LEVEL 10: THE DECK

 

Updates added in blue.

 

A little nautical nomenclature:

 

Deck: floor

Overhead: ceiling

Inboard: toward the centerline of the ship

Outboard: toward the rail

 

While looking toward the bow –

            Port: left

            Starboard: right

            Forward, fore-: toward the bow

            Aft: toward the stern

 

And a “wall” should be called a “bulkhead”, but I won’t.

 

MAIN DECK AND POOL ALONGSIDE: Starting along the inboard side of the deck: at the column between windows, the right corner allows flicker motion on both faces. The left corner shows turning corner bugs. There are no crack bugs.

 

Next column forward: same. 

       

Last column (two squares wide) forward: same.

 

On the outboard side,  the inboard aft corner has flicker motion on the left face and nothing on the other. The outboard corner has turn-in flicker motion. Forward, the inboard corner has flicker motion on both faces; the outboard corner shows turn-in flicker motion.

 

Next opening forward: same. 

 

Last “opening” forward: the inboard corners are the same, and the outboard corners (backed by a wall of rock) show no bugs, including crack bugs.

 

On the port half of the forward side of the superstructure, the corner to the right of the four windows has no bugs. There are no crack bugs at either edge of the four windows. There’s no “teleport” action at the two slender posts, like I found in the WRECK OF THE MARIA DORIA.

 

At the two fore corners of the superstructure, the port side shows turning corner bugs for a shortcut to the higher deck, while the starboard is bugless.

 

Starboard half of the superstructure’s forward side: there are no crack bugs at the four windows. There’s nothing at the two slender posts. The corner in front of the four windows’ left side has turning bugs; the corner one square left has flicker motion on the one accessible face.

 

The three corners along the rock wall to starboard show no crack bugs.

 

The corner at the drop-off allows turn-in, but no bug occurs on turning back to the right, no matter how far Lara turns left. Turning right (while holding Forward) proceeds until Lara looks straight along the wall; then she slides along it to the rock sticking out of the wall. But it all leads to nothing.

 

A possible shortcut: at the isolated dark blue mass of rock pushing up through the deck (a bit to starboard), the left corner of the forward face has no bugs on either face. The right corner allows Lara to bug to the top of the rock. This allows a running jump to the lower-middle deck!

 

Another possible shortcut: All corners of the large metal structure by the drop-off allow corner bugs, except the aft starboard corner allows turning bugs.

At the starboard side three squares from the drop-off, Lara can jump to catch a ledge and pull up to stand on it. But it’s only for the view.

Safety-drop bugs at the drop-off land Lara with about 45% damage, but if it’s done at the top of one of three slopes in the opening, the damage is only 5%, making it a reasonable shortcut.

 

As a shortcut, Lara can jump to rocks to port or the sloping part of the stern section and slide to the ground with no damage.



If Lara performs a fence bug at either end of the center railing section along the drop-off, she can land on the lowest part of the stern section that allows her to stand. Stand at the division, turn right about 20 degrees, and hop back. Aim a couple of inches right of the division and take a running jump without Action; from the port side, steer right in the air. It’s faster than bugging onto the large metal structure. This is a different shortcut to the top of the stern section that does not require a corner bug.

 

I tried a longest running jump at the right end of the fence, but Lara didn’t make the catch.

As a shortcut to the stern door, Lara can jump to the crate to the right of the stern section and land with about 7% damage. Watch out, if you do a running jump from the edge with Action, Lara just clears the crate and takes about 65% damage.

 

The corner of the stern by the movable crate allows a corner bug.

THE STERN: Where the stack of two crates meets the wall (which is the left edge of the hidden doorway), a forward jump a bit left of 45 degrees acts as an arch bug. However, a forward jump at or to the right of 45 degrees performs a crack bug! You better have the STERN KEY, because a crack bug does not work in the other direction. This works as a shortcut only if you used a corner bug to bypass the trapdoor so you could drain the flooded room early (see the next picture below and its text). From the outside of the crack, roll bugs put Lara on the crates or the stern.  

 

If you clear the left of the doorway, an arch bug works on the outside face of the corner. Inside the doorway the corner allows turn-in flicker motion; the closed or open door pops Lara from the wall.

 

The corner to the left of the keyhole permits flicker motion on both faces.

 

The corner on the right where the floor steepens allows flicker motion on both faces.

 

The three accessible corners of the room don’t allow crack bugs.

