TR2 - LEVEL
15:
The first doorway has flicker motion on the ouside faces and turn-in
flicker motion on the passage faces. At the entrance to the next room, the left
corner has no bugs, but on both faces of the right corner, turning imbeds her
so a column of Laras appears, and she is freed by Roll.
The second passage has flicker motion on both faces of the right corner,
and turning leads to wall slides or temporary lifting at the left corner. The
entrance to the next room is like the previous one.
The third passage has starts like the previous one. The entrance to the
dagger chamber has nothing at the left corner and turn-in flicker motion at the
right corner.
THE DAGGER...ALMOST: For a super shortcut,
pick up the Gold Dragon and perform a curve jump to the sloping rock by the
bridge. Catch the edge before you slide off and traverse to the left end. Pull
up to Jump with Roll and steer right in the air. Lara will land on the bridge. Seen in XAlien’s Youtube video from
July 2006. Earliest mention found: Varatharaju on tombraider forums, Feb. 2,
2005.
After getting the Gold Dragon, dive into
the pool and swim against the current. Hold Action, and Lara will catch a crack
one square below the lip of the falls. She can traverse back and forth a width
of 4 squares, but if you pull up, she doesn't recatch. Also, from the doorway
high in the left wall, Lara can jump to the water above the falls and catch the
crack.
-- Details skipped
to continue the shortcut above. --
WOODEN BRIDGE
WITH ROLLING BLADE:
Go to the high end of the bridge and throw the switch.
If you got here by jumping from the Gold Dragon pickup, you can skip most
of the level by crossing the bridge and continuing. Or to shortcut to opening
the temple doors, turn to your left and attempt a corner bug at the corner
which is missing the lower part.
Lara will drop
straight down to a ledge a few feet below the water, with no damage, where she
can stand. Jump to the opening nearby and hop down to open the temple doors
with the switch. Drop down to get the grenades first if you wish, then return
to the opening and jump out. Incidentally, I couldn’t swim to the ledge
in several tries. Also, a corner bug back up to the bridge works with
difficulty; stand with Lara’s foot off the ledge as much as possible,
turn to 45 degrees, and jump, pressing Forward while Lara is off the ground.
After the second such jump, the bug may work. She is often washed away while
attempting this. So this is another possible shortcut to the bridge
above.
Trying bugs at the corners of the doorway to the room lead to death by
rolling wheel.
The corner in the room by the end of the wheel’s travel allows
flicker motion.
A turn-in corner bug works at the corner of the doorway to the next room
(which has a rolling wheel to your left).
STEEP SLOPE WITH TIERED SPRINGBOARDS: The rolling wheel is not triggered
if you approach from the upper direction, so you can find that the three
corners of the wooden column permit flicker motion.
The left and right corners of the next wooden column work by turn-in, but
they cause her to drop to the bottom floor. Bug back up at the nearby corner
with a turning corner bug from the left face and a normal corner bug on the
right face.
On the bottom floor, the “second” tiger is triggered by
entering the square by the doorway. The “first” tiger is triggered
by the first square of the bridge (going in the normal direction). You can bug
through the corner to the bridge without triggering the “second”
tiger, but it doesn’t work in the other direction.
The corner near the lowest springboard traps Lara from the left face
until rolling or turning is tried. The right face shows no bugs. The corner
above the highest springboard has flicker motion on both faces.
MAIN CHAMBER: There are no bugs at the double doors.
You can’t
quite reach the “safe”
lava (see below) beyond the grate that can be raised. I tried advancing
with sidesteps before the jump plus swan diving. A simple running jump reaches
the safe lava by the other dragon, but there’s nothing to do there; the
corners of the dragon column don’t allow bugs.
The corner to the
left of the lock causes Lara to jump into the lava when a bug is attempted. The
corner to the right of the lock allows you to catch the edge above, if Action
is held. Then traverse left to skip the ladder climb beyond the spike wall.
