PLAYING TIPS CONTINUED...

MOVEMENT

Jumping

To get to adjacent levels, that form an ‘L’ shape, either make small jump, or jog across while remaining close to wall edge. To jump biggest gaps run before jumping. But if gap too big press Ctrl to grab a ledge, but only if no railings are around it. She only looses health if she jumps down a too greater drop. You cant jump to places when things are in the way, so climb over objects to get there. If something is too far away to jump to, or is at same level, find a higher level from which to jump across from. You need a good run-up to jump a good distance. To jump-up through a hatchway, stand directly below its edge an jump+grab, where its edge opens out to a floor an not a wall. To jump safely to platforms like tables across an isle or gap, or when leaping thru a doorway, to avoid say electrified water, use Ctrl+jump.

Shimmy

To climb around difficult areas, like ledges, you cling to a wall side an shimmy around it, then climb up or drop down as needed. To start this, stand at edge of a drop, with back facing a lower area, then jump back after holding Ctrl. Then while still grabbing, use arrows to shimmy left or right, till you get some place where you can climb up, or drop down to. You cant cling to ledges that are too thin. Keep Ctrl pressed to keep hanging on, but release when finished. You can shimmy along rock-faces by seeing a crevice their an jumping to it. Damaged areas high up on walls can be clung onto as well. To get to an angled surface, jump to it with grab, then shimmy around it.

Continuous movement

To keep continually on the move, hold down up arrow with middle finger while having side fingers hover over the side arrow keys, then press either when you want to turn without stopping.

Climbing

Ctrl+arrow up to climb low height or a ladder. To get around wall sides use side arrows. You can drop down safely from a ladder or upper level if not too high up. You can also climb up horizontally, if there's ladder bars, a wall pattern, or a grid of holes. Structures directly above can be climbed onto if you stand at their edge below, an Jump+Ctrl, then arrow up to get onto. You needn’t climb all way down as you can drop down when the ground is nearabouts.

Getting down

To get down from crawl-space without falling, reverse out with feet facing where you want to go, an at edge, press the Ctrl key. If there’s a drop then hold Ctrl to hang on an shimmy away. If there’s a low drop below, or if time is precious, use \+Alt+up arrow, to make her roll forward from a crawl-space to ground. This move is essential in some situations. Or look for a ladder-pattern that can take you downwards.

Crawling

crawl uses ‘\’  + arrows to move, but not in deepish water. Long barrel guns don’t work with crawl. When within low-height areas, crawl needn’t be still pressed, but does auto revert to standing when outside that low area. Be wary of big drops after crawling outwards. Pressing caps-lock makes her crouch, giving her a better ‘view’, if you reconfigured that key this way.

Dropping down

You can drop down to a lower opening by shimmying above it, then release grab, but then quickly re-press Ctrl to re-grab when you near the level of the opening you wish to get to, as you’re falling.

Somersaulting

Pressing Alt + arrow right/left make her summersault to side, but you must be facing sidewards into direction you want to jump to. Alt+arrow down causes a back-flip. If you do latter on a slope she jumps back much further.

Special moves

Pressing shift when climbing up a level causes a handstand. Shift+Alt at near water edge makes her dive-in instead of jump-in. Space-bar makes her roll forward for combat situations. Drawing guns shows current health. Press ‘a’ after up-arrow to accelerate, so to escape risky situations. [or whichever key you use to 'dash']

Monkey swing

To get across a chasm or gulf, look for a horizontal ladder-like structure above her. Stand underneath it an press Ctrl+Alt. With Ctrl held, use arrows for swing direction. If no ladder present but destination in sight, still try above in case a ceiling has a similar capability as can be hung onto. Use Ctrl+jump to check this.

Finesse moves

Namely shift + arrows. Walking prevents falling off edge, as she stops at all edges. Crawling does same. If done it sometimes doesn’t alert enemies to her incoming presence. Walk/crawl can adjust her pre-jump or pickup position. Slight tapping of side arrow keys alters facing direction, so as to gain a glancing view. These slight movements can rotate her view angle a little better for surreptitious aiming, or when jumping across difficult angles.

Swimming

Alt makes her swim an move up/down, with arrows making direction. On water surface, sideways keys, like for me, 'Z an X', cause a side-stroke, while normal arrows act as when on land. Underwater she holds breath for about 45 secs. When swimming through long narrow passages, she always follows route until hitting a flat wall, or angled surfaces. As air runs out always keep swimming, never stop unless you hit a flat wall. Keep Lara between walls so she wont crash into them. The secret to good swimming is to keep her always centered when possible, and constantly surging forwards. Never panic if she stops, just carefully adjust her direction till she faces away from a trouble-spot, then carry-on swimming. While moving always swim forwards an away from where you’ve come, or you’re waste air backtracking. If the passageways are not straight, you’ll need to swim onward in brief stages, by stopping at obstructions, then adjusting her direction away from them, then swimming on around them.  All long passages lead to something important, so swim on regardless until you surface somewhere. If the passage leads to daylight, then you can look for where any light beams shine from, an follow their path back to outside.

Back flip

That being - Alt+arrow down. If you climb up a slope, at upon standing, you can back flip her, sometimes into a previously unreachable new area. But keep jumping if its higher up you wish to reach.

Hazards

If you catch on fire you can jump into nearby water to prevent dieing. Red lasers burn, others don’t. Hazy green gas, an electrified water are deadly, some quicker than others.

Timed runs

You cannot ‘save’ between stages when doing these. They must be done fluently to get you there in time. So practice before-hand. If short of air, then that scenario is also a virtual 'timed run'.

Tactical moves

To avoid being attacked, keep jumping or running out of whatever range is attacking you, while also finding a safer place from which to shoot back at it. Always move while shooting if it can see you. Running in a figure ‘8’ while shooting at target achieves both previous points. Alternative is to step out from behind a protective place an shoot continually, then immediately step back to where you were hidden safely, an continue this action until its weakened then dead. Continual firing kills most opponents, but if not, there maybe a weak spot to aim for by using the revolver+sight, or even a non-weapon method. For avoiding snipers, move carefully an look for vantage points with red-sight, then shoot.

Pole climb

These you can grab with Ctrl after jumping to them, with arrows doing direction. Alt causes her to spring back off from a pole. Some poles cannot be climbed.

Rope swing

Ropes are there for when climbing isn’t possible. You don’t need to get higher to get to a rope, for you jump to it with grab, from an equal height. After griping rope, arrow down till you’re at bottom of end. Then rotate her to desired direction, an swing rope constantly by holding the dash key till she's swung the highest possible on rope. At peak of swing arc, release grip with Alt, so she drops down to where she was aiming to swing to. Holding grab shortly after the release, makes her cling onto a flat side if a level surface is not present. A grapple-hook is fired from a grapple-gun, which must be aimed at a grating above for it to attach, from which a rope will dangle for swinging.

Bar swing

An outstretched short bar can be swung around to get you across a wide gap or deep pit. To do, jump to this bar with grab, an while swinging around it, release grab when her feet are facing the place she wants to get to.


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