WARNING: TEDIUM ALERT! This page contains a lot of negative information, such as “nothing works at this corner”. This is so if someone is curious about an area, they don’t have to test everything themselves. If you’re looking for the unusual actions, skim; drink coffee; don’t try to read it all in one sitting. Shortcuts have the word shortcut, in boldface.

 

ANTARCTICA PART 1:  ANTARCTICA

 

I tested this area after completing the puzzles, so comments are by area, not in order of game play.

 

Walk-through: The corners near the start and accessible from the nearby box show no bugs. The corner by the snowdrift just across the short channel exhibits no bugs either. But the next corner along the ice wall allows the flicker-at-top corner bug. Lara falls out of the wall before she can turn far enough for flicker motion.

 

On the way to the cave behind the ice window: There’s no bug at the corner to the left of the spot where Lara takes a jump up the slope.

 

The column attached to the wall has no bug at either corner. After the jump to the left end of the arch, the nearby corner allows the corner bug, but Lara disappears completely into the wall. Spent cartridges and thrown flares magically appear from nowhere. The Look key allows some views of the sky where Lara is a tiny dot at the center of the screen. Periodically she falls, but appears only at three or four discrete positions on the way down, with a cloud of frosty breath lingering at each position for a couple of seconds. Load a saved game to continue.

 

Looking back out the tunnel to the arch, the right corner has no bugs.

The left corner allows the flicker-at-top bug, with flicker motion that drops Lara into the room behind the ice wall. 

 

ON THE SHIP: Go to the bow on deck, then walk along either side. Use the fence bug to jump to the higher deck. The corner bug doesn't work on the high bow structure, both sides. Lara touches the top of space when jumping from the high rusty area.

 

On the starboard side, near the bow the ice wall meets the railing. Try the corner bug there. The railing will cause to Lara to back away slightly during the drop, but at the correct angle running forward trips the flicker-at-top bug to the top of the ice wall. She drops out before turning to a proper flicker motion angle. The other end of the ice wall, toward the stern, doesn’t do this.

 

The corner of the ship at the break in the rail near the ice cave doesn’t show any bugs. Neither does the corner at the entrance to the ice caves.

 

I skipped testing any corners in the ship because none appeared to offer new pathways.

 

At the small rectangular opening to the rocket, the right corner supports the flicker-at-top bug. Lara falls out of the wall when you try to line up for flicker motion (both ways).

 

WATERWAY LEADING PAST THE HUT: The doorway doesn’t allow a bug on the left (looking in). The corner in the room for SECRET #3 allows no bugs.

 

GATEHOUSE: It looks like there's a good arch bug possibility to the left of the gatehouse door. But it doesn't work. The ice corner behind the gatehouse also shows no bugs, both sides.

 

At the exit of the first tunnel after swinging from the trestles, the corner bug works on the left side, but Lara is stuck at the top, flickering. She falls with Action. Flicker motion fails; she falls out of the wall before getting lined up. Is the partial function due to being topped by a walkway?

 

Corner near the flag: no bugs, either side.

Corner near the barrel of fire: no bugs, either side.

Corner near the fourth barrel: no bugs, either side.

 

The tower leg with the ladder allows the flicker-at-top bug on the right side of the right corner of the ladder. She falls out before any flicker motion. On the left side of the same corner, it works as an arch bug: when Lara imbeds in the ladder, run forward to appear in the room on top of the ladder. The other three corners of the leg don’t allow any bugs.

 

The corner in front of the Fuel Supply poster allows Lara to bug back up to the roof! Since you don’t open the ground floor door to exit, does that mean that the guy outside near the fuel tank never appears? If true, you won’t get his small med-pack.

 

Fuel valves: when on each of the four platforms facing its wheel, the right corner supports the flicker-at-top-corner bug, both sides. Flicker motion can occur on both sides, although sometimes Lara falls out of the wall. The side away from the generator shed doesn’t allow bugs.

 

RX-TECH COMPOUND: Looking back to the dark passage, the corner on the right supports flicker-at-top, but she falls out of the wall before you can line up flicker motion (both sides of the corner). The left corner doesn’t allow any bugs.

 

Vertical piece of ice wall near tank, with two corners: neither allows bugs.

 

At the tunnel entrance near where the pipe comes out of the large hole, the left corner allows no bugs.

 

At the corner of the building near the tank: the flicker-at-top corner bug works, left side only. Flicker motion carries Lara the length of the building. When she meets the ice, she descends at a steep angle (with ice overhead), and only stops in the tunnel when she meets the far wall. Turning 90 degrees starts the flickering again, but she doesn’t move. Action drops her, but she’s stuck in the wall. Walking or running doesn’t free her, but jumping forward does.

 

The corner inside the tunnel to the building with the malfunctioning doors actuates the flicker-at-top bug, both sides. The right side allows flicker motion until a low bulge forces Lara out of the wall. I couldn’t make flicker motion work on the left side in two tries.

 

The tunnel exit corners don’t show any bugs.   

