TR2 - LEVEL 12: BARKHANG MONASTERY  

 

MONASTERY ENTRANCE: There are no bugs at the first corner, the right turn in the tunnel.

 

The rocky corner at the tunnel exit has flicker motion on both faces; the left face raises Lara to the height of the nearby tower, but she falls fatally when flicker motion carries her to the opposite corner of the face.

 

Moving counterclockwise to the next rocky corner, the corner has no bugs. The corner just beyond it has flicker motion.

 

As you enter the level, flicker motion leads to fatal falls on both faces of the corner of the first column to the left. The other corner of the column has turning corner bugs.

 

The column to the right of the stairs has flicker motion on both faces of the right corner; the left face results in a fatal fall, but the right face face only raises Lara to under the balcony and the fall causes 40% damage. The left corner has only a turn-back bug on the right face; if you turn to face almost straight along the wall, Lara scoots along the ground when you press Forward, rather than bugging up to the ceiling. –This is an early description of the turning corner bug.

 

The column’s right corner at the left side of the stairs permits flicker motion on both faces. The left corner shows turning corner bugs.

 

Continue left through through hexagonal hole in the rocks. On the other side, the corner with the short vertical section in the middle shows no bugs.

 

At the left side corner column of the temple (through the hole in the rocks), on the right corner: on the left face, the corner bug raises Lara to the ledge topping the column, but she falls to her death at once. However, if you stop jumping as soon as Lara moves left into the column and then press Forward and Left together, she runs onto the ledge! Release the keys quickly or she’ll run off the ledge. Or hold Forward and press Left to get her safely on the ledge after the bug works. The right face is easier; Lara bugs through the wall over her to the ledge. I couldn’t quite catch the ledge around the corner, even with a short running jump to cut down the angle; I think the decrease in height of the ledge makes her fingers hit too hard. The corner on the ledge allows flicker motion. –Move left of the ledge’s end about 5 inches, aim so a bit less than half her head is in front of the corner, use a normal running jump, and stay off Action until most of the turn in the air is completed. 

 

Go 180 degrees to the corner of the other building. The corner bug doesn't work there.

 

At the top of the ladder, both corners show flicker motion, but only on the faces with the higher floors. Inside the masonry enclosure, the left corner has flicker motion on both faces, while the right corner has nothing.

 

The corner at the opening to the ledge has no bugs.

For a shortcut, it’s pretty easy to do a curve jump around the crevice instead of a traverse. The lower corner of the higher square or the upper half of the lower square all have usable takeoff points; aim a little out from the corner you have to “fly” around.



 



The balcony goes around three sides of a column against the monastery. The right corner has flicker motion on both faces. The left corner has
turning corner bugs.

 

There are no bugs at the end of the balcony which includes a corner. 

 

Flicker motion works on the outside of both library windows, on both faces of both sides. On the four faces that include the glass, it’s turn-in flicker motion, and Lara stops at the glass and continues when she shoots it out; or she may fall when she reaches the glass; or she may jump through the glass. From the inside all three window corners have flicker motion on the face in the room (one window has an edge even with a wall, so there is no corner), but none of the faces containing the glass panes show any bugs. Some of the bugs seem to have a very narrow range of angles that work.

 

MAIN HALL KEY: The corner at the hallway from the library has no bugs.

 

Look along the corridor to the MAIN HALL. The left corner has flicker motion on the left face and turn-in flicker motion on the right face. The right corner has turn-in flicker motion on the left face and a turning corner bug on the right face.

 

At the short passage to the room with the ladder, only the right face of the left corner has no bugs; the other three faces exhibit flicker motion. When Lara steps into the passage, the monks run hurriedly to the STRONG ROOM to battle two intruders; I helped out.

 

Look back at the passage from the ladder room; the right corner has no bugs, and the left corner has flicker motion on the left face and nothing on the right face.

