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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