 

The arch bug doesn't work on the building with chomping doors, either at the front door or at the snowbridge onto the front room. Lara can almost catch the snow ledge opposite the front of the building, but not quite.

 

When Lara enters the kennel area, the arch bug works on the right edge of the opening, as you face back at the ice tunnel; but she flickers in the sky until Action is pressed. She falls before you’re lined up for flicker motion. The other side of the corner allows the flicker-at-top corner bug, but not flicker motion.

 

I saved the above position that allows the arch bug even after falling back. Lara's right leg is already in the wall. Jumping forward activates the bug, but jumping to the right shows Lara ascending for half a second, then she's flickering at the cliff top; jumping straight up does the same. Walking back or forward also activates the bug. Stepping right does not, but stepping left does! The only other way to not activate the bug is to hop or jump back.

 

If you draw guns before using the bug, and press action, Lara shoots slowly while flickering at the top. She's stuck until reholstering the pistols, since before that the Action key only fires the guns.

 

The ice corner near the chain link fence allows the flicker-at-top bug and flicker motion, both sides.

 

At the entrance to the generator building, the arch bug partially works at both sides, even though there's an ice roof above the right side. Neither corner allows flicker motion. The opening has a step up into the building. The other side of both corners doesn’t allow any bugs.

 

The corner to the left inside the door shows no bugs, either side.

 

In the partially demolished room with the working radio, the corner of the alcove shows the flicker-at-top bug, but no flicker motion, both sides. None of the six other corners near the building entrance shows any bugs.

 

There are several places to pull up to the roof of the above building, but there’s nothing to do up there.

 

I did not check all four corners of the square column near the fire, because one side allows Lara to jump and catch the top edge. The corner by the fence shows no bug. It looks like she might jump from the highest corner of the column to the nearby building, but the chain link fence extends invisibly to the top of space, so any attempts are turned aside.

 

The building corner next to the chain link fence shows no bugs.

 

BACK AT THE HUT: Past the gate, the corner by the flag allows the flicker-at-top corner bug. Lara falls out of the wall before she can line up for flicker motion. She’ll slide into the water, but she should be able to reach the boat before freezing to death.

 

On the other side of the flag, the corner of the alcove allows the flicker-at-top bug, but only outside the alcove. Lara falls out of the wall before flicker motion starts. The bug can be actuated by repeated jumping or by running forward after imbedding.

 

Lara can jump across the narrow channel to a flat ice triangle. She can’t walk to the corner, but jumping and angling gets her very close. She falls into the water before finding a bug, however.

 

Farther along the channel, Lara can exit the boat to a six-square area with some portions too steep to stand on. The one available corner has half a steep triangle guarding it, but Lara can get to the corner via jumping and angling. But then she falls into the water instead of finding a bug.

 

From the same area, Lara can jump across the channel to the back half of a square (no Action). She can angle and jump closer and closer to both corners, but in both cases she’s forced onto the steep triangle and jump into the water.

 

At the end of the channel, Lara can exit the boat into an ice alcove. Turn around to face back up the channel. An ice platform slightly to the left has one corner. Lara can jump from the left side of the alcove to the right edge of the platform, which is slightly lower. It’s easier to jump from the right side of the alcove to another platform slightly to the right, angling right in the air, then jump to the platform with the corner. However, you must choose your method before getting out of the boat: if Lara tries to jump over the boat (or even walk to or sidle to the edge next to the boat), the game “helps” her into the boat. Move the boat to one side or the other as much as possible before exiting.

 

After all that, it’s an anticlimax; no bugs work at the corner. Lara can’t jump directly back to the alcove, but it’s easy to land in the boat. She can also get back via the other ice platform. Or jump into the water and swim to the boat.

 

The corner at the right side of the exit from the first ice arch shows no bugs. There’s a shortcut just beyond that: jump over the low place in the ice ridge.

 

The corner on the left before the second ice arch doesn’t allow a bug.

 

The corner near the chain link fence allows no bugs.

 

Just before going behind the shack to end the level, Lara can catch the roof in the left-most square, then traverse right one square and pull up onto the roof. Jumping touches the top of the sky, so she can’t jump over the peak of the roof. It looks as if she might jump to the inaccessible area at the end of the shack, but if she jumps over the top of the chain link fence, Lara hits an invisible barrier and falls. If she tries to jump to the left of the fence or off the end of the building, she ends up sliding down the roof and getting trapped at the lower edge, with no choice but to load a saved game.

 

ANTARCTICA PART 2:  RX-TECH MINES

 

Walk-through:  After crawling through the low passage, the first corner (on the left) supports no bugs.

 

Second corner, both sides: the flicker-at-top bug version works, with flicker motion. On the right (forward) side, you can hear the next door opening occur as Lara flickers along the wall. Both sides dump her out into the corridor at the next corner.

 

The third and fourth corners show no bugs.

 

Neither side of the exit to the second crawlspace has any bugs.

 

After you press the button to open the door, the flicker-at-top bug works on the left side of the entrance. Lara falls out of the wall before flicker motion. All the corners in the passage have no bugs.