 

At the corridor to the ladder, all four faces have flicker motion. Inside the corridor, it’s turn-in flicker motion; at the left corner, turn-in works just by turning, but not by imbedding via vertical jumping. Apparently all turn-in corner bugs can work by holding Forward and turning until Lara imbeds; jumping is unnecessary.

 

At the top of the ladder, both corners allow flicker motion.

 

Neither corner at the end of the walkway has bugs.

 

Looking up the incline, the left corner has flicker motion on the left face. The turning corner bug traps Lara permanently in the wall on the right face. The right corner has a turning corner bug on the right face, but nothing on the left face.

 

The two corners by the flares have turn-in flicker motion on the faces above the horizontal floor, but no bugs on the faces above the inclined floor.

 

POOL WITH STRONG CURRENT: The corner at the right turn in the passage has a turn-in corner bug on the left face, but Lara falls when you attempt flicker motion. On the right face a turning corner bug traps Lara in the wall.

 

The corner at the entrance to the pool permits turn-in flicker motion.

 

The corner at the fenced-in viewing alcove allows flicker motion on the wet face. The face in the alcove permits turn-in flicker motion.

After motion stops at the fence, Roll causes Lara to land on the shelf outside the fence!


 

A running jump to the right lands her on the the ledge near the ladder, allowing a major shortcut! You can explore the entire area with the outbuilding and return to the MAIN HALL without getting the trapdoor key.




 

At the right end of the small fence, Lara can jump past it if you turn her 45 degrees first. But this leads to a fatal fall. Better, hop back and jump forward. She lands outside the fence! This is an even faster shortcut than the one in the previous paragraph.

 

The corner just past the third chomping door has turn-in flicker motion on the left face, nothing on the right. The next corner has flicker motion on both faces.

 

At the door to the burner room with the prayer wheel, the right face of the right corner traps Lara permanently in the wall. She takes the “sliding into a wall” position, with one knee up, and can’t turn or roll. The left face permits turn-in flicker motion. The left corner only has a bug on the right face, turn-in flicker motion.

 

From inside the burner room, the left corner has turn-in flicker motion on the right face and nothing on the left face. The right corner is bugless.

 

The right corner of the wooden column near the door has flicker motion only on the right face. The left corner shows flicker motion on both faces.

 

The corner of the two-square alcove has no bugs.

 

Stand under the arch and face the movable block. The left corner has flicker motion on the left face and nothing on the right face. The right corner has flicker motion on the right face and a turning corner bug on the left.

 

The left corner flush with the movable block has flicker motion on the left face and nothing on the right; the right corner has flicker motion on the right face and a turning corner bug on the left face. If the blocks are moved away, the corner near the middle of the room permits flicker motion on the left face and no bugs on the right face; the corner at the exit has flicker motion on the right face and nothing on the left face.

 

Roll bugs worked at the three corners where I tried it, but no locations seem to offer a shortcut.

 

If you move a block under the arch and next to the hole, the corner by the hole and touching the arch has no bug. On the other side of the arch, the left face of the block’s corner enables flicker motion at the ceiling. The face under the arch has flicker motion along the top of the block.

 

At the other end of the arch, if the block is moved there both corners touching the arch allow flicker motion on the side faces, but nothing under the arch.

 

If the monk walks into a movable block, he enters it, then suddenly reappears on top. He then strolls onto the floor as if there’s a step halfway down the block. If the block has little space above because it’s under one end of the arch, he enters, but then emerges while invisible! You can see his shadow moving around the room. In the case I saw, he reappeared when he touched the far wall near the arch.

 

The shortcut way out: push the block in the exit forward once. Then do a crack bug at the right corner.

 

At the opening to the ladder, the right corner allows flicker motion on the right face. The left face traps Lara permanently in the wall; she can’t turn or roll, and she’s frozen in the sliding position. Pressing and releasing Look causes the view of her to change.

 

The left corner has nothing on the left face and turn-in flicker motion on the right face. It allows you to skip climbing the ladder, but unfortunately it takes a few more seconds.

 

With a block in front of the opening, roll and crack bugs work on both sides, but only from the corridor side.

