LEVEL 8: WRECK OF THE MARIA DORIA

 

Added swim corner bug info in blue.

 

The “same” corner as at the end of the previous level has flicker motion on both faces, again.

 

The first corner in the middle of the underwater tunnel has a swim bug on the left face.

 

SWIMMING POOL: At the corners of the wide exit from the pool area, only the room face on the left has a turning corner bug, and the faces inside the opening permit turn-in flicker motion. The corner on the left, at the start of the next room, allows flicker motion on the left face and nothing on the right face.

 

After pulling up to the hole in the ceiling, the first turn in the dark corridor has turn-in flicker motion on the right face and ordinary flicker motion on the left face. Where the corridor opens out, the corner is bugless.



The two guys protecting SECRET #1, the SILVER DRAGON, appear to have the word “JOSS” on their baseball caps in psychedelic script. Wikipedia says Joss Charmet did character models on Tomb Raider 1, 2 and 3. There are five more of these opponents in the level.

 

There are no bugs at the step up from the area with the chaise on its side.

 

The corner at the left rear of the tiled room has flicker motion on the left face and a turning bug on the right.

 

At the two-square-deep alcove, the left corner has flicker motion on both faces. Placing blocks by this corner prevents bug action. The right corner has turning bugs. The corner across from the alcove also has no bugs. Neither corner is bug-enabled by having a block by the corner, in either the diagonal or other-face position. All the possible crack bugs work, and they all permit roll bugs. I was only able to escape from entrapment when a block was in the strip that left a couple of feet of open space on top; in that case, you could also roll into that block and view it from the outside.

 

The left corner of the hall to the restroom has turning bugs, while the right corner has no bugs. No bugs are enabled by movable block placement at the corners.

 

BALLROOM: The right corner of the hall to the ballroom has turning bugs. The movable block causes no other bugs, regardless of position. The corner in the hall to the ballroom also has turning bugs. The left corner of the drop-off has turn-in flicker motion on the higher face. The other three faces at the drop-off are bugless.

 

The two corners at the opening to the ballroom show turn-in flicker motion on the inside faces; test before jumping. Only the left corner has a turning bug on the outside face. At the ballroom, the left corner shows flicker motion on both faces and the right corner has turning bugs.

 

The doorway to the area with the REST ROOM KEY has flicker motion on both faces of the right corner, and turning bugs at the left corner. At the other side of the doorway, the inside faces allow turn-in flicker motion (test before jumping). The outside face without glass shards has no bugs.

 

RESTROOM: The corner at the entrance to the RESTROOM has flicker motion on both faces. The corner between the two windowed walls does, too.

 

Continue right to the column against the windows. The left corner allowed wall slides on both faces. The right corner has an odd obstruction, that truncates Lara’s jumps, like many corners in TR4. The right face even kept Lara above a lower obstruction for several jumps! But I couldn’t turn this into anything useful.

 

At the corner to the right of the column, the left face allows flicker motion. The right face permits turn-in flicker motion, and Lara is automatically ejected from the wall when she reaches the window. The same occurs on the left face of the corner two squares to the right; that corner’s right face has a turning bug. Ah! Lara “runs in place” against both of the windows, as if they are doors. They are, they open when you use the REST ROOM KEY.

 

The next corner to the right permits turning bugs.

 

The corner by the lock has turning bugs. The corner two squares to the right also is without bugs.

 

I found no crack bugs in the room. I tried fence bugs at a few windows, but there was no sign of them working (such as changing angle during the approach).

 

Using the REST ROOM KEY reveals a corner in the doorway. The left face has flicker motion, but there’s nothing on the right face.

 

I couldn’t make corner, crack or fence bugs work at the door to the circuit board or the door facing it.

 

Back in the ballroom, the two corners on the far wall have any bugs “poisoned” by the upside-down railings above.

