Updates in
plum-colored text.
Updates in blue
text.
Note: It bothers me to kill endangered
species, particularly tigers and snow leopards. I once played the entire game
while killing no tigers and only one snow leopard, which insisted on jumping in
front of the snowmobile. See the Tibetan Foothills level for a way to spare
that last snow leopard.
TR2 - LEVEL
1: GREAT WALL
CAVE WITH POOL: At the left of
where the rocks open out, a corner above slopes allows a corner bug to raise
Lara to the overhang. But Roll causes her to fall fatally, not begin flicker
motion. Instead, press Action to drop her back; then press Left and add Forward
as she faces the wall, to perform a turning corner bug.
She will bug
to the sky and drop to a ledge. But to continue Lara must cross to the
other side of the rocks anyway, so there’s no advantage.
When I slid
back to the start area, a tiger walked around me about five times before
attacking.
Shortcut: Ahead is a
column with three available corners. The two diagonally-opposite corners allow
a normal bug, while the third corner has turning corner bugs on both faces. Beyond is a
column with one available corner. The corner bug doesn’t work there. MMAN’s speed run shows a jump off a
slope behind the first column, for a quicker way up.
At the top of the ramp from the water, flicker motion works at the corner
to the right.
FIRST
GUARDHOUSE: At the opening to the building, the right
face of each corner allows flicker motion. The left face of the inner corner
does turn-in flicker motion (hold Forward while turning toward the corner;
after the corner bug works, keep pressing Forward until you press Roll); the
correct distance from the corner is needed. For the left-hand window, both
faces of the left corner permit flicker motion; on the right face, I dropped
after the bug, turned continuously to face along the wall, and hopped to the
bars, but nothing got her through. Only the right face of the other corner
allows flicker motion. The right-hand window works exactly the same.
At the exit door, the inside corner has flicker motion on both faces. The
outer corner has ordinary flicker motion on the right face; Lara turns to the bars and
falls fatally when she drops. The left face requires you to hold Forward while
making small turns left and right. You must turn Lara much more than 45
degrees, but if you go too far, she runs through the corner. When Lara imbeds
enough, turn away from the corner in small increments until she goes to the
ceiling, with the usual quivering close-up of the wall texture. Keep holding
Forward or she’ll fall. Press Roll to start flicker motion. I read of
this corner bug method on the tombraiderbugok site, I’ve
taken to calling it a turn-in corner bug; I only added the flicker motion.
Both corners of the guardhouse lead to fatal flicker motion.
SECOND GUARDHOUSE: From the right of the second guardhouse,
jump around three sides of the "valley" to the top of the first
guardhouse. Run across the fourth side of the valley to the top of the second
guardhouse. Just for the view. I found this independently, but it was
previously described in the “Tomb Raiders Traveler’s Guide: The
Great Wall – Sidetrack” and in Theresa’s site.
You can also begin the approach to the top of first guardhouse by
jumping off the the wall to its left.
Both corners of the guardhouse allow flicker motion.
The outside corner of the entrance allows flicker motion on both faces;
the right face requires the turn-in technique. Inside if you look back at the
door, the left face of the right corner has turning
corner bugs; the right face allows flicker motion to carry Lara to the platform
below the window. But it’s faster to climb the stairs. A running jump
from the platform might be as fast as climbing the ladder, and you can arrive
with pistols blazing for the spider.
For the column surrounded by stairs: flicker motion works on each face of
the first two corners, and only from the top platform for the last two
corners.
Both faces of the left corner of the ladder let Lara bug up. At the
ladder’s right corner, the right face allows her to bug through the
platform; the left face requires her to roll at the top, or she falls. Of
course bugging up allows her to arrive with pistols drawn.
Both faces of the corner by the keyhole show flicker motion. If the
door is closed, Lara falls before motion stops.