 

The corner by the boulder has flicker motion on both faces.

 

MAIN HALL/STRONG ROOM KEY: Jumping past the center or sides of the MAIN HALL doors does not work.

 

Lara can jump past the hinges of the open doors to the hall by holding Forward while jumping and turning.

 

There are no bugs at the column in the corner near the door to the reading room.

 

At the doorway to the reading room the MAIN HALL faces of both corners permit flicker motion. The left corner has a turning corner bug on the corridor face; the other corridor face has no bugs.

 

The column by the entrance to the reading room has turning corner bugs at the right corner, and flicker motion on both faces of the left corner.

 

The corner at the entrance to the hallway with three swinging blades exhibits turning corner bugs.

 

The two corners at the doorway to the STRONG ROOM KEY both have flicker motion after an arch bug on the hallway face, and turn-in flicker motion on the other face. The two doorway corners inside the room again have flicker motion after arch bugs on the outside faces; only the doorway face on the right has a turning corner bug.

 

There are no bugs at the edges of the viewing window for the small figure.

 

At the end of the hallway, the left corner has flicker motion on both faces and the right corner has turning corner bugs.

 

The corner near the left end of the fence has no bugs. However, while you are moving through the corner with vertical jumps, stop halfway; turn toward the column and press Forward as Lara nears the position of facing the wall; stop about a half-second after that, and Lara may be flickering at the top of the wall and facing approximately toward the far corner. If she’s “trapped” in the corner, press Roll to release her. Drop her with Action. Pushing forward will cause her to bug to the ceiling again, while a series of vertical jumps will move her to the other corner. Once there, I found no combination of jumping or rolling gets her by the fence. Pushing Forward raises her to the ceiling, but there’s no way by the fence there, either. I also got her to scoot straight along the floor by turning to look almost in line with wall, but that didn’t help. –The preceding paragraph describes what I came to know as the turning corner bug.

 

At the right end of the fence, the corner has no bugs, and the turning corner bug (lines 2 and 3, previous paragraph) also doesn’t work.

 

Lara can enter the small fenced passage to the right. Stand straddling the right edge of the opening and turn to a little less than 45 degrees. Jump forward. Try small changes in angle. She can exit back to the same side at the other corner; jam into the corner, aim a bit right of 45 degrees and jump forward. Again, try small changes in angles. I was unable to pass the other fence, in either direction.     

 

STRONG ROOM/ROOFTOPS KEY: The left corner at the entrance has flicker motion on both faces. The right corner only has turning corner bugs.

 

The strong room doorway has flicker motion on the outside face and turn-in flicker motion inside. The left face of the corner inside shows turn-in flicker motion, while the right face has no bugs.

 

On the balcony outside the STRONG ROOM, flicker motion works on each outside face of both corners of the window, and each inside face has turn-in flicker motion. From inside, only the room faces have bugs: flicker motion at the right corner and a turning corner bug at the left.

 

Lara can jump through the railing divisions on the balcony, but of course it’s fatal.

 

I’ve noted that Lara falls from flicker-at-top after a few degrees of turning back toward the wall; apparently flicker motion is impossible (at the corners I’ve tried). BUT she turns FORWARD 45 degrees before falling; needs more exploration. Of course, I know now that flicker-at-top usually produces angled flicker motion by pressing Roll.

 

ROLLING BLADES/ROOFTOPS: At the doorway to the rolling blades, the outside faces permit flicker motion and the inside face of the left corner has a turning corner bug, while the inside face of the right corner has nothing. From inside the room, the inside left corner has a turning corner bug while the other three faces have flicker motion.

 

The middle corner on the other side of the room has turning corner bugs; the other two corners are bugless.

 

Flicker motion occurs on the left face of the corner at the bottom of the stairs. There’s nothing on the right face.

 

The two corners to the right of the golden calves (?) have no bugs, except turning corner bugs work pretty easily on both faces of the left corner. The corner left of the golden calves has no bugs.

 

The corner by the burner switch permits an arch bug on the right face and the turning bug on the left face.

