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Shadow of the Tomb Raider (Episode 1) Trivia Walkthrough


What’s up guys? And welcome to Episode One of my Shadow of the Tomb Raider Trivia Walkthrough series. And I’ll be starting up Shadow the Tomb Raider for my Saturday Night Specials. Now, as I often do with a new series, I wanted to post this teaser episode to the main channel first to give you a taste of what I’ll be posting over on the Patreon page for the next couple of months. Patreons get to see my Saturday Night Specials two months before they get posted to the main channel. So, if you want to see some more Tomb Raider after this episode, head over to my Patreon page and become a supporter of The Skooled Zone.

In fact, not only will you get to see early videos, but you get a number of other cool perks, such as your name on The Wall of Fame in my Fallout videos, and other fun stuff. Plus, you’ll get me closer to doing YouTube full-time, so I can finally start bringing you daily content. Can’t wait for that! What’s interesting about this game, is that I had no idea where it took place before I bought it. I really liked the last 2 games in the series reboot. I knew there would be a ton of cool factoids to “Skool” in the episode, but hadn’t really done any research on this edition before buying it, and popping it in to record this episode. So, this installment takes place in Latin America with the backdrop of ancient native culture such as, The Mayans, Incas, and Aztecs. So, that was a pleasant surprise and not something I’ve seen as the theme of game before. There are gonna be a ton of cool factoids to present you guys with, which I’ll do with these cool trivia pop-ups… I always like to change the artistic theme to match the game, you know? Also, I’ll be adding text commentary with my thoughts in the moment.

So, other than the intro and the outro, it’ll all just be wicked gameplay. Now, a lot of people have commented that it’s relaxing to watch these types of videos. Especially since I like to take my time and check out all the details. You know, loot everything and get really immersed in the environment. In fact, with all the cutscenes in this episode, it’s gonna be like watching an animated TV show. …You know what I’m sayin? The only thing I probably won’t do, is a bunch of the side quests. Now, I’ll do them off-camera as part of the grinding that I usually do between episodes.

But with Assassin’s Creed: Odyssey coming out soon, and Red Dead Redemption 2, I don’t want this series to last too long. Always happens in the fall with the rush of new games. Anyway, starting next week these Tomb Raider episodes will be posted the Patreon page. But I’ll be releasing the last of the Assassin’s Creed dlc “Curse of the Pharaohs” to the main channel. Best of the DLCs in my opinion. It’s just so cool! Anyway, throw a quick like on the video. If you want to see more in the weeks ahead, head over to my Patreon page and think about supporting the channel.

Thanks guys, and let’s do this! All right, I think we’re gonna end it here as Lara stands there freezing in the rain. But I’ll be continuing right where we left off here in the next episode for my Patreons. …And then in two months on the main channel. I got to say, the graphics in this game are pretty amazing. And the level of detail is incredibly impressive. Takes a little getting used to with the controls.

But they kept a lot of the mechanics the same as last game, so I was able to adapt pretty quickly. Anyway, I’m hooked! Plus, I can tell this game will be gushing with amazing factoids in the episodes ahead. Anyway, let me know what you think down below. And don’t forget to like and subscribe. Thanks again for watching guys, and stay smart… .

As found on Youtube

Shadow Of The Tomb Raider Ending & Post-Credits Scene Explained


Hello Everyone. In This Video I Am Going To Explain You The Shadow Of The Tomb Raider Ending & Post-Credits Scene. With Shadow of the Tomb Raider now upon us, many fans of the series have been looking to see exactly how Eidos Montreal has decided to finish off the rebooted trilogy started by Crystal Dynamics. Lara Croft�s adventures have taken on a much more dramatic turn this time around, with a greater emphasis on emotional impact and an attempt to distill a sense of realism into the actions of characters, if not the supernatural bent of the plot itself. It�s been a careful tightrope to walk, at first expertly driven by writer Rhianna Pratchett. However, new writer Jill Murray has been able to carefully build the plot of Tomb Raider with this third title in the series, following on from the seeds of narrative lain in 2015�s Rise of the Tomb Raider.

The fantastical elements of the plot tied up in Lara�s ongoing fight with the mysterious Order of Trinity come to a head, but those players who missed some of the story beats when instead keeping focus on the game�s actual tombs might have been left scratching their heads. Because of this, some gamers might want a bit of a cheat sheet to help them understand the end of the game in its entirety, so watch the video tell the end to find out more about the end of Shadow of the Tomb Raider, explaining exactly what happens to Lara Croft.

Near the end of the plot, things look dark for Lara Croft. The Order of Trinity holds both elements to allow them to remake the world, with Lara having lost both the Key of Chak Chel and the Silver Box of Ix Chel. However, all is not lost, with the player tasked with stopping the ritual in its tracks, and at the same time bringing justice to the man who killed her father � Doctor Dominguez, aka Amaru. Lara teams up with the rebels of the hidden Peruvian city of Paititi, but while the rebels attempt a more direct assault, Croft takes a more stealthy approach. That leads her back up into the territory of the Yaaxil, an aggressive tribe that were part of some of the most tense moments in the game up to that point – worse than even those pre-release gameplay demos. However, with the tribe under attack by Trinity, Lara realizes that they also play an important part in fulfilling a prophecy to reignite the sun. As such, a team-up in on the cards, with Lara joining forces with tribe leader Crimson Fire against Trinity, taking on the roles of Ix Chel and Chak Chel, respectively.

