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.

 

NEVADA PART 1:  NEVADA DESERT

 

Walk-through: You might want to recall that all of your pick-ups are soon to be taken from you (except for one small med-pack), so don’t bother unless you intend to use them before NEVADA PART 2, or you just want get all the pick-ups. But if you want to play the ALL HALLOWS bonus level, trigger the “Secrets” music for all three Secrets, even if you don’t make the associated pick-ups.

 

At the arch before the pool, there is no arch bug on either side.

 

Canyon to the right of the pool: the column to the right of the entrance doesn't allow the corner bug.

 

The corner to the right of the beginning of the passage from the desert pool has no bugs.

 

The corner where the passage narrows at a right turn into the rock has no bugs.

 

Another right turn (before the movable block) allows flicker motion on the left face. Some (long overdue) experiments show that for this corner, at least, when the correct foot offset from the line parallel to the other face is found, flicker motion happens every time, even when Lara turns with the help of the Forward key, and without stopping! Perhaps this is not true for every corner, or perhaps there is a range of foot positions that work, some better than others. But this should greatly speed testing. Here, offset is correct when Lara is facing the wall and the line passes through the center of the back of her heel. It also works with the heel “an eighth of an inch” inside the line. And equally outside the line. Not on the line. Not an “inch” outside. Now, an eighth inside doesn’t work?! A reset of position does work, but only if I sneak up on the angle. Sigh. – A step back or a step forward, with no use of left and right keys, does not return to the same position! A quarter inch inside doesn’t work at all. So it’s not a range that works, but discrete positions. Every fourth pixel, or something similar? A position visually identical with “center of the back of the heel” works equally well. Notes: drawing pistols keeps the landscape from shaking, and may reduce the turning speed of Left + Forward. Also: Lara shifts sideways in the wall in a cycle of 6 or 7 flickers, with her inside shoulder exposed, then moving into the wall until an inch of her neck disappears, then the cycle repeats. At the left corner of the exit from SECRET #1, with the line an eighth inch outside the heel center, flicker motion works. Maybe this is usually the best offset.   

 

There are no bugs at the two corners on top of the movable block.

 

The corner at the left turn (before the drop to SECRET #1) has no bugs.

 

The left face of the corner where Lara drops into the SECRET #1 area supports an arch bug. You must note when Lara’s jumps begin to move her back to the left and then run forward. Lara repeatedly stumbles at the edge of the high block; turn her left until she lands stably. The right face is even easier; Lara “teleports” through a thick layer of rock.

 

The right face in the previous paragraph is also the left face for another corner, which has no bugs.

 

The two corners on the right past the save/power-up crystal don’t have bugs.

 

After moving the block to expose the exit, the left face of the left corner supports flicker motion. Be sure to kill the third rattlesnake before trying this, since at the end of flicker motion Lara plops down right next to the snake. The right face and the other corner have no bugs.

 

After SECRET #1, the right turn before the metal structure supports the flicker-at-top corner bug, but not flicker motion; Lara never makes the warning footfall a few degrees before alignment.

 

Where the passage opens out to the metal structure, the corner to the right allows the start of flicker motion on its right face (the left face is blocked by a slope). To be exact, when the line goes through the middle of Lara’s heel, she can rise due to the corner bug and then when you align her along the wall, the drumming of her footsteps begins as it usually does with flicker motion, but she doesn’t move! Probably this occurs because the top of the wall meets a steeply sloping ceiling, which passes through her head. I tried a variety of things to get her going (arrow keys, drawing pistols, flare, Crouch, Sprint, going in and out of inventory) but nothing helped.

 

(8/15/06 – The corner of the metal structure with two accessible faces allows the crawl-corner bug on the left face.)

 

After killing the rattlesnake on the ledge, Lara can jump and hang off the slope across the narrow canyon to the right. She can traverse to the right several squares, but best she can do is drop for 80% health damage.

 

The corner before the large med-pack doesn’t allow any bugs.

 

At the end of the last ledge, instead of jumping across to the slope and sliding back, go to the square where you just found the large med-pack. Stand at the vertical face at the end, by the left edge, next to the triangle at the left. Use the corner bug. When the bug first works, Lara falls at once, probably because of the sloped overhang. Jump up again, and Lara remains just under the overhang, but Action doesn't cause her to drop. Press Look to view her from the side. Jumping forward from here causes her to slide down several rocks to the starting position. Turn, and she pops up a body length to stand on a one-sided wall beyond the corner! Then turn as much as you wish to see the invisibility of that wall, and a tempting flat area nearby. Jumping or walking does nothing; Crouch works, and Forward brings Lara to her hands and knees, but she won't stand (into the rock) when Crouch is released. She can back off the wall and hang (a few inches below the edge), but then nothing works, and you must load a saved game.

 

Lara can do a standing jump over the left half of the slope to the left of the above starting corner, but there's nowhere to go from there. Lara can also reach this area by starting the previous paragraph, then before the final pop-up, do a jump with Forward and hold Jump.

 

One can see a small flat triangle past the end of the path around the left side of the metal structure. Repeated attempts to jump to it were just short.

 

Lara can continue across the metal structure and jump and grab the edge of slope she slides down; but there's nothing to do. Back flip to the metal structure.

Start from the corner nearest the slope you caught in the previous paragraph. Line up exactly on the corner of the hole. If Lara runs forward, she appears to perform a flamenco dance along the edge of the hole! The quick pounding of her steps adds percussive music to the performance. (In Windows XP the steps make no sound.)

