This is a regrouping of all the speed-tricks known in the tomb raider series. Currently it covers every Tomb Raider. It starts with basic concepts and techniques that can be very useful even in normal playing, then moves on to tricks that are more exclusive to speedrunning.
Quick access menu
|Classic Bugs (TR1 - TR5)|
|Angel of Darkness|
|Legend and Anniversary|
In terms of speedrunning it's helpful to know the basic movement details before you move on to more advanced techniques.
Here are more detailed notes on each (in order of speed):
As the slowest form of movement you should minimise this as much as possible. Although, in very short crawls, it can be quicker than having to go forward and turn around.
Obviously, you should walk as little as possible, although there are some situations where it is almost essential that you do so, such as certain very precise jumps.
The short delay after pressing walk can be exploited to your advantage. If you run towards an edge and hold walk as you get close you can immediately stop at the edge without any walking at all.
While this is faster than walking, the delay of ducking down means there doesn't seem to be any use for this, especially as the amount of walking should be as minimised as much as possible anyway.
If exiting a crawlspace requires you to climb out backwards, then it is faster to turn to the side as you approach the end of a crawlspace, since you then lower the amount you must turn around before dropping out (of course this does not apply to Chronicles).
There is a way to get out of many crawlspaces a movement earlier; pressing to draw your weapons makes Lara move forwards slightly, allowing you to get up earlier in many cases.
The default way of moving. As all of the first five games have faster ways to move it should be avoided as much as possible. However, there are some spots where running can set you up better than the alternatives, or the alternatives are far harder to use (such as places with low, blocky ceilings that are easy to bash on).
Standing jumps forward
While faster than running, this movement should be avoided where possible as running jumps are always faster. The only practical places to use it are for jumping puzzles, when on a ledge too short for running jumps to work or for setting up positioning in certain instances.
Backflips seem a little... odd, they get you both higher and further than forward standing jumps and also give Lara a smaller collision area (you can get into gaps you might not get into with a forward jump). However, I'm not fully sure if they are faster as the actual animation may be a little slower, and of course they are more troublesome to perform.
Basically, See standing jumps.
In TR1 and 2 this is the ideal method of movement where ever it can be used. Part of route planning in the first two is working out how many of these can be fit into the space available. As part of this, it is almost always better to use slight detours that keep your run-jumping consistent than to take direct routes that require you to stand-jump or run at some point.
In areas with low or uneven ceilings (or both) you should try and stick to the parts with the highest ceiling so your jumps are as long as possible, provided it only requires a minor detour.
This is the ideal movement method from TR3 on, use it as much as possible. There are, however, some caveats:
On any lengthy run where your sprint bar will run out always dive (note the difference between a "dive"; and a "swan dive";) at the end as this means you will recharge your sprint bar while still continuing at sprinting pace for a short time. It also has some more obscure advantages:
Firstly a dive can get you up steps and slightly raised sections of ground (allowing you to climb them at sprinting pace).
You can also dive DOWN slopes, this is quicker than sliding and therefore can give you a small advantage if you do it right.
Sprinting in TR3 is different from the later sequels. In TR:TLR and TRC if your sprint gets "interrupted" you can restart it again without having to wait for your sprint bar to recharge. Also, from TR:TLR onwards you can press crawl after a sprint to roll into a crawlspace, which speeds up your progress through them.
It also helps to know where sprinting isn't practical; in some cases jumps can get you over bits of geometry which can be quicker than sprinting around them, also, if you are running up a series of raised blocks (like steps) then jumps will get you up quicker than sprinting.
On the PC version you may find you cannot sprint left without releasing a key for a short time first, the only way to fix this seems to be to change your movement keys (E.G. use the numpad to move instead of the arrow keys). Of course it will take some time to get used to, but being able to sprint left easily is a very good advantage. However this is only for TR3, you can set sprint to any key you want in later sequels. I recommend keys right above spacebar.
There's an oddity in the game engine's Sprint function: during the first nine-tenths of a second while sprinting, you can release the Sprint key, and Lara maintains sprint speed, but stops losing energy. You must hold Sprint again before the .9 seconds is up, or she slows down to normal running speed. If timed correctly, the few tenths of a second you save may drop you to the next lower second when the level is displayed. This run of Thames Wharf shows it at 0:18; look at the power bar in the upper right, which stops descending for a moment when the black portion is still small. Reported by xRikux89.
