Tomb Raider I-III Remastered Starring Lara Croft

Tomb Raider I-III Remastered Starring Lara Croft

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Amazing Grace Mar 19, 2024 @ 11:45am
Flying Atlantean does not spawn anymore in Sanctuary of the Scion
I am currently doing a playthrough for all items and all kills in Tomb Raider 1.
In the Sanctuary of the Scion, when you pull the first switch (above the pillars and after you pass the metal doors), there should spawn a flying Atlantean. In my first playthrough, this enemy pushed me from the platform several times.

Today, this enemy is not spawing at all. I reloaded my save several times, but pulling the switch does not trigger the enemy.
Is this a (maybe known) bug, has anyone experienced this?

Would be a shame if I am not able to finish the game with all kills, as I am going for the achievements right now.
Originally posted by dml!:
Originally posted by Amazing Grace:
Is there any way to kill the enemy if it bugs out? I need it for the achievement unfortunately (otherwise I would not really care about the missing enemy).
If you really can't get it, don't worry, there's another way to farm kills later. As per the topics below, once you reach The Great Pyramid you can shoot the Scion, save immediately as it begins exploding, reload, then shoot it again. Each time you do this will increase your kill count and so long as you have 295 kills by the end screen after the cutscenes play, you should get the achievement.

https://steamcommunity.com/app/2478970/discussions/0/4293691486112944485/#c7410182519541174784
https://steamcommunity.com/app/2478970/discussions/0/4293691486115296828/
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Showing 1-14 of 14 comments
Maeks Mar 19, 2024 @ 11:56am 
I had the same problem. Reloading a save solved it.
Amazing Grace Mar 19, 2024 @ 11:58am 
Originally posted by Maeks:
I had the same problem. Reloading a save solved it.
Unfortunately I tried that... reloaded my save several times, but it never spawned :(
Maeks Mar 19, 2024 @ 12:00pm 
Try playing the level normally and trying again at a later stage. I saw it spawning but inside the level geometry and he was unable to get unstuck. So he techincally spawns, he just bugs out.
Amazing Grace Mar 19, 2024 @ 12:14pm 
Originally posted by Maeks:
Try playing the level normally and trying again at a later stage. I saw it spawning but inside the level geometry and he was unable to get unstuck. So he techincally spawns, he just bugs out.
Is there any way to kill the enemy if it bugs out? I need it for the achievement unfortunately (otherwise I would not really care about the missing enemy).
ikkuzu Mar 19, 2024 @ 12:23pm 
if the enemy keeps bugging out, there's an exploit in the last level you can use to indefinitely increase your kill-counter. see this thread:
https://steamcommunity.com/app/2478970/discussions/0/4293691486115296828/#c7410182519541273256
The author of this thread has indicated that this post answers the original topic.
dml! Mar 19, 2024 @ 12:26pm 
Originally posted by Amazing Grace:
Is there any way to kill the enemy if it bugs out? I need it for the achievement unfortunately (otherwise I would not really care about the missing enemy).
If you really can't get it, don't worry, there's another way to farm kills later. As per the topics below, once you reach The Great Pyramid you can shoot the Scion, save immediately as it begins exploding, reload, then shoot it again. Each time you do this will increase your kill count and so long as you have 295 kills by the end screen after the cutscenes play, you should get the achievement.

https://steamcommunity.com/app/2478970/discussions/0/4293691486112944485/#c7410182519541174784
https://steamcommunity.com/app/2478970/discussions/0/4293691486115296828/
Amazing Grace Mar 19, 2024 @ 12:52pm 
Thanks for all your input and help.
In the meantime, I have found the missing enemy... stuck in a wall.
If I am not able to kill it... I will try the bug with the Scion.
aeglosistarion Mar 19, 2024 @ 1:14pm 
I had the same problem. After a while decided to climb up there and take a closer look (instead of using photo mode) and that helped the AI pathfind its way out of the wall. In a later playthrough, I got him unstuck by reloading a save that I had made near the second switch that spawns a flying creature.