 

Now do the same for the corner to the left. If you’re exact, Lara will drop into the hole to her shoulders, then pop up. This repeats indefinitely. The only way to stop is to press Action or turn more than 45 degrees; in either case she drops. If you don’t hit the corner exactly, it’s flamenco time again.

 

At the other two corners Lara just drops into the hole.

 

I couldn’t get the swim corner bug to work on the three corners in the underwater tunnel.

 

There are no bugs on the way from the underwater tunnel to the ledge above a large pool.

POOL WITH WATERFALLS:


The flicker-at-top corner bug works at both sides of the exit of the tunnel to the ledge above the pool. On the two tunnel faces, Lara drops a few degrees before aligning for flicker motion. On the face with the ladder, flicker motion lets Lara reverse the normal monkey-swing-and-climb-down-the-ladder, but instead of merely stopping at the end wall, she pops up through the rock to the alcove with the small med-pack! Examine for a helpful shortcut – a fast way to the detonator key? By the way, Stella’s walkthrough does not use this monkey swing and ladder. (8/15/06 – Angled flicker motion worked the first try on the face with the ladder, including landing at the small med-pack.)

 

The corner bug doesn't work on the high block before the jump across the pool to the cliff concealing SECRET #2.

 

After SECRET #2, the corner bug "works" at the high side of the opening to the pool, but Lara can only draw weapons and fire, requiring that you load a saved game.

 

I got the swim corner bug to work on the left face of the corner across from SECRET #2, but I couldn’t repeat it.

 

Climb out of the pool on the low block, pull up to the tall block next to it, and jump across the pool to use the corner bug at the right. Flicker-at-top results. Turning just a few degrees causes her to fall (due to the steep ceiling?) so there’s no flicker motion.

 

After getting the shotgun shells on the ledge near the water, there's a substantial shortcut. Instead of hopping up to the higher ledge, use the corner bug where the slope meets the flat ledge, at the corner next to the higher ledge. Or hop to the higher ledge and use the corner with the water to your right. In either case, Lara pops through about twenty feet of rock to a sloping ledge with another rock layer above it. Walk to the low end of the slope, turn right and walk to edge with the hole above and below in front of you. Hop across and catch the opposite edge. Pull up and jump. Since the slope is too steep to stand on, Lara will backflip and land next to the save/power-up crystal near the entrance to the TNT CAVE. You miss your chance to kill the poor little rattlesnake high on the cliff top, but no pickups or secrets are skipped.

 

If you take the normal path to the rattlesnake, there's no corner bug at the left edge of the wall behind the block you catch when jumping across the water, nor one square to the left on the slope you walk onto. It looks like Lara jumps high enough to catch the wall behind the landing square, but there's no "there" there.

 

The corner between the snake and the concealing bush supports flicker motion, which carries Lara back six squares.

 

TNT CAVE: In front of the cave, from the corner nearest the two waterfalls, it's possible to jump to the light-colored square about half way down the left-hand waterfall, with a few percent damage. You can then jump to the darker, slightly higher square to the left. The corner between the two squares has no bugs. From the darker square, Lara can jump to catch the underside of the overhang and monkey swing back to the entrance to the pool canyon, but there's no point. From the lighter square, Lara can jump back across the canyon to the square near the vertical ladder, jump to it, then climb and backflip to the square near the right-hand waterfall. But of course, it's faster to jump from the corner in front of the cave to the sloping rock, then traverse left, as Stella describes.

 

The two corners of the boulder tunnel (near the TNT cave) show no bugs.

 

The flicker-at-top bug works at the corner on the right side of the slope down to the TNT cave, but Lara drops from the wall a few degrees before she’s aligned for flicker motion.

 

The corner on the left at the start of the TNT cave works the same.

 

The right side of the entrance to the flares chamber has no bug.

 

HEADING UPSTREAM: A small shortcut: forget the flares in the cave. Then instead of catching the sloping rock and jumping to below the small med-pack, jump at an angle to behind the rock dividing the two waterfalls. Neither corner there has any bugs. Continue into the tunnel along the right side.

 

If you do pick up the small med-pack, skip the crack and the traverse; just jump directly to the square behind the rock that divides the waterfalls.

 

The corner where you can first see the water wheel has no bug. You’ve probably already proved to yourself that you can’t jump to the platform by the opposite wall.

 

WATER WHEEL AREA: The corner near SECRET #3 has no bugs.

 

At the first corner of the water wheel structure, right next to the water, the arch bug takes Lara right to the top. If you continue jumping instead of running forward after Lara imbeds in the structure, Lara is transported to a level even with the lower level to the left, where she begins to fall, as is usual with an improperly performed arch bug. But she repeatedly hops and doesn't fall. Turn left, and soon she will land solidly on the lower level.

 

The cranky guy appears only when Lara steps onto squares just before the back side of the water wheel, so watch out later on your way to the elevator; he'll appear behind you. This bug can serve as a small shortcut, if you line up to 45 degrees quickly.

 

Looking at the back of the structure, the corner to the right doesn't allow the corner bug, from either side. But the left corner does, from both sides. But the higher level is too steep to stand on, so Lara immediately launches herself to her doom. From the back side, if you carefully do one jump at a time while holding Action, Lara ends up hanging from the edge, but anything she does from there kills her; from the left side, Lara falls off at once.

 

Facing the ladder on the left side, the right corner allows the corner bug on both sides, but not on the left corner. Of course, it's faster just to climb the ladder.

 

At the corner by the water beyond the ladder, the arch bug and hopping-corner bug occur, as on the other side of the structure (see above).

 

The two corners where the sluiceway enters the rock have no bugs.

 

There aren’t any bugs where the sluiceway makes a right turn.

