.
The corner of the elevator opening in the ground floor room with the
switch next to it allows flicker motion on the room face, but the offset from
the corner must be just right. The other face of the corner has no
bugs. The other corner has turning bugs on both faces. The right face traps
Lara and shows a column of Laras, but rolling frees her.
WATER BELOW
THE ELEVATOR SHAFT: The corner by the top of the underwater steps in the
CIRCUIT BOARD room permits turning bugs on both faces. The other two
corners in the half-flooded room don’t seem to allow bugs, but it’s
hard to tell since the water interferes with testing.
LIGHTING
BOOTH AGAIN: The corner revealed at stage right has turn-in flicker
motion on the left face and a turning corner bug on the right face. The new
stage left corner allows turn-in on the right face, but Lara is ejected from
the wall when you try to turn her into bug angle; the left face is bugless.
BACKSTAGE: The corners of
the opening in the scrim are without bugs.
At the stack of crates in the back right corner, both faces of the the
corner to the right (composed of two crates) allow corner bugs. The two-crate
corner on the left lets Lara run onto the top via turning bugs on both faces. The left corner
of the opening into the stack has a bug only on the right face. The right
corner of the opening has a turning bug on the left face that lets Lara run
onto the two-block stack, but the right face does nothing. There are no
bugs at the corner in the passage in the stack. A crack bug works from the
innermost cube. When attempted in the other direction, Lara appears on the top
of the second level! Another version of the crack bug. Also, rolling
into the crack from the inside puts Lara on the single crate outside; rolling
from the outside can put Lara either on one crate or two.
With the movable block in front of the opening into the above stack, both
crack bugs work in either direction, and both sides of each crack let rolling
put Lara on the two-crate level.
At the stack of crates in the back left corner, the corner at the alcove allows a turning bug from the left face, but nothing from the right face. The corner to the right has corner bugs on both faces. The third corner has turning bugs from both faces. A crack bug lets Lara move through the right back corner of the alcove. Rolling into the crack from the inside can lift Lara to the single outside block, but rolling doesn’t work from the outside of the crack. With the movable block in front of the