How to do a handstand climb in Tomb Raider 1-3 Remastered

Master Lara Croft’s acrobatic handstand move in Tomb Raider Remastered with advanced techniques and timing strategies

Understanding the Handstand Mechanic

Lara Croft’s acrobatic prowess reaches new heights in the Tomb Raider Remastered Trilogy through the return of her signature handstand maneuver during climbing sequences.

This elegant move transforms ordinary climbing transitions into spectacular displays of athleticism, showcasing Lara’s exceptional gymnastic abilities within the remastered environments.

As gaming’s most agile adventurer, Lara Croft demonstrates physical conditioning that would challenge professional athletes. Her climbing sequences provide more than just navigation – they’re opportunities to display the character’s extraordinary capabilities. The handstand represents the pinnacle of these acrobatic expressions.

Originally introduced in the classic Tomb Raider titles, this decorative maneuver served to enrich Lara’s character development rather than provide mechanical advantages. The animation demonstrates her confidence and flair during perilous situations, adding personality to climbing sequences that might otherwise feel routine.

The Tomb Raider 1-3 Remastered preserves this beloved animation while refining its execution mechanics. Understanding the precise trigger conditions and timing requirements will help you consistently perform this impressive move throughout your archaeological adventures.

Execution Techniques and Controls

Executing the perfect handstand requires precise button coordination: simultaneously engage both the walk and climb functions as Lara transitions onto a ledge. This specific combination triggers the special animation sequence.

Begin by approaching elevated ledges that require jumping to reach. Target surfaces that provide clear vertical clearance for the extended animation. Jump toward the ledge while maintaining pressure on the climb button – designated as RT/R2 when using Modern controller configurations.

Once Lara establishes her grip and dangles from the ledge, maintain climb input while adding the walk command. On controllers with Modern control schemes, this means holding X/Square while simultaneously directing upward movement. The timing window is brief – input must occur as she initiates the pull-up motion.

Successfully triggering the sequence results in Lara completing her ascent with a stylish handstand flourish before returning to normal standing position. The entire animation adds approximately one second to the climbing process, during which player control remains temporarily suspended.

For optimal results, practice on safe, low-risk ledges before attempting during critical platforming sections. The animation’s extended duration could prove problematic when timing jumps between moving platforms or escaping environmental hazards.

Advanced Strategies and Considerations

While visually impressive, the handstand animation introduces strategic considerations for experienced players. The additional second of animation time creates meaningful implications during time-sensitive sequences.

Speedrunners and players attempting timed challenges should generally avoid triggering this move unless specifically required. The time penalty, while minor individually, accumulates significantly across multiple climbing sequences throughout a level.

Common execution errors include pressing buttons too early (before establishing secure grip) or too late (after the climbing animation has progressed beyond the trigger window). The ideal timing occurs during the initial upward momentum phase.

Advanced players can incorporate handstands strategically for cinematic gameplay moments while avoiding them during precision platforming. Consider saving these flourishes for safe environments where the extended animation won’t compromise subsequent actions or timing requirements.

For players using Classic controls, the input combination may differ slightly. Experiment with walk and action button combinations during climbing sequences to discover the equivalent trigger for your control scheme.

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