 

For a startling but useless experience, note that the four slim posts under the balcony at the room corners are set in from the corners of their squares by a few inches. Jump vertically between the corner of the square and the post. Lara jumps up and suddenly shoots horizontally for a square!

Additionally, the post one square from the far left corner shoots her two squares!

 

The two posts on the other side of the room that are connected by railing work in a similar way.

 

At the balcony corner in the far right corner of the room, no bugs work, because of an obstruction that traps Lara above or below it when she imbeds sufficiently. She does imbed as for a turn-in corner bug, but she turns and tilts like a statue, and the bug never works.

The same thing occurs one square left, where the lowest two feet of the corner are missing because of a cut-out. Here, it’s plain that the cut-out is the interfering obstruction. The same occurs at the higher cut-out on the opposite side. The corners to the side of each cut-out, farther back in the large opening, have turn-in flicker motion.

 

Turn-in flicker motion works at the corners at the back of both cut-outs.

 

On the left half of the balcony, the corner with the cut-out on the other side again shows the obstruction in the corner.

 

AREA BEHIND THE BALLROOM: The corner of the door opened by the button near the RESTROOM has no bugs. The corner just inside is blocked by the open door.

 

The corner by the large wedge on the floor has flicker motion on the left face and turn-in flicker motion on the right.

 

The corner at the first wheeled door has no bugs. The corner on the same side and one square into the room has turning bugs. The corner on the door side is without bugs.

 

Behind the second wheeled door, the corner at the passageway has no bugs. Inside the room, the corner under the door tries to work, but on both faces the door knocks Lara back to the ground. The other corner has turning bugs.

 

The corner in front of the rusty box has no bugs.

 

When the rusty box is placed at the diagonal position for all three corners, crack bugs work all around. In addition, three of the six faces produce a “column of Laras”; she can escape by sufficient turning, jumping, and rolling. The right corner does this on both faces and the middle corner does it on the left face. Placing the block on the right face of the middle corner enables flicker motion on the left face, but this doesn’t work for any other faces. Full roll bugs, with escape, work both ways at all three cracks, and also at the crack with the upper block on top.

 

*** Lara can get behind the higher box. After pulling it out, move the lower box to below the other exposed face of the higher box. Then do a crack bug at the edge of the higher box, while standing on the lower. Lara finds herself inside a one-unit cube. Continue straight to the opposite corner and perform another crack bug. Now you’re in a tunnel that connects to the room with rolling barrels. Skip down to the second trio of red asterisks, for a sizable shortcut. Rolling into the crack permits arrival on the block or entrapment with escape from either side of the first crack. The second crack only allows trapping without escape, probably because neither side of the crack has any open space above it.  

 

In the tunnel on the way to the guy with the wrench, the left turn has turn-in flicker motion on the left face and a turning bug on the right.

 

The corner at the entrance to the room with the door by the ceiling has nothing on the left face and flicker motion on the right, which takes many jumps to trigger, because the facing wall on the upper part of the corner slows Lara’s imbedding.

 

Bugs don’t seem to work at the closed door.

 

At the corner by the exit from the room, the left face works like the right face of the entrance. The right face has turn-in flicker motion. There are no bugs at the corner one square beyond.

The corner at the entrance to the RUSTY KEY room has turn-in flicker motion on the high face and normal flicker motion on the room face (Lara moves through the pipe). The flicker motion on the room face still works if the movable block is in the diagonal position from the corner, but not if it’s below the face.

 

The corners by the door have no bugs. But for the left corner, the right face has flicker motion with the block on the left face; it produces an escapable column of Laras with the block diagonally opposite the corner, and nothing with block below it. The left face is not affected by block, nor is either face of the right corner. All crack bugs work when the block is in front of the door alcove; and full roll bugs also work.

 

The corner of the open door has no bugs, except with the block pushed into the alcove the left face shows turn-in flicker motion and the right face has flicker motion.