This leads Lara on a dangerous path to try and reach the summit where Amaru and the rest of Trinity�s High Council are completing the ritual, with the player eventually reaching the site. Unfortunately, this comes a little too late, with the ceremony nearing its end. However, Lara is able to stop the attempt halfway, leading to a fearsome encounter with Amaru, who has now been infused with the power of the god Kukulkan. Also, blessed with the power of Kukulkan by stopping the ritual midway, Lara takes on Amaru head on, defeating him, and getting rid of the rest of the High Council of Trinity at the same time. Croft takes up the Key itself, allowing her to complete the ritual to stop the eclipse and reignite the sun. At this point, Lara is shown a vision of her family, happy together. As part of the possibility of remaking the world, Lara could be reunited with her family again, having lost her mother and father – the latter to assassination by the Order of Trinity.

Lara resists the temptation, though, and does not use the Key and Silver Box. Instead, she leaves her family behind, and is met by the Crimson Fire waiting for her. There�s still one part of the ritual to complete � the killing of the god Kukulkan. Lara, now infused with the power of the god herself, lies down on the sacrificial table, and allows the Crimson Fire to drag the light of Kukulkan from within her. Those wondering if Lara could survive the ordeal are given an answer immediately. After a brief jump forward in time of a couple of days, Lara is at the funeral of Unuratu, the former leader of the Paititi rebels, before the action-archaeologist decides to embark on a new journey back to civilization for a while. Leaving long-time companion Jonah to continue exploring for himself with mechanic extraordinaire and romantic interest Abby, Lara instead heads back home, wanting to “be around the living” for a while. After the credits roll, Lara is back at her mansion, explaining that she “had it all wrong” about what was important about gathering important artifacts from around the world.

Instead, she is there at her desk, surrounded by things that remind her of family; for now, at least, she�s steering clear of any more adventures. That brings this summary of the finale of Shadow of the Tomb Raider to an end. The end of game game feels like a fitting end to the trilogy, but at the same time required a little bit of digging to keep track of the different story strands. Equally, it leaves the door open for more Tomb Raider games in the future, as all it needs is for Lara Croft to decide to go exploring some crypts once more. .

As found on Youtube

Complete Tree of Life Tomb Mountain Catacombs Mission of San Juan Shadow of the Tomb Raider


To complete the tree of life tomb in Mission of San Juan in Shadow of the Tomb Raider use a fire arrow to swing the platform towards you. Jump onto the platform and ride it to the next area. Keep following the path and jump down to a lower area on the left. Go up to the totem pole and release the gas. Shoot the flammable gas to release the platform. Go back to the upper area and shoot the flammable gas with another fire arrow.

When the platform swings up jump over to it and then to the path ahead. Keep following the path and use the platform to get to the cliffs ahead. Go up and around and release the platform. Jump over to the released platform and jump off the other side and use the grappling hook to swing to the cliffs ahead. Release the gas. Go back over to the first platform and shoot the flammable gas. Ride the platform up and jump over and climb up to the path to the right. Follow the path. Shoot the flammable gas and then jump to and climb the cliff ahead. Cut the platform loose. Keep following the path and release the gas. Jump across the nearby platform to the far platform. Use a fire arrow to raise the platform. Climb back around to the top area and retrace your steps a little and turn right.

Go across the wooden beams to complete the tree of life tomb. .

As found on Youtube

Complete Trial of the Serpent The Hidden City Head of the Serpent Shadow of the Tomb Raider


To complete the trial of the serpent in the hidden city in the head of the serpent in Shadow of the Tomb Raider use a rope arrow to pull the lever on the wall. Then use the serpent head to burn the blockage. Go down to the two pillars and use a rope arrow to attach the pillar without a handle to the pillar with the handle. Go over to the pillar with the handle and turn it so that the pillar without a handle is turned to allow the liquid to flow to the barrier. Cut the rope. Turn the pillar with the handle so that the liquid can flow from the pillar to the next pillar. Go back up to the top and use a rope arrow to release the liquid. Go up to the serpent head to set the liquid on fire. .

As found on Youtube

Get Across Bridge Rough Landing Peruvian Jungle Shadow of the Tomb Raider


To get across the bridge in rough landing in the peruvian jungle in Shadow of the Tomb Raider climb up the water tower and use the lever to release the water. Help Jonah push the wheel forwards. Run back down the the path and turn left to get below the bridge. Use a rope arrow to attach the bridge to the mechanism. Now you can get across the bridge. .

As found on Youtube

Complete Path of the Battle Challenge Tomb Ossuary The Hidden City Shadow of the Tomb Raider


To complete the Path of the Battle challenge tomb in the Hidden City in Shadow of the Tomb Raider go to the middle area and walk over to the left exit ahead whilst jumping over any totem arms that swing your way. Drop down and follow the path to the lever ahead. Pull the lever back and quickly make your way around the right side of the area avoiding any traps by jumping and ducking as required. Pull the lever to lower the totem pole by one layer. Go back around the middle area jumping over the lower totem arm and ducking under the raised totem arm. Use the far exit and jump down.

Go to the lever the raises the arms of the totem pole and pull it back. Quickly make your way around the left side again dodging and jumping over any spikes. Pull the lever to lower the totem pole once more. Climb the totem pole to the top to complete the path of the battle challenge tomb. .