At the entrance to the room with the movable stone block, the two
tunnel faces allow flicker motion after the turn-in corner bug; only the
left corner allows flicker motion on the room face. At the exit,
both room faces allow the corner bug, but Roll leads to a fall, probably
because of the inclined roof. If the block still covers the opening, both bugs
give a glimpse of the ceiling grating; then we see only blue sky, with an
occasional silhouette of Lara falling. Look only shows the distant horizon. You
must reload.
The inside faces of the exit allow flicker motion after turn-in, unless
the block is in the original position or pushed to the same side; then
there’s no bug. Lara can use a crack bug on either side of the movable
block, but neither works in reverse. And she can’t move the block from
the far side, but she can pull up to the top of it through the small space.
The corner in the tunnel is bugless.
Flicker motion works at the corner by the pool.
GAUNTLET OF
TRAPS: If you jump between the rolling boulders, you have time to find that the
corner before the spikes permits flicker motion via turning into the corner.
At the entrance
to the two rolling blades, the inside face of the left corner allows flicker
motion. After it’s done, if you turn right to face along the wall until
the pattern suddenly shifts, and then press Roll, Lara pops up to the
spiked wall overhead and falls with about 80% damage. So turning toward the
wall can do some interesting things.
DOWN INTO THE
CAVERN: Speed past all
the spiders near the zip line. After killing the tyrannosauri, climb the ladder
to the short drop to the zip line level. To attract the spiders, hang from the
drop, and then pull up in few seconds. Look down. The spiders are bracing each
other in a column, climbing the wall toward you! Aghh! – No, I just freaked out. When Lara
hangs from the edge one or more may gather below, jumping up at her. But they
don’t climb on each other.
As you stand at
the zip line handle, the corner behind you and to the right allows flicker
motion on both faces. The corner on the left of the opening back to the rolling
blades permits flicker motion after turning in. Both faces of the corner two
squares to the left allow flicker motion. The same is true for the next corner
left.
The knee-high vertical at the left of the alcove allows flicker
motion after turn-in. Press Roll after the motion stops, and your on top of the
wall – a different way to the ladder to the bottom of the cavern!
Or for a
Secrets shortcut, walk two squares
ahead of where Lara is standing in the picture above, turn left, and hop back
to catch the edge, Traverse left one square, and drop while holding Jump (for
maximum health, traverse all the way left before dropping). Lara will backflip
to a group of high slopes and ledges along the side of the cavern (she’s
standing further along that group in the picture with the red ellipse at the
next shortcut).
Turn around and move forward a square.
You’ll note the square also shown at left with a yellow arrow pointing at
the proper hanging spot. Be sure to top off your health, since the initial drop
and backflip does about 15% damage, and the drop to the cavern floor does 90%
damage. Drop.
When you drop to
the ledge at the left end of the crack below the cliff edge, the corner to your
left allows Lara to bug up to the cliff edge.
As you come out
the entrance to the floor of the cavern, three squares to the right a corner
permits Lara to bug up to a rock surface she can stand on. She can jump to
about half a dozen neighboring rock slopes, which provide some nice views. But
the only way down is to drop fatally. The corner at the left of the entrance
allows corner bugs on both faces, but Lara immediately slides off to her death,
even if Action is held.
In the area ahead
of the entrance, running while turning evokes a static view from below of the
starting end of the zip line. Below that same end of the zip line, a wide
alcove has fatal falls at the left corner and the right corner (where turning corner bugs cause them).
Shortcut: The next corner around the room clockwise
permits a corner bug on the left face which leaves Lara on a sloping square
about half way up the wall. Bugging at the corner above that square puts her on
the level with the start of the zip line. This should be considerably faster
then climbing the ladder.
Here’s the corner at the cavern
floor to start the shortcut.
The left
corner as the tunnel widens after getting the Gold Dragon shows flicker motion.
Two squares further on the left, you can jump onto the sloping block against the
right face of a corner and do an arch bug to the tigers.
