TR2 - LEVEL
5: OFFSHORE RIG
Swim corner bug information is typed in blue.
LOCKUP: A crack bug
allows Lara to enter the tunnel to the switch without moving the block, but
then she’s trapped. She can’t escape through the crack with a roll
bug, either. From the outside, the roll bug produces both elevation to the
block and temporary trapping in the wall
The corner at
the tunnel to the switch allows flicker motion on both faces. The left face
requires you to hold Forward while making turns to the right. You must turn her
much more than 45 degrees, but if you go too far, she runs through the corner.
When she’s almost looking straight along the wall, make small turns left.
At around a 45-degree angle, Lara goes to the ceiling, with the usual quivering
close-up of the wall texture. Keep holding Forward or she’ll fall. Press
Roll to start flicker motion, then you can release Forward. Hold Look to
observe all this.
I read of this corner bug method on the Tomb Raider bugok site; I only
added the flicker motion. Since there are quite a few corners like this that
don’t allow the normal corner bug on one side, I rechecked those corners.
They are peculiar in that if you are standing at the corner (as when attempting
to make a corner bug work) and you press Forward, Lara moves slight forward
into the wall and toward the wall. When you release forward, she moves back to
her initial position. It’s as if she’s “hooked” on the
corner. This behavior continues far past the 45 degree angle.
The
two-cube-high divider at one end of the room allows flicker motion at the right
corner, only on the right face. But it only works from the ground, and if a block is next to the left
face! That is, there’s apparently no corner at ground level, only a
smooth wall. If you move that block so that both faces of the corner are clear,
the bug no longer works! And if you put a block against the right face, the
corner bug doesn’t work regardless of what’s against the left face.
If you put a second block diagonally opposite the corner (so they touch
only along a vertical line), the bug still works. But then if you remove the
first block, attempting a corner bug traps Lara permanently in the wall, and a
“column of Laras” gradually builds up!
So we have the weird fact that a movable block in the right place can
make a corner bug work. I should go back and try this near other movable
blocks.
The left corner of the divider has no bugs, even if you put blocks in one
or any two of the three positions by the corner. The right corner also has
turning corner bugs on both faces when no blocks are present.
Both two block-high corners show the complete roll bug with a block
diagonally adjacent; that is, you can roll Lara onto the block or trap her
temporarily in the wall, forming a column of Laras, from both sides of the
crack.
POOL AND
UNDERWATER PASSAGE: The last corner
in the underwater tunnel allows a swim corner bug on the left face, but
Lara just bugs to the ceiling. The only other corner that points the same
direction is blocked if the door at the large pool is open; if closed, it
permits swim bugs on both faces, and Lara bugs to the ceiling. The corner left
of the large propeller has the correct direction, but Lara takes damage as she
nears it.
The corner at the start of the corridor from the underwater swim has no
bug. The corner in the middle of the corridor has turning bugs on both faces.
The corner at the exit to the walkway has fm on the left face and a turning
corner bug on the right face. The other corner, that meets the railing, is
bugless.
THE SEAPLANE:
Inside the plane by the switch the left corner has no bugs and the right
corner has turning bugs.
The broken railing opposite the propeller allows a fence bug, but
unfortunately it steers Lara straight into the prop.
You can jump straight at the stopped engine; Lara passes right through to
catch the wing.
There are no bugs at the tail surfaces or invisible forbidden areas of
the horizontal stabilizer.
You can’t reach the nose of the plane, so you can’t jump to
the walkway.
A
tombraiderforums post from August 2003 points out that Lara can jump to the
nose of the plane through the gap in the walkway railing. Curve jump to land
near the cockpit windshield or Lara is dumped into the water. For speed,
combine this with running through the building and rolling through the window
to reach the walkway. These shortcuts save at least two minutes.
YELLOW CARD
AND LOCK: The corner to the left of the red alarm only has a turning bug, on the
left face. The corner to the right has no bugs.
The corner between the yellow gas cylinders and the water allows flicker
motion. The door corners have only turn-in flicker motion on the faces inside the
doorway. The corner just inside the building has no bugs.
The corner at the top of the ramp has turning bugs.