 

On both sides of the exit, the flicker-at-top bug works, but flicker motion doesn’t. The white-suited guy looks at Lara while she’s jumping with a wonderful “what the hell is she doing?” air.

 

The first snow corner on the left allows the flicker-at-top bug. But twice, while trying to test flicker motion, the white-suited guy comes along and knocks her out of the wall! While I was lining up the jumps, he actually poked her on the thigh a couple of times with his flamethrower, as if he was trying to move her along. In the end, flicker motion fails anyway.

 

On the other side of the corner, Lara flickers all the way to the JUNCTION. At the left corner of the exit to the first walkway, the flicker-at-top bug occurs on the left side, but not flicker motion. On the right side, Lara levitates through the overhead railway, to stand on it. At the right corner of the exit, there are no bugs.

 

On ground level:

 

The isolated column in the corner with the floodlight near the top: no bugs.

 

The nearby column: the corner nearest the room corner has the corner bug on the left, and the arch bug on the right, both to the high level. The other three corners have no bugs.

 

Column near the bottom of the stairs: at the higher corner adjacent to the stairs, both sides exhibit bugs to the high level. From the stairs, it works as a corner bug OR an arch bug. From the snow, it only works as an arch bug. No other corners show bugs.

 

Column ahead and left of the bottom of the stairs: at the equivalent corner, the left side works as a corner bug, the right side works as an arch bug, both to the middle level track. No other corners have bugs.

 

Column to the right of the low track: the equivalent corner has the flicker-at-top bug, both sides. The corners next to the track show the flicker-at-top bug, but only from the track side. All the bugs go just below the middle level, with no flicker motion. The fourth corner has no bugs. 

 

Column to the left of the low track: the corners next to the track show the corner bug, both sides, to the top of the control room. The other corners have no bugs. But once, Lara was stuck below the middle level, flickering.

 

The three columns against the wall, to the left of the track: all left corners have no bugs, the right corner of the middle and left columns show the flicker-at-top corner bug, but no flicker motion.

 

At the track’s entrance to the JUNCTION, the right corner allows the flicker-at-top bug (no flicker motion). The left corner has no bugs.

 

At the track exit from the JUNCTION, the right corner supports no bugs. Neither does the room side of the left corner. But the tunnel side of the left corner supports flicker motion UP THE HILL! Align the outside of Lara’s left foot with the line across the tunnel mouth. Lara passes OVER the two girders, and finally falls out of the wall near the switch. She can’t bug back into the corner that she just fell out of. The left corner of the right-hand tunnel has no bugs. The left corner of the left-hand tunnel shows the flicker-at-top corner bug, but no flicker motion, on the left side; the right side shows no bugs.

 

If Lara goes down the left-hand tunnel, she slides down to a pit she can’t jump out of; if she jumps across the pit, the other side is too steep to climb or jump up. If she goes down the right-hand tunnel, she slides down to a closed door. So in the end, flickering up the hill isn’t useful.

 

At the other stop of the lower level mine car: the left side of the entrance tunnel allows flicker motion, up the hill to a flat area beyond the pit mentioned above. At the left corner of the exit from this upper room, there is no bug. The right side of the entrance tunnel to the same room has no bugs. Continuing backward, Lara slides down to the deep pit, which she can jump across, but the other side is too steep to get up.

 

The right side of the exit tunnel allows the flicker-at-top bug, but no flicker motion. Other corners further down the tunnel allow no bugs.

 

After sliding down the next section of tunnel, the first corner on the right allows the flicker-at-top bug on the left side (with no flicker motion), but no bugs on the right side. The next corner, by the large floodlight, allows the flicker-at-top bug, but no flicker motion (both sides).

 

Neither corner of the side tunnel back up to the previous area shows any bugs. At the top of the ladder, the dark corner allows the flicker-at-top bug (although no flicker motion), but the light corner doesn’t. The other corner of the column with the dark corner allows no bugs.

 

Right corner of the entrance to the hallway: no bugs.

 

I skipped all the corners in the tunnels, since there were no areas to try to reach with flicker motion.

 

After jumping to the higher level track:

 

On the short walkway to the column with the floodlight, the right corner exhibits no bugs, but the left corner allows the flicker-at-top bug, although no flicker motion.

 

Inside the nearby tunnel entrance, neither corner has any bugs.

 

On the middle level:

 

At the right end of the walkway next to the initial entrance, neither corner of the column has any bugs.

 

On the walkway above the ground level track, at the column to the right: the first corner allows the corner bug, which levitates Lara through the control room to its roof. There are no bugs at the second corner, where the walkway meets the track. The third corner has the corner bug on the right (track) side, and an arch bug on the left (platform) side, both also sending Lara to the roof of the control room. The fourth corner has no bugs.

 

At the matching column to the left: all corners bug Lara through the control room to its roof.

 

At the third column next to the track: only the corner at the edge of the platform away from the track allows the corner bug, through the landing at the top of the stairs.

 

Neither corner at the exit of the track from the JUNCTION has any bugs.