 

After following the sluiceway and killing the two vultures, the corner on the left has no bugs. The corner of high rock where the waterway turns right allows the corner bug from both sides. But it must be carefully done - line up the inside of Lara's foot with the edge of the rock when placing her straight against the rock face, or she will just run through the corner when you test if you've turned her too far by pressing Forward.

 

Success leaves Lara standing on a triangular half-square high above the water - what a view! But this is just the beginning. Save your position, because there are several things that can go wrong.

 

First, walk to the corner of the triangle that points back to the tunnel you just came out of. Take a standing jump a little to the right of the rock edge. You should land on a flat triangle. Lara can jump up to the magenta triangle in the corner of the rock to her left. There's nothing to do there, so run back to the flat triangle for a small thrill, as Lara stumbles toward the edge, but stops before going over. The only other thing to do here is traverse right five squares. Lara wasn't expected at this high level, and catching the edge sometimes fails if she doesn't hop back perpendicular to it. So try side flipping to the steep slope to the right, then catching after sliding (the slide lines her up perfectly). There's nothing to do after the traverse, so just come back, pull up to the flat triangle, then take a standing jump back to the corner triangle.

 

The Expert’s Challenge on Theresa’s site points out that Lara can traverse all the way to the right, pull up and jump with a twist, then “fly” left to land on an invisible triangle. A series of standing jumps to four more invisible triangles at the same height can take Lara to the dam face (the triangles are next to diagonals of rock or dam). Instead, turn around and note the corner of rock at the left. I suggest a save here. Then get into the invisible corner and approach the vertical face by vertical jumping with judicious angling. Hold Action. Soon Lara will be hanging from the edge. Pull up, jump upslope, and explore the large invisible surface. Some areas will trap Lara, as she slides down a slope to the Edge of Space. She can walk all the way to the fence on top of the dam. Note in the lower-left corner of the picture that the invisible surface allows us to see inside the dam. Slide down the face of the dam farthest from the fence to land on an invisible triangle mentioned above. Slide down the dam face with no damage. Found by Jason-Michael Evans. So my “nothing to do” remark was very incorrect.

Second, traverse left. As above, it's safer to jump to the slope and slide and catch. When you reach the limit of the traverse, pull up, then press and HOLD the Jump and Left keys. Lara will backflip to a sloping triangle of rock directly behind her, frontflip and fly left to a slope on one side of a V, and backflip to a slope she can stand on. Ta da! If you hold the keys too long, she will sideflip alarmingly toward blackness, but it's the Edge of Space, so she just lands on her starting square. If you get stuck in the V, just press Jump to backflip out. Even easier, traverse left to the middle of the last square, then pulls up and press Jump. Release all keys in the air. Lara will land on an invisible triangle! It's the first of several at these heights. Angle left, then press and hold Jump until Lara is on the slope she can stand on.

 

If you wish, turn around and walk to the high, flat square. Slide backwards and catch the edge. Traverse right and pull up to the first invisible triangle, or traverse left to another one. It's possible to get back to the high walkway from either triangle.

 

Walk with the Edge of Space on your right, until you reach the tip of a triangle. Hop back parallel to the black edge, then take a running jump. Steer right in the air so Lara lands on the low end of the slope ahead. Or take a standing jump with Action to land on an invisible square, then another standing jump puts Lara onto the next rock.

 

If you run ahead to the brown tetrahedron of rock, don't step into the narrow black triangle just before it; Lara will become stuck, and you'll have to load a saved game.

 

Instead, move ahead and to the left, starting past the giant mushroom of maroon rock. You might be tempted to jump over the empty space, but don't bother: just run ahead, the empty space is really an invisible surface! But when you get to the visible rock again, it's an actual drop-off beyond that. Run around the back of the brown tetrahedron, and you'll see Lara floating in blackness, with distant buttes on the horizon.

 

Go back to the flat triangle by the maroon mushroom. Jump to the right of the mushroom and catch the edge; pull up. Enjoy the view of the dam with distant buttes. If you wish, save your game then run forward for a steep slide into the reservoir below. The corner to the right is bugless; the left corner lets Lara perform flicker motion until she falls fatally. The corners on the opposite side of the mushroom have no bugs.

 

Jump off the raised portion back to the flat triangle, or beyond. Walk away from the mushroom toward the maroon obelisk of rock. Take a standing jump up to the surface to its right. From here, you may try to jump and catch the sloping edge of the maroon rock, but Lara won't catch. Instead, walk down to the corner. The corner bug works here, leaving Lara standing on the sloping top! Walk up to the opposite corner. This seems to be the highest point Lara can reach in the area; nice view.

 

Hop back onto the steeper upper surface beyond. Slide backward and try to catch the edge. You won't, but it keeps Lara from jumping past the triangle right below, which isn't too steep to stand on. It might look like the only choice from here is to try a running jump ahead, but I couldn't make that work. Instead, move almost the full width of the triangle from the obelisk, then slide toward apparent oblivion; Lara will land on another invisible triangle at the bottom of the slope!

 

By this time, you might guess that there's another invisible triangle next to the diagonal edge ahead toward the dam. Walk to the edge, line up as straight as possible, and take a standing jump with Action. If you're lined up straight enough, Lara will catch the (invisible) edge, and you can pull up.

 

From here on, everything is invisible triangles. Take a standing jump toward the dam and slightly left to land next to another diagonal edge; take another standing jump over the jutting rock to land next to the dam. One more invisible triangle lies ahead. From there, Lara can take a running jump to the nearest spillway, and slide down to the reservoir; or a running jump toward the corner of the reservoir lands her in it directly.

