LEVEL 13: CATACOMBS OF THE TALION:

 

The corners of the starting alcove have no bugs.

 

Turn left from the entrance to find flicker motion at both faces of the corner. The opposite side is bugless.

 

The column to the right of the entrance has flicker motion on both faces of the left corner, and nothing at the right corner. The column left of the entrance has nothing at the left corner, and flicker motion only on the left face of the right corner.

 

At the column on the right of the doorway for the stairs, the left corner tries to activate a corner bug on its right face, but Lara falls at once; the left face allows no bugs. The right corner of the column is bugless. The column left of the doorway has nothing at the left corner (except a turning corner bug traps her permanently in the column) and the right corner activates a corner bug on its left face, but Lara falls immediately. The third corner (down the stairs) has flicker motion on the right face and turn-in flicker motion on the left face.

 

The corner in the chamber with the Silver Dragon allows a corner bug, but Lara falls right away.

 

To the left of the broad sloping steps where you fight the first Yeti, there is a corner to the left of a shelf above the larger room below. On the left face of the corner, a flicker-at-top corner bug occurs, but when ypu press Roll, Lara appears on the wall next to the Silver Dragon’s chamber! On the right face, Lara’s flare disappears into the wall ( the room goes dark); on Roll, she is ejected from the Silver Dragon’s wall to a slope above the broad sloping steps.

 

The corner left of where Lara fights the first leopard alllows flicker motion. Before the door with a face, the column to the right has no bugs at either corner (except a turning corner bug at the left corner).

 

The corner to the right of the doorway has flicker motion on both faces; the left face lifts her to the sky, and the same happens at the corner straight through the door.

 

At the start of the middle course of stairs, the corner of the “bay window” of rock allows a bug, but Lara just falls to her death. At the bottom of the middle course, the left face of the stonework corner allows flicker motion that puts Lara back at the top of the stairs! Too bad it’s not useful. The right face allows a turning corner bug which allows temporary upward bugging or jumping off the slope, but it’s also useless.

 

Fence bugs don’t work at either side of the small fence below the stairs. The corner under the stairs has no bug.

 

Both faces of the corner at the end of the snowball shelf permit bugs that lead to Lara sliding or jumping off the incline.

 

The short column at the start of the lowest course of stairs allows turning corner bug on both faces. One square right, an arch bug puts Lara on the ledge from the left face, and the right face only permits a turning corner bug.

 

No bugs work at the corner by the breakaway tiles. The corner by the spikes permits flicker motion on both faces. The right face allows Lara to land on the tiles after Action or Roll.

 

Continuing clockwise around the column, the next corner has flicker motion only on the left face. The last corner has flicker motion only on the right face.

 

The corner with overhang one square before the small doorway has no bug. The corner at the doorway has flicker motion on both faces. There are no bugs at the top of the ramp, but at the bottom flicker motion works on both faces.

 

I managed a fruitless wall slide to the bars from the right corner; otherwise there were no bugs at the corners near the bars. No fence bugs work at the bars.

 

The corner beyond the spike pit has flicker motion. I didn’t find fence bugs at the gate.   

 

BUILDINGS WITH RAMP AND WOODEN BRIDGE: Major shortcut: Avoid the trigger areas for the leopards, use a corner bug to reach the roof, and use a short running jump to reach the exit building with triggered doors and spikes:

 

http://www.youtube.com/watch?v=rGSwILFbYVo

 

Saves about 7 minutes from a speed run.

Here are the trigger squares for the 4 leopards. Don't even jump over the corner of a trigger square.

 

As well as the arch bug in the video (Lara imbeds and runs forward to activate the bug), a regular corner bug works from the other face of the same corner, and the corner of the building one square to the right permits turning corner bugs from both faces (imbed by jumping, then turn continuously toward the building and without stopping, add Forward).

 

Be sure to push Lara as far up the roof slope as possible, or she may drop off the roof instead of jumping.

 

Short running jump: take two steps back from the edge. Start a walking step with Shift and Forward. Before the first step ends, add Jump and then release Shift. Lara's second step will be running, and she will take off from the edge. There's plenty of time to add Ctrl in the air to make the catch.