Walk to the
left edge of the nearby double window. Turn left until Lara faces more than 45
degree from a line parallel to the windows. Press and hold Forward. Lara glides
along to the corner of the block!
The corner at the bottom of the stairs has a turning bug on the right
face and turn-in flicker motion on the left face.
The corner at the top of the stairs has flicker motion on both faces. The
right face has the turn-in variety.
The right corner of the triple window doesn’t have a bug. The left
corner has flicker motion; the window must be broken.
LOUNGE AND
BUNKS: The corner at the start of the right passage has a turning bug on the right
face and turn-in flicker motion on the left face.
The corner at the top of the stairs has a turning bug on the left
face and turn-in flicker motion on the right face. The next corner is bugless.
The corner beyond the door with a wheel has flicker motion on the left
face and turn-in fm on the right.
Looking from the first room to the room with the ramp: the near-right
corner has flicker motion on both faces; the near-left has turning bugs. The far right
corner has turn-in flicker motion on its right face and a turning
bug on its left face. The far left corner has turn-in flicker motion on
its left face and nothing on its right face.
Inside the doorway at the top of the ramp, the left corner produces
turn-in flicker motion; Lara falls when she reaches the door. The right corner
does nothing. The faces outside the doorway do nothing.
The free corner of the second wheeled door has flicker motion on both
faces; the left face works via turn-in. In the next room, the door corner has
flicker motion on the left face and nothing on the right.
At the exit from the lounge, both corners have turn-in flicker motion on
the face inside the doorway; only the left corner has a bug on the outside face, a turning
corner bug. Looking at the doorway from the other side, the right corner has flicker
motion on both faces and the left corner has turning bugs.
At the corner
outside the bunk room, the right face leads to a column of Laras. She’s
freed with only turning and rolling. On the left face, flicker motion carries
Lara into the bunk room.
There are no bugs on the upper bunks, including the two ends on the wall
below the trapdoor. There are no bugs from the floor at the ends of the bunks.
BURNER ROOM: The corner
before the slide has turn-in flicker motion on the left face and a turning
bug on the right.
The corner of the alcove containing the two movable blocks has fm on the
right face and a turning bug on the left face. There are no corner bugs with 1
or 2 blocks in the two other positions near the corner. All possible crack bugs
work, and both ways. The roll bug works at both sides of all three cracks
when one block is pulled out. All the usual effects occur, except at a crack
between the two blocks I couldn’t escape from either column of Laras.
For a faster
way to the exit ladder, pull either block from the alcove, get behind it with a
crack bug, and push it forward. Get on the block and take a running jump to the
ladder.
Or skip the blocks completely with this shortcut: jump to the back
of the platform at either edge of the ladder; the trick is to take off a little
more than one step from
platform. Then jump up and catch the ladder. I suffered only 10% damage this
way.
The corners at the top of the ladder both allow turn-in flicker motion.
RED CARD AND LOCK: The corner in the hallway has nothing on the right
face, and turn-in flicker motion on the left. As is occasionally true,
attempting to imbed by jumping disrupts the angle, so tap right, press forward
to test, and repeat until Lara does the characteristic slight movement into the
wall.
Lara can get
outside the fence in the SECRET #2 area! At any of the center panels, aim Lara
about a foot left of the right edge of the panel, angled about 15 degrees to
the right. Run forward. You will probably see Lara hit an invisible barrier
that turns her straight against the fence. Try to hit the barrier just before
the fence. After a few tries, you should hit it just right and run through the
fence!
Here’s
one position that worked.
A mirror image approach at the same point allows Lara back in. That is,
angle to the left instead of the right.
Lara can walk
on the entire gray border, but can walk to the high fence only at gaps in the
outer railing. However, an additional square permits access to the small square
tower. This square provides a handy point for re-entering, because the side of
the small tower also acts like the invisible barriers that guide Lara to a
fence bug point. Again, a mirror image approach from inside the fence works the
other way.
These five fence bugs also work by jumping, but be careful if re-entering
– Lara can jump into the hole!
The left corner at the turn to the small, water-filled room is bugless; the right
corner only has a turning bug (on the right face). The corner at
the drop-off has turn-in flicker motion.