The corner on the left one square inside the tunnel doesn’t have any bugs, either. Around the turn, the blue wall with the large notch also shows no bugs, so there’s no flickering up the steep slope here.

 

Neither corner at the entrance of the track to the JUNCTION has any bugs.

 

At the entrance to room containing the stopping platform, the single corner does not support any bugs.

 

Proceeding along the track, I skipped the corners on the right which were only head height (they offered only short travel opportunities, anyway). The next corner on the right allows flicker motion on both sides.

 

The matching corner on the left shows no bugs.

 

Entrance to the drills: the right corner has the corner bug, both sides. Flicker motion works only on the left side; Lara is killed when she reaches the drills, but she can probably pass if you quickly use a small med-pack four or five times. The left corner has no bugs.

 

After passing the drills, neither corner of the passage shows any bugs.

 

The isolated column just ahead and to the left has the flicker-at-top bug only on the far left corner, both sides. Flicker motion worked on the left side of the corner, but failed twice on the right side. Since isolated columns so far have had bugs on only one of the four corners, I only tested the left side of the other three corners.

 

Corner before the slide: no bugs. This is strange, since it’s a corner in the same direction as the one working corner on the column.

 

The tunnel near the dark block has a corner inside the room. Strangely, the left side shows no bug, but the right side does. It’s a flicker-at-top bug, but there’s no flicker motion.

 

The corner at the short entrance passage has no bugs.

 

At entrance with the roof lower on the right, neither corner shows any bugs.

 

At the bend of the tunnel to the room at the bottom, the corner shows no bugs.

 

At the entrance to the room, the right corner shows the flicker-at-top corner and arch bugs, but only on the left side. There’s no flicker motion. The left corner has no bugs.

 

At the passage to the ladder, the corner on the left has no bugs.

 

Just before the first crushing machine, the corner exhibits flicker motion on both sides. Lara moves safely past two drills, but the third kills her. However, she can make it through with the quick use of four or five small med-packs. On the right side, she moves over the crusher until she is stopped by the wall. There is no room past the crusher, but it looks as if she might slide down its top. But when you press Action, she drops on the original side of the machine, as though she had not moved over it at all!

 

At the corner above the crushers, there are no bugs.

 

On the high level:

 

None of the four corners at the entrance and exit to the JUNCTION allows any bugs. This is surprising, since they include all possible corner directions, like the corners of a freestanding column.

 

In the submarine room, the vertical wall with two corners (to the right of the floodlight tower) shows no bugs. The corners of the exit to the tunnel also have no bugs.

 

At the surface of the long water-filled shaft to the excavation site, there is a short tunnel. The corner in this tunnel allows flicker motion back toward the pool. When the back wall above the shaft stops the motion, Lara can’t exit the wall, because although Action causes her to splash into the pool, she reappears imbedded in the wall! Turning her 90 degrees restarts the noisy flickering, but dropping her into the pool still doesn’t free her. Only after turning another 90 degrees (and again restarting the flickering) can Action drop her into the pool free of the wall. Surprisingly, the other side of the corner does not seem to support the corner bug.

 

The corner at the upper end of the tunnel has no bugs.

 

The corner at the passage above the entrance has no bugs.

 

To the left of the Quonset hut, the corner of brown stone shows the flicker-at-top bug, but no flicker motion, both sides.

 

To the right of the Quonset hut, the left-hand corner of brown stone shows no bugs, either side. The right-hand corner allows the flicker-at-top bug, but no flicker motion, both sides.

 

The corner deepest in the cave for SECRET #3 allows the flicker-at-top bug, but no flicker motion, both sides.

 

The next corner outward has no bugs.

 

The corner by the secret’s entrance has no bugs.

 

ANTARCTICA PART 3:  LOST CITY OF TINNOS

 

Walk-through: Inside the Quonset hut: only the left side of the exit shows any bugs. It’s the flicker-at-top version, with no flicker motion, both sides.

 

At the inside of the entrance to the courtyard there are no corners with bugs.

 

After turning right from the entrance, there are no bugs on the pillar near the corner. I tried both corners, including the one that has surfaces extending from the face, above and below.

 

The corner by the tall double doors has no bugs.

 

There are no bugs on the corner to the left of the keyhole.

 

The column in the middle of the courtyard shows no bugs.

 

Door with sloping stones on each side: the left corner shows flicker-at-top, but no flicker motion, on both sides of the corner. The right corner shows the flicker-at-top bug only on the outside face of the corner, again without flicker motion. At the left side of the left sloping stone, there’s no bug, nor from the other face of the same corner, which must be tried from the ground.

 

The arch bug works at the open entrance in the corner, but not flicker motion. The corner bug works inside the entrance, and flicker motion does work there; but you could just as easily walk in. The corner where you first enter the room has no bugs.

 

The left side of the barred doorway allows Lara to use the arch bug to get up to the ledge with the five buttons. The inside face of the same corner also lands Lara on the ledge! However, pushing the correct three buttons does not raise the bars, so it’s of little value. No bugs show up at the right side of the doorway.