 

If you want the grenades on the shelf, climb the ladder and pick them up. The corner just to the right also lets Lara bug to the roof.

The three alcoves in the red-columned building exhibit a variety of arch bugs. The alcove under the bridge allows access to that bridge from both corners. Jump Lara until one leg is almost completely imbedded in the wall, then run forward. On the right, Lara appears to flicker above the snowy roof; on the left, she flickers under the eaves. Turning toward the building drops her into the landing at the end of the bridge. If you don’t imbed her enough, on the left she falls, and on the right the wall seems to spit her out.

 

The right corner of the center alcove allows Lara onto the bridge via flicker motion. After the arch bug leaves Lara stuck under the eaves, press Roll, use Look to watch her move to the other side of the square, and press Roll again to drop her onto the bridge.

 

The other three corners, in the left and center alcoves, work almost the same as each other. Imbed as above, then press and HOLD FORWARD. Lara will appear to have penetrated the red panels of the second floor walkway; turn toward the building to see Lara RUN THROUGH the panels, except in the case of the left corner of the center alcove, where she falls. After reaching the walkway, turn right and go to the end, where there is a receptacle for a golden mask. Placing one there opens the door at the end of the bridge, but wooden panels prevent access to the building both on the walkway and behind the door.

 

You can view the firepot from above by crossing the bridge, but there’s no advantage. The leopards don’t even appear yet.

 

FROZEN POND WITH FIREPOT: There is a corner below the left side of the octagonal opening to the left of the entrance. A turning corner bug puts Lara in the opening.

 

The corner at the right side of the octagonal opening has no bug.

 

A corner bug doesn’t work from the low block inside the octagonal opening, at the corner with a gap at the bottom.

 

There is a corner below the high end of the wooden bridge. Lara does not trigger any leopards when she approaches it. Both faces allow a corner bug to the bridge, which triggers rolling snowballs. For a shortcut, on either face activate the bug, turn toward the rolling snowballs, and do a running jump over them. If you wish, drop down to the block below the bridge and get the TIBETAN MASK; kill the two gunmen on your way up and use the corner bug in the second paragraph of OPEN AREA WITH WALL OF ICE to return to the higher level. Then it’s easy to do a running jump to the left of the ladder (another shortcut) and then jump to the ice wall and the SERIES OF ICY POOLS. Since you did not climb the ladder, the three fish obligingly fail to appear.   

 

The corner to the right of the low block permits a bug from both faces. The corner left of the block has no bug.

 

The corner opposite the fire pot (below the projecting knob) allows flicker motion on the left face; after flicker motion is done, Roll moves Lara above the knob before she falls. There’s no bug on the right face.

 

Continuing to the right, the corner with only the left face available has flicker motion. The next corner allows flicker motion on both faces. The corner left of the firepot allows flicker motion.

 

One square right of the opening to the wall of ice, a corner only a couple of feet long allows flicker motion. The corner at the left side of the same opening permits flicker motion on both faces.

 

OPEN AREA WITH WALL OF ICE:  After going through the opening, the corner on the right allows turning corner bugs on both faces, which lift Lara to a rock ledge beside the bridge below the snowballs; she can make a precise jump to the left of the ladder from just in front of the snowballs (or hop back to the doorway and trigger them), and produce a shortcut like the one five paragraphs previous.

Pull up on the rock under the bridge. To the right, the rock face has a corner bug at the right corner, but Lara falls. The left corner doesn’t have any bugs. To the left, the rock face has no bug at the right corner. However, the left corner allows Lara to bug up to a ledge near the snowballs. This allows a third way to the shortcut detailed above twice. And the corner of the highest column permits a corner bug from both faces.

 

The corner by the pool in the small cave has flicker motion on both faces.

 

Back in the main area, the corner to the right of the doors at the top of the ramp allows flicker motion. On the opposite side of the column, turning corner bugs at the left corner permits flicker motion on the right face, and allow a wall slide on the left face. The right corner permits flicker motion on both faces.