Shortcut:
Even better than the
above, as you re-enter the wide part of the CAVERN after retrieving the Gold
Dragon, there are two corners on the right, at opposite corners of a slanting
square. Both allow Lara to bug up to the area with two tigers at the low end of
the zip line. Get on the square to make either corner work. At the right-hand
corner be prepared to roll after the corner bug works, or Lara will fall back
(fatally). Then the tigers attack at once.
For less excitement, use the left-hand
corner; the tigers won’t attack over a low barrier that separates the
arrival square from the rest of the large ledge. Of course, if you use this bug
you miss the fun of the zip line.
The corner one
square before the next room permits turning corner bugs which trap Lara
permanently from both faces.
The right face of
the left corner to the next room permits flicker motion via turn-in; the left face has no bugs. The right corner
displays flicker motion on both faces; the right face requires turn-in.
Here’s a video of
the shortcut if you’re going
for secrets. The first T. rex never
appears, and you must beat the second one to the corner bug up to the tigers. http://www.youtube.com/watch?v=DuL1Ql6EPIM
THE EXIT: In the raised opening to the left of the fire, I
hoped to use flicker motion to reach the higher level, but the sheet of rock
above the opening prevented the corner bug from working on either side.
The right corner of the rock containing the above opening permits flicker
motion on both faces. The left corner of the rock allows flicker motion on the
left face, and a turning corner bug on the right face.
On the other side
of the cave, there’s a pair of moss-covered corners next to each other.
Three of the faces don’t allow bugs but the right face of the left corner
traps Lara in the wall.
She can only
turn, and the display is in “no-erase” mode, so the images build up
as she turns. Try it with a flare. But you must load a savegame to go on.
LEVEL 2:
BOATHOUSE AND
VILLA: At the end of the first alley, the corner to the left allows the bug on
both faces. On the face in the alley, as the bug nears working, hold Action and
do one jump at a time; Lara will grab the edge of the sloping roof. On the
right face, start a few inches from the corner. As the bug is about to work,
hold Jump and Right. Lara will jump off the roof and move a little right; hold
Action quickly, and she will grab the roof edge on the other side of the alley.
I tried to use these to jump over the fence at the start of the alley, or jump
to the balcony with the key, but nothing succeeded. The roofs are
too close to allow jumping back-and-forth across the alley.
The right corner has a turning corner bug only on the right face, but
Lara falls at once. But you can end up hanging from the edge by using the
technique after “UPDATE” in the next paragraph.
The left corner
of the next alley permitted corner bugs on both faces, but nothing useful was
possible. Unfortunately, the right corner didn’t work; it would have
allowed a shortcut to the key on the
balcony. UPDATE: The turning corner
bug works at the right corner, with difficulty. Start at the right face; put
Lara’s left foot so the left edge is aligned with the other face. Turn left 45 degrees and jump twice to
imbed in the corner. Turn
right without stopping until Lara is looking almost straight along the wall.
Jump vertically twice (to imbed further and get a little distance from the
corner). Turn continuously left until the corner is 10-15 degrees left of her
line of site. Hold Action and single-jump vertically until Lara is hanging from
the roof edge. Traverse right into the last square (but not all the way right)
and pull up to backflip onto the awning. Then proceed through both windows to
the roof of the wooden building and do MMAN’s curve jump to the glass
window.
All the turning
and traversing is probably too time-consuming to beat existing speed runs.
Also, you have to kill the guy on the balcony and one or two dogs.
The corner of
the small wooden building has no bugs. Both sides of the doorway into the building generate an arch bug
onto the roof. Both corners of that roof allow corner bugs; the left one just
lets Lara jump into the water, but the right one puts Lara on the sloping roof.
Looking out the doorway, the right side permits flicker motion.
The inside faces
of both corners of the window into the building exhibit flicker motion after
turn-in. If the window is intact, Lara drops when reaching it. The outside faces are bugless. Looking out, the left face of the left
corner allows flicker motion.