 

This end of the dam is also described in the Expert’s Challenge on Theresa’s site, found by Jason-Michael Evans.

 

After raising the elevator with the switch in the dam, skipping all the pick-ups downstream allows a sizeable shortcut. Just go back upstream and climb down to get the detonator key from the elevator.

 

The corner behind the rock arch doesn’t have a bug.

 

The corner near the large cactus has no bugs.

 

Downstream, the corner on the right side has no bugs.

 

The corners of the formerly-underwater alcove that held the pistol clips have no bugs.

 

The two corners where the metal of the sluiceway gives way to rock have no bugs.

 

The two corners of the rock mass that projects from the left side of the channel don’t exhibit any bugs.

 

The alcove with the rocket (behind the waterfall) doesn’t have a bug at the corner. You can jump directly to the low shelf on the right (hold Action). Once there, the corner at the right of the face allows flicker motion, which unfortunately dumps Lara into the river. She can’t get out until she goes over the high falls to the pool.

 

At the cave’s exit to the WATER WHEEL AREA, the right face of the corner shows the flicker-at-top corner bug, but Lara falls before she can align for flicker motion. The left face doesn’t produce a bug.

 

The corner on the downstream side of the side channel, where gravelly ground meets rocky ground, has no bugs.

 

The two corners between the water wheel and the tunnel to the elevator don’t have bugs.

 

The corner to the left of the tunnel to the elevator has no bugs on the right face. On the left face, the flicker-at-top corner bug works, but Lara falls before she is aligned for flicker motion.

 

At a step up in the tunnel, the left corner supports flicker motion on both faces, but the right corner has no bugs.

 

In the middle of the tunnel, the two corners have no bugs.

 

At the step down to the elevator room, the corner on the right has no bugs.

 

BACK AT THE TNT CAVE: After pulling up to the first shelf in the corner, you will find that the corner on the right has no bugs.

 

The corner to the right of the pull-up to the next area has no bugs.

 

OUTSIDE THE HIGH-SECURITY COMPOUND: The corner on the left of the entrance platform supports the flicker-at-top corner bug, even though nothing but blue sky is overhead. Lara falls before reaching alignment for flicker motion.

 

The right corner of the same platform, just under an overhang, doesn't allow the corner bug.

 

No corner bugs around the two corrugated metal structures along the electric fence. Touching the underside of the slanted top of the fence does not cause electrocution. No arch bug at the left side of the downward tunnel.

 

After sliding down the tunnel, the corner with the 45-degree angle on the left doesn't allow the corner bug.

 

There are no bugs at the rock corner to the right of the door, either edge of the door, the corner inside of the door, the corner to the left of the door, or at the rock corner further to the left.

 

Lara can catch a couple of overhangs outside the switch room, but there's nothing to do but pull up and backflip off.

 

At the corner beyond the two snakes, to the left, both sides lead to the flicker-at-top corner bug, but Lara is floating several feet above the rock. You can turn her more than 180 degrees before she falls (fatally). On the left face, flicker motion works! Lara sails along majestically with colorful buttes in the distance and blackness on the lower half of the screen. The tip of a wall is visible at first. When Lara is viewed from her left, little bursts of the spark effects normally seen on the electrified fence appear on the other side of her. Finally she stops, still in blackness. Pressing Action drops her onto a high triangle of rock, about 15 “feet” above the ground. Military bootsteps sound loudly. Look over the wall that stopped her to see disconnected portions of the area. Attempts to leap elsewhere lead nowhere, so just slide down the rock with no damage.

 

The right face of the same corner also allows flicker motion, except the spark effects are ahead of Lara. Align the outside of her foot about a “half inch” to the right of the line. (8/15/06 – Angled flicker motion works fine here, keep the whole foot inside the line. Lara can make a right turn, too, which drops her beyond the fence. In one instance, I found an upside-down stealth fighter; walk off the landing rocks onto blackness to see it. On a second occasion, walking to the open end of the stream allows one to see it. I think the second occurs if you drive up the launching ramp to produce a flyby. Lara can bug up at a couple of corners, at two places with a crawl-corner bug, which allows her to get back up from the stream to the fence. An invisible triangle borders a high diagonal. She can jump onto the fence from the landing area, evoking the whole quad bike crash and end of level, but touching the face of the fence leads to electrocution. The rocks at the right end let her jump back over the fence with a two-step running jump, but that just evokes the end of the level also.)

When she stops, Action drops her to a high square in a corner of the electric fence; it seems to be unpowered, fortunately. A running jump takes Lara to a triangle further along the fence that she can stand on; hop up the slope to continue.
 

When the slope becomes too steep to walk on, you may take a running jump over the electric fence. This triggers the full end-of-level cut scene, with Lara crashing the quad bike and knocking herself out (it looks like she should have broken her back, too). A standing jump to the dark brown structure (a transformer?) does the same. However, the left end of the fence stops at a steeply-sloping rock section. If Lara jumps over the rock, she lands on the outside by the stream. (If Lara slides down the rock onto the fence, we get the cut scene. Once when doing this, the screen went all white and the end-of-level statistics box appeared, but I haven’t been able to repeat it.) Taking this shortcut to the end of the level causes Lara to skip a small med-pack, a set of Uzi clips, and no secrets. Of course, since Lara is about to be stripped of everything but a small med-pack, missing the pick-ups doesn’t matter in the long run.

 

Back on the ground, the next corner along the wall allows the corner bug on both sides. The left leads to Lara jumping off the slope; the right, if combined with Action and single jumps, lets Lara hang from the edge, but her arms appear to go through the rock. There's nothing to do but traverse and then drop or pull up and backflip.