As found on Youtube

Complete Howling Caves Tomb Kuwaq Yaku Shadow of the Tomb Raider


To complete the howling caves tomb in Kuwaq Yaku in Shadow of the Tomb Raider jump to the spiky weight, climb around it and jump to the ledge. Use the lever to let the wind in. Go across to the other side of the cave and use a rope arrow on the spiky weight to clear the bridge. Go back to the lever and turn off the wind. Go across the now cleared bridge and jump over to the left wall. Climb up the wall and across the spiky weight and drop down. Use a rope arrow to connect the nearby free handing weight to the stuck weight. Use the rope to get back to the nearby ledge and follow the bridges all the way back to the lever. Turn it to free the stuck weight and the turn the wind off again.

Go back to the ledge near which the weight was stuck and turn the lever to clear the remaining fire. Now you can go to the end to complete the howling caves tomb. .

As found on Youtube

For Honor Gear Perks Guide By: Kenpo_Kid69


Perk List: (In Alphabetical Order)

Aegis: shields have 20% more health.

Bastion: +10% damage resistance on zones or with tributes.

Bulk Up: +4 health per renown level.

Clever Tactics: zones and tributes captured 15% faster.

Crush Them: on hero kill, next attack, +20% damage.

Devourer: +15 health on executions.

Early Reaper: first attack after spawn or revive, +20% damage.

Endurance: 3% stamina reduction per renown level.

Feline Agility: +4% speed on first renown level, +2% on the rest.

Fresh Focus: when OOS, blocks and parries give 20% stamina.

Galestorm: on hero kills +20% speed for 10 seconds.

Head Hunter: execution gives +4 total health (4 times).

Last Stand: on critical health, +20% damage resistance.

Radiant Rebound: +20% movement speed on spawn (10 seconds).

Rapid Refresh: On takedowns and reviving an ally -5% cooldown on feats.

Remedy: hero kills give 10 health.

Rising Dawn: revived allies have 75% health.

Shields Up: when spawn or revived, +15 health shield.

Supersonic: on revenge gain 15% speed and uninterruptable sprint.

Survival Instinct: in critical health 15% stamina reduction.

Vengeful Barrier: After revenge, gain a 25 health shield.

Perk Combinations by gear rarity:

Common gear – 2 of A, B, C

Rare gear – 2 of A, B, C, D

Heroic Gear 2 of A, B, C, D or 1 of A, B,C, and 1 of D,E

Epic gear – 3 of A, B, C or 2 of A, B, C, D or 1 of A,B,C,D and 1 of E, F

Legendary gear – 3 of A, B, C, D or 2 of A, B, C, D and 1 of E, F, G or 2 of E,F, G

Perk list for the different characters….

Warden, Raider, Kensei – (A) Shields Up (B) Aegis (C) Devourer (D) Endurance (E) Survival Instinct (F)

Head Hunter (G) Fresh Focus

(A) Shields Up: when spawn or revived, +15 health shield.

(B) Aegis: shields have 20% more health.

(C) Devourer: +15 health on executions.

(D) Endurance: 3% stamina reduction per renown level.

(E) Survival Instinct: in critical health 15% stamina reduction.

(F) Head Hunter: execution gives +4 total health (4 times).

(G) Fresh Focus: when OOS, blocks and parries give 20% stamina.

Conqueror, Lawbringer, Shugoki, Jiang Jun – (A) Remedy (B) Bastion (C) Feline Agility (D) Vengeful

Barrier (E) Last Stand (F) Bulk Up (G) Rising Dawn

(A) Remedy: hero kills give 10 health.

(B) Bastion: +10% damage resistance on zones or with tributes.

(C) Feline Agility: +4% speed on first renown level, +2% on the rest.

(D) Vengeful Barrier: After revenge, gain a 25 health shield.

(E) Last Stand: on critical health, +20% damage resistance.

(F) Bulk Up: +4 health per renown level.

(G) Rising Dawn: revived allies have 75% health.

Peacekeeper, Centurion, Gladiator, Berserker, Orochi, Nuxia – Peacekeeper –

(A) Galestorm (B) Devourer (C) Early Reaper (D) Endurance (E) Survival Instinct (F) Crush Them

(G) Head Hunter

(A) Galestorm: on hero kills +20% speed for 10 seconds.

(B) Devourer: +15 health on executions.

(C) Early Reaper: first attack after spawn or revive, +20% damage.

(D) Endurance: 3% stamina reduction per renown level.

(E) Survival Instinct: in critical health 15% stamina reduction.
(F) Crush Them: on hero kill, next attack, +20% damage.

(G) Head Hunter: execution gives +4 total health (4 times).

Warlord, Highlander, Aramusha – (A) Aegis (B) Shields Up (C) Bastion (D) Vengeful Barrier (E) Last Stand

(F) Fresh Focus (G) Bulk Up

(A) Aegis: shields have 20% more health.

(B) Shields Up: when spawn or revived, +15 health shield.

(C) Bastion: +10% damage resistance on zones or with tributes.

(D) Vengeful Barrier: After revenge, gain a 25 health shield.

(E) Last Stand: on critical health, +20% damage resistance.

(F) Fresh Focus: when OOS, blocks and parries give 20% stamina.

(G) Bulk Up: +4 health per renown level.

Valkyrie, Nobushi, Tiandi – (A) Radiant Rebound (B) Remedy (C) Feline Agility (D) Supersonic (E) Clever

Tactics, (F) Rising Dawn (G) Rapid Refresh

(A) Radiant Rebound: +20% movement speed on spawn (10 seconds).

(B) Remedy: hero kills give 10 health.

(C) Feline Agility: +4% speed on first renown level, +2% on the rest.

(D) Supersonic: on revenge gain 15% speed and uninterruptable sprint.