The right corner has a turning corner bug on the right face. Both window faces
have nothing.
Looking out the
next window, the right face of the near right corner allows flicker motion. The
far right corner permits the turn-in corner bug, but Lara always falls when I
try flicker motion. The
other three faces don’t have bugs.
In the next room,
the doorway from the windows room has flicker motion on all faces but the
passage face of the left corner.
The left corner
of the entrance to the bridge allows flicker motion, both faces. Both faces of the right corner permit
turning corner bugs.
The right face of
the corner of the window by the bridge allows flicker motion, but the left face is bugless. The two exterior corners permit the
turn-in corner bug, but Lara falls if flicker motion is attempted. In all three
such cases, perhaps the frame for the broken glass may interfere. But the first
window had no such problem.
If Lara steps
up into the window, she can land on her feet on the awning if she jumps
vertically for at least 5 and at most
22 times. This is a difference of 6 or 7 inches.
The right corner
of the doorway Lara opened with the bridge lever allows a corner bug. There’s no bug inside the alcove. If you press Roll before she falls from
the steep roof, then quickly hold Action, she catches the edge. If you hold
Action during the jumping, she falls at once. I wasn’t able to jump to
anywhere else from that roof.
The corner inside
the boathouse allows flicker motion by turn-in.
After getting the flares off the table, instead
of swimming into the boathouse, use the corner bug at the left edge of the
dock. Or use either face
of the brick corner behind Lara for a turning corner bug. Then jump to the level below the door
with the switch (still closed), taking some damage. Jump along to the third
awning and shoot out the window opposite. Jump to the window. Because you haven’t used the button
inside the boathouse, the Doberman normally in the room ahead hasn’t been
triggered into existence yet.
Continue to the glassed-in bridge, cross it, and throw the switch to open the
door you passed on your way to the awnings. Retrace your path to that door.
Enter; throw the switch to open the large exit door below.
Jump back to the awnings and
thence to the wooden roof (or jump into the water, swim to the dock, and bug up
via the same corner, or the left edge of the doorway). Shoot out the windows. Go to the
balcony, get the BOATHOUSE KEY next to the thug, and go back to the roof with
the trap door. Jump into the water, swim under the boathouse door, and proceed
normally. The Doberman stays imprisoned, and you get to skip the buttons and
trap doors in the small wooden building and the button in the BOATHOUSE. Shortcut: MMAN uses a nice
curve jump from the roof of the wooden building to the window near the
glassed-in bridge. He climbs to the roof in the usual way,
while not killing anything. Or use the arch bug on either side of the door to
the roof of the wooden building, which may require killing enemies.. Improvement: AjAX at the Tombrunner
forum gets to the awning by doing a swim corner bug at the left of the closed
boathouse doors.
The corners near
the silver dragon both allow turn-in flicker motion.
None of the
columns near the ledge below with two rats allows a bug.
The four corners
where the passage narrows once produced flicker motion at the near left corner,
but I couldn’t repeat in about a dozen tries. Jumping in the water shifts
Lara’s position, so you can’t incrementally adjust her angle.
The next boat
passage allows flicker motion only at the near and far left corners. The water
is shallow enough that Lara does not lose her footing when she jumps.
The flooded
room with many columns supports flicker motion on both faces of each corner
that points to the corner of the room to the right of the lock.
Flicker motion by
turn-in works at the dark end of the dock by the boat lock.
At the left
corner of the window entering the room with the lock switch, the outside face
permits flicker motion; the inside face tries to work via turn-in, but Lara
falls when you press Roll. At the right corner the outside face allows flicker
motion to carry Lara to the platform above the ladder (but it’s faster
just to climb it); the inside face allows flicker motion by turn-in. On the
inside of the room, only
the right face of the corner near the alcove below has any bugs (flicker motion
in this case).