 

A swim corner bug works in the corner to the right of the underwater lever, on both faces. It just raises Lara to the underwater ceiling, but of course there could be many instances I missed.

The two corners by the short ladder to the switch that drains the stern section room allow corner bugs, whether the trapdoor above has been lowered or not. This shortcut makes it possible to drain the room first, then enter the stern room for the first time and never pull the underwater lever.

 

After draining in the stern room: the corner by the underwater lever allows flicker motion. The corner across from the lever doesn’t show any bugs. Shortcut: after pulling out the crate once, crack bugs work both ways on the left side. Roll bugs at the crack trap Lara, apparently permanently.

 

The corner to the left of the tunnel entrance has no bugs. At the right turn in the tunnel, a turn-in corner bug tries to work on the right face; but as you turn back to the right, Lara suddenly flips to face straight at the wall, but partially imbedded. If you turn left again, she stays ramrod straight but tilts about 15 degrees; then she flips to face the wall again. If you turn right almost 90 degrees instead, Lara can move away from the corner with vertical jumps; she’s stuck when she reaches the next square.

On the left face, it appears she’s going to move through the corner while you’re testing for a corner bug. But then she suddenly pops through the roof, to stare at the giant propeller! Since she can also get there by moving one more square down the tunnel and pulling up, all this strange activity is only of theoretical interest.

 

There are no crack bugs in the stern section to this point.

 

CAVERN WITH LAKE: It is not necessary to swim in the lake to reach the raft! You can travel counterclockwise all the way to the area with the two crates and the wrench-wielding thug, and back clockwise to the climb to the hole over the raft. The hardest place is the jump from the rocks near the Silver Dragon to those near the rock bridge and the barracuda – if you drop too far, Lara can’t make a catch, so take off from the lower half of the rock ledge. This ability to stay out of the water is mentioned in The Tomb Raiders Traveler’s Guide.

 

At corners that point forward and right (when you’re facing the lake from the “beach” where you can walk into the water), swim corner bugs work somewhat – i.e., Lara can swim into the corner and become stuck, and when you angle upward and turn toward the rock, Lara appears in the air beyond corner and falls. Perhaps it would be useful if there were an arch bug-type situation, but in all the examples here she just falls into the water again. –After learning a better version of the swim corner bug, corners that point forward-left and back-right also produces swim bugs. The underwater opening from the small pool, by the cave to the surface, allows a swim bug at the right corner that works easily. It puts Lara on the rock, but of course she can simply climb out there.  

Near the takeoff ledge two paragraphs above, a high ledge along the back wall lets Lara jump to the roof. Strangely, she moves into it, but she can’t catch anything.

There’s a couple of similar “spongy” roof squares a few squares left of the entrance, where the path dead-ends. Here’s a view where the camera is halfway into the “spongy” zone.

 

Standing on the larger of the two crates and looking toward the entrance parallel to the bank, the corner ahead has no bug. The corner a little farther and left shows flicker motion.

 

The corner at the oppposite side of the crates area displays flicker motion.

The left corner of the large tunnel entrance behind the rock bridge area has flicker motion on the left face and turn-in flicker motion on the right face. On the right side, the corner by the water’s edge shows flicker motion; the corner one square inland has turn-in flicker motion on the right face and nothing on the left face.

 

At the right turn in the tunnel, the right face shows a turning corner bug, and the left face has turn-in flicker motion. The corner on the other side of the left face has flicker motion.

 

At the next right turn (before the JOSS-capped shotgun guy) the corner shows flicker motion.

 

The corner to the left where the tunnel widens has no bugs.

 

On the right the next corner traps Lara in the wall at both faces. She can turn but not roll or jump.

 

The corner just beyond the previous one also traps Lara in wall, but now she can turn, roll, and jump. This is from the left face; the right face permits nothing.

 

There are no bugs where the tunnel enters the room with the hole.

 

At the left branch in the tunnel: the two corners have nothing on the outside faces and turn-in flicker motion on the faces inside the branch. The corner one square in on the left has flicker motion on the one available face.

 

The corner at the last pull-up shows no bug. The corner on the other side of the tunnel (between two sloping squares) has flicker motion on the available (right) face.

 

The next corner on the left is odd. On both faces, when Lara imbeds enough, an internal platform keeps her jump above it or below it. Sometimes she becomes trapped in the wall while above it; turning and jumping with direction keys eventually free her.

 

The next corner on the right is bugless.