(E) Clever Tactics: zones and tributes captured 15% faster.

(F) Rising Dawn: revived allies have 75% health.

(G) Rapid Refresh: On takedowns and reviving an ally -5% cooldown on feats.

Shaman, Shinobi, Shaolin – (A) Devourer (B) Remedy (C) Supersonic (D) Endurance (E) Clever Tactics (F) Head Hunter (G) Crush Them

(A) Devourer: +15 health on executions.

(B) Remedy: hero kills give 10 health.

(C) Supersonic: on revenge gain 15% speed and uninterruptable sprint.

(D) Endurance: 3% stamina reduction per renown level.

(E) Clever Tactics: zones and tributes captured 15% faster.

(F) Head Hunter: execution gives +4 total health (4 times).

(G) Crush Them: on hero kill, next attack, +20% damage.

Gear Perks you’ll get on legendary gear you have equipped when the change happens…

Warden, Raider, Kensei –

(A) Shields Up – when spawn or revived, +15 health shield. (G) Fresh Focus – when OOS, blocks and

parries give 20% stamina.

Conqueror, Lawbringer, Shugoki –

(A) Remedy – hero kills give 10 health. (G) Radiant Dawn – revived allies have 75% health.

Peacekeeper, Centurion, Gladiator, Berserker, Orochi –

(A) Galestorm – On hero kills +20% speed for 10 seconds. (G) Head Hunter – execution gives +4 total health (4 times).

Warlord, Highlander, Aramusha –

(A) Aegis – Shields have 20% more health. (G) Bulk Up – +4 health per renown level.

Valkyrie, Nobushi –

(A) Radiant Rebound – +20% movement speed on spawn (10 seconds). (G) Rapid Refresh – On

takedowns and reviving an ally -5% cooldown on feats.

Shaman, Shinobi –

(A) Devourer – +15 Health on executions. (G) Crush Them – On hero kill, next attack, +20% damage.

For Honor Gear Perk System Explanation By: The_Filthy_Spaniard


As you probably know, gear stats are being removed, and replaced with “Perks” – smaller static buffs that have a much lesser impact than gear stats (eg. +20% damage) and are much more situational and characterful (eg. Gain 20% movement speed for 10 seconds on killing an opponent). I’ve been looking into the new perk system, and this is how I think it works. There is a tl/dr at the bottom.

There are 21 total perks in the game, in 3 categories: Offense, Defense and Assist. Each hero can pick from a different subset of 7 of these, for example Centurion can have any of the Offence perks, and Warden gets access to 4 Offense and 3 Defense perks.

Each hero can pick from 3 common level perks, and then 1 each for each rarity (ie. Rare, Heroic, Epic, Legendary) – for a total of 7 perks per character. Perks are limited to their rarity or higher gear, for example you can get Epic perks on Epic or Legendary gear, but not on Common, Rare, or Heroic gear.

You need 600 points towards a perk to get the perk. You can get more than 600 points, and excess points are wasted.

Gear can give points towards two different perks, a primary and secondary, or 2 secondaries.

Any perk can be in a secondary slot, but it would seem that only Common and Rare perks can be in a primary slot. Heroic, Epic and Legendary perks are always in secondary slots.

This means there are 34 possible perk combinations per gear type (ie. Helmet, etc), if my calculations are correct. (4×7=28 of the 4 possible primaries and 7 possible secondaries, + 3×2=6 combinations of the perks that can only be secondaries). As far as I can tell, this is a significant increase in possible combinations vs the old gear system, so it will take you longer to get your desired perk combos.

For non-maxed out gear, upgrading gives 20 points towards one perk, and you can choose which one to upgrade (primary or secondary).

Maximum points per piece for legendary gear at gear score 30 is either: primary 260 points and secondary 120 points; or secondary 130 points x2. For non-maxed out gear, the values will be random up to the maximum for primary and secondary perks Eg. A gear score 25 item can have between 260/20 and 160/120 towards primary/secondary perks respectively. This also makes it less likely that you will find the “perfect” points distribution on an un-upgraded item.

This also means you cannot get ANY combination of 3 perks, because if you wanted the 3 higher tier (Heroic, Epic and Legendary) perks on a single loadout, the maximum you can get towards those is 130 per slot, so minimum 5 slots per higher tier perk, but there are only 12 slots maximum (2 per gear item).

As far as I can tell you can theoretically get at most: any 3 common or rare perks; any 2 common or rare perks + 1 heroic, epic or legendary perk; or any 2 heroic, epic or legendary perks.

Because you need 600 points per perk in theory 3 perks can be equipped with a minimum total gear score of 156, although this relies on not only getting the right perk combination, but also the right distribution of perk points within those gear items.

Because upgrading gear now gives points towards perks, the difference between upgraded and un-upgraded gear can mean having or not having enough points for a perk, so upgrading gear makes more of a difference now, vs before where it would often be only a 0.5% increase in a stat or less.

As far as I can tell refining gear is gone? None of my “refineable” gear was there any more. Unclear what would happen if I had already refined it, but if anyone has noticed a change, please let me know and I’ll update this post.

When you start up the Marching Fire, all your currently equipped items get assigned their primary as the 1st common perk, and their secondary as the 2nd common perk. The levels within this are random, (eg. My highlander had 25 gear score arms and blade, and they resulted in “Aegis” +240, “Shields Up” +40 on the arms, and “Aegis” +160, “Shields Up” +120 on the blade). Any unequipped gear is random. According to the recent Warriors’ Den, this is how gear will be changed when transitioning to the new system.