In the first 5 Tomb Raider games blocks are the central gameplay aspect in terms of lining up jumps and other moves. Each bit of geometry is made out of blocks, and learning to see the world in these blocks is central to playing the game and exploiting the system. In general you can just see the "seams" where the blocks join, and, if not, then there is usually a repeating texture pattern or some other thing to help, as well as your own intuition after you get used to them.
This is a simple trick that seems to have been completely overlooked. Begin a step forward; add Jump and release Walk before the step finishes. This allows the running jump to occur in as little as one step.
As well as allowing for things that wouldn't be possible otherwise (or would be ridiculously hard), this is an extremely useful general technique. Pulling off running jumps in much smaller distances can be very convenient, such as when you land half-way across a block, as this is faster than setting up a full running jump.
The longest running jump possible is to perfectly align yourself with an edge (E.G. drop off and climb back up), then roll and take seven sidesteps (direction does not matter, as long as none are interrupted by a wall or other obstruction), then do a running jump. This is useful for testing, but it takes a long time. For a speedrun, you can usually find a quicker way, such as angling and then rolling or hopping back.
Shimmying vs Climbing (and ladders in general)
These two movements are the exact opposites of each other: Shimmying is much faster than climbing horizontally but much slower vertically, Climbing is much faster vertically but much slower horizontally. This means that good use must be made of both on some of the more "complex" ladder climbs, and using the right one in the right situation can drastically improve your speed.
Backflipping off ladders is important. It helps to know exactly what "rung" you need to be on before you can backflip off the ladder and land where you want to be (as it is faster than climbing all the way up), you also need to know whether a mid-air flip will help or not.
When you are going down a ladder, let go and grab again further down, repeating until you reach the bottom, this is much quicker than just climbing down, how close you want to cut it is up to you (obviously the less grabs on the way down the better, but it's risky on long ladders).
On very short climbs it can be better to stick to the sides so Lara climbs with just her arms and does not spend time latching on to the ladder.
Up until TR:TLR (where the speeds seem about the same), whenever you move a block you should try to push it as this seems slightly quicker.
Mid-air turns, also called twists, are extremely helpful if used right, for instance, they can substitute for a flare cancel (detailed later) when landing in open areas if you turn in mid-air and roll after landing (as Lara will then be facing forwards again).
During a mid-air roll Lara assumes the "properties" of the jump you WOULD have done if you didn't turn, so if you do one while doing a backflip you will get advantages like the smaller collision area, but will be facing forwards, which can be extemely useful in some circumstances.
Rolling vs Not Rolling
The roll movement is considered as the quick turn move, but it's not as quick as you might expect (in most cases). Especially underwater, rolling takes too much time to complete the animation, so manually turning is the way to go. The time saved is not much, but it adds up as you keep avoiding them.
Flare cancelling the roll is a good method to make your roll just as fast as manually turning. However, in a continuous run, flares are not always available. Plus, you can't flare cancel rolls while underwater.
Keep in mind, though, that sometimes rolling is better. The possible geometry and objects may make it hard to manually turn, thus the runner should compare and see what is the best movement for the occasion.
This video showcases the time differences.
Note that twists mid-air are quicker than manually turning. The geometry of the area and your following moves are what should be taken into account here.
This very useful move seems to work only in TR1 and TR2. The name actually covers two separate moves, Delayed Jump and Delayed Action; you can do both in one jump.
Delayed Jump is another way of doing a Longest Jump (see Basic Moves). Delay pressing Jump until the last moment before Lara drops off the edge, and she will go an extra distance about equal to half her foot length (3.5 tiny floor squares). This distance increase is the same no matter how far she falls, since you're jumping from a little farther forward. If you inch Lara forward for a Longest Jump and also delay Jump, you still get a maximum of improvement of 3.5 tiny squares.
Delayed Action can be much larger. If you press Action when Lara is about 5 feet from landing, she can land a foot or more farther than if you held Action throughout the jump. This pair of images shows the difference when Lara jumps from nearly the maximum height which doesn't kill her. The first shows jumping with Action held the whole jump:
Here, Action is pressed when she's about 5 feet off the ground.