 

The next corner on the left has a wedge against the right side. The corner contains another internal platform that seems to keep any bugs from working.

 

At the next corner on the left, there are no bugs. One square uphill on the right is a corner that traps Lara with turning bugs.

 

Follow the horizontal edge of the square to the left side of the tunnel. Here is another corner with a wedge below the right face. Both faces trap Lara; I was unable to free her.

 

The next corner on the right has a wedge below the left face, and no bugs work there.

 

The corner on the left with a wedge below its left face traps Lara on an internal platform even with the top of the wedge. Turning and pressing Forward frees her.

 

After the drop to the last square before the ship, the corner on the left permits flicker motion.

 

There are no crack bugs in this tunnel branch.

 

TOP AND UPPER-MIDDLE DECKS: TOP DECK: the aft section has turning bugs at either corner, but Lara slides off, even if Action is held. The rectangular structure with the large rusty hangar-like feature has corner bugs on both faces of the aft port corner; the two nearest corners have turning bugs, but the fourth corner is bugless. The cross-shaped cabin forward has bugs that work the same when the corner points the same as the structure above. For interactions with the movable block, see the TOP DECK paragraph below.

 

There are no crack bugs on the top deck or in the rocks to the sides.

 

The two ventilators forward with slanted tops allow a shortcut  to the top of the cross-shaped structure! Jump and catch the high edge, traverse as far as possible toward the center of the ship, and pull up, releasing Action. As soon as Lara begins to slide, jump to the side towards the structure. At the last second hold Action. She will catch near the corner. Now you can move aft and open the trapdoor port of the large rusty feature. But who shot at Lara while I was trying this? Ah, it was the JOSS thug on the forward LOWER-MIDDLE DECK.

UPPER-MIDDLE DECK: In the alcove on the port side with the M-16 clips, the corner allows a strange corner bug: Lara seems to disappear into the overhead! Forward or Roll put her on the deck above; turning causes her to appear flickering at the overhead, but Roll then still sends her to the higher deck . The right face shows a bug if you press Forward while Lara is off the deck during jumps. This shortcut is a little faster than moving the nearby block.

 

The alcove to starboard with the Uzi clips almost works the same, but from the right face Lara reappears on a slope and slides back down to the starting deck. The left face produces a flicker-at-top corner bug, but roll merely causes her to fall to the deck.

 

The forward starboard corner of the superstructure has no bugs, but the forward port corner has turning bugs that lift Lara to the overhead. When either corner has the block at the diagonal position, all crack and roll bugs work, with escape. The block adds no bugs to the starboard corner. The port one gains fm on the right face, but nothing on the left, when the block is against either face.

 

There are no other crack bugs on the UPPER-MIDDLE DECK.

 

LOWER-MIDDLE DECK: Port half: The aft alcove has flicker motion on both faces of the only corner. The aft corner of the forward alcove allows flicker motion on both faces, but on the right face you must press Forward while Lara is off the ground.

The forward corner permits corner bugs on both faces, and Roll puts Lara on the UPPER-MIDDLE DECK! Again, the nearby movable block diminishes the value of this shortcut.

 

Of the three corners aimed port and forward, only the middle one permits a shortcut via turning corner bugs; railings interfere with the other two. The block can reach only the aft-most of the three corners, where it enables roll bugs from both sides that put Lara on the higher deck despite the railing.

 

Starboard half: The two aft corners of the superstructure don’t show any bugs. The block allows the two corners to lift Lara to the higher level with roll bugs. But the forward corner permits a corner bug to the UPPER-MIDDLE DECK .

 

Neither side of the LOWER-MIDDLE DECK has any crack bugs.

 

ONTO THE OVERTURNED HULL: The corner of the takeoff square on the stern has no bug.

 

BLUE CAVE WITH STEPPED BLOCKS: The two corners of the wall to the right of the entrance don’t have bugs. The corner after the right turn where the cave widens shows turning bugs.

 

Where the cave brightens, the left corner has flicker motion on both faces; the right corner has no bugs. At the corner one square uphill, turning bugs trap Lara permanently in the wall.

 

Continuing upslope, there is a one-square wall on the left. The left corner has no bugs, but the right corner traps Lara in the wall on both faces; she escapes with Roll.

 

Ahead on the right is another one-square wall. The right corner is bugless, while the left corner traps Lara permanently with turning bugs.