 

The corner by the lock has only turn-in flicker motion on the left face. The corner at the drop-off to the room has no bug. The corners of the door don’t show bugs from the floor (no surprise).

Pushing the floor block next to the upper block and then pulling the upper block out allows Lara to get behind it with a crack bug. But it’s no faster than doing it the normal way (put the block on the end to make a row of three, and pull out the upper block twice). You also can’t jump into the crack bug from the floor. So you may as well do it the right way. With the blocks as shown to the left, full roll bugs work at the crack.

 

The corner at the opening has flicker motion on the left face, whether the block is against the face or not. Press Action while Lara is behind the pipe flange, and she shoots two squares from the wall! It’s probably because another flange is there. The right face has flicker motion only when the block is on the other face.

 

When the upper block is pulled out to the second block, and the lower block forms a crack with the stack, roll bugs put Lara on either block, from both siides.

 

The movable block in the tunnel doesn’t allow a crack bug. After pushing it, the corner exposed has turn-in flicker motion on the right face and nothing on the other face.

 

***At the opening to the room with rolling barrels, the left corner has no bugs. The right corner has turn-in flicker motion on the right face and nothing on the left face.

 

The corner before the breakaway tiles has flicker motion on both faces. Flicker motion also works at both corners by the burner pits, the right face of the other corner by the barrel slope, and at the one available face of the corner across the hallway (the other face is blocked by a barrel). The left face of the far corner by the barrel slope has a turning bug.

 

Hmm, when the second set of barrels roll, there’s still  only four at the bottom of the slope.

 

FLOODED ROOM WITH FLOATING PLATFORM: The corner before the door has turning bugs. The left corner of the door is without bugs. The right corner of the door has flicker motion on the right face and nothing on the left face.

 

The corner of the door that you re-open with the switch has turn-in flicker motion on the left face, but nothing on the other. The corner one square in is without bugs.

 

You can pull up to stand on the trapdoor after it closes!

 

Turn-in flicker motion works at both corners of the tunnel to the switch that opens the blue panel.

 

GLASS-FLOOR ROOM WITH POOL: At the right corner of the high opening leading to the blue-panel area, the left face allows turn-in flicker motion. The other three faces of the opening have nothing.

The corner with the two triangles covering most of the left face doesn’t have a bug. The corner at the drop to the large room has turn-in flicker motion on the right face and nothing on the left face.

 

The lower level is easily reached with a safety-drop bug (the little railing underneath doesn’t interfere).

 

None of the posts on either level act as “Lara shooters”, like those in the BALLROOM.

 

If the trapdoor starts to close, jump and catch the edge anyway; she can pull up through the closed trapdoor.

 

BACK AT THE RESTROOM: The corner at the opened wheeled door permits turn-in flicker motion on the right face, but nothing works on the left.

 

The corner by the third circuit breaker has turning bugs. The corner between the two buttons has flicker motion on the right face, and the left face leads to a column of Laras, which can be escaped with much turning, jumping, and rolling.

 

The corners at the tunnel to the RESTROOM have turn-in flicker motion on the two faces in the tunnel, and a turning bug at the right corner.

 

At the two corners just before the trapdoor to the RESTROOM, the right corner has flicker motion on both faces; the left corner has turn-in flicker motion on the left face and a turning bug on the right face.

 

THREE CIRCUITS AND BURNERS: At the entrance to the large burner room, both corners have nothing on the passageway faces and flicker motion on the room faces. The movable block prevents the flicker motion when blocking the passage, but doesn’t make any other changes.

 

Huge shortcut: You can move the block without turning off the burners. Stand six inches from the corner and pull. Before Lara’s health drops to zero, use a large med-pack. This should occur just before she completes the pull. Jump away from the flame and go to the other side, again six inches from the corner. Top off health with a small med-pack. Push the block once, using another large med-pack, and jump away again. Lara can jump from the right corner of the block and catch the opening. This means you can go directly here from the drop into the swimming pool area!