The farther you fall before pressing Action, the more distance you get, up to a point where Action has no effect at all (and Lara lands with her heels on the yellow line). The second picture shows the best distance of half a dozen tries. As your takeoff height decreases, the distance increase shrinks, until it's zero when you land at the same height as your takeoff.
This nice video by T0mbr4id3r in Caves of TR1 compares no Action, early Action and delayed Action.
Expanded Jump was discovered by TombRaiderSpeedrun, and T0mbr4id3r brought it to our attention.
Pendulum jump or Swing Jump
Sometimes when you jump you land part way into a block and need to immediately do a running jump from there. If you just run forward you will fall off, however, if you "swing" slightly to the side (so you cover a little more ground) before turning forward again then you can usually cover enough distance to start a running jump. The discovery of the walk-run jump has mostly obsoleted this technique, but they can be combined for the shortest distance running jump setup possible
If you hit a wall in the middle of a jump then you bash against it and get knocked back, however, if you do a grab in mid-air you do not. This has all manner of uses.
A tunnel jump is a longer type of running jump that occurs when Lara hits the wall and ceiling both at the same time. It keeps the running jump speed for a longer time, meaning it's faster than simply running and also faster than just constantly doing simple running jumps.
It is shown in this video twice. As you may have noticed, it could also allow glitchless shortcuts in custom levels with similar geometry.
If you fall backwards off a ledge and press grab WITHOUT holding it you can land on ledges below you (if you hold it you will just grab the ledge again). In some cases this can save a lot of time. This is sometimes labeled a "bug" due to it apparently not being intended by the designers, but we consider it an unintentional extension of the controls like curve jumps are.
Possibly the most useful advanced technique of all. Core seemed to have not taken into account the curve jump possibilities that various levels have, allowing you to break huge sections of them. Curve jumps come in several forms; some are almost effortless, while others are incredibly hard.
This trick only works in Tomb Raider 4 and custom levels, which have a switch between automatic and manual aiming in Options. In manual mode, the game allows you to keep pressing Shoot button faster than Lara does, which means you can reach a really high rate of fire, almost as firing with UZI. It seems the speed is only limited by human capabillities, however the second shot has to be always delayed due to animation. The only negative thing is that you have to aim manually, so this trick can be only used in a direct confrontation with enemy, who must be in a similar size as Lara.
In Tomb Raider Chronicles, this trick doesn't work, even though there's the option of switching between automatic and manual aiming. The reason behind this is that when Lara lands the first hit, she'll automatically start aiming at the target.
A variation of this trick doesn't require changing aiming modes. If Lara is far enough from the target, she won't aim at him automatically, allowing the high rate of fire.
Aiming with look
Some weapons allow Lara to aim by looking around. This is used in TR3's City to quickly kill Sophia. It can also be used for Weapon and Flare Triggering.
Long Distance Shooting
Lara can shoot from a really long distance if she has aimed at the enemy before. It goes as following: start shooting the baddie you want to shoot from far away, but quickly turn around (so Lara stops shooting) without letting go of Action. Lara won't stop aiming at the target, so you can run anywhere you want and still be able to shoot at it.
When you load a save, point sources of flame take a few moments to reach full strength. You can take advantage of this delay by speeding past the flame.
Here's a video that illustrates it using a crawlspace roll; this was deduced by Minor.
And this one shows the use of a running jump and sprinting; the former was suggested by chreden and the latter by Minor.
This is known to work in TR4-based custom levels.
Quick Crawlspace Move
When the ground beyond a crawlspace is at the level of the crawlspace's floor, replace the last forward crawl with drawing a weapon. Lara stands 4/10 of a second sooner.
This video shows a crawl with Draw used, and a normal crawl.
Timing this from the first crouching motion to both feet flat on the ground, it was found out that the first clip take 4.00 seconds, while the second takes 4.40 seconds.
In the second clip you end up one walking step farther from the wall, but in the first clip you will cover the equivalent distance at running or sprinting speed, not crawling speed.
Reported by MMAN. Works in any TR that has the crawl animation.