For example, my 160 gear score warden ended up with 1280 points towards “Shield Up” and 600 points towards “Aegis”, essentially wasting 680 perk points. This means that none of your equipped load outs will be able to get 3 perks when you start up Marching Fire. You will have to find gear with different perk combos to get 3 equipped.

This essentially means you will have to get, and probably upgrade too, a whole new load-out to get your 3 desired perks. I would recommend to start hoarding as many high gear score items with your desired visuals as possible, so hopefully they will randomly be assigned the perk combos you want. The steel cost of changing appearance of gear is slightly reduced (400 for a legendary visual, 700 for an event visual) but regardless, this is going to cost you A LOT of steel, especially if you have multiple characters with multiple loadouts. Any steel you have spent upgrading or refining gear up until now is going to be wasted.

In my opinion, the perk system is excellent for game balance, with a much reduced impact on gameplay vs gear stats, and more interesting too. Revenge gain builds are gone, and no longer will you be hit by 50 damage warden heavies, or 20 damage Orochi lights. However, I feel that making all players’ previous steel investment in upgrading gear or changing looks essentially pointless, plus an increased importance on upgrading gear, means that this system is just as much as a cash grab as before. I strongly urge the devs to reconsider the steel costs of upgrading and changing gear visuals, to prevent backlash over this otherwise welcome change. Please make it just cost Salvage (which is currently nigh on useless), and squash any potential accusations of milking your players or making a “pay-2-win” system.


  • Perks are less powerful than tier 1 feats in general

  • Each character can access 7 perks, 4 lower tier (common and rare) and 3 higher tier (heroic, epic, and legendary).

  • At most you can have 3 low tier; 2 low + 1 high; or 2 high tier perks per loadout

  • Each perk needs 600 points to activate

  • Each gear piece can have points for 2 perks, in 2 configurations:

  • Up to 260 towards a low tier + 120 towards a low or high tier

  • Up to 130 each towards two high tier

  • Equipped gear will have points towards the first 2 low tier perks.

  • Unequipped gear will be random

  • Refined gear is gone

  • It will be more difficult to get a specific perk + visual combination (much more time or much more steel)

  • Upgrading gear will likely make the difference between 2 perks and 3 perks

  • You are going to have to acquire and upgrade all new gear – any steel you’ve invested will most likely be wasted

  • Changing visuals is between 10-20% cheaper.

EDIT: To outfit my warden with my desired perk set up (Shields Up, Endurance, and Fresh Focus) with the visuals I had before cost me 4835 steel in upgrades, and required sifting through 8 saved up scavenger crates, 9 steel-purchased crates, and on top of an inventory of 55 items that I already had (of which most were randomised). For a single character, on one loadout. The new system is going to be extremely expensive or grindy to get your “maxed out” gear set up back.

For Honor Breach Mode Defense Guide By: Nycto


Greetings ladies and gentledudes, it’s me, Nycto! The totally average FH player. I’m here today to give you my little guide on playing Breach! I hope you’ve packed your best feats, cause we’re going defending!


You see the cutscene play out, watching your walls take a beating like your mom used to give you, and then it starts. This one is a bit obvious, but you should probably head to the first archer zone. It’s guaranteed that your enemy will go too, so you could scoop up some easy kills. Given the zone’s small size, it’ll be a hectic gank, but proper communication will be a great benefit.

If you lose the zone, don’t sweat it. They’re hard to defend, and it’s unlikely you’d hold it for long. Besides, the Cauldron is easier to defend. But before we get to that, lemme give you a tip! The offering spawns in at 27 min on the timer, and four minutes after that, at 23! Smart players (or people you choose to be your leader) should keep an eye on the time and make a good push for the offering once some enemies are dead. It may only give a small amount of shield, but hey, even surviving one extra hit is a godsend.

I’ve only had one match where the enemies lost on the first point, and that was due to a strong defence. The Cauldron is the most important zone, since it can do a heck of a lot of damage to their rammy boi. It’s also close to your spawn, making it significantly easier to hold. If you lose it, you’ll have to fight tooth and nail to keep your access to the spicy soup, or else you’re shit outta luck.

Little tip, you don’t have to prioritize kills on the first wall. Yeah, it’s important, but slowing down the enemy is way better. Keep those weiners off the zones and make em waste time!


So, you’ve just lost the first wall, and are ready to end your life to go to whichever god you worship. Not so fast you eager beaver! This second area is truly the core of the game, and it’s the prime “win or lose” time. Plenty of archer points, and they have to move their ram across one long boi.

If you didn’t die before door break, retreat to the first point. Usually only one enemy goes their immediately, so it’s an easy kill. And, don’t forgot to capture the healing zone! This part of the match is the longest, so you’re bound to feel like it just drags on (because it does). As well, you should have at least tier 3-4 feats by now. If not, you should send your team to the chiropractor cause of all the strain on their back from carrying you.

Speaking of carrying, let’s play a little scenario. You’re on Archer Zone 4, and Xx420BigKushxX has approached your for a fight. You see those little boyos in blue with pikes as big as their pps? Lead that man into them. They’re powerful, capable of ruining anything he can do, and should you die, that bitch ain’t getting an execution as long as they stand.

Now, for the most important part; the Guardian. He’s lean, he’s mean, and he’ll wipe your health clean. You should only approach him once at least the enemies have fallen, and make sure to bring your team. Sure, he’s easy to solo, but that buff only applies to his killers (or so I’ve been told). My recommendation is to have someone focus on parrying his attacks, and the rest should damage after each one. His health will leave faster than my will to live.