 

PITCH-DARK ROOM WITH YETIS: The corner revealed by the opened door permits a turn-in corner bug on its left face which raises Lara to the shelf with a pair of grenades. As I said above, the corner by the grenades bugs Lara to the sloping roof.

 

Below the entrance, the end of the bars has no bugs on either side. At the other end, the corner by the one-sided bars has no bugs, from the sides with and without visible bars. The corner one square away allows turning corner bugs on both faces.

 

On the other side of the room, the end of the bars has no bugs, although the outside side tries to perform a bug, but it doesn’t quite work. At the other end of the bars a turn-in corner bug on the right face lifts Lara through the ceiling.

 

At the openings with the raised gates, no faces inside the openings have corner bugs. The outside faces of the right corners of the openings allow only imbedding by turning corner bugs, followed by wall slides.

 

Inside the switch room, all the left corners of the openings have flicker motion on both faces. At the right corners, the right faces allow some turning corner bugs that lead to nothing, while the left faces have no bugs.

 

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

 

The corner to the right of the switch has turn-in flicker motion on the left face and a turning corner bug on the on the right face, but flicker motion does not occur.

 

DOOR WITH FACE AND WOODEN BRIDGE: In the chamber above the drop to the SERIES OF ICY POOLS, there are three corners on the right and two on the left. The corner above the slope permits flicker motion on the left face; the other two nearby corners allow turning corner bugs, but Lara drops as soon as Forward is released. The two corners on the left allow only turning corner bugs, which sometimes lead to flicker motion.

 

If you jump to the left of the ladder to avoid spawning the fish, you will find that from the far side the right edge of the ladder permits flicker motion and the left edge allows turn-in flicker motion.

 

SERIES OF ICY POOLS: The two corners in the first pool under the ice shelf don’t show swim corner bugs.

 

The rock corner past the falling icicles only permits turning corner bugs.

 

The corner near the ladder to SECRET #2 allows flicker motion on the left face and a turning corner bug on the right face.

 

The corner by the next pool permits flicker motion.

 

At the far right of the third pool are four corners that point the same. The one on the right has flicker motion on the right face, but Lara falls at once on the left face. Probably because the other three corners end a few inches above the water, Lara only pops up a couple of feet before dropping into the water.

 

Other corners that point the same direction show signs of the swim bug. The corner attached to the ladder by the block allows flicker motion on the left face, but although the swim bug also works on the right face, Lara falls when Roll is pressed.

 

Turning corner bugs work at the left side of the double doors. The corner three squares farther left allows flicker motion.

 

The corner past the doors on the left has no bugs. Neither do the corners of the L-shaped shelf.

 

The opening to the firepot has no bugs at the left corner and only turning corner bugs on the right. As you emerge from the opening, the left corner has turn-in flicker motion on the left face and a turning corner bug on the right face. The right corner has flicker motion on the left face and turn-in flicker motion on the right face. The corner still farther right, which is covered on the upper part, permits turn-in flicker motion.

 

If you run off the edge toward the center of the firepot, Lara ends up standing on its back corner, with no damage from the flames. Hop back and catch, then drop to the ground without harm. You can traverse before dropping.

 

MAIN DOORS AT THE TOP OF THE RAMP:  Down in the leopard room, the corner by the switch allows turning corner bugs on both faces. The corner one square from that permits flicker motion on both faces. The other corner of the switch alcove also has flicker motion on both faces. The corner one square away has a turning corner bug on the left face, but I couldn’t make it work on the right face. The last corner, across the doorway, has flicker motion on both faces.

 

The three tall doors which have space behind them when open allow you to squeeze through the hinge gap with several repetitions of Jump + Forward. Of course, it’s easier just to go around the door.

 

SPIKE ROOM AND EXIT DOORS: The two ice corners at the outside of the entrance don’t allow bugs. The corner inside permits flicker motion on the right face, but nothing on the left face (a turn-in corner bug seems about to work, but Lara suddenly turns to look straight at the wall, while still imbedded).