FAST CRAWLSPACE EXIT
Another type of quick exit, by using a crawl corner bug, from TR5. We have no confirmation if it works in TR3, TR4 and custom levels, but it most likely does. From jarekhanzelka.
Works in TR4, TR5 and custom levels that have flares. At an opening above the floor, this move can yield a third way to leave a crawlspace quickly. Approach the edge at an angle as shown, with a burning flare. Hold Action and Draw Weapon long enough for one cycle of flare aircreep and then release both keys; she drops. If you approach the edge straight on, it requires two aircreep cycles to drop. This is also a handy way to start aircreep from a crawlspace.
The drop-catch trick can also allow wall transfer at a corner. A useful spot for it is not yet known. Discovered by apel.
Fast Turn Move
You probably know this, but think of it another way: it's hard to make accurate small turns while a weapon is drawn. That's because Lara goes to full turning speed at once while a weapon is held (handy for combat); she increases her turning speed more slowly with none. Lara takes a little more than a quarter turn to reach full speed weaponless, and this takes a third of a second less while holding one.
Here's a video that shows both a normal turn, and one with guns out.
Of course, you must have the weapon out before the time for the turn comes. Works in TR's 1 - 5. Pointed out by xRikux89.
Action Vault vs Jump Vault
Most players, even runners, are used to climbing ledges with action + forward (action vault). Using jump + action (jump vault) is some frames faster than that, but the runner must keep in mind that an action vault cancels possible hard wall hits, meaning the best course of action can depend on your previous movement.
For example, if you stop sprinting, (a move that almost always ends with a hard wall hit) you might lose even more frames than you would save by doing a jump vault, therefore you should just use an action vault in this case.
A running jump can be done in two clicks high water, but it requires a lower spot first. Wade from the lower ledge to the higher one while holding jump. As soon as Lara reaches the two clicks high square, she will perform a running jump (as shown here).
Additionally, if you're wading in a one click high water square, you can allow the running motion by simply jumping. This video illustrates this in Lost City of Tinnos, probably where it's used the most.
This can be very useful as wading is a really slow form of movement.
This allows you to jump up a series of blocks without moving too near the next block. Alternately jump with a twist (roll) and backflip; start with either. As here.
There are only a few places where it's known to be useful. Works in TR's 2 - 5. Pointed out by apel.
Diving Off The Ceiling
In the 5 classics, if Lara dives and hits the ceiling, she will fall quicker, and drops much farther before her forward rotation gets her steep enough to die. She may drop as much as 4 times the height of a movable block and still roll with no damage. Usually you would do this at a tunnel that opens to a high place, but diving off the sky works if you're high enough.
This video compares diving and jumping, and the third clip shows hitting a wall during the descent. This is a move, not a bug.
In some games, Lara can stand on the edge of a step or ledge and jump "around" the edge of a ceiling. This allows her to catch a higher ledge than she could directly beneath it.
This video shows a case in City of Vilcabamba in TR1. In some games she passes through the ceiling, as in Trenches of TR4:
This move is known to be useful in some custom levels. It also works in TR's 2 - 4 (at least). Discovered by apel.
If you hit a wall at an angle (the angle determines how extreme the "bounce" is) then Lara turns much more tightly; this frequently makes it much easier to line up things, and also allows for things such as run-jump courses that would be impossible without it, it's also used by people all the time while sprinting (Caves of Kaliya is a good example of a level where it's used multiple times to allow sprinting in tight spaces).
If you jump from a corner that is raised/uneven in some way at a certain range of angles (that seems to be the condition at least), then Lara gets "shifted" forwards and outwards a little and you gain more distance than a plain jump from the corner. It is illustrated in this video, when Lara jumps to the slope.
A related thing is that people use this all the time underwater by making contact with corners/edges in a way that pushes them forwards slightly.
The quad bike physics allow impressively fast movement speed while driving over edges. This video illustrates how the trick works. Due to the high speed, it is rather difficult to complete the move, resulting in a fall.
Delayed Swan Dive
Pressing Walk in the last possible frame to turn a forward jump into a swan dive will increase the total distance travelled. This can be theoretically used for dive bugs that normally wouldn't be possible without it. The distance difference is shown in this video.