Back at the button that shut off the alarm, the corner at the left turn
allows flicker motion on the right face via turn-in; the left face
doesn’t have a bug.
The corner at the top of the stairs has flicker motion on both faces; on
the left, it’s via turn-in.
There are turning bugs on both faces of the next corner.
At the entrance to the next room, the corner by the pipe has turn-in
flicker motion on the right face and nothing on the left face. The other corner
has turn-in flicker motion on the left face and a turning bug on the right
face.
There are turning bugs at the corner between the two pipes. The corner at the left end of
the pipes has flicker motion on both faces.
The right face
carries Lara through the pipe,
apparently leaving her trapped behind the pipe. But note the small gap at each
of the four pairs of small pipe flanges – Lara can jump through them in
both directions! Approach the gaps at a small angle.
At the bottom of the ramp, the left corner shows a turning bug on the left
face and turn-in flicker motion on the right face.
The right
corner has flicker motion on the right face, but the left face traps Lara
permanently in the wall; the game doesn’t redraw the background, so as
Lara moves, the successive images build up.
The corner at the top of the ramp is without bugs.
In the next room, the open grate has a rusty corner near the entrance; it only has a
turning corner bug on the right face.
At the railings around the vertical pipe, a kind of fence bug allows Lara
to jump over the hole near the corners of the two sides that end at the wall;
the third side has no fence or corner bugs.
The rusty cube near the room exit has bugs only on the corner by the room
corner; they are flicker motion on both faces. The movable block doesn’t
change the bug status of any corners of the rusty cube, and it has no bugs of
its own. When the movable block is in the room corner or near the exit,
bidirectional crack bugs are created with the rusty cube, providing a shortcut
of a few seconds.
Roll bugs work at both possible cracks. I was able to escape from the
column of Laras only when the block was on the jutting shelf.
The thug with a gun that you killed on this grate is the first occurrence
in the game of this enemy with the word “JOSS” on his backwards
baseball cap. On this level, there’s another in the next room and two on
the catwalks of the HUGE ROOM WITH WATER BELOW.
Underneath the open grate, the corner at the left end of the pipe is
without bugs on the right face. The left face has a turning corner bug.
On the nonskid metal floor, the drop-off corner has flicker motion on
both faces. The other corner has turn-in flicker motion on the right face, and a turning
bug on the left face.
At the exit, no bug works from atop the movable block. Inside the
passage, both corners exhibit turn-in flicker motion. The corner in the passage
has flicker motion on both faces.
TWO POOLS AND
GREEN LOCK: The entrance to the next room has flicker motion on both faces in the
room, and a turning bug only on the right corner’s passage face.
Both corners by the green card slot allow flicker motion above the slot,
but only the right corner also allows flicker motion on the other face. Lara
falls from the wall when she reaches the closed door. The other
face of the left corner has a turning bug.
I didn’t find fence bugs at the window, and shooting doesn’t
break it.
Between the two pools (one full & one empty at this point): none of
the four corners by the round yellow tanks have any bugs.
Fence bugs similar to those near secret #2 work at the fence panels with
the square bars at the edges; that is, the bugs work a little distance from the
dividing line between panels.
The corner at the top of the steps allows flicker motion, as does the corner
by the second pool.
HUGE ROOM
WITH WATER BELOW: Both corners of the entrance permit flicker motion.
From the first catwalk, both columns allow flicker motion at the left and
nothing on the right. Lara can run through the railing by the left column, but
so what?
On the second catwalk, flicker motion works on the column, turn-in
flicker motion on the wall.
At the small platform the left corner is bugless, and both faces of the
right corner trap Lara, producing a “column of Laras” effect. She
can free herself by turning, rolling, and jumping, and she lands on the other
small platform. On the second small platform, both additional corners allow
flicker motion; the wall face has the turn-in type. Around that corner, on the
third small platform, the corner produces a column of Laras. But merely jumping
forward drops her to the second small platform.
The column at the end of the third catwalk and the column by the shotgun
pickup have flicker motion at both corners.
Jump to the next catwalk. The rusty corner has turn-in flicker motion.
The column corner has flicker motion on both faces. The corner of the double
column also shows flicker motion.