 

On the other side of the room, the column between the two doors has no bugs at the right corner. The left corner permits a turning corner bug on both faces; be ready to hold Action as soon as the bug works, or Lara falls to the ground. Then traverse right, pull up, and jump with Roll, steering left in the air. Lara will land on the flat wall top along the side of the room. You can jump over the barrier behind you to get the Gold Dragon without a climb up the wall, but I doubt it’s faster than the normal way.

 

After you jump into the left-hand doorway, a bug at the corner to the right sends Lara to the Gold Dragon Ledge. At the other corner, the left face permits a turning corner bug to do the same. On the right face, imbed and run forward, for a third way to the Gold Dragon.

 

On top of the wall, the corner above the exit door allows flicker motion. When using Look to watch the motion, the upper half of the image is in the “no background” zone, so you see multiple images. At the other end of the wall, flicker motion also occurs.

 

The corner exposed when you open the right-hand door has nothing on the right face, but the left face lets a turn-in corner bug raise Lara through the Gold Dragon ledge to the edge of the sloping wall top on the side of the room. Keep Forward pressed or she falls right back to the floor. To stay up there, turn left until she runs up the slope and release Forward before she runs off the other side.

 

I couldn’t jump past the edges of the exit door from its far side.

 

If your health is above 70%, don’t bother with the last ladder, just run off the edge.

 

The last corner allows flicker motion on the right face, if you hold Forward until you press Roll. The left face permits turn-in flicker motion; pressing Roll after it’s over ends the level.


LEVEL 14: THE ICE PALACE

 

The first corner of the level is the same one as the last corner of the previous level. The right face works the same (fatal flicker motion), but there’s no bug on the left face.

 

At the entrance to the bell room, the right corner allows flicker motion on its left face. The right face permits a turning corner bug; she falls at once, and if you hold Forward, she performs a wall slide and bugs up at the other corner. Then Roll causes flicker motion. The left corner has flicker motion on both faces.

 

The turn in the short passage allows a wall slide via turning on the right face, and turning permits a bug to the ceiling from the left face, but no flicker motion.

 

YETI CAGE AND SPRINGBOARDS: The corner of the doorway not by the cage has flicker motion on the right face and turn-in flicker motion on the left face.

 

Both faces of the cage corner allow corner bugs.

 

There’s no bug where the low block by the cage meets the wall to its left. At the corner one square left, both faces have turning corner bugs the raise Lara to the ceiling, but flicker motion doesn’t work.

 

The wide alcove below the cage with the yetis has turning corner bugs on both faces of the left corner. There are no bugs at the right corner.

 

The right corner at the archway to the gates beyond has flicker motion on the right face, but only a turning corner bug on the left face. The left corner has no bug on the right face and only a flicker-at-top corner bug on the left face.

 

At the corner to the left of the archway, a turning corner bug lifts Lara through the ceiling to the next level, on either face.

 

On the inside of the archway, both faces of the right corner allow flicker motion; the right face is by a turn-in corner bug. Both are fatal: the left face puts her high on the wall, and the right face, although only a couple of feet off the ground, vaults her to the ceiling when Roll is pressed at the end of travel. The left corner, which is exposed for only six to eight feet off the floor, allows no bugs.

The corner to the right before the bars carries Lara all the way to the top floor, before the dark caves. The left face uses a turning corner bug. The right face has an arch bug, so be ready for Roll or run into the bug. Then quickly draw weapons to greet your new best friend.This is a big shortcut which allows you to skip everything below.

 

When you attempt to shoot the first bell, you often miss and land with springboard right behind you. For some reason, a back flip throws you forward to within inches of the bell, making for an easy shot.

 

Second level: The corner between the empty cage top and the higher floor allows flicker motion on the right face and turn-in flicker motion on the left face. The same is true after the cage is raised.

 

A turning corner bug only leads to a wall slide on the left face of the corner one square from the hole.

 

The corners by the bell opening don’t permit bugs; the corner to the left doesn’t either.

 

Flicker motion works to the right of the large barred opening. The corner to the left of it traps Lara in the ceiling; Roll lifts her to the third (switch) level.