Cancels are some of the main optimisation techniques for runs, in some situations they save a lot of time, in others only a matter of seconds.
If you roll right on the edge of a ledge, Lara "twitches" and then falls off. The main use of this is if you stumble on the edge of a ledge (as you can roll out of the stumble and keep moving). It also makes sure you move forwards as you fall (at least on TR3 there can be some weird bugs where you fall "flat" off a ledge if you don't do this).
Edge rolling is faster than simply running off the edge, but this also means Lara will move farther. This can be good or bad, so use it wisely.
This is where the "meat" of cancelling comes in. There are two kinds of stumble, a small one (from hops) and large ones (from falls longer than hops).
Small stumbles can be cancelled with a forward jump or by just holding run as you fall.
Large stumbles can be cancelled by rolls or a flare cancel (detailed later). However, in quite a few cases a roll will either take the same amount of time as waiting for the stumble to finish, or be slower (because you will have to turn around again), in these cases you can flare cancel, or do this:
If you plan for a large stumble by flipping in the air beforehand you can roll as soon as you hit the ground and be facing forwards again. This is slower than a flare cancel but a good alternative when you need to save flares.
FORWARD STUMBLE CANCEL
This video shows stumble cancels while holding Forward. When the drop is short, if Lara is facing a vertical wall, the stumble is canceled entirely; otherwise she bends her knees a little. On higher drops, Lara can turn during the crouch. She may drop from a ladder, a cliff edge, a zip line, or run or jump off a higher level. These moves work in TR's 1 - 5 and many custom levels. The moves have been in use by speedrunners since at least 2005, but jarekhanzelka pointed out the need to use Forward early in 2012.
This seems to be a technique exclusive to TR1 and 2. If you are making a jump where you land in a large stumble but DO NOT take damage from it, then grab just before Lara puts her arms in the air (the point where grabbing becomes impossible), and you will land in a small stumble instead. This technique is very specific so far, but it has only been discovered recently, so it may have further depths (and uses in the later games).
This is a special technique that only works in Tomb Raider games where flares are available. If you hit the ground while in the animation where Lara throws away a flare and hold a movement key, you cancel out of the large stumble completely.
While it allows for various small tweaks, the best thing about this technique is that it allows you to pull off "impossible" moves at times, for instance you can fall in the path of a boulder (where you would normally stumble and die), but cancel out of the stumble and instantly evade it (rather than get around it in a alternative, slower, way), the same kind of thing can also apply to collapsing tiles.
This trick can also cancel other animations besides stumbles. The standing up animation, for example, caused by the crouch pull-up, as shown in this video. Using this can save up to 18 frames, which is not as much time as a flare cancel would save otherwise, thus making it worth only when you have enough flares to waste.
When leaving a crawlspace, the standing up animation also occurs. You can flare cancel it in that case as well. The ending portion of rolls are considered as standing up animations too and can also be cancelled, allowing very quick turns.
Perpetual Flare Cancel Glitch
This glitch allows Lara to automatically cancel out of all stumbles for an indefinite time period. Much like the arm jam glitch, Lara won't be able to draw her guns or grab ledges. The state will also wear off if Lara comes to a full stop.
To perform, Lara must be in possession of at least one flare, although this flare won't actually be used. Just as Lara is rising up after crawling, hold the flare key. You must also hold a movement key (Forward etc.), as the state will otherwise immediately wear off. You should see Lara skip a piece of the stand up animation (in effect a flare cancel), and point her left hand out as if holding a flare. From now on, every time you land into a stumble, it will automatically be canceled as long as you keep holding buttons to keep moving.
This form of the glitch only works in TR3.
A second way to do this bug works in both TR2 and TR3. If Lara is hanging on a ladder, she does an animation to place her feet on the rungs. If you press Jump and the flare key during this animation she starts drawing a flare, but her arm sticks in the bent position and she doesn't actually draw it. But when she lands as long as you keep moving Lara performs a flare cancel every time she lands. This perpetual flare cancel is maintained by all the arrow keys, Roll, vertical jumping and floating in water. You can stop moving for up to half a second and still keep the bug going. So you can even bump into a wall and not lose it.
Here's a video from TR2's Venice that shows this second form, which was reported by chreden.