This all leaves the spike wall untriggered, but it’s about 7 seconds
slower.
The corner one square
from the ladders traps Lara permanently in the wall, from both faces. One
square away, the left face of the corner does the same.
The corners
before the next moving spike wall both trap Lara in the wall. The right corner
releases her with Roll.
From both faces,
the corner above the ladder beyond the moving spike wall traps Lara in the
wall, but she is released by Roll. However, the right face lights her on fire
from the wall torch.
Three squares
away, the corner allows turning corner bugs from both faces. One square
further, the only bug is flicker motion on the left face.
One square away
at the next column, both faces support flicker motion. At the other column
corner, I made a turning corner bug work only on the left face.
At the last
column, the corner by the switch traps Lara permanently in the wall, from both
faces. Bugs work at the other corner, but she falls immediately from the left
face, and the right face traps her until Roll frees her. Opening the grate
later doesn’t change any bugs.
After the switch
raises the grate, the left corner permits turn-in flicker motion. The right
corner allows a turning corner bug leading to a wall slide.
After retrieving the key atop the column,
safety drop from the edge furthest from the dragon head. Lara automatically
lands on the edge of the horizontal platform, facing toward the exit. This shortcut saves a few seconds.
To speedily reach
the ladder beyond the raised grate, make a running jump that takes off from the
edge of the previous platform, and hold Forward and Jump until she jumps from
the grate.
After climbing
the ladder, instead of jumping over the spikes to the second ladder, it's
possible to jump to the left (running jump without action) onto the dragon
slide. This has no use whatsoever.
The two column
corners accessible from the raised grate allow (fatal) flicker motion.
The two corners
by the switch that turns off the flames bug Lara through the ceiling to the
upper chamber:
The fastest way is to put Lara’s
feet even with the line above the triangle of brickwork at the bottom of the
adjacent columns, move sideways to the right side of the ladder, and jump. Lara
lands at the left corner of the switch platform, just turn right a bit less
than 45 degress and do the corner bug. This shortcut saves about 15 seconds.
The corners by
the extinguished flame you jump to after throwing the switch both allow flicker
motion.
At the opening to
the second dragon, the right corner permits a turning corner bug, and the left
corner has no bug.
Both corners at
the bottom of the ladder on the second dragon allow flicker motion.
Climb up the left side of the first
ladder, and place Lara’s feet 5 rungs above the horizontal platform on
her left about halfway up. Then hold Jump and Action, so Lara jumps immediately
from the slope behind her. Do the backflip and twist from the next ladder 3
full rungs below blade.
The corner at the
top of all the ladders permits turn-in flicker motion.
After sliding down the dragon's neck to
the block, I once hopped the wrong way, into the lava. Instead of going into
her death swoon, Lara stood there! I found she was able to walk past the dragon
through several lava squares to the wall, without dying.
Using Look to shift the viewpoint below
the lava surface was especially interesting. Try pulling up on the
dragon; Lara disappears into its side, but is ejected back into the lava
immediately. Both dragons work the same; it also seems to have no use. I saw this on another site, but I
can’t recall where.
At each dragon
column, the corners in the non-fatal lava have no bugs.
Lara can jump or
drop into the non-fatal lava as an alternate way down, but it’s slower
than sliding down the necks.
LEVEL 16: FLOATING ISLANDS
BEGINNING OF
LEVEL/GOLD LATTICE BUILDING: The right corner (after you turn around)
of the structure behind Lara allows a corner bug.
A flying guard is
destroyed by about 40 pistol or automatic pistol rounds, 80 Uzi rounds, 27 M-16
rounds, or 3 grenades.
I treated the flying guard low on the left with three grenades while he
was still frozen. In opposition to Stella’s remarks for the PC, this did
not diminish the number of automatic pistol or Uzi rounds or grenades necessary
to explode him after triggering. Ten grenades while frozen also seemed to have
no effect. However, 18 harpoons did about 75% damage to the guard while he was
frozen.
