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: VENICE

 

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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