 

At the entrance to the switch room, there is only a turn-in corner bug on the inside face of the right corner, including on the outside faces (you must test from atop the movable block). There are turning bugs at the corner inside the room.

 

On some of the large ducts, the corner of the large flat area allows some bug interaction with the vertical face of the plate above (requiring the absence of a railing and depending on the direction), but Lara is only drawn to the step down to the square by the wall, so it’s not good for anything.

 

The opening to the water permits flicker motion at the right corner, but there are no bugs at the left.

 

The corner to the right where you wade into the water has turning bugs. The left face of the corner to the left has flicker motion. The right face allows you to start a swim corner bug, but as you enter the corner Lara’s position becomes too shallow and she stands, imbedded in the corner; then she can do a turning bug.

 

The corner one square away is too deep for testing on both faces. The corner before the harpoons has flicker motion on both faces.

 

SHIP'S BRIDGE/CABIN: At the entrance to the left, the corner by the water is without bugs. The corner one square in has no bugs.

 

The corner where the passage reaches the BRIDGE has flicker motion on the left face. On the right face, a turn-in corner bug produces a column of Laras, but it’s odd: she screams as it starts, and if you attempt to free her by jumping, turning and rolling, she eventually appears enlarged and turned on her side, and then dies after a few seconds!?!

 

At the right-hand entrance, the corner by the water has no bugs. The left corner before the closed door also is without bugs, but the right corner has turning bugs. The short wall to the right (when looking back at the entrance) has flicker motion on both faces of the left corner and turning bugs at the right corner.

 

The corner near the left end of the long window has flicker motion on the left face and a turning bug on the right face. There are no bugs at the corner near the right end.

 

The corners before the door with a wheel have turning bugs at the right one and flicker motion on both faces of the left. The corner at the open door has turn-in flicker motion on the right face and nothing on the left face.

 

The corner one square left of the door has turning bugs.

 

The corner across from the wheeled door has flicker motion on the right face and a turning bug on the left face.

 

Bugs don’t seem to work at the central structure that has a gap above the deck. I did get wall slides to work at the two corners near the large window. After you push the block under the switch, the corner by the switch traps Lara permanently from both faces; the only motion possible is turning.

 

The corner to the right of the four windows in the bulkhead has turn-in flicker motion on the left face and nothing on the right face.

 

Go down the passage to the right. There are turning bugs at the right turn. The corner one square away has nothing on the right face and flicker motion on the left; but it works oddly: imbed by jumping, then hold Forward. Lara glides further into the wall and then bugs to the ceiling. Drop with Action and jump some more. The next time it works, press Roll.

 

Go down two squares to the flat spot and turn left to face the single wall. The left corner has flicker motion on both faces; the right has turn-in flicker motion on the left face and a turning bug on the right face.

 

If you proceed down the two-square wide corridor to the right of the single wall, don’t stand on the flat spot in the corner. It’s a trapdoor and the shark can bite Lara right through it!

 

Instead, go downhill three squares and one square left. You should be facing another single wall. It has flicker motion on both faces of the right corner and turning bugs at the right corner.

 

Inside the room opened by the switch behind the wheeled door, Lara can pull the block out and escape the “trap” by performing a crack-type bug at either edge of the door. Or do a crack bug at the right edge of the block and push it out. Then you can find that the corner exposed has turning bugs but nothing else, regardless of the block position. Also, no corners of the block show any bugs. Roll bugs trap her permanently from both sides of the crack at the unmoved block.

 

The corner by the lock has a turning bug on the right face and turn-in flicker motion on the left face. The corner as you enter the cabin has no bugs.

 

GLASS CEILING THAT'S NOW A POOL: There are no bugs at the opening to this room. The two corners of the low gap opposite the opening allow turn-in flicker motion; the left corner also allowed Lara to glide along the floor for one square if Forward was held, after she turned enough.