 

A last one-square wall on the left has bugs at both corners. The right corner has bugs on both faces, but odd ones: on the left, Lara immediately falls out the other face; on the right face she is trapped, but turning, jumping and rolling frees her eventually, she screams, and after 3 or 4 seconds hits fatally somewhere (?). The left corner traps Lara on both faces with turning bugs; the right face also releases her to fall into no-space.

 

At the corner on the right just before the stepped blocks, there are no bugs. The corner on the left permits flicker motion on both faces.

 

Above the stepped blocks: the ceiling above the sloped square all the way left has an insubstantial ceiling. Attempting to catch above the ceiling did nothing. The corner has a turning bug on the left face and flicker motion on the right face.

 

To the left of the divider in the tunnel, both faces of the corner “trap” Lara in the wall. But jumping in any direction frees her at once. At the uphill end of the divider, the corner to the left works the same.

 

There are no crack bugs in this cave.

 

TOP DECK: Crack bugs with the crate work almost everywhere. After the trapdoor, the first corner in shows flicker motion on both faces. The corner one square to starboard has nothing but roll bugs. The corner by the automatic pistol clips also has flicker motion on both faces, and roll bugs put Lara on the crate or trap her. 

 

At the right turn in the corridor, the right face has no bugs and the left face shows flicker motion. Roll bugs trap Lara. 

 

The next right turn has no bugs, except roll bugs trap Lara.

 

The corner by the open door has no bugs.

 

To reach the switch, just pull out the block once and use a crack bug; it works the other direction, too. Roll bugs put her on the block or trap her temporarily.

 

When all three neighboring squares of the corner of the switch alcove are clear of the movable block, the right face permits flicker motion. The left face has a turning bug.

 

The corner of the open doorway has flicker motion on the left face. The right face is the first occurrence I’ve found of a turn-in arch bug.

 

The corner of the door to the CABIN that you just opened has an arch bug on the right face and turn-in flicker motion on the left face. If you push the crate there, you will find crack and roll bugs on the way in, but nothing works the other way. Also, the in-going crack bug attempt will put her on the roof at some angles. When you move the crate to the inside of the door, crack and roll bugs work both ways. There are no bugs with the opening by the lock because the open door interferes.

 

The corner at the room entrance has nothing on the right face and fm on the left face.

 

When the crate is at a diagonal position to both corners at the end of the path between the two superstructure elements, the usual crack and roll bugs work at both corners, except the left side of the aft corner merely rolls her to the other side of the crack.

 

Push the block into the corridor and use a crack bug to its left to get ouside. Pull the block starboard to just outside the corridor and then push it aft once. Now you can do a corner bug from atop the block; when it’s close to working, hold Action and do single jumps. Lara will catch the edge of the slope at the top. Traverse left, pull up to the flat area, jump right to the top of the structure and go to the other end. Then travel the cave so you can drop to the Storage Key. This tremendous shortcut allows you to skip any trip to the raft and the need to enter the Cabin! Seen in Youtube video by ZephyryhpeZ.

 

I’ve discovered a method to the Storage Key that needs 3 less crate shifts and no traversing. Begin the same, by pushing the crate into the corridor and using a crack bug at the left corner. Then use a roll bug at the right side of the open door to the rear structure. Of course, there’s the rub – you must get the cabin key from the raft in order to open this door.  So in practice, this useless. And no, it doesn’t work with the door still closed, at either corner of the door.

 

At the same crack in the previous paragraph, crack bugs work inwards. Neither crack nor roll bugs work on the way out.

 

If you push the crate twice into the structure aft, roll bugs from both sides of the crack by the stairs lift Lara onto the crate on one side, and onto the high part of the structure on the other. A crack bug works toward the stairs, but attempting one from the stairs also puts Lara onto the structure, where she could proceed to the Storage Key. But again, this is not practical, since you would have to get the Cabin Key from the raft.

 

At the other end of the corridor, the same thing works as the end near the facing doors, and bugs work from both faces when the block is in the diagonal position. All the usual crack and roll bugs work, except at the left face of the aft corner, instead of being able to roll onto the high aft structure, Lara passes through the crack.

 

Incidentally, I wanted to move the block back into the room, but I couldn’t because the crack bug doesn’t work in the reverse direction. But I found that by using the hinge corner of the open door, I could run in place at the other crack. When I was aimed a little more than 45 degrees away from the wall, jumping while running in place caused Lara to end up on the block, slightly imbedded in the wall, but not at the corner! Two more jumps followed by Roll put her inside the room; if you just keep jumping she bugs to the roof.