At the next corner left, turning corner bugs put Lara on the third level, both faces.

 

The edge of the opening in the bars allows flicker motion.

 

The corner at the stairs has flicker motion on the right face and a difficult corner bug on the left face. At the top of the stairs, the right corner has turn-in flicker motion on the right face; the other three faces don’t show bugs.

 

If you pull the block in the opening to the Gold Dragon room once, a crack bug permits entry at either corner. However, neither works in reverse, so you must push the block to leave, undoing any advantage. But if you push the block into the room, the crack bugs are bidirectional, On the way in, you must angle the jump to the side as much as possible and use a curve jump, or Lara fatally misses the ledge inside the room.

 

Turning corner bugs work on both faces of the right corner of the column with the Gold Dragon.

 

There are no bugs at the opening in the bars, and putting the block by either side of the opening generates no bugs.

 

Third level: The corner to the right of the switch allows a wall slide from turning on the right face and flicker motion via a turn-in corner bug on the left face.

 

Left of the switch: both faces work the same. Turning corner bugs put Lara at the ceiling, but everything causes her to fall.

 

The corner at the step has flicker motion on the left face and turn-in flicker motion on the right face.

 

On the raised platform that you reach by springboard, the corner permits flicker motion. You can’t jump across and catch the bottom of the bell opening.

 

The corners of the opening to the ladder have no bugs. Turn-in action occurs on both faces on the shelf, but the raised bars seem to interfere with any bugs working.

 

Around the room where the yeti attacks there are no bugs at opening to the room, the two raised alcoves, and the two windows, except from atop the block with the flares the corner traps Lara permanently and forms a column of Laras.

 

DARK CAVES: On the room side, the faces at the corners of the opening where the yeti appeared permit flicker motion. Within the opening, the two corners have turn-in flicker motion.

 

The first corner on the right into the passageway has flicker motion on the left face, but nothing on the right face. One square toward the Silver Dragon the right face has flicker motion, while a turning corner bug allows temporary elevation or a wall slide works on the left face. The higher corner across the opening is bugless.

 

The corner in the Silver Dragon’s room doesn’t have a bug.

 

Across the main passage, the corner by the small med-pack allows a corner bug on the right face, but Lara falls at once, probably due to the slanted ceiling. The left face has no bug. The corner one square away by the passage traps Lara in the wall in a sliding position.

 

The corner at the entrance to the tiger room has no bugs, even though turn-in occurs on the left face.

 

The corner near the small snowdrift permits turning corner bugs on both faces.

 

The two corners to the left of the Tibetan mask have flicker motion on all three accessible faces.

 

At the two corners before the wooden door, the right corner has no bugs and the left corner shows flicker motion on both faces.

 

The first corner past the door almost allows bugs by turning. At the second corner, the right face traps Lara in the wall by turning, and turning doesn’t quite work on the left face.

 

Flicker motion works on the left face of the corner at the entrance to the room with the barred window. There’s no bug on the right face.

 

SPIKE ROOM WITH YETIS: The corner by the bars has flicker motion on the left face. The right face traps Lara, but turning and rolling free her.

 

On the lower floor, the two corners of the raised alcove with the bowl both permit flicker motion on each face. To the left, both faces allow flicker motion. To the right, both faces allow various results from turning and adding Forward.

 

Between the two columns, looking from the non-spike side, the two right corners are bugless. A turning corner bug puts Lara on the upper level at the near left corner, and a normal corner bug does the same at the far left corner. At the column to the right, Lara is raised to the upper level by a turning corner bug at the the near outside corner and by a regular corner bug at the far out side corner. The left column only has a turning corner bug at the far outside corner.

 

At the end of the balcony near the mask receptacle (not a switch, as Stella says), the left face shows flicker motion and the right face has turn-in flicker motion. The same works at the other corner by the room, except left and right are reversed. The corner in the middle of the balcony has flicker motion on the left face and turn-in flicker motion on the right face.

 

The non-hinge corner of the doorway allows flicker motion on the left face and turn-in flicker motion on the right face.