I noticed that a whole bunch of pickups are misaligned after the patch, all throughout TR1 at least - I guess this enemy's spawn point was also moved, a bit too close to that wall.

I can confirm that the method from the other threads works, though. I encountered an issue getting the "All kills" achievement because the bat in Colosseum that was supposedly fixed in Patch 1 still wouldn't trigger for me. Thankfully the workaround with the Scion got me the 1 extra kill I needed.
Last edited by aeglosistarion; Mar 19, 2024 @ 1:15pm
Isn't all pickups trophy still glitched?
dml! Mar 20, 2024 @ 4:25am 
Originally posted by Specter ゼロ:
Isn't all pickups trophy still glitched?
Not in the first game now, it seems they moved the previously out-of-bounds uzi mags in Atlantis to make a stack of three. I played through the final two levels the other day and got the achievement. Unfinished Business all pickups is still broken though.
Maleficent Mar 21, 2024 @ 12:33am 
i had the same thing, it gets stuck in the geometry. you can save and reload and it will pop out.
Teratus Mar 21, 2024 @ 5:18am 
This happened to me as well, the Mutant does spawn but it spawns inside a wall on the opposite side of the map.
I was able to see it from the ground nearby.

As others have said, reloading the save is one way to fix it.
What I personally did was reload and swap to the original graphics before pulling the switch.

I'm not 100% if this actually has an affect on the way the game loads or anything but my logic was that in the remastered graphics, I can see clearly the other side of the cave where the mutant is supposed to spawn.. thus that's why it was getting stuck in the wall.. the game is trying to spawn it out of my view so it gets stuck in the wall.

In the original game and in the original graphics in the remaster the draw distance is lower so I cannot see that side of the cave, just a black void.
So the game spawns the mutant as intended in the blackness instead.

I dunno if my way of thinking is actually right or not.. or if I just got lucky but I only had to reload once to make the mutant spawn properly doing this.
I was able to get my kill as well as unlock several achievements at the end of the game without any issues.
All kills with base Pistols, all kills, no medipacks used, under the save requirement, all secrets, all pickups.. one run of the game.

Did have to reload for a couple though either cause I missed them or because I had to kill with specific weapons then reload to keep it Pistols only.

Only have a few TR1 achievements left to get now, atm im going after all the unique deaths and beating the game under 5 hours.
Dunno if I'll play Unfinished Business next or do another playthrough in NG+.. will cross that bridge once I got the speedrun one done.
Maleficent Mar 21, 2024 @ 5:53am 
the mutant sits on the platform, you can see it before it activates with photo mode. in TR1 they liked to position them like that, they're already spawned they just get activated. the winged mutants are just dumb and jerk around flying into walls and stuff. that one likes to particularly fly instantly behind it upon activation. has an easy fix tho
Last edited by Maleficent; Mar 21, 2024 @ 5:54am
aeglosistarion Mar 21, 2024 @ 7:44am 
Originally posted by Rakeri:
the mutant sits on the platform, you can see it before it activates with photo mode. in TR1 they liked to position them like that, they're already spawned they just get activated. the winged mutants are just dumb and jerk around flying into walls and stuff. that one likes to particularly fly instantly behind it upon activation. has an easy fix tho

I never noticed that, so I did take a look, and the mutants only spawn when you activate a switch. The one that ends up stuck in a wall spawns facing the wall, though, and has to fly straight into it to turn around and get to the player, since the AI has no "reverse" option.

I think it's possible that in the originals and the 1.0 version of the Remasters, it spawned facing the right way, but that whatever they did that caused half the pickups in the game to change position also affected this enemy.

Either that, or somehow the game used to be more stringent about keeping enemies from going out of bounds - I saw more than one mutant getting stuck in walls or ceilings in my post-patch playthroughs, but I can't say if that was always the way they behaved, or if I'm just paying more attention to it now.

But between the pickups and the enemies glitching through walls, it just seems like two game components are in disagreement about where exactly the level boundaries are, and where things should be positioned in relation to them.
Last edited by aeglosistarion; Mar 21, 2024 @ 8:01am
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Date Posted: Mar 19, 2024 @ 11:45am
Posts: 14