 

At the top of the ladder, the corner bug works only on the right, but there’s no flicker motion.

 

I skipped checking most of the corners inside the building, because there seemed to be no advantage. I did try the four corners that might allow flicker motion past the gate in the middle of the hallway: only the corner next to the switch allowed a bug (flicker-at-top corner). It allowed flicker motion, but Lara would not travel past the gate, whether it was lowered or raised.

 

After throwing the switch on the outside ledge, you see a view of the five-button room. I bugged up to the ledge again, but walking on the left-most square still did not raise the barred gate.

 

Inside the room with the double doors, I tried for a bug at the corner that would allow Lara to flicker back up the steep slope, but no go.

 

Since I had pushed the proper three buttons previously, the barred gate rose as soon as Lara stepped onto the ledge.

 

The corners near the exit have no bugs.

 

BROKEN BRIDGE: The two corners near the left side of the start of the bridge don’t exhibit any bugs.

 

After shooting the twenty-one giant wasps, I tried for bugs at the four bridge supports, where they meet the edge of the bridge. Nothing.

 

It’s possible to get to all eight corners of the top of the two bridge supports near the gap, but they don’t lead to anything besides SECRET #1.

 

The far side of the third bridge support doesn’t allow Lara to bug back up to the top of the support.

 

I haven’t been able to find a way to the ground under the bridge without being killed in a fall.

 

SECOND BRIDGE: The left face (only) of the first corner on the left on the way to the two mutants allows the flicker-at-top corner bug. Flicker motion happens if Lara’s right foot is a little outside the line from the right face, when lining her up before the 45 degree turn.

 

The last corner before the mutants’ bridge shows no bugs.

 

From the ground under the bridge:

 

The first white square on the way down from the left side of the bridge has a corner in deep shadow. The corner bug works from the lower face, but not the higher one on the left side of the corner.

 

The bridge support corner nearest the above corner has the corner (arch?) bug on both faces. Lara transports through the entire support, but then slides off the top to her demise. Single jumps with Action held don’t help. The other inside corner works, but only the right-hand (lower) face works, and Lara falls or jumps off the top of the support.

 

At the other support, the two corners nearest the slope allow Lara to bug through the support and fall to her death.

 

The columns on both sides of the door to SECRET #3 provide bugs to the shelf high above. Both columns work the same: the right-hand corner (as you face them) allows an arch bug on the face parallel to the door; but about half the time, running forward causes Lara to miss her step up at the ledge and take a fatal fall, just as if she had taken too many jumps. It’s safer to use the right-hand face of either corner; repeated jumping causes Lara to bug through the ledge to a safe landing. It’s a bit difficult on the block beside the right-hand column – to get all the way to the corner, keep angling with every two or three jumps. BONUS SHORTCUT! The two mutants don’t appear unless you move to the starting end of the bridge. To avoid triggering them later during the run to the door, either jump to the projecting boss of rock on the left wall, then to the slope in the corner (for a few per cent damage); or jump from the first square back on the starting side of the bridge support to the rocks. But attempting to climb back up this way by jumping to the bridge has always led to the appearance of the two mutants. Instead, climb up to the black rocks, then jump left one square and hang from the edge of the bridge. Traverse left one square before pulling up.

ROOM WITH SWINGING BURNERS IN THE DOORWAY: At the far end of the bridge is a stone structure leading to the swinging burners room. The left corner has no bugs. The right corner supports the flicker-at-top corner bug with flicker motion, both faces. But both cases just lead to a near-fatal fall. At the opening, both outside faces enable the flicker-at-top arch bug, but Lara falls out of the wall before being aligned for flicker motion, both cases.

The inside right corner does nothing, but the inside left engenders flicker motion. Lara successfully flickers past the first swinging burner before dropping out of the wall. She can also bug back into the same corner and return to the entrance by flicker motion. There’s no bug at the corner on the opposite side.

 

In the room with two “Easter Island” statues, the two corners below a ledge and next to a shallow trough don’t show any bugs.

 

The short corner below the spot from where the wasps emerge doesn’t allow an arch bug.

 

None of the four corners behind the two statues show any bugs.

 

The short corner to the right of the shell design on the wall has no bugs.

 

I skipped the corners on the stairs since there seemed to be nothing to do.

 

ROOM WITH PILLAR OF LIGHT: Only the near right corner of the large block filling the half of the room opposite the stairs has any bugs; it has the corner bug, both faces.

 

Neither corner at the bottom of a staircase has any bugs.

  

THE EARTH ELEMENT AREA: The inside of the corners to the Earth area doesn’t show any bugs.

 

The corner at the top of the steps allows a corner bug, but no flicker motion.

 

In the right-hand passage, the short corner high on the left wall allows no bugs.

 

At the start of the left-hand passage, the corner on the right allows the flicker-at-top corner bug, but no flicker motion.

 

The corner on the right after the passages recombine has no bugs.

 

The corner with the low platform on the left has no bugs.

 

There’s no bug at the corner near the beginning of the straight passage to the rock bridge.