 

If you push the crate forward along the starboard side, and push it port so it’s jammed under the rusty structure, an odd corner bug works on the left face of the crate where it touches the structure. Lara imbeds more slowly than usual, and the bug drops her from the ceiling of the cavern onto the structure (allowing her to get the Storage Key, but of course it’s quicker farther aft). But if you hold Action, trying to catch the edge, she falls through the edge of the rusty metal to her death!?! Running forward as if it were an arch bug gives you a better view of her ascent to the ceiling, but again she falls fatally.   

 

 

CAVE LEADING TO UPPER HULL: The corner of the newly-opened door has an arch bug on the right face, allowing a shortcut past the initial stairclimbing. But it saves at most 3 or 4 seconds.

 

 The left face permits a turn-in corner bug, but because you’re pressing Forward Lara runs off the the corner to her doom.

 

The corner one square in from the doorway has a turning bug on the right face and an arch bug on the left face; both let Lara run onto the roof.

 

After the pull-up at the top of the stairs, the face on the right of the tunnel entrance has turning bugs at the left corner and nothing at the right corner. The face on the left has turn-in flicker motion at the left corner; the right corner traps Lara on both faces, and I was unable to free her. The corner one square around to the left traps her in the same way, but only on the left face.

 

Next one-square face on the left: the left corner traps Lara permanently on the right face (only). The right corner tries to allow a bug, but the wedge against the other face turns Lara out of position.

 

Corner after the left turn: a bug works eventually, but it takes more jumping then usual.

 

Corner on the left as the room opens out: no bugs.

 

After surmounting the wall ahead, the two corners at the entrance to the room with the hole in the floor show no bugs.

 

No corners on the TOP DECK allow any crack bugs, except with the movable crate.

 

At the corner beyond the broken glass in front of secret #3, turn-in flicker motion works. There are no crack bugs behind the secret.

 

To descend, use a safety-drop bug at the starboard side of the MAIN DECK. Costs about 5% of health.

 

There are two corners to the right of the cave with the detached propeller. The corner closer to the propeller traps Lara on its right face, but she escapes at once by rolling or jumping with a direction key. The second corner has a turning bug that traps her on the left face, but the right face doesn’t have any bugs.

 

In the cave, the corner two squares right of the prop shows flicker motion. The corner to the left of the prop has a turning bug on the left face; on the right face, a turning bug traps Lara, but Roll frees her.

 

The corner at the left side of the cave entrance permits turn-in flicker motion.

 

There are no crack bugs around the stern section.

 

The corner on the right as you enter the STORAGE SHED has flicker motion on the left face and a turning bug on the right face.

 

There are no crack bugs in the storage shed.

 

The quickest way: MMAN shows a great way in his Speed Demos Archive speed run. Skip the STERN KEY. Use the crates by the stern’s door to do a curve jump to the takeoff spot for the caves. (Survival has shown that you can jump directly from the crates to the cave mouth.) Jump from the cave to the building on the TOP DECK. Enter the roof trapdoor to throw the switch to the CABIN. and descend from the port aft corner through the other cave to the hole over the raft. Drop there to get the CABIN KEY, and return back up the cave to the TOP DECK. Enter the CABIN and use the CABIN KEY to get to the switch that opens the door to the aft section. Climb up there and drop to the STORAGE KEY. Proceed to the STORAGE SHED and get the SERAPH.

 

The above method could be improved a little by using the fence bug to jump onto the STERN. Then jump with Action to the cave without bothering to reach the normal takeoff spot. Aim at the left side of the slope to the left of the cave for no damage. Also, use a crack bug after one block pull to reach the switch to open the CABIN. (MMAN likely knew of these common bugs, and was doing a bugless run; SDA now doesn’t consider them to be “glitches”.)

 

If you allow corner bugs, this might be better: at the port forward corner of the superstructure on the main deck, use a turning bug to the LOWER-MIDDLE DECK; bug up at the next corner aft to the UPPER-MIDDLE DECK; run to the alcove on the port side with the M-16 clips (behind the movable crate) and bug into the overhead; roll when it works, run to the forward port corner of the section with the huge round rusty feature, do a turning bug to the roof and drop into the trapdoor. Then push out the movable block, place it against the starboard face of the corner by the closed door, and bug up to catch the top from atop the block (major trick from ZephyryhpeZ). Get the STORAGE KEY and retrieve the SERAPH.

 

 

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