The trigger square for the above guard is by a corner that puts Lara on
the roof of the Lattice Building.
The right corner of the opening to the Gold Lattice Building allows
flicker motion, and the left corner permits turn-in flicker motion.
At the passage to the raised grate, the right corner is bugless. Turning
corner bugs work at the left corner; the left face produces a column of Laras,
but she’s freed when Roll is pressed.
Shortcuts: After pulling the switch in the lattice
building, try a third alternative. Do a forward jump with Action from the left
of the large opening to the left of the stone island in front of you. You
should reach the slope beyond the flat square. This costs about 20% of Lara's
health. The corner allows you
to jump off the top, and with a bit of Left in the air, to grab the opening to
the lattice building. Then
take a running jump to the plaque island, being careful not to run off. Take
the plaque, do a running jump to catch the center of the next island, then an easy jump to the Jade Dragon island.
OR, a fourth alternative: in the lattice
building, get 2 paces back from the left of the large opening, aim just past
the lattice and "fly" Lara to the brick structure, using the Left key
in the air. Then run off the bricks to the plaque island, holding Action.
"Fly" Lara right, if needed. Only 10% health is lost. You can now
jump to the flat area beyond the slope, then by careful angling to the middle
of the slide. But the guard never animates if you jump to the left of
the vertical stone face, over the straight upper edge. "Fly" right
during the jump. To get back to the area near the plaque island, do a running
jump from the second or third block up on the right. If you hold
Action, no health is lost.
LARGER ISLAND, LOWER
LEVEL: The corner by the switch is without bugs.
You can’t bug past the closed gate. There are no bugs at the open
gate.
MYSTIC PLAQUE
GATE AND GARDEN BEYOND: Shortcuts: The near corners permit corner bugs to the
wall’s top. Also, the
corner bug works at the right corner of either "column" attached to
the wall, next to the frozen guards (or next to where they were); the left corners of those columns permit
turning corner bugs. The
initial flying guard doesn't activate if Lara doesn't get near the inside of the double doors.
Move near the bridge, and you can see him
below on the left, floating in space. Jumping over the door activates him. He
flies and lands next to Lara on top of the wall; if she jumps down inside the
wall, he takes off and flies down next to her. But if she gets him to land far
enough back from the doors, and jumps down just outside, he may land inside.
Then he will try to attack Lara through the doors. When he swings his sword,
she can hit him with bullets, eventually exploding him.
Note that this
bug over the wall lets Lara skip getting the two mystic plaques, allowing a
substantial SHORTCUT to the end of
the level. This is mentioned in the Expert’s Challenge on
Theresa’s site.
The corners of the entrance to the pasage to the Silver Dragon
don’t allow any bugs. The corner of the end of the passage doesn’t
work on the right face and works oddly on the left face: Lara doesn’t
imbed, but appears suddenly on the slope above and slides or jumps to her
death. The corner at the drop-off permits a bug, which ends fatally.
At the right end of the wall a jump over
the slope traps Lara between the slope on the other side and the Edge of Space.
Jump to the large “V” in the right sidewall, keep jumping to avoid
the trap at the bottom of the “V”, and then slide and jump forward
with a bit of Left to land on the horizontal square. Move forward two squares,
and a careful jump along the left edge lands near the Silver Dragon, with no
damage.
If you want to get back on the wall from
the inside, use the corner bug on the right side of the gate (right when facing
the doors). It looks as if a sloping block that covers the lower half of the
right side of the corner might interfere, but it doesn't. Note: this area is usually darker; Lara is holding a flare. The left corner has no bugs.
The corner by the
lamp is bugless.