At the three-square L-shaped catwalk, the left face allows turn-in
flicker motion, and the right face has a turning corner bug.
GREEN CARD: At the catwalk
by the GREEN PASS CARD, three column corners all show flicker motion; the
corner by a drop-off has the turn-in variety. The corner by the railing has no
bug. Both corners inside the alcove show turn-in flicker motion; outside, the
left corner has normal flicker motion.
The corner by the gold dragon has nothing on the left face and turn-in
flicker motion on the right face. At the next corner clockwise: a turning bug on the right
face, turn-in flicker motion on the left face. Next corner clockwise: flicker
motion on both faces.
The right face
carries Lara to the catwalk (a shortcut to the exit; saves about 30
seconds).Video: http://www.dailymotion.com/rr_carroll/video/x1gr5z_tomb-raider-2-offshore-rig-shortcut_videogames
Fourth corner: has turning bugs on both faces.
The corner of the large central rectangular structure nearest the gold
dragon allows a swim coner bug on the left face. Lara flickers at the ceiling,
but when Roll is pressed, she falls instead of moving.
Swim to the closest footing. By the corner that points the same as the
corner near the gold dragon, there are no bugs. Clockwise: both faces
have turning bugs. Clockwise: the right face has turn-in flicker motion and the left face
has normal flicker motion; pressing Roll afterwards deposits Lara on the
catwalk, for a possible “shortcut”. The fourth corner has
turn-in flicker motion on the left face and a turning bug on the right.
At the footing near the ladder, there are no bugs at the “gold
dragon” corner. The next corner clockwise shows turning bugs on both
faces. At the third corner, the right face has turn-in flicker motion and the
left face has normal flicker motion; both lead to fatal falls. The fourth
corner has turn-in flicker motion on the left face and a turning bug
on the right.
At the fourth footing, at the “gold dragon” corner there is
no bug on the left face and turn-in flicker motion on the right. Clockwise: a turning bug on the right
face and turn-in flicker motion on the left. Third corner: flicker motion both
faces. Fourth corner: turning bugs on both faces.
The opening at the exit passage has turn-in flicker motion on both
corners, even though one corner is completely covered on one face by a large
triangular fitting.
At the turn in the passage, the right face shows a turning corner bug,
but there’s nothing on the left face.
After opening the door with the GREEN PASS CARD, you’ll find the
that corner of the doorway has flicker motion on the right face and nothing on
the left.
Attempts to jump over the empty second pool all failed, either from
straight on or from the higher block to the right, with or without Action, and
even with “longest jump” adjustments. Attempts to bug up to the
exit also failed. Of course, even if you could reach the tunnel, you
can’t open the door at the end without being underwater.
Swim bugs work
on both faces of the right corner of the opening to the tunnel from the second
tank. Inside the tunnel, Lara just rises to the the tunnel ceiling, but in the
tank flicker motion occurs.
LEVEL 6: DIVING AREA
The corner on the stairs has flicker motion on the right face, but
nothing on the left. The corner above the water-filled room has turn-in flicker
motion.
The corner at the top of the ladder shows turn-in flicker motion. The
corner by the push button doesn’t have any bugs.
In the underwater tunnel behind the propellor, the right corner of the
square opening permits a swim bug on both faces. They raise Lara to the
ceiling. The left corner has no bugs.
ROOM WITH
SWINGING HOOKS: The corner at the entrance has flicker motion on the
right face and turn-in flicker motion on the left face. The corner to the
stairs shows flicker motion on both faces. The corner on the stairs has nothing
on the left face and flicker motion on the right.
Corners that point toward the entrance allow swim corner bugs on both
faces. At the two columns, after imbedding till she’s
“trapped”, swim up and turn toward the column; Lara appears in the
air beyond the other face and falls into the water again. At the opening to the
stairs, the right (pool) face allows flicker motion; the passage face raises
her to the underwater ceiling. I tried the other three corners of one column
and saw no bugs.
One of the thugs has “JOSS” on his cap. There are at least
four others in the level.
For a simple shortcut
across the pool, do a standing jump and catch the first block (waiting for the
swinging hook to move away), traverse right and pull up. Line up to the left of
the fence, wait for the hook to move away, and take a running jump to the other
side.