 

There are no bugs at the row of burners; the turning bug works on the left corner, but Lara slides off the steep roof.

 

Skip the burners and the switch to turn them off. Instead, use the corner bug at the left side of the stairs going down, to get on top of the rooms. Travel over the roofs counterclockwise, until the burners stretch ahead below on your left. Use Action-Run-Jump, and release all keys in the air, to avoid running off the landing blocks. Repeat to the end, then jump across the passage and drop into the courtyard with the ladder on the other side. This avoids the 2 cult thugs sneaking up behind you; the monks engage them when they emerge. I’m not sure if all this is a shortcut. This is mentioned in the Expert’s Challenge on Theresa’s site.

 

The corner at the other end allows the corner bug on both faces. Lara falls immediately on the left face; the turning bug works, though. Cross the lower red section to the side of the black arch. Flicker motion works at both corners.

 

In the courtyard to the left, the corner to the right of the switch allows flicker motion on both faces. Note that Lara's braid points straight up, so she's continually "falling". There are turning bugs at the left corner; the left face shows Lara falling in a solid blue sky.

 

At the other end of the large arch the right corner doesn’t have bugs, and the the left corner allows turning bugs.

 

The corner further right of the switch has flicker motion on both faces. The corner further left of the switch has turning corner bugs.

 

On the platform at the top of the ladder, the right corner of the other side has no bugs, but the other three corners support flicker motion. Note that the eyes move on the two pillars flanking the top!

 

In the room below the trapdoors, the column to the left of the GEMSTONES has turning corner bugs at the right corner and no bugs at the left corner.

 

The corner right of the window to the GEMSTONES has no bug on the left face, but the right face lets Lara bug throught the roof with a turning bug! In order to start the imbedding process, hold Forward while she is off the ground; once imbedding starts you don’t need Forward any more.

 

At the red column to the right of the GEMSTONES, a crack bug allows a small shortcut to the exit ladder. A better shortcut is to attempt the crack bug in the other direction – it puts Lara on the roof, even if the trapdoor is still closed!

 

UPDATE: Best is to set up at the other side of the crack, near the GEMSTONE display case. Then press Roll, which causes Lara to appear on the roof, with a closed trapdoor.



The next corner around the column from the crack bug shows no bugs. The second corner has turning bugs that put Lara on the roof, from either face. Normal corner bugs from both faces of the third corner also allow Lara to reach the roof past a closed trapdoor.  But the crack bug by the display case is faster than the bugs at these two corners.

 

There are no bugs at the column in the corner of the room. I couldn’t find any bugs past the two pieces of fence.

 

Back on the roof, the left corner at the bottom of the stairs has no bugs. The left corner at the top of the stairs allows the corner bug on both faces, but Lara slides off the steep roof.

 

The right turn going further up the stairs has flicker motion on both faces.

 

The corner to the left of the golden calves has flicker motion on the right face and nothing on the left.

 

The corner to the right of the star door allows turning bugs. The corner of the prayer wheel alcove has flicker motion only on the right face.

 

For a shortcut to the prayer wheel, pull the block once and use a crack bug to its right, and leave via the same crack.

 

STORAGE ROOM WITH MOVABLE CRATES: In the MAIN HALL, the corner to the right of the giant Buddha has a short section of fence next to it. This corner has the most variable response I’ve ever seen. While attempting a corner bug on the right face, she usually is trapped in the wall and falls to her doom after some turning, jumping and rolling. If her position is slightly different she performs a fence bug jump to the stairs, or the fence bug drops her just on the other side of the fence. But once, she bugged to the ceiling and flicker motion followed by Roll dropped her to the walkway, with 40% damage. And once, she rose into the air and shot one square to the other end of the fence! The left face is so much lower that Lara doesn’t “see” a corner on that face.