 

On the right side of both dark brown structures, the corner bug works, but Lara hits the underside of the wire and immediately falls. No health damage.

 

Opposite the electric fence, Lara can catch the long overhang at the left end, but so what?

 

The corner at the crawlspace to the underground feeder pool and the water tank area has no bug; neither does the corner in the tunnel to the tank, nor the corners at the entrance and exit of the final crawlspace to the tank area.

 

As you enter the water tank area, note the near-right corner of the four support columns. The flicker-at-top corner bug works on both sides of all four such corners, but none of the rest. When Lara is under the tank, she flickers just below the bottom of the tank, and flicker motion works. When she's outside the tank's "footprint", she flickers at the top of the tank, and flicker motion fails.

 

In addition, after the bug works at the left face of the appropriate corner on the near-left column, turn Lara to the left until she falls; this lets her land on the corrugated filler tube for the tank. None of this is good for anything except the view. You can’t catch the edge of the tank; there’s no space up there.

 

The platform at the top of the ladder, inside the water tank, has two corners but no bugs.

 

The other tank platform shows flicker motion at the corner by the water. The other two corners don’t allow bugs.

 

The four outside corners of the building Lara lands by have no bugs.

 

At the storage shed, the outside corner to the right of the door supports the corner bug on both faces. The corner to the left is bugless. Still outside, the left edge of the door allows the bug (Lara jumps or slides off the roof), the right edge does not.

 

Inside the storage shed, neither edge of the door has any bugs.

 

The tall stack of boxes to the left of the door has no bugs at its corner.

 

The three “wells” behind the boxes have no bugs at their corners, including the concave corners.

 

The five corners around the two stacks to the right of the door, including two concave corners, have no bugs.

 

At the first building, on the outside neither edge of the doorway has bugs. On the inside, the right edge has no bug but the left edge supports flicker motion.

 

At the four edges of the door to the next room, the left edge in the next room supports flicker motion, while the other three edges have no bugs.

 

The corner across from the door to the third room doesn’t show any bugs.

 

The four edges at the door to the third room have no bugs.

 

The eight corners of the corrugated columns on both sides of the exit gate don’t show any bugs.

 

Inside the fence to the right of the exit gate, go to the end of the fence. Continue one more square to the rock corner. Jump and catch the edge of the rock triangle that abuts the end of the fence. Traverse left and then pull up. Lara can either jump beyond the fence or to the three rock squares near the building, but neither is useful. Don’t jump on top of the fence; Lara will catch on fire even if the switch by the gate has supposedly shut off the power.

 

The outside corner of the fence doesn’t display any bugs.

 

I discovered that if Lara is at full health she won’t use a med-pack.

 

During the cut scene, one guard says “Maybe she’s one of them eco-terrorists.” The other guard says “Nah, they don’t usually wear hot pants”. But she’s wearing long pants. It looks like this dialogue was created before the designers decided Lara shouldn’t be running around all those rattlesnakes in shorts. (How those rattlesnakes got into shorts, I’ll never know.)

NEVADA PART 2:  HIGH SECURITY COMPOUND

 

Walk-through: CELL BLOCK [BAY C]: Each cell on the side where Lara was locked up allows no bugs around the door, but the right corner of the window supports flicker motion on the face by the window; the face with the loo drops Lara before she can align. In Lara’s cell it’s the same, except as soon as Lara steps into the window alcove the guard runs in to beat on her. The same occurs as soon as the flicker-at-top corner bug works on the face with the loo.

 

The cells on the other side have no bugs (the end of the open door interferes with the one edge that is oriented the same as the one corner that works in a cell on the first side). An exception is the cell with the passage above the sink; outside the passage, the right corner allows flicker motion, while the left corner only allows the corner bug. Inside the passage, neither corner allows anything. The two corners next to crawl spaces don’t exhibit any bugs. 

 

COMPOUND ROOF: The corner at the ledge partway down the ladder doesn’t allow any bugs.

 

The first corner past the trapdoor has no bugs. The second corner has no bug on the right face; flicker motion works on the left face. The last corner before the second trapdoor doesn’t have any bugs.

 

In the office, the two corners of the tape drive don’t have bugs. The inside edge of the door has the flicker-at-top corner bug (but not flicker motion), while the outside edge has no bug.

 

The two corners at the corridor have no bugs. The two corners where the corridor opens out also don’t have bugs.

 

The four corners at the opening to the cell block have no bugs.

 

LAVATORY, KITCHEN & MESS HALL [BAY D]: The two corners at BAY D have no bugs.

 

At the first passage on the right, the left corner has no bugs. The right corner allows flicker motion on both faces; the right face stops motion at the edge of the open door. The left face drops Lara near a door. Neither corner of the passage she has just traversed allows bugs.

 

Go back up the passage. Half way, another passage is on the right. The corner at the left has no bugs.

 

Go on to the MESS HALL. The three corners at the entrance don’t have bugs.

 

Avoiding the MESS HALL for a moment, go toward the door and button (which seems to do nothing). The corner before it is bugless.

 

The room with the purple pipe and switch has no bugs at the two corners.

 

The corner above the stove with floor below both faces allows flicker motion, both sides. The other corner doesn’t support any bugs.

 

Lara can hang above the burners, then drop and sideflip at once with little or no damage. Save first in case she catches on fire. This shortcut lets you skip two trips of the roof passage with the barbed wire pits and the switch to turn off the burners.

 

The two corners where the white yellow-bordered floor meets gray floor don’t have bugs.