 

ROPE BRIDGE AND FIREPOT (ABOVE CATACOMBS AREA): The corner of the outdoor flares alcove doesn’t show a bug.

 

The corner at the opening into the rock has flicker motion on the right face, and on the left face, turning led to a wall slide. At the opening to the cave, a turn-in corner bug works.

 

The corner between the two platforms traps Lara temporarily from the left face; the right face is bugless.

 

Both faces of the corner in the middle of the next platform allow turning corner bugs that drop Lara when you release Forward.

 

UNDER THE ICE/GONG HAMMER: I found no swim corner bugs in the pools.

 

At the divider between the two openings, the left corner is bugless. So is the right face of the other corner, but the left face traps Lara permanently.

 

The opening to the left has flicker motion on the left face of the left corner. The right face has no bug, nor does the available face of the right corner.

 

The column on left with a slope against its right face has no bug on the near corner. The far corner traps Lara until Roll is pressed.

 

In the grenades area, the left corner is without bugs, while turning at the right corner led only to wall slides.

 

At the opening on the right, the first corner to the right has flicker motion on the one accessible face. The corner across the passage has nothing on the left face and turn-in flicker motion on the right.

 

The corner beyond the door has flicker motion on both faces.

 

AVALANCHE AREA AND ICE CHASMS: The opening to the snowball cave has bugs only at the right face of the left corner, where it has flicker motion.

 

GONG AND TALION: The opening at the low end of the cave has nothing on the left face and turn-in flicker motion on the right face. The corner one square in also has nothing on the left face, but normal flicker motion on the right.

 

The corner with a slope blocking the left face has no bug on the right face.

 

At the corner before the next opening, turning allows wall slides and flicker motion.

 

At the next opening, the left corner has turn-in flicker motion (don’t jump, turn then press Forward) but the right corner has nothing.

 

Beyond the first chasm, the corners at each end of the ledge show flicker motion.

 

The corner beyond the second chasm looks like turning should enable bugs, but no.

 

Hanging above the gong and dropping to the ground costs about 50% health. Instead, stand facing the slope a few inches from side wall.

 

Start sliding and then hold the arrow key that points to that side wall. Lara will curve in the air and land on a slope higher than the usual landing, and slide to a flat surface, resulting in only about 15% damage.

 

There are no bugs at the two corners of the tall ice column by the gong, on the side near the small stone buiding. The corners on the inside of the columns and behind the gong permit corner bugs on both faces; I tried to catch the edge at the top, but the gong prevents Lara from standing even with the corner.

 

On the side toward the Guardian’s cave the rear outside corner permits turning corner bugs. At the front corner, Lara is usually trapped at the level of the slope to the riight (she can jump or roll out), but once she was trapped at the top of the column.

 

The iced-over opening on the Guardian cave side allows an arch bug at the right face of the right corner, and a turning corner bug on the left face. The left corner has an arch bug on the left face and a regular corner bug on the right face. The opening on the other side is similar: the faces outside the doorway exhibit arch bugs, and the right inside face has a turning corner bug while the left has no bug. After the gong is struck (and apparently makes an infrasonic tone!), you will find that all four inner corners of the two doorways have no bugs.

 

The corner to the left of the Guardian-side opening permits corner bugs on both faces. The corner to the rear of the previous one allows a bug on the left face.

 

At the stone-building side opening, the corner to the right has a corner bug, as does the corner to the rear of that. Both cause fatal falls.

 

When you climb down the ladder, the right face of the corner to your right (by the spikes) allows a corner bug, but Lara slides off and won’t catch the edge.

 

The corner of the stone building has bugs on both faces. A bug works at the corner of the door on the left face; there’s no bug on the right face. The doorway to the room has flicker motion at both faces in the passage, but nothing on the two room faces.

 

The rock corner left of the stone building allows corner bugs with deadly falls on both faces. Lara is unable to catch the edge.

 

At the Guardian’s cave, the faces inside the doorway allow turn-in flicker motion. Outside, the right corner has a turning corner bug, but the left corner has nothing.

 

 

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