 

At the hallway’s entrance there are no bugs at either corner. Turn-in occurs at the right face of the left corner, but no bug is triggered. There is a possibility of bugging to the high opening for the jump to the statue, so I strenuously tried to use a turning bug to reach the opening, but no go. Lara did a nice wall slide up the passage, however. –Pressing Forward while off the ground starts imbedding, but an internal shelf in the corner prevents a bug.

 

At the entrance to room with movable crates the two hallway faces exhibit flicker motion and the other two faces show turn-in flicker motion. From the other side of the doorway, the room faces permit flicker motion and the right face of the left corner shows turn-in flicker motion, and the the passage face of the right corner has a turning bug.

A movable block at the entrance allows full crack and roll bugs. But with the block in the corridor, crack and roll bugs only work from the corridor side. There’s no room to roll onto the block, so Lara is imbedded in it; just jump forward to escape. And it’s fun to see the monks walk over the blocks. No bugs work at the two corners when the block is diagonal to a corner or on one face. At the inside of the entrance, bugs with the block occur when it covers the opening; attempting a corner bug on each wall face traps Lara permanently. When the block covers the right face of the right corner, there is turn-in flicker motion from atop the block, but nothing on the left face. With the block against the left face of the left corner, turn-in flicker motion occurs on top of the block and nothing happens on the right face.


I wanted to see if pushing one of the movable blocks into the GAUNTLET OF TRAPS would do anything interesting. But the two lamps in the hallway neatly make this impossible.  

 

EXERCISE YARD AND TOWER: The opening between the two dark columns has no bugs on the side with the barrels. From the other side, the left corner only has turn-in flicker motion on the right face; the right corner has turn-in flicker motion on the left face and normal flicker motion on the right face.

 

With a movable block before the short passage to the next room, all crack and roll bugs work, except where the yellow drums prevent access. With a block before the opening, only the passge face of the left corner has a bug, a normal corner bug that traps Lara, She escapes by jumping forward. There are no bugs at either corner with the block in the the passage.

 

At the other end of the passage, crack and roll bugs only work from the room side. Turn-in flicker motion works on top of a block in the passage at both corners, and flicker motion occurs on both faces in the next room. With the block covering the opening, the room faces trap Lara with corner bugs, from which she escapes by jumping. The passage faces don’t exhibit bugs. With the the block to either side there aren’t any bugs at the two corners.

 

At the small view opening with the fence, the left face of the right corner allowed a wall slide after turning into the corner, but the fence stopped her. The other three faces permit flicker motion.

 

Full crack and roll bugs work at the fenced alcove. With the block in the same position, the room faces trap Lara permanently in the wall, while the alcove faces are bugless. With the block to either side of the opening, Lara performs turn-in flicker motion atop the block and there are no bugs on the alcove faces.

 

The start of the passage with the trapdoor has flicker motion on both room faces and nothing on the passage faces.

 

The passage at the far end of the room exhibits full crack and roll bugs with a block before it. There aren’t any bugs at the teo corners with the block there. If the block is to either side, the passage faces have no bugs and turn-in flicker motion works from atop the block. The two corners have no bugs when the block is in the passage.

At the “T” in the passage, the corner at the short arm of the “T” has flicker motion on both faces. The other corner is without bugs.

 

The first opening to the room with two lights has flicker motion on the right face of the right corner and turn-in flicker motion on the corner’s left face. The left corner of the opening only has turn-in flicker motion on the right face. Inside the room, both room faces support flicker motion, while the opening faces don’t have bugs.

 

The corner at the second opening has no bugs. Neither do the two corners inside the room.

 

There are no bugs at the turn of the passage at the bottom of the stairs. I found no bugs at the large closed door from the EXERCISE YARD.

 

 The corners at the bottom of the stairs to the window that Lara shoots out don’t have any bugs. The corner at the top doesn’t either.

 

Down in the courtyard, the column on the left has no bugs at the near corner and flicker motion works on both faces of the corner nearer the back wall. The right rear corner of the wide center column permits flicker motion on both faces, but there are no bugs at the other three corners. The column near the ladder has no bugs.