Now you’ve lost your wall, and it’s boss fight time. Here’s where your feats are the most important. My recommendation is that you bring AoE healing feats, such as Stalwart and JJ’s healing feat, as they can heal your big brother, aka Biggus Dickus the Lord.

The enemies have a straightforward plan of stabbing the big boi, so it’s up to you and your team to say “no u” and stab them back. Controlling the healing zone is vital, and it will force the enemy to play via hit and run, allowing you to crush the slower players without mercy. Holding the ballista is also a good idea, but not important, as they only get a shot on him once he moves.

After each failed attack, have someone heal your lord. He won’t say it because he’s a tsundere, but he does appreciate the sentiment. If you hold well enough, the enemy will grow desperate, throwing themselves and their feats at him. Like the good Seconds you are, if you see a weeb reeeeing at him with bleed, take one for the team and insult his waifu. He’ll break down and lose the will to fight.

Now, the lord’s AI isn’t that bad. Much like the guardian, he can drop bombs, but more important is the fact if someone say, throws a fire flask, he’ll walk out of its range, limiting the damage. The enemy will use this to put him on direct sight of the ballista, so stomp that camping nerd.

Exhaust their tickets or let ten minutes play out, and that’s it! You’ve won!

For Honor Breach Mode Attacking Guide By: Nycto


Since you guys seemed to like it, ya boi Nycto is here with the sequel you’ve been waiting for: the offence guide!


As shit hits the fort, the match begins. First thing you’re gonna want to see is the really big rammy boi you brought along to politely knock on their door. You just wanted some sugar, but the boys in blue refused, so now you’re gonna huff and puff and fuck their shit up.

An important thing to do here is go take those archer points, because they’re practicing their FaZe montages on your men. Clear the point of all enemies and stand in it for a bit, and it’ll be yours. They’ll fire on the defenders minions, which’ll really help clearing them out. Speaking of clearing, be sure to have at least one person always on the Ram to clear those bad-touch pikemen out, so they won’t stop your ram.

Really, the attackers are the ones who control the flow of the game. The Ram moves and doesn’t move based on how well you can play the objective. That’s right, Breach isn’t Skirmish! Stick by the Ram to move it to the door, so it can open em up like an FBI raid.


The door breaks open and you realize “Awh fuck, we have to do it again!” Second verse same as the first, bring the Rammy Boi over to their door. Four minutes after breaking it down, the tribute will spawn. Go grab that bad boi and plug it into the back of your Ram. Just like adding one more toothpick to your sixth-grade diorama, it’ll make it stronger. Each addition adds one quarter of a shield, good enough for one splash of spicy soup.

The second phase is more likely where you’ll shit the bed, so you best play it smart. You shouldn’t go around looking to pad your KD. Attackers only have a set number of respawn tickets, and I’m sure your team would love to skin you alive for wasting them. My preference is usually splitting into groups of two, one for zone capping and the other for the Ram. Use this chance to get to know your ally, have some nice talks, maybe get married.

Once you get the downtime, go after the Guardian. Ya know, the big fuck who sits off to the side like the anti-social dood he is. I’d suggest bring you and two others, so the last guy can watch the Ram. His attacks are slow, but they are unblockable, so I hope you are at least competent at parrying. Sending that bitch to the shadow realm will earn you a shield, speed buff and damage buff. It’s really helpful in wiping the enemy team away.


The Ram hits the door and it crumbles. As you walk in, you shout “DAUBENY! SHOW YOURSELF!” At the top of your lungs, eyes resting on the Biggus Dickus, the lord of the fort. Before you quell your bloodlust, you realize you have to go do more of the same first. While it isn’t necessary to go cap the archer zone, but it will help in dealing with those pike fuckers.

Another useful tip is using the ballista. That baby can fit so much damage. Well, not as much as the ones on Sentinel, but you get my drift. They deal a bar or so on the lord, however he is normally positioned behind a protective statue. Because fuck you. Smart coordination will allow you to get some hits on him, because you’re either a coward or not confident with your gankbusting. The ballista also 2-3 shots players, so be sure to make them into pincushions.

Much like the Guardian, Biggus Dickus can get revenge and throws enough bombs to make Lawbringers jealous. Due to his explosive personality, he’s immune to his own bombs (man LBs, you should learn a thing or two from him). His revenge doesn’t come often, and his attacks are usually too slow to benefit from knocking you on your ass, but you never know who’s lurking, waiting to Incredibilis the shit out of you. One tip I have for the Lord is to utilize your feats. Popping damage buffs on yourself and debuffs on him can allow for some good damage, with a good combo even letting you heavy for one bar of his health (and I managed to pull that off by myself). Kill him, and the castle is free for you to pillage, finally giving you that chest piece you opened thirty crates for and never got.

What Does And Doesn’t Work In Shadow Of The Tomb Raider | PC Review


Welcome back to Rock Paper Shotgun. This is Matthew, but for the last few days I’ve been pretending to be Lara Croft in Shadow Of The Tomb Raider. And she’s quite a fun person to pretend to be. It means I get to climb around and almost break my neck a lot… Get to drop on people’s heads like an incredibly violent rain drop… And occasionally stare deep into a llamas eyes. I mean look at the chewing animation – it was someone’s job to animate that jawline.