 

At the outer edge of the structure, the right corner has turning bugs, and the left corner has flicker motion on both faces. Both corners at the drop-off permit flicker motion.

 

At the right side of the greenish-white and black structure on the other side from the entrance, flicker motion works at the corner one square from the drop-off. Lara may also glide to the drop-off; once there, jumping puts her on an invisible platform a couple of feet off the ground. I couldn’t make any bugs work at the corner she can barely walk under, nor at the partial corner at the drop-off. The left side of the structure has no possible bug corners.

 

At the large alcove on the lower level, the corner on the right has flicker motion on the right face and turn-in flicker motion on the left face. The left corner has turning  bugs, as does the corner inside the alcove.

 

Another JOSS character is on the lower level.

 

Make Lara into a boomerang! Move to the post on the lower level near the alcove that’s missing a few inches of its top, but is connected to the next post by an upside-down railing. Put the topless post right in front of her, looking toward the other post. Jump. Lara rises, shoots to the second post, then bounces back! Turn left so about one-and-a-half squares shows between the posts. The thickest black line should just show to the right of the near post. It looks like the same situation halfway around the room, but that pair of posts only produces one-way movement.

 

You can climb out of the water onto a glass shards square with no damage. Jumping to a higher flat square at a corner costs only a few percent of health.

The triangular downward projection permits a swim corner bug, which conveys Lara downward.

Swim toward the end of level far enough to have the first eel lunge at you. Then swim back to the pool for some air. This will draw out three barracudas; kill them and save. Now you can work some swim bugs. Where the passage to the eels opens out, the corner on the right allows swim bugs from both faces; Lara is trapped (apparently permanently) in the ceiling or wall, and multiple images build up until she drowns.

 

I passed the first eel by turning left into the passage, turned right toward the wall, and Lara was trapped in the wall somehow! There was no corner that points like the other swim bug ones. Further attempts at the same corner (one square past the first eel) show the bug “works” on both faces, but Lara does not move to the ceiling; she only remains trapped at her starting level, inside the wall. This seems to be the swim bug version of a “column of Laras”.

 

Looking back at the tail of the last eel, the two corners to its left permit swim bugs. The one farther to the left raises Lara to the top of the block; the corner nearer the eel traps her permanently in the wall.

 

The blue corner on the right before the first yellow one raises Lara to the ceiling, but only on the left face.

 

The first yellow corner has a swim bug on both faces. The second, just beyond the first, also has swim bugs on both faces; sometimes Lara is permanently trapped. 

LEVEL 9: LIVING QUARTERS

 

UNDERWATER/ENGINE ROOM: The two corners of the hole in the underwater wall before the lever don’t have swim corner bugs.

 

The corners outside the engine room both have flicker motion on both faces. The right corner at the entrance has no bugs; the left corner has turning corner bugs.

 

On both sides of the room, the corners by the central sloping section have flicker motion on both faces. There are no bugs from the floor at the corners of the horizontal side areas. It’s possible to jump to two of them from raised areas; jumping vertically on these flat platforms causes her to move toward the center of the room in a strange way, so no corner bugs work on these platforms.

 

BURNER ROOM: At the start of the passage, the right blue corner has turning bugs. The blue corner on the left has flicker motion on both faces. The corner one square beyond that has turn-in flicker motion on the left face and a turning bug on the right face.

 

Where the passage narrows to a single square, the right face of the right corner allows an arch bug to the upper hallway! This shortcut allows Lara to throw the switch to shift the pistons and return at once to the ENGINE ROOM. The left face displays turn-in flicker motion along the lower passage. The left corner has flicker motion on both faces; the right one is the turn-in type.

 

At the “U” in the passage, looking at the single wall, the right corner has turn-in flicker motion on the left face and no bugs on the right face. The left corner has turning bugs on both faces.

 

The corner before the drop-off has flicker motion on the left face and turn-in flicker motion on the right.