 

The corner at the left turn to the outdoor walkway has a flicker-at-top bug only on the left face. The other corner on the right face allows flicker motion. The matching corner on the other side of the walkway has no bugs.

 

On the outdoor walkway, you can catch either edge and traverse past the barbed wire, but of course it's slower. Or pull up, start jumping back and forth, then add Right or Left to move along above the walkway. This is practice for later.

 

At the other end of the walkway, the corner on the left allows flicker motion. The corner on the other side does not.

 

The doorway near the button has no bugs. The hinge blocks one side.

 

Looking down the short incline to the switch, only the near right corner has a bug, just on the right face. It shows flicker motion.

 

In the KITCHEN, the corner near the door shows the corner bug on both faces. Only the right face exhibits flicker motion. The corner in the doorway has no bugs. The corner at the left end of the empty countertop also has no bugs.

 

The right turn corner to the MESS HALL has no bug. The corner in the doorway to the MESS HALL also has no bug.

 

The corner in the doorway to the OFFICE has no bug. The corner to the left of the door button does flicker motion on both faces. The left face’s motion carries Lara over a control console; when you drop her with Action, she “teleports” back to the end of the console, where she began to cross it. The corresponding corner on the other side of the entrance doesn’t have any bugs.

 

The last two corners (at the back of the office) have no bugs.

 

Back in the KITCHEN, the two corners below the exhaust fans don’t have any bugs.

GREEN RAMP [BAY E]: The two corners before the climbing grate have no bugs.

 

At the cell you opened to release the prisoner to take out the guard, the window corners have no bugs, nor does the corner at the hall, nor does the left face of the corner entering the cell; but the right face of the same corner allows flicker motion.

 

The corner to the room at the bottom of the stairs has no bug.

 

As Lara returns from the ladder to the KEY CARD slot, note that the flicker-at-top corner bug (but not flicker motion) works where the slope is next to the large building on the right. The left-side corners of the two openings separated by the crate allow only the flicker-at-top bug on each left face, and flicker motion on each right face. For the left opening, this means that Lara is carried over the sensors for the gun turret. But I find that it’s easy to use the crate to jump over the sensors.

 

The previous sentence suggests the following shortcut, with no bugs: after climbing the grate mentioned after the heading GREEN RAMP [BAY E], get the small med-pack and  wait for the guard to walk to the left, then run up the green ramp. Instead of turning left past the crate as Stella directs, get on the crate and take a running jump over the sensors for the gun turret. The guard won’t follow. Continue down the ladder and out onto the roof. The guard with the YELLOW SECURITY PASS will chase Lara, so run down the hall to the left and open the cell door, releasing the two cons who will deal with the guard. Don’t open the door at the end of the hall or the cons will go that way. Continue normally by retrieving the YELLOW PASS and flares. You’ll skip a large med-pack and a set of Uzi clips, but you’ll save the time to release one con and all the business with the KEY CARD and the control room.

  

There are no bugs on the two corners facing the crate.

 

At the top of the green slope just before the roof, the corner to the dead-end hall has no bugs. The flicker-at-top corner bug works on both faces at the corner to the roof. Only the right face allows flicker motion.

 

The KEY CARD doorway has no bugs. The two corners on the way to the control room also have no bugs.

 

As you go past the sensors, the flicker-at-top corner bug works where the slope is beyond the vertical wall to your right. Lara falls before flicker motion alignment. Neither side of the corner to your left allows the corner bug. Just before the gold diagonal lines on the floor, the two brass-colored corners to your left also don't permit the corner bug.

 

After getting the YELLOW SECURITY PASS, open the door at the end of the hall. You will find that there are no bugs at the doorway corner. And there are no bugs at the inner & outer corners of the cell doorway that you just opened. 

 

After Lara descends the ladder, the right face of the right corner of the opening to the roof allows the corner bug to propel Lara into the heavens. She dies on fallback. Flicker motion doesn’t work (there’s no warning sound, and she appears to fall before aligning). The left face allows flicker motion. The left corner of the opening has no bugs.

OUTDOOR/HANGAR AREA: Facing back to the room at the bottom of the ladder, neither corner of the opening allows any bugs.

 

In the structure containing the door opened by the YELLOW SECURITY PASS, the three corners with space to the right allow the flicker-at-top corner bug, both sides. The left and middle of the three corners allow flicker motion on the right face and none on the left face (Lara falls before aligning).  The corner farthest from the door sends Lara above the building on the right face, without flicker motion, while flicker motion does occur on the left face.

 

None of the other corners on the roof enable any bugs.

 

The platform inside the hangar door has no bugs at either corner.

 

There are no bugs at the large alcove on the left.

 

The start of the passage to the crawlspace has no bugs on the left and not on the left face of the right corner. The right face supports flicker motion.

 

The corner at the left turn of the passage has no bugs.

 

There are no bugs at either end of the crawlspace.

 

The platform to the left of the switch has no bugs at either corner. However, from the floor the right corner allows the flicker-at-top bug (though flicker motion fails), while the left corner has no bug.

 

The corner to the right of the switch allows flicker motion on the left face but only the corner bug on the right face. The remaining corner of the column has no bugs.

 

Both corners next to the ramp allow the corner bug, but not flicker motion.

 

The corners at the door to the passage have no bugs.

 

There are no bugs at the three corners in the passage, nor at the door in the passage. The last corner in the passage has a corner bug on the left face (no flicker motion); there’s no bug on the right face.

 

The opening to the satellite dish has no bugs at either corner.

 

SATELLITE DISH TOWER & POOL BELOW [BAY C]: From all four corners of the spiral staircase, it's possible to bug through the overhang, but it's faster to go up the stairs. Only the near corner on your left allows it from both faces.

