Updates

2/16/08   -    Updates to all TR2 detail files, except China. In plum-colored text.

               -    Dive bug discovered.

9/5/07     -    The Deck gets a shortcut to the Storage Room Key. Tibet and China get shortcuts. In blue text.

               -    Turning corner bug discovered.  

5/21/07   -   Updates to TR2, the six levels of the Offshore region have swim corner bugs added, in blue text. No shortcuts found.

5/14/07   -   Additions to TR2, the six levels of the Offshore region (Offshore Rig through The Deck). Many shortcuts. A couple of air-borne scuba divers

3/7/07     -   Updates to TR2, The Great Wall, Bartoli’s Hideout and Opera House. Added more about crack bugs and the four movable blocks.

3/1/07     -   Updates to TR2, The Great Wall through Opera House. New text in blue. New corner bug variations (see update below). New minor shortcuts.

12/15/06 -    Extensive additions to the TR4 sections through Karnak. Mostly about crawl-corner bugs and shortcuts. New text in blue.

11/5/06   -   Additions to TR4’s Giza page, mostly about crawl corner bugs. New text in blue.

8/28/06   -   Easier flicker motion! Roll into the corner bug.

7/11/06   -   During flicker motion, Lara can turn corners and back up.

              -    Probably don’t need to “sneak up” on flicker motion.

6/15/06   -   Added TR4.

               -   Flicker motion occurs even if Lara falls before aligning.

               -   More Photos.

4/19/06   -   Added info about flicker motion in TR2 Gold, Nightmare in Vegas level.

What’s on this site:

There are four types of information:

  • Variations of the corner bug.
  • Starting points and a few highlights.
  • Detailed findings, including “I found nothing at corner XYZ”, for example.
  • Screenshots for fun, at the “Photos” link. – Sorry, broken at the moment.  

 

I’ve done this partly so each of you can decide for yourself how much help you want, and also so you can find the best items without wading through all the detail. To those of you who feel I’ve given too much or too little information at some level, I apologize.

 

Because I want to avoid the effort of giving precise directions to locations, I’m relying on Stella’s walkthroughs (at http://www.tombraiders.net/stella/ ). The bold-face lettering at the beginnings of paragraphs or between them is copied from her descriptions. If you go beyond the “Variations of the corner bug”, I suggest you have my site in one window and the appropriate walkthrough from Stella open in another window. Download her walkthroughs to save bandwidth. Also see Stella’s wonderful site for a description of the corner bug and other bugs.

 

You’ll find several references in the text to Theresa’s site. While this is no longer on the web, Stella was kind enough to let me know that the site has been archived at http://web.archive.org/web/*/http://tombraiders.com. Some dates do not have all of the pages.

 

Variations of the corner bug.

The arch bug -

The doors in walls of the Bartoli’s Hideout level of TR2 are typical examples. Treat the edge of the opening as a corner, even though several feet of solid wall separates the top of the corner from the top of the wall. Some such corners may allow Lara to bug up to the top if you jump repeatedly, but often Lara will appear at the top of the wall with her feet not quite on the horizontal surface, and she will fall. To get around this, note when Lara begins to enter the wall during her jump, and then RUN FORWARD instead of jumping. You will see her suddenly running ON TOP of the wall!

 

Some of you may have considered this an obvious use of the corner bug, but it surprised me, so I’m including it. But I find I’m not its discoverer; Beaver’s Lara Croft Pics (at http://www.angelfire.com/games2/Lara/# ) and at least one other site discuss it.

The flicker-at-top bug and flicker motion –

This section is true, but see the easier method in the Update of 8/28/06 below. Some corners go all the way to the “ceiling”, which in some cases may be blue sky. If you use the corner bug at such places, you will see that Lara is stuck at the top of the corner, in a perpetual state of flickering. The game must think she’s falling; note that her braid sticks straight up.

 

Lara can do a few things from this position – draw and fire weapons, light flares, turn – but for a long time, I thought she could only move by pressing Action, in which case she would fall to the base of the corner.

 

Finally I found that in Tomb Raider 3, if you turn Lara 135 degrees to look straight back along the wall, in some cases she would MOVE along the top of the wall! She’s still flickering, and also makes the footstep sound over and over – it sounds a bit like a machine gun. It doesn’t work in TR2* or TR4.  