For a fast trip
to the lower bridge, stand to either side of the upper bridge, slide backwards
done the slopes and catch the edge. Traverse to the lower bridge. Pull up, jump
with Roll, and steer in the air toward the bridge. Lara will land in the railing
with a quaking picture. Earliest
reference: a Youtube video of Aug. 9, 2007 by ZephyryhpeZ. Amazingly,
RadyxxRyan posted a full TR2 run 2 days later that also includes this shortcut. For a little more speed
(but a few percent damage), hang from the top edge, hold Jump and Roll, drop
and steer toward the bridge.
The corner before
the green boulder allows a bug.
When dealing with the two boulders on the
left side, I back-flipped over the first boulder, as Stella suggests. But then
I back-flipped again, instead of hopping back and hanging. To avoid the second
boulder I jumped forward, and ended up pinned between the rock
face and the second boulder! Lara was invisible, but I could wiggle her a bit
(the view shifted slightly). She was trapped until I pressed Jump; she landed
on the slope.
After the pull-up
to the red-walled room, both corners allow flicker motion.
The corner at the
largest opening permits Lara to bug throught the roof and slide to her doom.
The same occurs at the corner of the narrow opening.
Turning corner
bugs work at both faces of the red corner to the left of the green column. In
each case Lara slides off the roof into space.
After the climb
out of the hole, the corner below the highest point allows flicker motion.
The rock corner
beyond where the two boulders were has no bug.
LOWER
BRIDGE/ROOM BELOW GARDEN: The corners by the end of the bridge don’t
show bugs.
The next corner on the right (toward the zip line) has flicker motion on
both faces. The corner to the left also has flicker motion on the left face,
but the right face only has a turning corner bug.
The corner to the left of the passage to the zip line has turn-in flicker
motion on the left face and a turning corner bug on the right face.
The corner to the right of the zip line has turn-in flicker motion; the
corner to the left has no bug.
The corner to the left of the three petrified guards has flicker motion
on the right face, and turn-in flicker motion on the left face.
At the green room above the second zip line, The corner missing the
bottom foot allows Lara to imbed, but no bug occurs. The other corner
doesn’t permit a bug.
LAVA ROOM AT
THE BOTTOM OF THE ZIP LINE: At the three columns by the flames on the
right, from left to right:
The column left of the zip line has no bugs at the left corner, and the
right corner allows Lara to bug to the top of the column. The left
corner’s faces allow bugs if you plush the block against the face, and
jump from atop the block, but otherwise the block makes no changes. The column
to the right of the zip line permits a bug at the left corner and turning
corner bugs on both faces of the right corner.
At the two columns on the left, left to right:
It’s easy to reach the switch in the alcove by the flame trench
without creating the small “bridge” in front of it. Just hold
Action and run off the opposite side of the trench at the alcove, causing about
40% damage. It’s also pretty easy to run and catch the the large step at
one end of the trench. The two corners of the alcove both show turn-in flicker
motion, whether the bridge is there or not. This is a shortcut, but
it’s superseded by ZephyryhpeZ’s Youtube video, where Lara goes
straight to the swinging blades and uses med-packs to pass them.

After the gate
to the upper passage is open, the small bridge in the flame trench is
immaterial! But Lara is not burned by the flame she lands on!?!
At the column on the switch platform, the corner to the left of the
switch has flicker motion on both faces. The two corners nearest to it both
show a turning corner bug on each face, and the fourth corner has no bugs.
I couldn’t make the swim corner bug work at any of the four corners
below the trapdoor in the flames. But it worked at the corner to the right at
the underwater tunnel exit to the swinging blades.
The corner by the switch has no bug. The other corner of the alcove shows
flicker motion.
The corner at the exit of the swinging blade passage has flicker motion
on both faces of the corner opposite the blades. Turning corner bugs work at
the corner with the blades.
The only bug at the two corners by the upper disk shooter is flicker
motion on the left face of the right corner. There are no bugs at the corners
to the cross passage.
The corner by the spikes allows flicker motion.
I tried extensively to make the catch over the spikes from the lower
passage by using a longest running jump. Lara’s hands always appeared a
couple of inches short. I also tried backing up, so the takeoff point is
higher; that also failed.