TOXIC WASTE
POOL: At the entrance to the area, the left corner has flicker motion on the
left face and turn-in flicker motion on the right face. The right corner also
has turn-in flicker motion on the right face, but nothing on the left. The
corner at the exit from the room shows turn-in flicker motion, but it’s
unusually hard to set up – jumping misaligns Lara, you have to turn and
press Forward to test for imbedding.
There are no bugs at the right turn before the ladder. You can climb
eight squares and backflip to the exit from the next room, but you can’t
do anything, so don’t bother.
At the entrance to the room with the hole in the floor, each corner has
turn-in flicker motion on the passage face and normal flicker motion on the
room face.
Instead of
dropping from the end of the slide and catching the walkway below, hold Action
during the slide and let off it when Lara’s waist is even with the edge
of the slide, performing a safety drop bug to the walkway. Although this shortcut
saves two or three seconds, more importantly Lara can quickly draw a weapon
and start shooting faster, and so takes less damage. I tried firing the pistols
during the slide and stopping when her waist reached the lip, but this
doesn’t produce the safety drop bug.
HUGE OPEN
ROOM/BLUE CARD: Both corners of the low exit allow nothing from the
floor, and turn-in flicker motion in the passage. The first
corner in the passage has a turning corner bug on the left face and nothing on
the right. The second corner doesn’t have any bugs. The third corner has
turning bugs on both faces.
BLUE
LOCK/LARGE SQUARE HALLWAY: The corner at the entrance door allows
turn-in flicker motion on the left face and normal flicker motion on the right
face. The four dobermans and flame-thrower guy obligingly stay back until Lara
moves away from the door.
The corner of the corridor to the left of the entrance door has fm on the
right face and a turning bug on the left face. The corner right of the entrance
has no bugs. Further right, the third corner has flicker motion on the left face and a turning
bug on the right face. The fourth corner has flicker motion on both
faces.
ROOM WITH
POOL AND CIRCULAR SAW: On the opposite side of the square corridor from the
entrance, the door corner permits flicker motion on the right face and turn-in
flicker motion on the left face.
At the bottom of the stairs, the room faces are bugless, but the passage
faces allow turn-in flicker motion.
At the second corner inside the underwater tunnel (where the two closed
doors meet), swim bugs raise Lara to the ceiling on both faces.
HELIPAD: At the door
from the main square corridor, the corner displays flicker motion on the right
face and turn-in flicker motion on the left. The corner at the bottom of the
stairs only has a turning bug on the right face.
The first turn in the stairs has flicker motion only on the left face.
The second turn has nothing on the left face and turn-in flicker motion on the
right. The corner at the third turn is blocked by the door.
While looking
in the entrance (under the alarm), the passage face to the right has a turning
corner bug and the other three faces have flicker motion. All four corners at
the helipad itself support flicker motion.
The corners at the entrance to the control room both exhibit flicker
motion. The corner by the button allows flicker motion on the left face, and
turn-in flicker motion on the passage face. The corner by the switch permits a turning bug on the right
face, and again turn-in flicker motion on the passage face. Of course, if Lara
flicker-moves past the first burner she becomes trapped.
ROOM WITH
POOL AND YELLOW TANKS: In the POOL AND SAW room, pulling the block in front
of the closed door does not magically create crack bugs past the door. However,
if the door is opened first, a crack bug works both directions at the non-door
edge of the opening. With the door open, the corner shows no bugs, regardless
of block position.
The crack bug permits Lara to pull the block into the tunnel, but
don’t! She can’t pull OR push it after that, and she’s
trapped.
Roll bugs with all four possibilities also work at the crack, with
escape. However, if you roll from inside the passage to be temporarily trapped
in the wall, when you escape back to the room, a flamethrower guy and club guy
are right next to Lara! She dies quickly.
At the entrance to the POOL AND YELLOW TANKS room, both corners have
flicker motion on the left face. The corner by the pipe has a turning
bug on the right face but the other corner has nothing on the right face. But
don’t flicker-move over the pipe or Lara becomes trapped.