Almost makes me feel bad when I later set his friend on fire so I can turn him into some new shoes. But enough about them – llamas are only a tiny bit of a big game. Steam tells me I’ve played for 25 hours, and my map is still covered with things to pick up. Having spent all this time in Lara’s shoes – both the llama variety and not – I thought I’d offer some thoughts on what did and didn’t work for me.

If you watched my earlier preview video you’ll know that I hoped this was a return to a more classic style of tomb raiding – one more interested in archaeological puzzles and getting Lara’s hands dirty in the mud. I am less interested in exploring the psychology of an adventurer in the making, so I’m not going to talk about the story. Of course, before we wade into the critical mud – pardon the visual metaphor – a few things to point out: I played the game on PC, but without the day one patch, so I can’t say for sure if any graphical kinks in this footage have been ironed out.

And secondly, if you find yourself enjoying this video as you go along, why not subscribe the channel for more like it. Because when you hit that sub button it makes me pull this face… And when you don’t, I pull this face… So let’s get on with it… I spent an unhealthy amount of my 25 hours doing what you can see right now: standing in front of ancient structures and panning the camera over their grand designs. Sometimes I did it hanging from a rope, because Lara can do that now and it affords you a pleasant 360 degree freedom. It might chafe a bit, though. For me, discovering vast historical buildings is what Tomb Raider is all about. I want to emerge from a dank cave to see a giant structure looming above me. I want to be filled with a sense of awe and wonder. I mean, that’s what these things were built for.

To fill us with the fear of whatever gods they were built to honour. And it’s something the series hasn’t totally delivered on since the reboot. The last two games featured a lot of military installations and boring concrete bunkers. And who wants to be exploring a bunker when they could be looking at something built out of fire and spikes and giant pendulums? Man, there is a lot of history out to kill you in Shadow Of The Tomb Raider. One minute you’re cracking codes inside a fiery chamber and minutes later you’re standing on this mad creation, trying to work out which one of its hundred pointy bits is going to impale you next. What was the ancient civilization trying to achieve by building this incredibly dangerous thing? Just to play the numbers game for a second, setting the adventure in the Peruvian jungle puts us deep in tomb country – there are probably more ancient buildings in this game than the first two combined.

I love how the story takes Lara through proper Indiana Jones-style Inca death traps before taking a detour into Dan Brown territory – but I won’t spoil that though. Then there are the challenge tombs, which are still as comically obvious as they always were. Nothing says ‘nothing to see here’ like a giant golden skull. But they’re great – covering a huge range of styles and puzzle types – and give you powerful character upgrades for beating them. They’re allegedly optional, but they’re the thing I make a b-line for when I rock up in a new area – if only to see what the art team have magicked into creation. Pleasingly, the optional crypts get some love, too – in Rise these were quite boring caves you scrabble about in to find treasure, but here they’re more like mini challenge tombs, each with an idea of its own.Er, even if that idea is: Lara gets killed by a giant stapler. I’m impressed at how often the simple path from A to B takes Lara through a new gauntlet.

Much has been said about the new trilogy being a origins story for Croft, how she became the Tomb Raider we know and love. Now, whether she has grown as a character over three games is up for debate, but there’s no doubt that the people who make these games have grown as Tomb Builders. I loved the worlds Crystal Dynamics made in Legend, Anniversary and Underworld; and Shadow is the closest the new trilogy has come to those. That’s intended as high praise. Of course, the level designers have a few more tools at their disposal – namely water, thanks to the reintroduction of proper swimming, and a burst of height from Lara’s climbing rope.

The grapple axe got a brief showcase in Rise, but gets a better outing here, weaving into Lara’s usual mix of rock climbing, wall scrambles and ledge shimmying. It also allows for preposterously dangerous bits like this, which is definitely where I would have turned around and let Trinity take over the world. It serves more of a role in the drama than anything else, allowing for these cinematic reveals where you lower Lara into evil looking pits to find horrors at the bottom. It’s solid, but I’d like to have seen more rappelling outside the obvious platforming – maybe used to find more hidden areas, which doesn’t happen that often. Failing that, more bits where Lara falls, because it reminds me of Alan Rickman at the end of Die Hard. I was more nervous about the reintroduction of swimming, as I really don’t like drowning in games. In fact, here’s a statue of me finding out that a game has a swimming bit. Shadow of The Tomb Raider’s diving is mainly about the stress of trying to reach that next pocket of air, but the game is gentle with its demands, and the skill tree lets you buy bigger lungs, or something equally dumb, to last even longer.

Without the threat of seeing Lara go blue in the face you’re free to appreciate what swimming does add – namely, scenes of staggering underwater beauty. Shadow of the Tomb raider is a great looking game as standard, but the sight of light slicing through the watery murk really makes me want to go oooh. Which is a terrible idea when you’re underwater. The game also has this magic bit of world design that means most journeys tend to end with a huge swan dive, which is probably the most iconic move Lara Croft ever had. It feels like a nod to the fans, as well as giving you an excuse to splash into lovely lagoons. I wasn’t as sold on underwater stealth sections, where you hide in weeds to avoid piranhas or moray eels.

Hilariously, if piranhas find you it’s game over, making them more deadly than any human enemy you meet in the game. At least you’ve got a button-mashing chance against the moray eels. If the price of enjoying the wet world is sharing it with fish bastards, I can live with that. If fish are the deadliest creature in the game, what of those that walk on two legs? Let’s talk about combat. One of the side effects of focusing so much on puzzles and platforming in the tombs is that you spend more time using grey matter instead of shooting it out. This is a weirdly combat-light game. Especially as so much of the lead-up focused on Lara as this supreme predator – I mean, look at all the explosions and exciting violence in the trailer… I appreciate that you’re not going to make a trailer where Lara very slowly turns a dial set to exciting music, but it still came as a surprise at how little fighting she actually does. Combat maybe accounts for 10 percent of the game – which is a big step down from the 2013 reboot and Rise.