 

There are no bugs at the beginning of the rock bridge.

 

Lara can turn right on the rock bridge and jump to a large rock triangle, but there’s nothing to do there but slide into the quicksand again.

 

The four corners to the mask room have bugs only at the inside corner on the left. The left side has no flicker motion, the right side does.

 

Neither corner near the exit to the ROOM WITH PILLAR OF LIGHT allows bugs.

 

THE AIR ELEMENT AREA: I skipped checking corners in the maze, except at the ramp up to the exit. No bugs there.

 

Stella’s maze map is incorrect near the entrance.

 

THE FIRE ELEMENT AREA: There are no bugs at the entrance to the area.

 

I found no bugs at the four corners of the entrance to the mask room.

 

THE WATER ELEMENT AREA:

 

At the alcove to the right of the mask, the corner has no bugs.

 

Corner to the right after dropping through the trapdoor: no bugs on the right side.

 

WHEN YOU HAVE ALL FOUR OCEANIC MASKS: In the room above the fallen block, the corner near the right-hand statue (when facing them) allows the flicker-at-top bug. Flicker motion works, but Lara is dumped out of the wall as she reaches the alcove, just in time for the swinging burner to complete her destruction.

 

Lara can jump from the top of the ladder to the room, to the ledge at the right, but there’s nothing to do there or on the connected ledge on the far wall. Lara can move the block to the other end of the room and access the ledge near the large statue, but there’s nothing to do there either.

 

All the corners at the opposite end of the room don’t show any bugs, except the inside of the right corner of the doorway to the ROOM WITH FOUR GATES. There’s a flicker-at-top bug, but no flicker motion, even after repeated attempts to move her foot a little farther across the line from the right face.

 

The corner next to the switch that opens the gate to ROOM WITH FOUR GATES has no bugs.

 

ROOM WITH FOUR GATES: In general, you’ll find that corners that point toward the corner of the room to the right of the entrance (when viewed from the middle of the room) allow bugs, except for two additional corners on the ground level, one square from a gate.

 

On the lower level: the left side of the entrance gate has a corner bug at the right face of the right corner (at the left side of the ladder), but nowhere else.

 

Moving counterclockwise, the corner column has no bugs.

 

The right corner of the right side of the next gate has a corner bug on the right face (Lara pops through the shelf), and the left face has an arch bug (run forward after the first jump that enters the column, not the normal second jump). The left corner has no bugs.

 

The left corner of the left side of the same gate has no bugs. The right corner shows a corner/arch bug on the left face, but Lara falls at once because there’s a block in the way on the shelf level. However, the right face (in the short passage to the gate) has a corner bug that lifts Lara to the shelf! This places Lara next to the crawlway to the ROOM WITH HINGED LEDGES.

 

The next corner counterclockwise allows Lara to bug through the shelf on both faces, also handy for reaching the ROOM WITH HINGED LEDGES.

 

At the next gate: the left corner of the right side allows a corner bug from both faces. The right corner has no bugs. The left side has no bugs at the right corner, but the left corner has an arch bug on the right face, and a corner bug on the left face.

 

The next corner, next to the hinged platform, has no bugs.

 

At the next gate: the right side’s right corner has no bugs. The left corner has a bug only on the left face, but Lara falls at once. There are no bugs on the left side of the gate.

 

The next corner has no bugs.

 

The right side of the entrance gate shows no bugs.

 

From various points on the shelf, the distressing whine of the giant wasps can be heard.

 

A shortcut: you can use one of the bugs to skip two of the giant mutants, since it isn’t necessary to raise the hinged ledge to reach the ROOM WITH HINGED LEDGES. Kill the first mutant (I like three rockets) without entering beyond the first sloping blocks, then save your game. Run to the corner on the far right. The other mutants don’t come out for about twelve seconds, which should give you time to line up a corner bug. When it works, jump down to the shelf and crawl along the wall to the ROOM WITH HINGED LEDGES. If the corner bug doesn’t work in time, reload the saved game and try again. By the way, if you come back after placing all four oceanic masks, the remaining two mutants have apparently died of boredom.

 

Shelf level: only the right side above the gate near the opening to the ROOM WITH HINGED LEDGES allows a corner bug, with flicker motion. Also, there are no bugs at the crawlway.

 

ROOM WITH HINGED LEDGES: There are no bugs at the four crawlways. No bugs at the entrance to switch #6. No bugs at the entrance to switch #5.

 

At the corner to right of switch #3, the left face has no bugs, but the right face allows Lara to bug up to the platform next to the entrance to switch #1. To the left of switch #3, the corners of the tall block have no bugs. Neither does the corner reached from the top of the tall block, both faces.

 

The corner of the rectangular block to the right of the double doors has a corner bug only on the right face.

 

The corner to the left of the pool (behind the statue) allows an arch bug that leaves Lara standing in the entrance crawlway! She’s trapped in the wall until you press the Crouch key, after which she can crawl backward out of the corner. This provides a simpler path to the switch for the timed run to the door for SECRET #3.