 

At the opening just before the barrels roll, the two faces in the approach tunnel have turn-in flicker motion. The other face of the left corner has normal flicker motion. The fourth face is blocked by a barrel. One of the three guys you meet here has “JOSS” on his cap.

 

The corner by the underwater lever has flicker motion on the left face and a turning corner bug on the right face. The corner “protected” by flames before the switch is thrown has no bugs.

 

The corner by the pull-up shows flicker motion. The corner beyond has turn-in flicker motion on the right face, but nothing on the left face.

 

The corner above the next pull-up has flicker motion. The corner at the entry to the switch room shows turn-in flicker motion on the left and a turning bug on the right face.

At the alcove in the room, the faces inside the alcove lead to flicker motion, and for some reason Lara drops as soon as she reaches the next wall. The faces in the room trap Lara in the wall. Before the column of Laras begins to form, an overhead view of the floor plan appears! The small repeated object on the right is a dead enemy.On the left side I gave up trying to free her and reloaded, but on the right turning and jumping freed her at once. Later, when the movable blocks on the higher level at both sides of the alcove are not near the two corners, arch bugs work on both faces inside the alcove, and on the room face of the left corner.

 

The corners on the Silver Dragon ledge both allow flicker motion.

 

Looking in the high doorway beyond the pistons, the left corner permits turn-in flicker motion and the right corner has flicker motion. The corner one square into the passage has flicker motion on both faces.

 

The left turn at the end of the straight section has turning bugs on both faces. The corner diagonally across the next square has flicker motion on the right face and a turning bug on the left face.

 

The corner at the bottom of the gentle slope has turning bugs on both faces. The corner one square beyond that is without bugs.

 

The corner at the bottom of the next slope has flicker motion on both faces.

 

Stella has a very helpful diagram for this area. Looking into the next small room, the right face of the right corner supports turn-in flicker motion; the left face allows a turning corner bug. The left corner is bugless.

 

The right corner of the alcove to the left has turning corner bugs on both faces. There are no crack bugs at the back of the alcove.

 

The concave corner (Lara’s looking at it) to the right of the above alcove allows a bidirectional crack bug. Use this shortcut to push Stella’s MB2 once (in the opposite direction from the arrow in the diagram). Drop to the area with the switch that moves the pistons in the engine room. Then pull up back at hole in front of MB2 and use the crack bug again to return to shelf at the engine room. If you also want the shotgun shells use the slightly longer method two paragraphs below.  

 

HALLWAY WITH MOVABLE BLOCKS: At the corner of the alcove with the movable block at the rear, there are no bugs. A crack bug at the left edge of the movable block drops Lara to the switch, as in the previous paragraph, but you can’t get back up since you haven’t moved MB2.

 

Instead, push Stella’s MB1 forward twice, use two crack bugs to reach the shotgun shells, and push MB2 as in the diagram, so Lara can drop to the switch, raise it and pull up from the hole again. Or forget moving MB2 and drop into the hole via a crack bug on either side; to regain the upper level, use an arch bug on either face at the left corner of the alcove in the switch room (that alcove is below the hole in Stella’s diagram).

 

It appears from the diagram that you could push the left-hand block forward twice and go that way with crack bugs, but a step prevents the second block movement.

 

None of the corners around the hole or at the two corners farther up in the diagram have bugs, regardless of block position.

 

At the switch to flood the burner room, both corners of the ledge show turn-in flicker motion.

 

Jam into the corner left of the switch and face as shown. A standing dive puts Lara on the low platform with no damage.



Look must show the left edge between the two angles at left.

FLOODED BURNER ROOM: The corner at the right end of the row of burners, above the switch that turned them off, allows swim bugs on both faces. I’m just testing corners that point the same direction.

 

After flooding the BURNER ROOM, open the door with the underwater switch and swim into the scuba diver’s territory. Instead of going on, swim back past the burners and to the ladder, with the diver chasing all the way. Climb from the water and return to the switch. Drain the BURNER ROOM. Return to the ENGINE ROOM.