If you are in a fall where you would normally stumble, if you hold action while landing on a switch, item, or keyhole you cancel out of the stumble and perform the action. Mostly this works in TR1 and TR2, but in TR3, it also occurs at the detonator of Nevada Desert(4:00), and diving onto the quadbike (2:43).
When you jump forward and grab a ledge, Lara will 'swing' for a short amount of time.
To avoid this, let go of action (during the swing) and immediately press action again. She will now be able to climb up without having to wait for the swing animation to end. This technique may not save much time alone, but doing it several times adds up.
This section is dedicated to Angel of Darkness only, because the engine is completely different from TR1-5.
This kind of movement is only recommended for getting over some gaps or obstacles, because Lara always stumbles upon landing.
Running jumps are basically same as in TR1-5. It's also faster, but there is a difference in speed depending on how many leg upgrades you take.
Going up the stairs is really slow in AOD, that's why you should use this nice trick. Simply jump onto the stairs, then jump again right before you land and Lara will continue jumping without stumble. It requires some practice, but it's not hard. You can do this several times in a row, but it's usually hard to make more than 3 or 4 jumps.
Same technique as in TR1-5, but you can't fully control desired angle. You can only press either of the sidekeys and she'll turn to maximum angle automatically. You have to deal with it.
You get to sprint in Galleries Under Siege and it's the fastest way of moving, although be careful about bumping into objects, you will significantly stumble.
It's best to do a standing jump without Forward key to force Lara catch the highest point of a ladder. Also a well-known trick in old TRs. AOD has a feature that will automatically force Lara to climb the ladder if you get too close, so remember that.
Avoid fighting every time you can. It's very annoying, because the camera and Lara automatically locks onto the enemy. If you still have to fight, use tranquilizer ammo, because just one round will be enough to remove your opponent.
This section is dedicated to Legend and Anniversary only, because the engine is completely different from the earlier games.
Several aspects of both Legend and Anniversary are modified by your framerate, for instance, damage traps like fire hurt you slower at lower framerates. Left and back roll bugs need at least around 60FPS to work properly. There are a myriad of specific tricks (especially in Anniversary) that also become much easier/harder at certain framerates. This closes several tricks off to the console versions.
Drawing your guns during a fall that makes you stumble replaces it with a short pause instead, it works from any distance. There is also a bug related to this that lets you fall fatal distances without getting hurt, but it only seems to work at one spot in Nepal.
In Legend, the fastest method of movement is rolling, in Anniversary the fastest method of movement is swan diving.
Manual grab should be enabled when running Anniversary, as a few tricks only work with it enabled, and it allows for more control in some situations.
In Legend, when jumping between multiple swing-poles (this does not work for the first pole in a sequence) if you hit jump at the approximate moment (a small frame window) you hit the next pole you will instantly jump to the next pole without swinging around it at all, you can also do this by simply button hammering, but timing your press is far more reliable after you get the timing down. In Anniversary, having manual grab enabled and releasing it instant you grab a pole (how fast you are swinging doesn't matter) makes Lara instantly propel to the next pole at full speed, Anniversary is much more forgiving with pole movements and allows it even on the first pole, but this trick obseletes it.
When weapons are drawn your left and back rolls assume strange properties that allow them to warp you up walls in certain cases, it generally only saves small amounts of time, but there are exceptions.
This glitch applies to TRL and TRA. It literally allows Lara to walk through the air. Uses vary from crossing gaps to performing large-scale out of bounds sequences.
There are three ways to perform the glitch, depending on the situation. One thing they all have in common is that you need a ledge that causes Lara to go through the "knee-climb" animation when she jumps onto it. Note that there are two such animations and usually only the shorter one works here.
The first method, used in Manual combat mode, is to press jump, release the directional key, then shoot or draw guns before landing on the ledge, and only then press a directional key. Immediately after the jump, you must continually hold a directional key, because stopping, as well as jumping or holstering guns, will interrupt the glitch. Though easier than the second method, this method is not recommended when an enemy is nearby, as Lara will automatically change direction to face the enemy.
