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.
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