 

Soon, Lara has a visitor!

Probably he was still there when the water disappeared, so then he could move higher without reaching the surface of the water. Reported by Phlip after I posted the similar case in 40 FATHOMS on tombraiderforums.

 

In the central underwater room (with the three holes in the ceiling), the opening in the wall shows swim corner bugs on both faces of the corner. The left face just lifts Lara to the ceiling as expected, but the right face puts her apparently in the ceiling; with the right camera position multiple images build up (no background is displayed).

 

Inside the giant eel’s cave, the corner just before his lair allows a swim bug that also puts Lara in the ceiling.

 

I put about 30 harpoons into the eel and it didn’t die.

ROOM WITH RAISED DUCTS: The corner of the door you open with the switch is bugless. The corner by the first switch has flicker motion on the left face and a turning bug on the right face.. Corner bugs work on both faces below the corner in front of the second switch.

 

The corner to the left of the glass shards allows flicker motion. The corner to the right lets Lara bug up to the switch, making the traverse superfluous; but the offset from the corner must be correct.

Shortcut: The ROOM WITH RAISED DUCTS is unnecessary, since a standing jump from the raised walkway can let Lara grab the blue duct on either side of the walkway.

 

The blue corner near the switch doesn’t allow a bug.

 

Back in the main room, neither corner with the lower portion missing (near the movable block) allows any bugs. There are no bugs at either corner of the movable block. The other corner after the traverse permits flicker motion. In the blue tunnel at the top of the room, the corner before the slide has no bug.

 

The corner behind the spot where you jump to the doorway doesn’t have a bug.

 

PASSENGER AREAS: The first corner of wood paneling allows turn-in flicker motion. The corner at the right turn in the passage doesn’t permit bugs. The subsequent left turn permits flicker motion on both faces.

 

The right turn to the gold dragon area has no bugs. The corner before the pit with the dragon has flicker motion on the right face; the left face leads to permanent entrapment and a “column of Laras” effect.

 

To reach the dragon step back from the edge and jump forward with Action; Lara will land beyond the glass. The corner above the glass pit, reached after pulling up, allows flicker motion.

 

There are turning bugs at the corner after the gold dragon area. The right turn after that has turn-in flicker motion on the right face and nothing on the left face. The corner at the slide allows flicker motion. A crack bug beside the slide lets Lara do herself in; no bug works at that corner. The corner to the right has no bugs. 

 

The column has flicker motion at both faces of the left corner. The corner to the right has no bug on the left face and flicker motion on the right face. At the step out of the water, the left face doesn’t allow a bug, but the right face permits flicker motion.

 

Inside the ocean area with the jade dragon, the opening back to the ship has swim corner bugs on both faces of the right corner.

 

The broken columns don’t allow bugs. But they do support Lara several feet off the ground.

 

Looking upslope, all four columns have a “virtual ledge” on both faces of the far left corner, but no other bugs. On each left face Lara can become temporarily trapped in the column, but jumping forward frees her.

 

At the doorway, the room faces of both corners allow flicker motion; the faces through the door have no bugs. The corner one square below the doorway allows flicker motion on both faces, as does the corner one square before the red carpeting. The corners at the doorway which borders the red carpeting have no bugs.

 

If you stand about 30 degrees off the divisions in the railing toward the downhill side, fence bugs work both ways.  This allows a shortcut of a few seconds if you jump to the higher side. Perhaps you can also finesse the JOSS thug who comes down the ramp.

 

The corner past the top of the ramp has flicker motion on the left face and turn-in flicker motion on the right face. The corner one square further has a turning bug on the left face and flicker motion on the right face.

 

Fence bugs work at the railing. When the block is at the corner in the railing, all four roll bugs work.

 

The corner under the far edge of the arched glass roof has flicker motion on both faces. A turn-in corner bug works one square further along.