The yellow tanks seem to “poison” the adjacent control panel
corners. The doorway corner on the way to the push button allows flicker motion
(only on the right face).
DEEP POOL
WITH SUB: The corners by the spot to climb out permit flicker motion.
The left corner at the entrance to the underwater tunnel allows a swim
bug on the left face; press Roll quickly to stay on the deck. The right corner,
the corner at the bend in the tunnel, and the corners at the exit have no bugs.
BACK AT ROOM
WITH POOL AND SAW: The corner at the door to the control room has no
bug.
Each of the two control panel blocks has flicker motion on both faces of
the right corner and turning bugs on both faces of the left corner.
On the saw side of the pool, a crack bug allows Lara behind the two
crates. It doesn’t work in the reverse direction.
The corner
behind the crack allows flicker motion on the left face, and the right face
traps Lara in the wall, generating a “column of Laras”. She can
free herself by turning and jumping.
BACK AT
HELIPAD/RED LOCK: Drop down to the newly-opened area and put your back
to the doorway. The near left corner of the column has flicker motion on both
faces. The far right corners have no bugs. The other two corners have bifacial
turning bugs.
At the left corner of the doorway, the inside face has turn-in flicker
motion. The inside face of the other corner has no bug.
The corner one square from the doorway has flicker motion on both faces.
After dropping into the inner room, I prefer to run out one of the side
doors at once; it gives you more space to stay away from flame-thrower guy.
Back in the room, all four outer doorways have corners that exhibit
turn-in flicker motion inside the doorway. On the room faces both corners have
regular flicker motion, but only some offsets from the corner work. At the
doorway opposite the red lock, for instance, the right corner requires an inch
of Lara’s left foot over the line.
To return to the POOL AND SAW room, go out the door near the RED LOCK.
POOL AND SAW
AGAIN/RED CARD: (And now return to the RED LOCK) After opening
the door by the RED LOCK, you will find that flicker motion works on the right face
and a turning corner bug on the left face.
The right turn at the top of the ladder has no bugs, on either level.
The corner one square from the bottom of the ladder allows flicker motion
on both faces; at the right face pressing Roll when motion finishes lands Lara
above the ladder again (to no purpose).
In the submarine pool room, each of the two corners by the yellow scuba
tanks permits flicker motion.
After climbing out of the water, the next corner in the passage shows
turning bugs on both faces. The second corner only has a turning bug on the
left face. The third corner, at the next drop into water, has flicker motion on the
right face. I gave up on the left face; the water interferes with testing.
At the last climb from the water, the corner has no bugs; but again, I
gave up on the watery face.
At the opening to the room, the corner has flicker motion on the left
face, and turn-in flicker motion on the right face.
The corner below the first stair step allows Lara to run onto the step
from both faces using a turning bug.
The doorway to SECRET #3 has flicker motion on the right face, and
turn-in flicker motion on the left face.
The gold dragon alcove has turning bugs at the left
corner and flicker motion on the right (the right face of that corner is too
low for jumping).
I didn’t find fence bugs on either side of the barred panels of the
room.
I couldn’t pass the closed door in the corner.
LEVEL 7: 40
FATHOMS
UNDERWATER: Looking back at the
entrance to the first underwater compartment, only the left corner has swim
bugs (on both faces). The left face lifts Lara out of the water, but she falls
in at once.
The exit of the next room has extended abutments before it. The right
corner allows swim bugs on both faces, but since open water is below the
abutment, the swim bugs move Lara down.
The next room (with the lever) has three slope-top buttresses on the left
wall. The far corners of each allow swim bugs.
At the left turn before the ceiling hole to air, the left face of the
corner permits a swim bug. I couldn’t get the right face to work.
INSIDE THE
SUNKEN SHIP:
You don’t
have to drain the room. Shortcut: climb out on the low crate along the
right side, pull up through the the low opening on the other side, and do a
running jump with Action to catch the opening to the next room. Start from the
middle-back of the take-off square.
In the room with the switch that drains the room with the crates, the
first corner has flicker motion on both faces. The left corner back to the crates
room has a swim bug only on the left face. The corner near the switch has turning
bugs. In the first drained area you see, the corner also has
turning bugs.