 

Whether flicker motion works depends on Lara’s precise positioning at the corner. Begin by facing her straight at the wall, with one foot near the corner. Usually you can see a line on the ground which is in line with the other face of the corner. When I refer to “aligning” in the text, it’s this line I mean. Lara’s foot can be offset either left or right from this line by quite a bit and still allow the corner bug to work. It’s common to see a space of several “inches” (about the width of her foot) between the line and the nearest edge of her foot and still have the corner bug work. Then turn 45 degrees toward the corner and begin jumping straight up.

 

While the corner bug usually works anywhere within this rather wide range, unfortunately flicker motion does not. And though it may work at several points within the range, they are widely separated! No wonder I haven’t heard of this discovery before. Also, Lara turns slowly when you’re rotating her to look along the wall, which can be pretty tedious. Press the Forward key at the same time to turn her faster.

 

Flicker motion can be quite finicky. You may have to “sneak up” on the correct angle, by tapping the Left or Right key lightly; otherwise Lara will turn a bit too far and she’ll fall. This can be hard if the camera position doesn’t allow a view straight along the wall. But in some cases, flicker motion is robust, and it works even if Lara is turning at full speed.

 

In most cases you will hear a single footstep about 5 degrees before Lara turns too far. This is a handy warning to start turning in tiny increments.

 

I sometimes have to try five or six positions before flicker motion works. Also remember that you may not be able to see the difference between a working and non-working offset from the line.

 

The Action key drops her at any point, and you can pause the motion by turning her slightly. If the wall ends at an opening, Lara drops to the ground, but if it ends at a perpendicular wall, she stops. I’ve never been able to restart motion by turning 90 degrees to look along the next wall (see update 7/11/06 below), though in one case, turning 180 degrees started her back along the original wall.

 

If you set Lara’s foot beyond the line as a starting alignment, the corner bug is trickier. Turn only 25 or 30 degrees before making the first couple of jumps, to “set” Lara into the corner; otherwise she may slip off of it. And as you approach the correct 45-degree angle, it may appear that Lara’s midline will miss the corner; keep going, she will suddenly shift sideways into the corner when the bug is close to working.

 

The text for TR3 contains a number of statements like “Lara falls before turning far enough for flicker motion.” Usually I gave up testing the corner after that. But I later found that flicker motion sometimes works anyway! Also, I usually gave up after 7 or 8 tries. So if the text says it works, believe it; otherwise, be skeptical.

 

UPDATE 2/16/08: A poster called Aurimas on tombraiderforums has described something I call the dive bug. Take a dive (standing or running) to the base of a wall, and if it’s precisely aimed, Lara goes from head down (and a certain death landing) to standing, with no damage! Here’s his YouTube video:

http://uk.youtube.com/watch?v=oqJmKmuOn1E

 

UPDATE 9/5/07: I’ve discovered (or rediscovered) something I call the turning corner bug. If Lara is imbedded at least partially in a corner, she can turn and remain imbedded until she passes a certain angle. But the game only checks the angle and (perhaps) ejects her from the wall when she stops turning. So if you imbed in the wall and then turn continuously until Lara is aimed into the wall, adding Forward often causes a corner bug to work. Be sure that you don’t stop turning until after the bug works. If there is a roof above the corner, Lara will run onto it, as sort of an arch bug with a twist. If there is a ceiling overhead, Lara may fall at once, start a wall slide, or remain at the ceiling. Use Action to drop down and turn again if you wish; press Forward to bug up again.

 

I found this corner bug variation at the beginning of Tibet, so I haven’t checked the first half of the game yet. This generally works at three of the four directions, although two of those directions often have other kinds of corner bugs. It’s less useful in TR3 and TRLR than in TR2 because they often allow the crawl corner bug, but it’s useful in those games when the ground is at different levels by the two faces of the corner, which prevents a crawl bug from working. I haven’t tested TR or TR5 yet.

 

Continuous turning to remain imbedded can sometimes be useful even if you don’t want to actuate a bug.

 

In The Deck I’ve added the description of a great shortcut to the Storage Room Key. ZephyryhpeZ (it’s a palindrome) has discovered a way to use a movable block to corner bug to the cave that lets you drop onto the Key; see his YouTube video.   