At the alcove
with shotgun shells, only the left face of the corner allows a bug,
flicker motion.
BOAT LOCK: Bad physics. Lara can swim under one lock
door to find a higher water level on the other side. In real life, water would
flow under the door until both levels were equal.
At the lock dock
above the ladder, the corner permits a turn-in corner bug, but Lara falls when
Roll is pressed. The right face (in shallow water) permits normal flicker
motion.
At the right
corner of the closed doors to the canal, a jump causes Lara to appear outside
after the splashdown. It might be a slightly quicker way to approach the goon
on the dock to her right.
CANALS: The corner bug provides several
opportunities to go prancing over the rooftops. Previously described in
Theresa’s site. Check
the Expert’s Challenge on this page: http://web.archive.org/web/20010208082711/http://www.tombraiders.com/tr2/Venice.htm#ExpertChallenge
We hear a sprightly baroque string quartet piece when Lara smashes the three
gondolas with the boat, or at the two gondolas by Stella’s
“C”.
At the end of the roof garden bridge near a large wooden door, turn-in
bugs work at both corners. Lara appears above the building corners. On the side
toward the level’s exit, Lara falls to the ground again, partly imbedded
in the wall; a turning corner bug works, but lead to nothing. On the other
side, Lara bumps off the top of the building and falls into the water. But hold
Action while it works, and Lara falls straight down, imbedded in the building.
THEN a turning corner bug works easily, putting her on an invisible roof! You
can run along past the gondolas to the corner of the canal, but otherwise the
only thing to do is drop to either of the two awnings.
ROOF GARDEN: (“A”
on Stella’s map of VENICE – PART 2)
The doorway corner is bugless. The corner at the room shows turning
corner bugs, but Lara falls easily, probably due to the slanting roof above the
right face.
The left corner on the way back to the stone bridge lets Lara bug to the
roof from either face. The right corner permits turning corner bugs from
both faces.
It looks as if Lara should be able to catch an edge from the low shed
against one wall, and then transfer to another wall edge at a corner using a
flip and curve jump. But the “sky” is too low to allow this.
At the bridge, both corners allow Lara to bug to the roof. For the left
corner, Lara can only run along to the corner of the building.
From the right
corner, Lara can go to the other end of the roof (“F” on Stella’s
map) and do a running jump to the balcony below, which causes about 10% damage.
Then jump and catch the platform ahead. From here, Lara can jump across the
water to the landing before the door without damage, but leave that for later.
Instead, pull up to the roof behind you, and then to the roof to the left. Or do a
corner bug at the corner by the canal. You can walk toward the canal, but
don’t run – the wall is invisible from this side! When you reach
the corner of the building, you can see to the clock above the exit.
There’s a one-square-wide lane all the way to the clock, but it’s a
dead end. You can’t jump across the canal because the “sky”
is too low.
Walk back from the corner. The invisible corner to your left has
no bugs. Hop down about a yard to the roof to the right. There’s a
one-square strip around this building, too. At the corner, Lara can catch the
roof across the small gated canal, but she can only traverse along the
horizontal edge or drop, so don’t bother. Surprisingly, Lara can return
to the roof from where she jumped to the balcony (Stella’s
“F”): a running jump with Roll from the invisible corner does it.
The invisible corner on top can be seen as an outline against the
surroundings. The invisible right face allows flicker motion after turn-in, but the
left face has no bugs. There’s nothing on the right face.
Go halfway from across from “F” to across from
“B” and turn right. A jump of any kind from the edge reaches the
flat area on the other side, but there’s nothing to do but jump back.
Move to a point across from “B”. There’s another
invisible corner on top; turn-in flicker motion works on the (invisible) left
face.
Now’s the
time to get that troublesome guy on the corner dock. Jump across the gap above
the gate at “B”. There are several methods to get him:
Move to a point opposite the far end of
the balcony near the dock, without showing yourself. Sidestep as high as you
can, draw weapons, and sidestep left twice. If Lara targets Mr. Trouble, start shooting
and keep the key down; he may walk in and out of view. But he may also shoot
her. The outcome is iffy.