The corner of the opening to the crates room has no bug on the left face.
The right face (in the other room) has a turn-in corner bug which lifts Lara to
the stack of crates. But it’s easier just to pull up to the shorter crate
to the right. The right face of the corner to the right on the shorter crate
allows a corner bug, but the other two corners of those two adjacent tall
crates don’t have bugs. Both sides of the crack between the short and tall
crate allow rolling to the tall crate.
The right corner of the tall crate by the exit has turning bugs that allow
Lara to run onto it. The left corner is without bugs.
On the ledge between the rooms, there are no bugs at the higher corners,
and turn-in flicker motion at the lower corners.
In the room with the large trapdoor, you meet the first
“JOSS” guy of the level. There are two more, in the room below and
the last room of the level.
Go to the side of the tall crate in the corner, along the lower edge.
Perform a corner bug at the right corner, holding jump. Lara will leap off the
slope to the tall crate with the level top. Jump to the exit from there. The
other face of the starting corner doesn’t work.
For an even simpler shortcut, do a bug at the corner of the
tall crate nearest the exit, from either face. The
full roll bug works through the crack at the other corner.
The tall crate under the ceiling opening allows corner bugs only at the
corner that points the same direction as the working corner in the previous
paragraph. The other availble corner allows turning bugs.
The same normal corner bug direction works for the tall crate with
sloping top in the middle of one wall, but jumping after the bug works from
either face doesn’t quite reach the crate in the corner.
TIMED DOORS
AND BURNERS: Stella has a nice map for this area.
The corner by the drop-off at the entrance doesn’t show a bug. The
corner by the switch has flicker motion on the right face and a turning
bug on the left face.
The corners at the end of pipe sections are a special case, possibly
because of the sloping floor beneath them.
It first
appears that bugs don’t work at these corners – at a 45 degree
angle, Lara begins to move through the corner, but at some point she makes a
loud “Oof!” sound, stumbles during the landing, and is turned
toward the wall several degrees. I found, however, at an offset from the corner
where the outside of the heel is a third to a quarter of an inch short of the
line from the other face of the corner, she slowly moves even further from the
offset line, and after about six jumps, she bugs to the ceiling. This is so
finicky I’m going to skip checking every case.
I also haven’t checked the sloping face to this detail. In the
cases where I found flicker motion, the sloping floor forced Lara from the wall
before she became trapped behind the pipe.
On the right side of the corridor, the right corner at the side passage
in the middle shows flicker motion on the right face and turn-in flicker motion
on the left. The left corner of the passage has turning bugs.
At the “T” at the end of the straight length of passage, the
corner on the left has turn-in flicker motion on the left face and a turning bug
on the right face. The corner to the right has flicker motion on both faces.
Move past the portholes. At the next right turn of the corridor there are
turning
bugs on both faces.
In the next section of corridor, the passage to the right has turning bugs
at the left corner and no bugs at the right corner. The passage to the left, to the
burners, has turn-in flicker motion on the passage faces. The right face of the
right corner allows flicker motion, and the left face of the left corner has a turning
bug.
The corner at the next right turn of the corridor has no bugs; the corner
on the other side of “cut-out” at the turn has turn-in flicker
motion on the left face and no bugs on the right.
There are turning bugs at the corner at the end of the corridor.
In the middle of the cross-passage, the corner by the ladder has a bug on
both faces, but at the ladder face Lara falls back, whether you roll or not.
The nearby corner on the other side of the passage has turning bugs.
The corner behind the door opened by the switch above the ladder has
nothing on the right face and flicker motion on the left face.
There are no bugs at the doorway to Stella’s switch “5”
(near the entrance to the ocean).
In the tunnel to the ocean, the corner at the turn enables swim corner
bugs on both faces.
The corner to the left of the switch after the burners has no bug, nor does the
corner across the passage. The corner revealed when you open the door exhibits
turning bugs.
Speedrunners jump directly to the exit switch and use
med-packs until they can jump in the pool in the next room.