 

UPDATE 3/7/07: I discovered that movable blocks can create corner bugs where none existed, and alter or remove working ones. Also, crack bugs exist even without movable blocks. See the details in the Great Wall, Second Guardhouse; Bartoli’s Hideout, The Villa; and Opera House, Dressing Room and Backstage. There’s a new shortcut Backstage. I’ll continue checking subsequent levels for these new (to me) variations.

 

UPDATE 3/1/07: I’ve added testing to every corner in TR2 through the Opera House, including for TR2’s one-square flicker motion and another bug variation, the “turn-in” corner bug. I heard of it on the tombbugok site. Since it's translated from Hungarian, I had a little trouble figuring out what they meant. Look under Corner-bug, TR2, Corner-bug Advanced (sender Lacek) and Corner-bug bug: (sender Lacek).

 

To paraphrase: At some corners, you can make the corner bug work by turning into the wall while holding Forward, and then pressing Roll starts flicker motion back across the square. Another Roll makes her fall from the stopping point.

 

More precisely, I found that it works at those few faces of corners where Lara doesn't run off the corner if you turn past 45 degrees, as she normally does. Instead, Forward cause her to move slightly forward and sideways into the wall. It's as if she's hooked on the corner. When you release Forward she moves back to her starting position, like she's spring-loaded. This all happens even if you turn her well past 45 degrees, to look almost straight along the wall.

 

There's a "useful" example near the top of the zip line in the Great Wall. It might provide a path to the ladder that’s a few seconds faster than the normal way. See the Great Wall – Venice TR2 detail page.

 

Jump up and down in the corner a couple of times to set Lara into the corner a bit. Then hold Forward and turn until Lara imbeds in the wall. If you turn too far, Lara will run through the corner. Her right leg should almost completely disappear.

 

Then turn right slowly until she is about 45 degrees to the wall. If you turn too far or she isn't deep enough in, she will pop out of the wall entirely, but it's easy to just turn the other way and start imbedding again. If it works, you will see a quivering closeup of wall texture. I found only one case in the whole game where this puts her on a roof; usually she stays at a ceiling.

 

Press the Roll key. Now you can release Forward. Hold Look and use the arrow keys to see Lara moving along the top of the wall. She'll stop when she reaches the other corner of the square. Press Roll again. Lara is ejected forward and sideways.

 

I should add that a normal corner bug does not work at this type of corner.

 

Crack or block bug variant: I discovered this backstage at the Opera House, in the two stacks of crates in the rear corners. Enter the opening in either stack and jump out of the right corner. If you attempt a jump in the reverse direction, Lara ends up on top of the crate which is above the crack – it works like a corner bug. At the stack in the left rear, if you jump near a 45-degree angle, Lara may become imbedded in the block, about 8 inches from the corner. Run forward to end up on the crate, like an arch bug; or just hold Forward to make Lara glide along the block edge. Perhaps these variants are useful somewhere. 

 

UPDATE 8/28/06: I recently discovered a much easier way to perform flicker motion, which I call angled flicker motion. It works in both TR3 and TR Lost Artifact. Simply imbed slightly in the wall near the corner and press Roll. Lara completes the 180 degree roll, pops to the top of the wall or sky, and begins flickering along the wall, in a 45-degree turned out position!

 

Here are some shots after she has rolled into the corner near her bathroom door.

 

It seems to work better if her foot is completely inside the limit line. If she’s too close to the corner, she may be “stuck”. Try turning her toward the wall to free her.

 

Lara moves more slowly than the earlier version of flicker motion in which she faces straight ahead, but you get to skip the boring 135-degree turn.

 

All of the shortcuts I mention in the highlights and details work with this new method, except the 19-square trip near the thatched hut in Madubu Gorge does not.

 

Turning at a perpendicular wall is a little more complicated than before. Turn Lara about 45 degrees to look along the next wall, until she starts being noisy again. Press Roll. If she makes a single footstep sound, roll back. She should be silent now; turn a little more from the wall, until all the noise starts again. Press Roll once or twice to free her from the corner.

 

If you didn’t hear the footstep sound after you first pressed Roll, roll back and turn a little farther from the wall. Roll toward the first wall and listen for the footstep. Keep up this cycle until you hear the footstep or Lara falls from the wall.