OR, move
opposite the near end of the same balcony, turn Lara to it, and hop back up the
roof. Draw weapons, and perform a short running jump (Walk-Forward-Jump-Release
Walk). After landing on the balcony, turn toward the guy and start shooting. He
will shoot a couple of times, and then start circling again. At that point run
forward shooting; he’ll die before he starts shooting again.
OR, move opposite the near end of the same balcony, walk to the edge, turn
almost straight along the edge, and hop back. Draw weapons and do a running
jump. You should get in 2 or 3 shots before you hit the water; climb on the end
of the dock, draw weapons and finish him off.
OR, see the method on PATH A below.
The second method worked best for me.
From the dock, the corner lets Lara bug back to the roof.
Continue from Stella’s
“B” to the nearby bridge over the canal. The invisible corner to
the left allows turn-in flicker motion.
Lara can drop to
the bridge and enjoy the view. She can also traverse along the awning, but then
she must drop into the water. Instead, bug back up at the corner of the
chartreuse building (it’s hard because the railing interferes) and do a
running jump (with Action or not) over the bridge and catch the next building. The invisible
corner at your left has no bug. Run along the building’s face to
the other side. There are several ways to end up hanging from the slope ahead,
but Lara can’t jump, flip and curve to the glassed-in walkway with the
Jade Dragon.
Drop to the low
area just before the steep roof ahead, and jump to the shallow-sloped roof
across the canal. Or jump without Action from the higher roof. To reach the glassed-in
walkway with the Jade Dragon, skip down to Path B.
Path A: Go right from the shallow-sloped roof to the
invisible corner, which permits flicker motion on the left face after turn-in. The right
face has a turning corner bug.
Continue along
the next side of the building, and find even better spots to shoot the guy
on the wooden dock. Opposite the dock, the right face of another invisible
corner lets the turn-in bug lead to flicker motion, but there is
no bug on the left face.
Go along the next side of the building
and along the adjacent building. You will find a third invisible corner at the
next left turn of the building. It allows turn-in flicker motion on the left
face, and a turning corner bug on the right face.
A save is a good
idea here, since you might not come back without dropping into the canal. You
may, if you wish, continue to the left and then turn right to traverse to the
right corner of a shallow-peaked roof (either climb onto the left end and catch
the front edge of the building, or jump to it and catch). Then pull up and jump
to the right, slide on the steep roof, and catch the edge of the next building.
You now have three choices, all of which lead to the same thing:
1.
Pull up and backflip to the second-story platform in
front of the large closed doors. This causes slight damage. Jump to the steep
roof beside the platform and catch the edge.
2.
Traverse right three squares, pull up and jump with
a roll, and catch the edge. This also causes slight damage
3.
Traverse all the way to the right, pull up and jump
with a roll, curving left in the air. Land on the roof which is ninety degrees
to the first roof and catch the edge. Traverse almost all the way right and
perform the same routine to catch the edge of the third sloping roof.
Traverse so Lara is above the landing
before the locked door, at Stella’s “D”. Pull up and do a
safety-drop bug to the landing. This should provoke a goon on the nearby dock
into appearing. At the corner of the higher part of the landing, carefully align Lara so
the center of her head is at the line between the distant bricks and the
light-colored wall. Ready your favorite weapon; hop back and do a
running jump, curving in the air to land on the dock with the goon. You can
probably get off one shot before you land. Finish him quickly, because he has a
shotgun.
Or from the save location at the picture
above, do a running jump with action to catch the edge of the brick building
across the canal; you can also jump without Action to the low point at the right. If Lara moves
to the right, she can climb onto the roof of a salmon-colored building and move
to an invisible corner which shows turn-in flicker motion on the left
face, and a turning corner bug on the right face.