It’s easy
to do a sideflip over the spikes from the left edge of the opening and land
without damage; aim about a foot left of the farthest corner. I attempted a
corner bug to the upper opening, which almost worked when I pressed Forward
during the jump; Lara hops twice in the upper opening and then falls onto the
spikes. This can be extended by rolling after the first hop, but she still
impales herself. Pressing Action in an attempt to imbed in the wall also leads
to death by spikes. Perhaps someone else can figure out how to make this work.
The first corner (on the left) in the upper passage has flicker motion on
both faces. The corner by the bars isn’t really a corner at all, since
the whole square before the bars is blocked off; there are no bugs. The corner
on the right has turn-in flicker motion on the left face and no bugs on the
right face. There’s no but at the opening.
The corner of the switch alcove beyond the spikes (with a couple of feet
missing at the bottom) allows turn-in, but no bug occurs. At least when you hop
through the corner while maximizing the turn, Lara lands between the spikes,
with no damage.
With the bars removed, the corner to the opening has turn-in flicker
motion on the left face, and the right face allows a turning corner bug that
raises Lara until you release Forward.
There’s something odd about the corner at the entrance to the room:
the right face unexpectedly moves Lara past the corner, and the left face
allows her to imbed part way, but the bug doesn’t work until you hold
Forward and she drops when you release it. I guess the bars are sort of still
there.
The corner to the right of the guards permits turning corner bugs on both
faces. Between the two guards, the right corner of the doorway has no bugs and
the left corner allows turning corner bugs on both faces. The corner left of
the guards has no bugs.
At the other doorway, the right corners of the two columns flanking the
doors allow flicker motion on both faces. Lara is forced from the wall if she
flickers up to the door. Along the same face, you can also drop her when the
bug works with Action, turn her to look along the wall and perform a wall
slide, but she is stopped by the door. Turning corner bugs work on each of the
faces of the left-side corners.
THE CAGE:
Shortcut: To land on the wall, not down in the cage, do a safety-drop bug at either
corner of the hole that’s above the low end of the slide. The four
knife-throwers are not spawned. When you drop outside the cage, two jade guards
attack, so run to the larger area near the exit in order to have room to
maneuver.
On the wall, the right corner of the slide’s column (looking at the
high side) permits turning corner bugs on both faces. With a timely jump you
can keep Lara jumping back and forth over the hole, but even shifting to the
corners doesn’t allow her to escape another slide. The left corner is
bugless.
The rear corners of the cage wall don’t allow any bugs, even though
the right corner permits imbedding by turn-in. However, after the imbedding,
continuous turning to the left, a wall slide, then right, does put Lara back on
the wall.
At the right-hand switch alcove, the left-hand column corners allow
turning corner bugs, while the right corners are without bugs.
At the left-hand switch alcove, the left-hand column corners allow
turning corner bugs, while the right corners permit flicker motion on both
faces.
The two corners at the rear of the cage’s switch block allow
imbedding, but the bars appear to interfere with bugs. The far left corner of
the column permits a turning corner bug on the left face and flicker motion on
the right face. The far right corner allows flicker motion on both faces.
Looking at the exit, the three right-hand corners allow turning corner
bugs on both faces. The three left-hand corners have no bugs. On the two
columns, the far right corners have flicker motion, and the far left corners
permit turning corner bugs.
The first corner on the stairs has flicker motion on the left face and
turn-in flicker motion on the right face. Continuing up, the second and third
corners don’t have any bugs. The last corner has flicker motion on the
left face and turn-in flicker motion on the right face.
LADDERS ABOVE
SPIKES AND LAVA: There are no bugs by the open doors in this room.
The movable block allows a temporary bug at its original position; no
other bugs work at the two corners flanking the zip line.
If you jump to the right, you will find that the green corner begins to
allow turn-in
After jumping to the left, the green corner has no bugs.