 

Neither corner at the double doors has any bugs on either face.   

 

The open door to SECRET #3 gives no bug opportunities.

 

ROOM WITH SHALLOW POOLS/SECOND ULI KEY: Proceeding counterclockwise from the first corner after the double doors from the ROOM WITH HINGED LEDGES, the first instance of the corner bug occurs at the corner of the room leading to the SECOND ULI KEY (where a triangle of ground rises to a step at the corner). Both faces support flicker motion.

 

At the right end of the shelf that contained the ULI KEY, the corner allows the bug on the right face only. It allowed flicker motion, and when Lara fell out of the wall at the next corner, the bumping sound continued! It only stopped when I pressed CTL-ESC, then re-entered the game. It took five or six tries to repeat the flicker motion, and that time the sound did not continue.

 

Opposite the chest-high opening in the alcove, and tangent to the circular design in the drowned floor, the corner allows the bug and flicker motion on both faces.

 

Looking back down the entrance passage, the right corner of the exit to the room allows the corner bug on both faces. Both faces show flicker motion.

 

When looking from within the room, the “island” of masonry to the left of the entrance exhibits the corner bug on the near left corner. Flicker motion happens on both faces.

 

The masonry “island” to the left of the corner with the ULI KEY shows the corner bug on both corners around the indentation in one corner of the “island”. All four faces show flicker motion.

 

This is the room where I figured out how best to produce flicker motion. The key is to line up Lara’s foot ACROSS the line of the wall you’re facing along. In some cases, it has even been necessary to have a gap between the line and the inside of her heel of an “inch” or larger. I should recheck all the corners where I didn’t find flicker motion. As you can see, ALL corner bug sites (in this room at least) allow flicker motion on both faces.

 

ANTARCTICA PART 4:  METEORITE CAVERN

 

It looks like Lara might be able to jump from the top of the head of either of two of the statues with upheld arms, but trying to jump to a head top causes her to bounce off an invisible barrier and fall to her death in the lava.

 

The corners at the edge of the shelf at the top of the ladders don’t allow the corner bug.

 

There are no corner bugs at the tunnel entrance.

 

There are no corner bugs at the side tunnel to the left.

 

There is no corner bug at the tunnel exit to the shelf above the crater.

 

The third shelf above the crater has no bugs.

 

There are no bugs at the fifth and last shelf above the crater. Note the surprising form of death when Lara does a test run forward when she turns too far.

 

There are no bugs around the crater opening or at the entrance to the next tunnel. Jumping from the various floodlight boxes does not let Lara grab the top of the crater wall.

 

No bugs appear at the tunnel exit to the area with the six bad guys.

 

On the right is a projecting low ridge of snow. It’s possible to jump to the low end from the far side. After walking up a few paces, it looks as if further jumps to the left should be possible, but the top of space prevents it.

 

The corners of the tower with the red alarm signal allow no bugs.

 

The corner of the building with the vertical wooden planks has no bugs.

 

The riveted column at the far end of the first area shows the corner bug on both faces, but only the right face supports flicker motion. When Lara stopped at the next wall, I turned her ninety degrees, attempting to continue. She began to make the bumping sound again, but without motion. Turning another ninety degrees did not send her back along the same wall. 

 

The three corners on the short passage to the empty room show no bugs (the fourth corner is blocked by the open door).

 

The corner which is attached to the section of cyclone fence shows no bugs, even though Lara begins to move into the left face. Perhaps the purpose of the fence is to prevent the bug from working. The open door in the previous paragraph may serve the same function. Both corners point the same as the bug corner on the riveted column above. The corner across the passage also has no bugs.

 

At the passage which concealed the flamethrower, the right corner has the bug, with flicker motion only on the right face. Lara must have her left foot slightly beyond the edge of the face for the motion to work. The left corner has no bugs. By the way, there’s no falling snow at the top of the wall.

 

At the corner to the left of the area’s entrance, the corner bug works on both faces; flicker motion occurs only on the right face.

 

None of the four corners in the area before the helicopter exhibit a bug.

 

BONUS LEVEL:  ALL HALLOWS

 

Walk-through: The corner before the spike pit in the crawl space has no bug.   

 

At the free-standing column, the corner nearest the corner of the room allows the bug on both faces. It’s a nice shortcut to the crawlspace with the small med-pack and save/power-up crystal. Don’t let the flock of bats scare you into a fall. The other three corners don’t work.

 

The corner near the free-standing column, in the middle of the wall, has no bugs.

 

At the corner one square from the lowest masonry block, the corner bug works only on the left face. If you start with Lara’s right foot a little over the line, flicker motion works, though it’s useless. If you line Lara up almost at flicker motion position, the Action key drops her onto the grating with no damage.

 

On top of the first concrete block, the right corner against the adjacent face has no bug. The left corner has a bug that catapults Lara all the way through the platform with the flares. The corner by those flares tries to allow the bug, but Lara reappears under the overhang and she falls fatally.