 

UPDATE 7/11/06: I have discovered how to make Lara back up during flicker motion. This could help if one starts at the edge of a doorway, then one could back up OVER the door, and beyond.

 

Also, I have found that sometimes when Lara is stopped by a wall, you can turn her 90 degrees and keep going on the next wall! But not always.

 

1. When Lara is stopped by a wall, turn her to look along the next wall, so that she starts making the "machine-gun" type noise again. Press the Roll key to start her moving.

 

2. Again, when Lara is stopped by a wall, press Roll to make her look back the way she came. Turn her away from the wall until she starts making the "machine-gun" type noise again. Press the Roll key to start her moving.

 

3. When she is moving along a wall, turn toward the wall by tapping the correct key 3 or 4 times. She will stop moving and become quiet. Hold down Roll, and she will smoothly move backwards. To start her moving forward again, tap the opposite direction key 3 or 4 times.

 

*UPDATE 4/19/06: A limited form of flicker motion works in TR2! Use a corner or arch bug where Lara becomes stuck at the top. You will usually see a shaking close-up of the wall texture. Press and release the Roll key (End on the PC); you’ll hear the usual sound. When you press and hold Look, you can see Lara moving away from the corner where the bug worked. But she stops at the other edge of the same square. Pressing Roll again will propel her diagonally forward and away from the wall; if a shelf or balcony is there, Lara will land on it.

 

I’ve done some spot searching (in about 25 or 30 areas), and found only one “useful” example: in LEVEL 13: CATACOMBS OF THE TALION, at the BUILDINGS WITH RAMP AND WOODEN BRIDGE. Implement an arch bug one square to the left of the end of the bridge at the building with red columns. Press Roll, hold Look until Lara is next the bridge, then press Roll again. Lara will land on the bridge. But the corner bug works from below the bridge, putting you on it anyway.

 

Tomb Raider Philosophy.

Some game players feel that the use of bugs is cheating, appears unreal, or spoils idealized game play. One web master goes so far as to say that he will not discuss bugs, since they detract from a fine game.

 

I would argue that everyone can decide for him/herself how to enjoy the games. For me, the moment of a discovery is one of the best things in life. The designers have done a great job of creating interesting surprises. They even put in the additional feature of the Secrets. Well, I think the bugs are the real  secrets – they’re so hidden, they lead to actions that not even the designers know about.

 

Dealing with useful bugs reminds me of scientific research. We don’t know what we’ll find when we start. Also, we’re never done. When I started recording what I found, I was tempted to make sweeping statements such as “There are two ways enter this room…”, but I’ve had several experiences of needing to retest an area after I discovered new abilities. But at some time you have to share what you’ve found so far, or you’d never say anything.

 

I like to allow anything that can be done with normal key commands. But I’m a purist in my own way – I don’t want to alter saved games to put Lara in unreachable places, as some people have learned to do. Well, maybe just for the view (Visit Stella if you’d like to do it).

 

In my opinion, you’ll get more enjoyment if you play a game through a time or two before going beyond this page, but you might want to see a few examples, and in the end you’re the best judge of how you want to enjoy the games. I liked to play a level twice (unless I found all the secrets) and then read Stella’s walkthrough for that level, while it was still fresh in my mind.

 

Coming Attractions.

         9/5/07   - Test first half of TR2 for the turning corner bug. Then finally check TR3 & TR Lost Artifact for newer types of bugs.

         3/1/07   – Continue rechecking TR2.

11/5/06 – I’ll be adding crawl corner bug and other information to the remaining TR4 pages during the next few weeks.

8/28/06 – I finished all but the last level of Lost Artifact, but now I’m going back to check for angled flicker motion and crawl-corner bugs.

6/15/06 – I want to see if flicker motion works (and does anything useful) in TR Lost Artifact, and check TR2 for useful examples of flicker motion.

 

Other Credits and Copyrights.

This site is copyright © 2006, 2007, 2008 Richard Carroll. The screenshots are copyright © Eidos Interactive Ltd. They were captured with IrfanView and edited with MS Office Picture Manager. If you want to copy something, give my site a credit.

 

This site is a hobby. So while I’d enjoy hearing about corrections or similar tricks that aren’t on the well-known sites, I don’t promise to read e-mails right away. E-mail me at tr_tourist@comcast.net .

 

Home: http://tr_tourist.home.comcast.net/