 

Looking into the opening on the other side, the right corner allows flicker motion. The left corner inside the opening has no bug, but from the lower platform outside it works like a failed arch bug, that is, Lara stumbles at the top of the wall and falls (you can’t run her forward, the roof is too steep).

 

There are no bugs at the corners on the way to the control room.

 

The corner before the door button has no bugs.

 

The corner at the exit from the control room allows flicker motion on the left face. After Lara stops against the wall, pressing Action causes her to shoot backwards for two squares, to get from above a control console. No bugs occur on the right face.

 

A safety-drop from the platform below the opening to the satellite dish room costs about 65% of health. However, if Lara goes to the dish support structure and to the right, she can use the safety-drop bug onto one of the angled supports and take only 50% damage. Stand right next to the wall to land on the highest part of the angled support.

 

Attempting a safety-drop bug down the central hole of the dish support does not work.

 

The eight corners of the lanes to the center of the dish support structure were tested. Only the corner by the center well, closest to the up-ladder on the right, has a corner bug. The left face has flicker motion, the right face doesn’t.

 

The opening at the top of the ladder allows flicker motion at the right corner only. The “caution” music plays as Lara moves up the corridor, but the guard is not alerted when she drops to the floor.

 

The two “faces” of the corners at the bottom of the ladder don’t show any bugs.

 

The two corners at the opening to the down-ladder have no bugs. At the bottom of the ladder, the left corner allows an abortive form of the bug on the ladder face (Lara falls at once), and on the button face Lara bugs through the ceiling to stand at the ladder’s top. The right corner has no bugs.

 

The corner in back of the ladder shows no bugs.

 

At the ladder near the receptacle for the YELLOW PASS, the left corner has no bug on either face. But the right corner allows Lara to bug up to the room above from both faces; from the ladder face, Lara stumbles repeatedly until you turn her to the left.

 

The corners of the room above have no bugs. If you enter the green crawlspace to the right of the pool, you will find that the first turn in the passage shows no bugs, but the corner by the switch has flicker motion on both faces.

 

After Lara jumps over the lasers, the corner to her left shows no bugs.   

 

ROOM WITH CONVEYOR BELT & HOOK: If you like, after you get the Desert Eagle, climb onto the highest crate, walk as close as you can to the automatic gun and open up with the Desert Eagle. Five shots will take it out; Lara suffers about 20% damage.

 

Neither corner of the dark column near the crates allows the corner bug.

 

Look across the room to the three columns; flicker motion works on both right-hand corners, on both faces.

 

The conveyor belt opening doesn't enable the arch bug.

 

The doorway to the room with the guns has no bugs. The first corner inside has flicker motion on both faces; if the laser-triggered gun is on, as Lara flickers from the right face through the door it fires one shot but then Lara is too high to be targeted. The other two corners inside the room have no bugs.

RETURN TO SATELLITE DISH TOWER AREA: Near the YELLOW LOCK ROOM, the dark crawlspace has no bugs where it enters the corridor.

 

At the corner near the barred window looking on the pool, the left face has no bug and the right face allows a corner bug (Lara falls before flicker motion alignment).

 

The corner where the ceiling changes height has no bugs on the left face, and has flicker motion on the face next to the sloping deck.

 

Where the passage turns left to the door, the corner has no bug on the right face, but it has flicker motion on the left face. Lara is dumped on the high part of the sloping deck; when she turns a bit, she pops up so her head and shoulders are imbedded in the ceiling! Crouch to free her; then she won’t turn, but you can back her off the slope.

 

There’s no bug at the edge of the crawlspace at the other end of the hall from the SECRET #2 corridor. The corner on the other side of the square from the crawlspace also has no bugs. But the corner across the hall from the previous one shows flicker motion on both faces.

 

The two corners at the side entrance to the hall have no bugs. Neither do the two corners one square from the door opened by the KEY CARD. The left corner of that doorway has no bugs. The right corner has no bugs on the right face, but the left face allows flicker motion.

RETURN TO ROOM WITH CONVEYOR BELT & HOOK: On the roof, at the opening to the room with the large med-pack, there are no bugs at either the inner corner or the outer corner. At the corner to the right of the opening, the flicker-at-top corner bug works, but not flicker motion.

 

The corner at the top of the ramp to the roof has no bug.

 

Note the thick column supporting the overhang containing a control room. The face of the column opposite the gate allows an abortive corner bug at the left edge and no bug at the right edge. Walk around the corner either to the left or right, and the corner bug puts Lara standing in the viewing slot with the upper half of her body trapped in the structure above the ledge! She can only turn in place.

Pressing Crouch releases her to crawl around. It looks like she could back off into the control room, but probably because the drop is too small she won't back off the ledge. However, she can back off to the outside. The short drop to the roof causes no damage.

 

The corner near the top of the ladder has no bug.

 

The corner by the blue pass lock has no bugs.

 

The corner by the button that starts the conveyor belt shows flicker motion on both faces. Start Lara’s foot well inside the line.

 

The corner across from the top of the conveyor belt doesn’t have a bug.

 

The corner next to the top of the conveyor belt has flicker motion on both faces.

 

At the platform to which Lara goes after the monkey swing, flicker motion works. Start way inside.

 

On the upper level, the same corner of the same column as above shows flicker motion on both faces (start inside). The other corner has no bugs.

 

The green columns at the sides have no bugs.

LOADING DOCK: The two corners past the gate on the way to the LOADING DOCK roof don’t have bugs.