 

Lara circles the room clockwise on the gratings to rise higher. The first platform adjacent to the central column allows the corner bug on the left corner of the column, but not the right. Only the right face of the left corner works, which raises Lara to the top of the column.

 

At the next corner clockwise there aren’t any bugs.

 

Ditto.

 

Moving to the other column on the dome, the right corner allows no bugs. The left corner engenders the bug, which leads to Lara dropping onto the breakaway tiles at the top of the dome. On the other side of the same column, the right corner’s bug leads to Lara flipping or sliding onto the breakaway tiles; the left corner shows no bug.

 

Note that the lower gratings are superfluous. Simply take a running jump from the lowest concrete block to the dome.

 

Shortcut: It seems the fastest way to get all the pickups in this room is:

1.      Slide backward down the chute and traverse to the first crawlspace.

2.      Use the corner bug on the free-standing column to get to the second crawlspace.

3.      On the low concrete block, use the left corner to bug up to the flares.

4.      Do a standing jump (with or without Action) to the nearby slanted grating. Walk to the high corner without the railing. Perform a standing jump without Action to either side of the support rod on the grating below the Uzi clips. Jump and pull up to the Uzi clips.

5.      Take a standing jump with Action back to the slanted grating. Do a running jump to the platform that had the flares. Take a running jump to the breakaway tiles. After Lara lands, hit Escape and bring her health back up.

 

DROPPING THROUGH THE DOME INTO THE CATHEDRAL: At the end of the BLACK-AND-WHITE TILED WALKWAY, the right corner tries to enable the bug, but the railing prevents it from working.

 

In the slightly angled alcove, the high corner allows the corner bug, but Lara falls to her death at once. The corner with the crawl space below it causes Lara to stick in place when it works. She can’t move or even turn. It’s necessary to load a saved game.

 

There’s no bug in the alcove with the switch.

 

None of the four corners on or at the sides of the pipe organ show bugs.

 

Neither corner of the column to the left of the pipe organ has any bugs.

 

The corners to the door between the gold fluted panels have no bugs, nor does the corner to the left.

 

On the way to the door Lara opened with the switch, the corner to the right allows the corner bug on both faces (Lara is raised to the BLACK-AND-WHITE TILED WALKWAY, where two railings meet). The corner to the left has no bugs.

 

At the sloping passage to the exit door switch, the right (as you look out the opening) corner does nothing, the left corner bug works, with flicker motion.

 

The grating attached to the crypt (on the side toward the pipe organ) shows no bugs at either possible corner.

 

The four corners of the crypt on the floor allow no bugs. The eight corners inside the golden columns on the crypt’s black platform don’t show the ordinary corner bug, but an amusing action occurs at six of the inside corners as Lara nears the 45-degree angle. Lara is sucked through the golden columns to drop at the outer corner of the crypt structure. Beam me up, Scotty.

 

THE VAULT KEY & ZIP LINE: The square in front of the zip line alcove doesn’t allow a bug at the corner bordered by a railing. Attempting one leads to dropping to the BLACK-AND-WHITE TILED WALKWAY. At this point, Lara can bypass the zip line by taking a running jump to the right of the short railing and catching the spiked walkway. Pulling up causes no damage. Then walk to the other end. Forward and Action cause Lara to pull up with little or no damage, depending on where you try it.

 

Hey! When you check the Items in your inventory, the Eye of Isis is invisible!

 

CRUSHERS AND BURNERS AND DUCTWORK (OH, MY!): At the concealed door, neither corner has any bugs.

 

Lara can take a running jump and catch the top of the crypt. She can traverse either way, but attempting to pull up and jump or re-catch leads her to slip and fall fatally.

 

THE VAULT: The three brownish blocks on the right wall (as you look at the vault door) all have the corner bug only on right corner. Both faces of each corner allow flicker motion. If you blast the grating to the right of the third block first, Lara flickers all the way to the switch. Or start flicker motion first; when Lara stops at the grating, blast it with the shotgun and Lara continues to the switch. The vault door has a corner bug at the right edge, but only the left face works (and allows flicker motion). The remaining corners have no bugs.

 

Inside the vault: At the passage to the water, the left corner allows the bug on both faces. I didn’t make flicker motion work, but the camera doesn’t look straight along either face, so it’s hard to find the exact alignment.

 

The last corner on the right before the large med-pack allows the corner bug with flicker motion on both faces. No other corners in the vault show a bug.

 

In the room with the guard and dog, the left corner of the climbing wall has the corner bug on both faces. But the right face leads to an immediate fall. From the left face, if Lara continues to jump in the goodies room, she does not move forward over the hole, but moves along its edge, 45 degrees off straight ahead.

 

To the right of the climbing wall, the parallel corner allows the flicker-at-top corner bug, but I couldn’t find flicker motion on either face.

 

The corner with the rubble pile allows the bug only on the right face. Lara falls out of the wall a few degrees before she turns far enough for flicker motion.

 

In the room above, as you face toward the crypt, the left corner allows the bug and flicker motion on both faces. The right face allows Lara to flicker into the end of the game.

 

No other corners in the room allow bugs.