 

There are no bugs in the tower. The corner at the exit shows flicker motion on both faces; the fall is fatal on the courtyard face.  

 

GAUNTLET OF TRAPS/TRAPDOOR KEY: At the end of the hallway, the corner near the doorway to the pool has flicker motion on both faces. The other corner is bugless.

 

Both corners of the entrance to the GAUNTLET have flicker motion on the room face and turn-in flicker motion on the passage face. The corners at the next room (before the first burner) are the same.

 

The corners before the burner allow flicker motion on the room faces. At the right corner, I managed to do a wall slide after dropping Lara from a turning corner bug; Lara took some damage as she slid past the flame, and was killed by the swinging spiked ball when she reached the end of the slide.

 

I didn’t test corners near the first rolling wheel. The corner before the second rolling wheel traps Lara in wall, but Roll ejects her out the other side (both faces).

 

I didn’t test the corners of the alcoves by the second rolling wheel (while she’s testing a corner, it kills her). And you can’t test the corner beyond the first chomping door for the same reason.

 

 After picking up the Jade Dragon, a crack bug in the left corner provides a shortcut out. Jam in the corner and lean forward to see where the rolling wheel is. The crack bug doesn’t work in the opposite direction.

 

The corner leaving the GAUNTLET has no bugs. The corner by the TRAPDOOR KEY has flicker motion on both faces. The corner just across the passage is bugless.

 

The left turn in the passage has nothing on the left face, and on the right face Lara is trapped permanently in the wall by a turn-in corner bug.

LARGE POOL FULL OF WATER: Take this shortcut to avoid going on top of the Buddha, and finish the level with one GEMSTONE. In the LARGE POOL, get SECRET #2, then climb out at the back of the pool. Use the fence bug to jump between the grating panels there. Enter the next room, move the block to dam the stream, drop into the pool and get the "fifth" prayer wheel (you're getting it early). Loses no pickups, and you get to skip the trapdoor under the large statue of Buddha. P.S.: undamming the stream does not refill the pool. Pointed out in the Expert’s Challenge of Theresa’s site.

 

The column corner next to the buggable fence has swim corner bugs on both faces. The two other wet corners that point the same direction also support swim bugs. At all three corners, faces under a shelf raise Lara to the underside of the shelf, and other faces allow flicker motion, but sometimes Roll just causes a fall.

At any of the four faces that lift her from the water, press Action to see her fall with a splash and bug right back up again.

Again at the column corner next to the fence, but from dry land: flicker motion works, and when you press Roll at the end, she bugs past the fence!

 

Turn-in flicker motion works on both corners of the column at the end of the walkway from the center column. The center column has flicker motion at both corners. The column corner near the door permits a turn-in flicker-at-top corner bug, but Lara falls when Roll is pushed.

 

The left corner of the doorway has flicker motion on the left face and nothing on the right face. The right face of the right corner shows flicker motion, while the left face has turn-in flicker motion.

 

The first right turn in the passage doesn’t have bugs. The second has flicker motion on both faces.

 

The corner one square from the hallway lacks bugs. The corners at the hallway both have turn-in flicker motion on the passage faces; the hallway face of the corner toward the GAUNTLET OF TRAPS has no bug, but the other hallway face exhibits flicker motion.    

TRAPDOOR/PATH TO OUTBUILDING: The left corner at the large double doors in the MAIN HALL returning from the outbuilding area have no bugs. The right corner has flicker motion on both faces. I couldn’t find bugs at the doors.

 

Throw the switch to open the door back to the Buddha before traveling to the outbuilding. Then you can run past the "2 more bad guys" on the way back. Two or three vultures may be on your heels, too, if you leave them alive near the outbuilding.

 

The corner opposite the above switch has flicker motion on the right face and turn-in flicker motion on the left face. The corner across the opening has flicker motion on the left face and turn-in flicker motion on the right face.

