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