 

After removing the MP's, go back to the entrance to the loading dock. The right corner supports the flicker-at-top arch bug on the right (outside) face. It costs about 30% of health when you press Action and Lara falls. She drops about 10 degrees before flicker motion alignment. On the left face, flicker motion works. Align through the middle of her heel.

 

The corner four squares to the right of the entrance doesn't allow the corner bug on either side.

 

Note the wall to the right with two low openings. The arch bug doesn't work on either side of both openings, from both sides of the wall. This shouldn't be surprising since the openings are phonies; Lara can't crawl through them.

 

The end of the same wall allows the corner bug on the corner near the entrance, on both faces; the corner away from the entrance doesn't. But the easy way to the top of the wall is a standing jump and catch from the edge of the low block opposite the end of the wall.

 

Past the wall with the low faux openings, note the corner next to the shallow low area. Flicker motion works on both faces. On the right, sidestep left as far you can. On the left, do the same, then back up a step and angle right very slightly so a tiny gap shows to the inside of her foot when she steps forward.   

 

The nearby corner of the loading dock building doesn't permit the corner bug from either face.

 

At the doorway into the loading dock, the flicker-at-top corner bug works on both sides. Flicker motion fails; Lara falls before aligning. Neither side works from inside the building.

 

There are two square columns opposite the loading dock, and three more on the wall to the right of the loading dock. None of the corners allow the corner bug.

 

There are no bugs at the alcove containing the Uzi clips and grenades.

 

The opening to the truck has no bugs at either corner.

 

NEVADA PART 3:  AREA 51

 

I’m limiting bug checking to places that might be interesting.

 

Walk-through:  You can avoid the gun turret controlled by green sensors with a side flip over the sensors.

 

OUTDOOR AREA AND TRAPDOOR INTO NEXT BUILDING: After crawling through the tunnel and getting the grenades, climb out the other side. Note the three inset areas in the wall ahead, lined with diagonal gold lines. Corner bug attempts failed at the verticals next to the triangles at both sides of each inset.

 

The glassed-in walkway to the left looks like a corner bug might work at the left end, next to the slope. It doesn't.

 

On the side of the pit farthest from the glassed-in walkway, face away from the pit. The corner at the right of the dark surface allows some odd variations of the corner bug. With Lara's back to the pit, she bugs up to the sloping ceiling, but immediately falls out to the other side of the corner.

 

If she starts from the other side of the corner, she bugs to the inside of the dark structure. Turn with and without Look to see some odd changes of view. Mostly Lara is concealed, but jumping in some positions reveals her partially for an instant. But nothing frees her, not crawling, jumping, or Action. Drawing weapons doesn't allow her to fire (although the health bar appears), but lighting a flare sheds light on the ceiling a bit. Load a saved game.

 

In the pit, the next corner counterclockwise from the trap door allows the flicker-at-top corner bug from both sides, above the grating to the roof, and below the grating to the grating. All four cases allow flicker motion. The other corners don't work.

 

The corner after the spot where you trip the green sensor top summon the guard has no bugs.

MISSILE SILO AREA: To get the CODE CLEARANCE DISK from the soldier you just killed, it’s a little faster to go to the left, put your back to the wall, and take a running jump over the railings on both platforms. A tiny shortcut.

 

In the room with missiles and conveyor belts, the left side of the ladder to the second floor allows flicker motion, but when Lara drops, she’s trapped behind the rocket; load a save game.

 

A small shortcut: for a quick exit from the second floor, go to the right of the block that hid the guard to drop and re-catch two squares from the exit (the safety-drop bug doesn’t work there).

ELECTRIC TRAIN TRACK:

 

When you unlock the door to the track, you can use flicker motion to enter the next room. Align the outside of Lara’s foot about the width of her heel inside the line. When she is stopped by a wall, draw weapons and turn while still in the wall. When Lara auto-aims, fire until you hear the guard groan. Of course, the guard’s back is to you when you enter, so flicker motion doesn’t help much here.

 

SAUCER ROOM: The first two laser sensors can also be passed by catching the edge of the computer tape drive and traversing left. The third sensor is too high for this.

 

At the corner past the third laser sensor, the corner bug doesn't work from either side.

 

The arch bug works on both sides of the doorway to the saucer room. It's just the flicker-at-top; the short fall causes no damage. At the right side flicker motion works, but from the left Lara falls before aligning. The same is true of the left side of the entrance to the corridor to the crates.

 

In the room with two buttons on catwalks, the right side of the tunnel without the hand switch allows the flicker-at-top corner bug. Lara drops prior to alignment for flicker motion; she lands on the catwalk. The face in the tunnel does nothing.

 

Inside the saucer room, number the dark columns from 1 to 12, starting to the right of the door. The flicker-at-top corner bug works from both faces of the left corners of #3 and #4, of the corner of #5, and of the right corners of #6 and #7.

 

After climbing the ladder to the shotgun shells, it's possible to circle the room using the eight slanted surfaces. Just watch out for the lower half of the second slope on the left; it's too steep to stand on. Lara can jump to the upper half of this slope. But she can jump to the catwalk from the first slope on the left with no damage (with or without Action), so there's no point.

 

OUTDOOR AREA WITH SNIPER TOWER:

 

At the climbing face of the tower, the right corner lets Lara bug up to the top, both sides. No other corners do. Another small shortcut.

 

From the tower, Lara can jump to the top of the fence opposite the entrance ramp or jump to catch the top of the fence opposite the switch room, but both are electrified and Lara dies in a few seconds, even if she runs off the other side of the fence.

 

On the ramp up to the area, the right edge of the exit to the tower area supports the flicker-at-top corner bug.