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Updated September 2026

How to Traverse in Tomb Raider: Legacy of Atlantis

Lara at the top of her game was the north star. Movement had to be fluid, acrobatic, and unmistakably hers: cartwheels instead of sidesteps, swan dives instead of simple drops, a grapple that solves puzzles as well as gaps.

Lara Croft diving during traversal in Tomb Raider Legacy of Atlantis

The kit

Siqueira lists the base: jumps, sprinting, climbing, wall scramble — original and Survivor trilogy combined. New: a wrist grapple to swing, ascend, rappel, and yank the world. The climbing axe returns as a practical tool, not only a reboot souvenir. Horizontal poles require a timed release. PlayStation preview: X to leap and hang, Triangle to grapple, Circle to dive while swimming. Camera sometimes pulls back on cliff climbs to sell scale. Adams describes a sympathetic loop: you sprint, she leans into a saving grab, success depends on that reach.

How the world guides without paint

Markings, color pops, and focused lighting replace neon climb meshes. Handholds look like jagged rock. If you stop for half a second, Lara may turn toward a point of interest. If you swing on the grapple, she may reach. Those tells are easy to miss and easy to over-trust. Read them, then verify with a jump you can survive. Independent traversal difficulty exists if the Folly-style shafts feel like 1996 homework.

Tomb Raider: Legacy of Atlantis - Traversal & Movement Reimagined
Tomb Raider: Legacy of Atlantis - Traversal & Movement Reimagined

Speed versus sightseeing

The game asks you to slow down. It also refuses to stop a speedrunner from chaining moves. Siqueira even asked for times that beat the devs. Choose a lane per session. Sightseeing finds artifacts and herbs. Chaining finds routes the walkthrough will care about after launch. Either way, movement in combat should match movement in tombs — that was a design requirement, which is why Focus exists. See Focus for the gunfight version of a cartwheel.

Practice route

Peru's valley is the gym: pool dives, cog swings, muddy T-Rex slide. Greece will add height. Egypt adds beams you must stand in the right place to see. If a jump is actually a puzzle, you want puzzles. If a jump is actually a dinosaur, you want dinosaurs. Button-level detail sits in controls.

Keep reading

Frequently asked questions

Is the grapple from Survivor or new? +

It is a new wrist-fired tool that also yanks puzzle objects. The climbing axe is the clearer Survivor carry-over.

Can I miss jumps because of the camera? +

The camera is part of the trick on big gaps. Sprint, commit, and look for the saving grab. Raise traversal help if cinematic pulls cost you lives.

Do I need to swan dive? +

It is expression and sometimes routing. You will not fail the game for climbing down like a coward. You might miss a feeling.

Keyboard or pad? +

The developers talk about 'on the sticks.' Use a pad if you have one.