The left corner of the tunnel to SECRET #3 has no bug. The right corner
bugs Lara through the ceiling; if you keep Jump held, an amusing series of
jumps finally lands her on a shelf across the lava.
At the first corner into the tunnel the left face shows flicker motion.
The right face tries to allow a turn-in corner bug, but the sloping floor seems
to prevent it. The next corner has flicker motion on the right face, but
nothing on the left face.
At the entrance to the outdoor walkway, the corner to the left suddenly
bugs Lara onto a slope where she slides to the Edge of Space and becomes
trapped. The right corner is bugless on the right face, and the left allows a
bug, but Lara always falls, even if Action is held.
LEVEL 17: THE
DRAGON'S LAIR
In the starting room, the two corners to the right of the petrified guard
permit fm on each face. The two corners to the left allow turning corner bugs
on all faces.
In the next room with the petrified guards, the columns at the entrance
have turning corner bugs on each face of the right corners, but nothing at the
two left corners.
At the alcove with a blank wall in back, the right corner of the the
right-hand column has no bugs. The left corner of the same column has a turning
corner bug on the left face. The corner by the alcove on the front faces of
both columns causes a column of Laras, but she is freed by jumping forward. The
other face of the left column’s right corner is bugless. The left corner
of that column shows turning corner bugs.
At the alcove with the switch the front faces of the corners by the
alcove form columns of Laras; she escapes by rolling and jumping with arrow
keys. The other three faces of the right corners of the two columns show
turning corner bugs; the other left corner faces have fm.
At the opening to the room of knife-throwers, the front faces of the
corners by the alcove form columns of Laras; she escapes by rolling and jumping
with arrow keys. The other three faces of the right corners of the two columns
show fm; the other left corner faces have turning corner bugs.
At the entrance to the knife-throwers room, the faces in the room
don’t allow bugs, probably because the raised door interferes. The faces
inside the passage have turn-in fm.
In the knife-thrower room, there are 18 columns with 56 exposed corners
(8 columns are against a wall). These corners have 112 faces, and I tested all
of them. In every case if you look at a column with the entrance wall behind
you, the near left and far right corners have turning corner bugs, the near
right corners have fm, and the far left corner doesn’t have bugs. All
column corners are the same on both faces.
Depending on the offset from the corner and the angle when a turning
corner bug works, Lara may bug up and fall when you release Forward, do a wall
slide, be trapped and form a column of Laras (I was always able to escape by
rolling and/or directional jumping), or remain at the top when you release
Forward. In the last case, she may be ejected from the corner when you press Roll,
or reverse position on the first press of Roll and be ejected on the
second.
No bugs work at the ornate doors to the dragon’s lair, whether the
doors are open or closed.
Looking back at the slide to the main level, the right corners of the two
columns allow turning corner bugs on each face, while the two left corners
don’t have bugs.
At the large doors (for the dragon?), the two left corners have turning
corner bugs on both faces. The two right corners are bugless.
The two columns flanking the open side of the ceremonial area have fm on
each face of the left corners and turning corner bugs exist on each face of the
right corners.
After the dragon is slain, face toward the exit. For all four columns
around the ceremonial platform, the near left corner has fm, the near right and
far left corners show turning corner bugs, and there are no bugs at the far
right corner. All corners are the same on both sides.
Inside the exit tunnel, the corners by the door hinges appear to allow
imbedding, but the doors are in the way, so bugs do not occur. Lara can jump
through the hinges in both directions, after repeated tries.
The corner on the right one square past where jade changes to stone traps
Lara permanently in the wall, in a sliding position.
Lara can jump
over low ridges to the lava walls at the sides! There are mostly horizontal
walkways by the vertical lava (flame?). Lara is not harmed by the lava, and she
can’t pass through it. The first lava area on the right has a corner that
traps her permanently. The jade portions of the ceiling tend to lose large
dangerous pieces.
On the left there’s an oddly dull lava wall. A corner to its left
is without bugs.
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