 

There is a turning corner bug at the step down to the movable block, but only on the right face. This is not changed by pulling the movable block one square. No crack bugs exist before or after pulling the block. If you go to the other side and push the block a crack bug works in both directions.

 

Looking back down the stairs to the tiled area, the corner to the left has turn-in flicker motion on the left face and nothing on the right. The right corner has a turning bug, but only on the left face. With the block in the original position at the top of the stairs, crack bugs work at both corners while jumping up the stairs, but not down.

 

Looking up the stairs, the left corner has flicker motion on both faces. This is still true when the block is against the other face, but when it’s in the diagonal position, Lara is trapped in the wall from both faces; I gave up before freeing her. The same is true when roll bugs are attempted at the crack. The right corner has turning bugs on both faces. With the block in the diagonal position, rolling can trap her temporarily in the wall or raise her onto the block. With the block against the left face, flicker motion works on the right face. The block can’t be moved against the right face.

 

The corner near the low area by the exit has no bugs. In the pit, the corner near the movable block has turning bugs. With the block diagonal to the corner, roll bugs work and only the right face allows a normal corner bug. The corner with a low block to its left allows a simple corner bug, though of course you can just climb the blocks.

 

You can shortcut to the end of the level and skip the two movable blocks, the theatre key, and the theatre. Walk to the corner of the block with the sloping top that is slightly to the left of the doorway that ends the level.

 

Align Lara so the edge of her shoulder is against the left edge of the doorway. Hop back.



Turn Lara left so her head is between the two angles shown. Hold Action and take a running jump.



She catches the sill of the doorway within a few inches of the corner. This is fast enough that you may be able to skip killing the two Josses and the club guy first.

 

At the step down to the hallway with the theatre lock, the lower face of the right corner permits a turning bug; otherwise there are no bugs. The corner across from the lock has turn-in flicker motion on the right face and the normal variety on the left face.

 

The corner at the bottom of the stairs at the end of the hall has flicker motion on the left face and no bugs on the right.

 

The corners of the entrance to THE THEATRE don’t show bugs because the double doors are in the way.

 

The two corners of the box seats area show turn-in flicker motion on top of the wall, but nothing from the floor outside the box. The corner by the inside of the area has no bug from atop the wall and flicker motion on the left face.

 

The right column onstage has flicker motion on both faces of the two corners. With the movable block against the left side, flicker motion occurs on both faces of the left corner. With the block in the diagonal position, both crack bugs and all roll bugs work, with escape from being trapped in the column. When the block is in front of the column, the left corner again has flicker motion on both faces and the right corner has flicker motion on the left face and nothing on the right face.

 

And what are these two odd squares for?

 

The left column onstage has turning bugs on both faces of the right corner, and flicker motion on both faces of the left corner. With the movable block against the right side, the right corner shows flicker motion on both faces. With the block diagonal, the right face is bugless and the left face traps Lara temporarily. With the block in front of the column, the right corner has nothing on the right face and flicker motion on the left face; the left corner has flicker motion on the right face and nothing on the left.

 

Looking at the end of the curtain, the right corner has flicker motion on the right face and turn-in flicker motion on the left face. With the block on the left face, the right face allows flicker motion while only a flicker-at-top turn-in corner bug works on the left face. A diagonal block allows the roll and crack bugs only from the downstage side, and only the right face traps Lara permanently. A block against the right face allows only flicker motion on the right face.  

 

There are turning bugs at the left corner of the curtain’s end. With the block against the left face, both faces show flicker motion. At the diagonal position, roll and crack bugs occur, and only the right face traps Lara until you turn and jump free. And when the block is against the right face, only that face exhibits flicker motion. 

 

Neither corner on top of the wall to the room with the button for flooding the pit has any bugs.

 

If the final area before the door is flooded, two of the underwater corners don’t allow swim bugs (the others point the same direction)

 

 

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