There is a good
view of the guy on the wooden dock. Continue along the roof and drop to
the next building, for an even easier view of the wooden dock. Lara can move
past that point to reach a spot above the entrance from the boat lock. For an odd
experience, continue to the right corner of the light green column. Lara
can’t catch the edge, but a corner bug puts her in a one-square area on
the wall. She can jump as high as you wish, but she’s trapped. The camera
is confined to a low level, so she appears to be Giganto-Lara.
Go back to the brick building where Lara
jumped across the canal. Move left along the building tops to an invisible
corner; turn-in flicker motion works on the left face, and a turning corner bug
works on the right face. Proceed past the invisible corner to drop to the
platform before the large wooden doors, or drop to the sloping roof, for a fourth
way to get on the landing before the locked door.
I couldn’t make a fence bug work on
the large wooden doors.
If you don’t want to drop to
“D”, jump back across the canal, circle the building by going left,
arrive back at the shallow-sloped roof, and continue as in the next paragraph.
Path B: From the shallow-sloped roof, jump and hang from
the roof to the left, traverse left and Lara can do a Jump/Roll-Right to the top of the glassed-in walkway. There’s
a square between the buildings on the right that Lara can move to; the corner
of the building ahead doesn’t allow as bug.
If you wish, a
safety-drop bug above either side lands her on the window ledge. Of course,
you can just drop her tp the ramp. She can take a step and jump through the
glass.
If you go along
the roofs to the left, you reach an area of up-and-down surfaces. If you jump
across the canal from a spot a bit higher than the lowest, Lara can catch the
edge of the sloping roof. Traverse right and pull up. Lara stands on the roof
to the right! There are no bugs at the corner. She can jump across to the large
balcony, but then it’s into the water.
Lara can also drop to the smaller balcony
near the turn in the canal, but then she must jump into the canal.
So continue
around the corner, above Stella’s “G”. Continue to the next
turn, which puts Lara above a green wall. Cross that toward the brickwork.
There’s a 3X5 black roof area, with two brick structures covering the
corners by the canal.
Then jump ahead
and to the right, where you will land on a ledge above this side of the canal.
You can also pull up to a higher level; note that Lara’s head touches the
“sky” there, so she can’t jump at all. Drop back to the lower
ledge and discover that Lara can jump back and forth across the canal.
STONE DOCK: (In front of
Stella’s “E”) The corner by the landing step permits the bug,
but Lara just jumps or slides into the canal. The left face of the doorway
corner permits turn-in flicker motion, but the right face doesn’t show
a bug.
The corner near
the exit also has a corner bug; the nearby invisible corner has no
bugs. Lara can go near the clock, like on the other side of the canal, or drop
to the wooden building and cross it to one square on the next building, where the
invisible corner has flicker motion.
Looking at the gate at “B”, the left corner allows swim bugs,
but Lara just falls back into the canal, from roof height.
The doorway to the switch at “C” shows flicker motion on the
left face of each corner; the corner outside requires a turn-in bug. Neither right
faces exhibits a bug.
At the canal opening opposite “C”, the right corner allows
swim bugs, but Lara falls at once.
The brick column dividing the two docks
at “D” permits a corner bug on both sides, but Lara just jumps or
slides off the roof into the canal. The left corner of the landing by the
door shows no bug.
At the corner of the doorway into
“D”, flicker motion works on the right face; turn-in
flicker motion works on the left face. The two corners by the water
don’t show bugs. On the second story, the corner by the switch
enables flicker motion, while the two corners opposite the switch are
bugless.
After passing through the canal tunnel past “D”, the brick
corner has swim bugs on both faces. Only the left face allows flicker motion.
The corner at the turn to “G” has no bugs.
The corner opposite “G” permits swim bugs on both faces; Lara
reappears high in the air on the other side of the corner, and she falls back
into the canal.
The corner by the ramp in “G” doesn’t have a bug.
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