 

One square into the room with the entrance from the trapdoor, the corner near the trapdoor has no bugs. The corner across the opening has nothing on the left face and flicker motion on the right face. On the opposite side of the room, the right corner has flicker motion on the right face and turn-in flicker motion on the left face. Oddly, after the flicker motion on the left face is done, Roll causes her to fall from the height of the next room, not the height of the passage. The left corner has flicker motion on the left face and turn-in flicker motion on the right face.

 

In the open courtyard, the corner at the entrance has flicker motion on the left face and nothing on the right face. The column at the exit of the courtyard has nothing at the left corner, and flicker motion on both faces of the right corner. The corner to the right of the exit lacks bugs.

 

The corner at the left edge of the exit to the canyon has nothing on the left face and flicker motion on the right face. There are no bugs at the right edge of the exit.

 

Where the rise in the canyon flattens out, the corner to the left (with a steep slope covering the lower part of the left face) is bugless. The corner one square beyond has flicker motion on the available face.

 

A partially-covered column is at the left side of the passage, where the canyon narrows. The left corner has no bugs and the right corner has flicker motion. Five squares further along on the left, the left face of a corner is accessible, but it has no bugs.

 

On the right side of the opening to the area with the central column (Lara is looking back out the opening), a column has nothing at the right corner, while the left corner allows a shortcut to the upper level, by using a turning corner bug on either face (inside the blue ellipse).

 

The central column has no bugs (not surprising since it’s octagonal, not square). The lowest part of the area allows a corner bug, but Lara slides or jumps off the steep slope.

 

The left corner of the ladder alcove has nothing on the left face and Lara is trapped in the wall from the right face; pressing Jump, Roll and the arrow keys eventually freed her, but it resulted in a fatal fall. The right corner of the alcove has flicker motion on the right face and turn-in flicker motion on the left face, which unaccountably leads to a fatal fall from the top of the ladder shaft.

 

The two corners at the upper alcove have turn-in flicker motion on the alcove faces. Both outside faces have flicker motion.

 

The right corner of the opening to the wooden suspension bridge has flicker motion on the right face and turn-in flicker motion on the left. The corner one square closer to the bridge shows flicker motion.

 

The left corner has no bug on the left face and turn-in flicker motion on the right face. The corner one square nearer the bridge has no bugs.

 

The corner by the far side of the pit has flicker motion on the right face but nothing on the left face. The corner at the narrowing of the path has no bugs. Where the path widens again, that corner also is without bugs.

 

The corner at the beginning of the outbuilding area has no bugs.

 

By making two running jumps onto and along the low rocks next to the outbuilding, Lara can jump to a higher rock at the back of the building and pull up to the roof. This might be a few seconds faster than the usual jump from the shelf. This is fast enough that you can afford to ignore the two vultures.

 

Inside the building, the corner by the switch has flicker motion on both faces. The other corner has flicker motion on the left face and nothing on the right face. When the door is open, the corner revealed allows an arch bug to the roof on the right face and turn-in flicker motion on the left face.

 

ON TOP OF THE BUDDHA: The opening to the ladder has flicker motion on both room faces and turn-in flicker motion only on the left inside face. The corner in the shaft allows flicker motion on both faces; the right face lets you bypass the ladder climb, but it’s probably slower.

 

The left turn in the passage has turn-in flicker motion on the left face and nothing on the right face. At the opening to the Buddha, the right corner shows flicker motion but there’s nothing at the left corner.

 

Inside the GEMSTONE alcove, the left corner permits flicker motion and the right corner doesn’t.

No bugs work in the Gold Dragon alcove, although the left corner allows imbedding by turn-in; Lara stays ramrod-straight while turning in the other direction.

 

Both corners of the platform under the statue allow corner bugs on both faces. On Buddha’s right hand, they must be turning corner bugs.

 

DRAINING THE LARGE POOL: The only bug at the opening under the statue is on the inside face of the corner toward Buddha’s right. Lara bugs through the stone to the platform’s upper surface. At the other corner of the same wall, the left face allows flicker motion after Lara moves to the corner and Jump + Forward are pushed.



Lara disappears, though her shadow is still visible – very mystical! Roll initiates flicker motion, as usual. The corner across the passage has no bugs.