The second method, used in Advanced Hold or Advanced Toggle combat modes, is your only option when jumping off something other than the ground, such as a vertical pole, though it is applicable anywhere. In this case, you must shoot/draw guns just as Lara hits the ledge to activate the glitch. The timing for pressing shoot here also needs to be quite precise.
A variation of this method initiates the airwalk when Lara is standing at the edge of a ledge. Position Lara facing away from the edge, with her back to the camera. Press jump, then press back, then press and hold a direction key and draw guns when she knees the edge.
The glitch becomes easier in TRL or when using the Mini SMGs in TRA, as the guns do not require you to press shoot for each separate shot. You can then hold shoot after jumping, which allows for effortless usage at most of the applicable places. Also worth noting is that you can put your guns away during the glitch and press jump immediately after, allowing Lara to, say, grab something or throw her grapple.
Grenade Fall Cancel
This trick allows Lara to cancel falling animation thus surviving a fall from otherwise unsurvivable height.
It's much easier to pull off in Legend than it is in Underworld, but it still requires precise timing and quite accurate positioning.
To perform this, simply throw a grenade towards a place you want to reach, and 1 second after the throw, jump in the same direction. Lara will of course fall faster than the grenade does, and if timed correctly, she reaches the grenade just when it explodes, thus cancelling her falling animation. If also positioned correctly, she will now land on the desired place without dying. If played on hard difficulty, this trick does require at least one medipack that must be used after the explosion and before landing.
It seems so far that it can be used only at two locations of the game and in both cases it saves only 2-3 seconds. It can be seen in usage here.
This trick should work in all the versions of the game.
Of course, this trick won't allow you to survive any height, because the grenade has to explode some time.
Same engine as Legend and Anniversary, but heavily modified, which means most of the tricks don't work and some new ones appeared.
Crouch Drop Bug
Crouch drop bug allows you to get down ANY height without any damage, and it does also pretty quickly.
There are several methods of crouch drop bug - the fastest one is using a swan dive. This method works this way: You swan dive so Lara will land on the edge, over which she will roll and normally would fall down afterwards. But, during whole jump and during that roll you must keep crouch key pressed - that way Lara will magically drop in a crouch position after the roll happens and won't get any damage no matter where she gets. The good thing about it also is, that during the fall in crouch pose, you can stop it at any time by simply letting go of crouch key, and then you can yet jump in any direction.
Another useful method is this: If there is some platform directly below the platform Lara stands on, where she must get, the swan dive method is useless because the roll pushes her slightly forward, so instead of landing on the platform below she would just pass it and fall all the way to the bottom. However, you can use the "classic" crouch drop method. That is crouching at the edge of the platform where you stand and very carefully keep going towards the edge and stopping after each step, until Lara slips of the edge. The crouch key must be pressed during the whole action, of course. Having a gun out and targeting may be helpful. This way, Lara won't be pushed forward, so she will land on the platform below herself.
Both of the methods can be seen in usage here
But, there are parts of the game where even crouch drop bug won't get you down. For instance, in Mexico, when you try to bug yourself down from one of the puzzle areas, it will kill Lara for some reason. But other than that, she survives the fall as long as you drop down somewhere, where you would normally get. Don't drop into traps - it will either kill Lara, or you won't be able to get back up in case she survives.
This bug seems to be working only in PC version.
Delayed swandive was first recorded by TI2ophy. It allows you to swan dive without moving forward (except for the following roll).
To perform delayed swandive, simply jump and just before Lara would start falling back down, press crouch key and Lara will land in swandive position, making her roll forward after landing. After a roll, Lara can jump once more in any direction, even if the roll happens into thin air (that's when you perform this trick on the edge of something). The jump after the roll requires precise timing, if you do it from some edge. So far, this trick provided the biggest shortcut found yet.
This trick works in both PC and X360/PS3 versions.
Grenade Fall Cancel
This trick allows Lara to cancel falling animation thus surviving a fall from otherwise unsurvivable height.
To perform this trick, follow the same instructions as in Legend, except here you have to keep in mind more details that vary based on the certain situation in which it's used. Can be seen in usage in this compilation (make sure to read a description of that video).
This version of the trick seems to be much more health-friendly, than it is in Legend.
This should work in all versions of the game.
Of course, this trick won't allow you to survive any height, because the grenade has to explode some time.