STACKED
UNDERWATER OPENINGS: In the lowest of the three stacked chambers, the
corner of the alcove to the switch and the gold dragon permits swim bugs on
both faces. The right face is below the opening to the next chamber, so the bug
raises Lara to the top of the second chamber, i.e. six cubes. This could be a shortcut
if you hit it at once, but swimming it only takes about six seconds. I
couldn’t make the left face work in about 7 tries.
The corner farther in the alcove that points the same direction shows
swim bugs on both faces.
BIG ROOMS
FILLED WITH DIRT: The left turn in the passage has nothing on the left
face and turn-in flicker motion on the right face.
There’s a nice shortcut at the drop into the dirt-filled
room:
Set up angled
to the right at the drop. Hop back and run forward. Add Right in the air. Lara
should drop onto a slightly sloped square one square ahead and one to the
right.
Angle left
and jump to catch the edge of the opening. Pull up, run forward and left, and
throw the switch. This opens the door in the room you will flood, and now you
can skip climbing back up here later. Run out the opening to the right, slide
down, and continue to the hole in the floor.
Go
around the edge of the room and past the hole in the floor. The high corner of
dirt allows corner bugs on both faces, but I couldn’t jump under the
railing to the opening in the wall.
In the lowest
room, there’s a shortcut to the opening near the movable crate: do
a standing jump to the lowest corner of a sloping square, and keep holding
jump. Quickly press Action, and Lara will grab the edge of the opening. Lara
can also spring directly into the opening, but you have to jump from just the
right spot about a foot to the right of the foot of the dirt pile. You can also
pull the block once, jump to the dirt pile and backflip into the opening. MMAN jumps on the block and then jumps off
the hill into the opening. There are no bugs at the corners of the opening.
There are no bugs at the opening to the switch that opens the door in the
flooded room. The corner inside the room has turn-in flicker motion on the
right face and nothing on the left face.
At the opening to the winding passageway, the right corner has no bug.
The left corner has flicker motion, but only on the left (outside) face.
Continuing in, the first left turn has turn-in flicker motion on the right face
and nothing on the left face.
Well, I just
had an unexpected visitor! The scuba diver came paddling down the passage to
attack Lara! At first he hugged the floor, but later he rose above it. When he
got too close, his spears struck the wall behind her, and were ineffective.
Then he followed her back to the dirt-filled room to continue the attack! Later
experiments made clear that he must be in the water tunnel below, either
naturally or by Lara drawing him forward, and then Lara must wait at the
“U” in the passage to the water.
Finally, I
killed him and he rose through
the ceiling! Later research showed that staying at the single face of the
U-shaped section of the tunnel causes him to leave the flooded tank ahead.
Usually it’s necessary lure him from the far end of the underwater
tunnel, but occasionally (as above) that’s not needed. Video: http://www.dailymotion.com/rr_carroll/video/x1gquf_tomb-raider-2-air-diver_videogames
So, to continue! Then a right turn has flicker motion on both faces. Another
right turn has a turning bug on the left face and turn-in flicker motion on the
right. The scuba diver appeared; when I dove into the flooded room, he was
nowhere to be found!?!
The final left turn has turning bugs.
The corners at the exit to the flooded room both allow turn-in flicker
motion. While performing it from the corner by the rusty ladder, our
air-swimming friend reappeared.
In the middle of the underwater tunnel to the last room of the level, the
corner on the left allows a swim bug on the left face; I didn’t make the
right face work in several attempts.
There are no bugs to the left of the switch that opens the level exit.
Just before the end of level, the left face of the corner leads to flicker
motion. Since you can jump through the corner without triggering the end of the
level, you can find that the other face also allows flicker motion.
There are no crack bugs at the concave corners of this
“forbidden” area.
Aurimas at tombraiderforums has discovered a great shortcut! It
utilizes what I call the dive bug: at the BIG ROOMS FILLED WITH DIRT, drop in
and go left to the tank you’re supposed to flood.
Stand a bit right of center at the edge,
take a step and a hop back, and angle left a few degrees. Take a running swan
dive. You should land a little right of the high point of the mound against the
far wall. Lara will go from head down to standing just as she reaches the
ground, and suffer no damage!
When you pull up into the exit tunnel,
you find a wall of water! Enter it and swim to the last room of the level.
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