 

In the room below the trapdoor, the left corner of the opening below the raised grate lets Lara return to the upper room when Roll is pressed to attempt flicker motion. Or just imbed enough to perform an arch bug; Lara will appear running in the upper room. The right face of the corner bugs her straight to the upper room, though she arrives with the camera wobbling oddly. At the right corner, turning corner bugs can work similar tricks from both faces.

There’s a fascinating bug one square in: the right face of the corner permits Lara to use a turn-in corner bug to arrive in the upper room. But when you turn or step back, she falls through the floor! If this could be reversed, it would be a shortcut. But I doubt it would work, because when I sidestepped, she gave an odd shudder and remained in the upper room. The shudder suggests she had not fully arrived, possibly because there’s a low beam above her that prevents jumping. The left face didn’t allow a bug.

 

In the bamboo pipes room, the corner by the switch forbids bugs. The corner by the light has flicker motion on the left face and nothing on the right. The corner by the spillway has no bugs. I couldn’t bug past the door with the face.

 

The corner freed by the open door has flicker motion on the right face and turn-in flicker motion on the left face. In the room, the corner above the door has no bug, and the other corner has flicker motion only on the left face and nothing on the right face.



You can shortcut by crack bugs at either corner of the movable block to retrieve the prayer wheel.

 

Corner bugs work at both shelf faces of the block-stonework combination corners, but Lara bugs to the ceiling and falls fatally.

 

With the block out of the way, the corners of the prayer wheel alcove don’t show bugs.

 

The corner at the end of the block’s shelf has flicker motion. The corner at the other side of the same column lacks bugs.

 

Looking from under the walkway to the central pillar, the right corner has flicker motion on both faces. The other three corners have no bugs. I tried to use turning corner bugs to get on the walkway, but failed.

 

The column on the wall away from the walkway has flicker motion on both faces of the right corner and nothing on the left corner.

 

The column between the fence and the spillway has flicker motion on both faces of the left corner and nothing at the right corner.

The left corner of the ladder column allows turning corner bugs on both faces. This shortcut can save a few seconds. The other three corners of the pair of columns don’t have bugs.

 

The opening to the PRAYER WHEEL room has flicker motion on both outside faces. There are no bugs on the inside faces, although the face farther from the statue permits turn-in.

 

At the entrance to the room, the passage faces show turn-in flicker motion, while the room faces are bugless.

 

The fastest shortcut plan:

1. Enter the building. Take ladder to upper walkway in Main Hall. If you allow corner bugs, go to step # 5.

2. Get Main Hall key.

3. Go back down ladder, unlock Main Hall door.

4. Back up ladder to walkway.

5. Go to opposite corner, trigger the two boulders.

6. Go down to the movable block, push it once.

7. Use crack bug to enter room.

8. Retrieve first prayer wheel. Avoid the three rows of squares that include the wood floor around the hole, which spawn the second enemy. In the run I made, the monk also did not appear, so blaze away as you enter the prayer wheel room.

9. Exit via the same crack and return up the ladder. Pass the Pool with Strong Current.

10. Pull up to window with fence.

11. Bug to shelf. Take shortcut to outbuilding and retrieve “fourth” (Stella’s count) prayer wheel.

12. Take normal route to Main Hall (meet two guys on the way).

13. Throw lever to open door to Main Hall. If you’re avoiding corner bugs, the double doors are open, so proceed normally.

14. Go to the column under the walkway to the Main Hall key. Approach the face closest to the wall with the double doors. Perform a corner bug at the right corner. Lara bugs to the walkway. Don’t use the other face of the corner; Lara bugs up, but arrives OUTSIDE the fence.

15. Get the Main Hall key, climb down the ladder, and unlock the doors to the Main Hall. Proceed normally.   

 

You skip the trip to get the trapdoor key, and you never deal with the three chomping doors.

 

I couldn’t bug out of the Main Hall past the corners or the middle of the double doors.

 

 

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