Part of this is down to the story – you’re pushing into unoccupied territory, so it doesn’t make sense for loads of goons to be waiting. But even so, the fights that are here are often hours apart. For large portions of the game Lara doesn’t have weapons – she puts them away when she’s in the hub areas where most of the game takes place. When fights do happen they’re contained in fixed arenas. You know when you’re in one because suddenly there are boxes of shotgun ammo everywhere. Just don’t ask how they got into this untouched tomb. Having spent the last two games complaining about how much action there was, I’d actually like a bit more in this one, as the combat is fun in a very pulpy, cartoon-y way. Lara is ludicrously overpowered, letting her vanish into muddy walls and bushes and then wipe out people with a really generous instant-kill attack. Look at the reach on this thing… And there are so many ways to instantly kill someone. You can stroll up and stab them. You can pull them into water. You can jump from a rooftop.

You can hang them from a tree. You can stab them from a tree. You can kill one of them and then kill any friend standing near them – a move Eidos Montreal have clearly borrowed from their Deus Ex reboots. And that’s before you start factoring in the abilities to fire poison lure arrows or booby trap bodies with explosives or fire off fear arrows that make enemies turn on each other – by the final third of the game you have so many ways to kill people there isn’t any question about whether you can win, but whether you can make your mind up about what horrible thing to do next.

It’s probably the easiest stealth game I’ve ever played, but I don’t mean that as a criticism. I love running circles around these idiots – wiping out one guy here, vanishing up into the trees and grabbing his friends as they come to look for him. Lara feels like the apex predator, and after two games where she was beaten and bruised, it’s big empowering change.

Just don’t come to the game expecting your trigger finger to be tested. The downside to shifting away from regular combat is that it undermines the importance of the skill tree and character development. When I initially cast an eye over Lara’s upgrades I couldn’t see many differences from those in Rise – I know a lot of sequels repeat themselves like this, but it feels particularly bland as we’re once against asked to buy dodge counters, the ability to see animal hearts and loads of powers that give you more resources when looting or scavenging. Some of these abilities Lara has unlocked in both previous games – how does she keep forgetting this stuff? Too many bonks on the head, perhaps.

The bigger problem is that so much of the upgrade tree relates to combat, which is, as explained, a tiny portion of the game. You’re either unlocking new combat moves, or making it easier to upgrade weapons – weapons you might only be using once or twice in the whole campaign. And that’s before you start factoring buying more weapons from merchants in the hubs. By the end of the game I had ten weapons and had only used three – not out of choice, but because there’s no one to kill with them. Unless you just go around emptying an assault rifle at crows, which seems like a colossal waste of time. None of it breaks the game, but it feels baggy in a way the last two didn’t – like an RPG system grafted onto a more linear adventure, which Shadow arguably is. In fact, I’d say Shadow is generally at its worst when it’s repeating the tricks of the previous game. I felt a similar fatigue with the mountain of collectibles – as before you are collecting relics, documents, survival caches and generic pots that somehow contain xp.

Whatever XP is, you can store it in a pot, which is handy. There are collectibles that point out the location of other collectibles, and there are collectibles that let you use another collectible, which gives you a clue where to find… yep, a collectible. There is something satisfying about clearing a map of icons, but in the same way it’s nice to finally get that big pile of washing up out the way – and that doesn’t scream escapist entertainment.

Again, because all this stuff ties back into XP rewards and unlocking the skill tree, it can’t help but feel like excess baggage. If Lara does return again, this whole side of the game needs an overhaul – either have fewer things to find, but make the finding more memorable, or give us a better reason to get them, rather than ticking off a completion percentage on the world map. Just as Shadow is at its worst when it just recycles previous ideas, it’s at its best when it takes a hammer to them. The smartest idea in the whole thing is allowing us to set the difficulty of the combat, platforming and puzzling individually.

Right from the outset you can tune the game to your liking. The most boring of the three is tweaking the combat difficulty – as this is basically what all games offer. Raising it makes the baddies soak up more damage, and makes the goodie soak up less. And anyway, you spend so much time insta-killing people from inside a bush that it doesn’t make a big difference how weak or strong they are. Perhaps high difficulty should give them hedge trimmers to eliminate the amount of cover Lara can use? More interesting is puzzle difficulty. Set it low and Lara’s instinct mode lights up all the key parts of the puzzle like christmas lights – it’s a real shame to see all that ornate location work boiled down to two switches you can interact with. Turn it off and you really have to work with the game, reading each room to get a feel for what can or can’t be done.

It also stops Lara from butting in and shouting the answer out loud, which makes you feel like an idiot being told off by the teacher. I really recommend setting puzzles to hard as a result. Setting exploration to hard does two key things – it removes collectibles and mission markers from instinct mode, which means you can look for stuff without cheat-y x-ray vision. Even better it removes the streaks of white paint used to highlight platforming routes, which is easily my least favourite thing about the two previous games. It put platforming on autopilot, drawing your eye to every path. You can see the impact it has here just by toggling the mode in game – without the paint the world looks more natural and it encourages you to pause and to really look at the environmental detail to see what you are meant to do next. There are still loads of clever design tricks to lead your eye – lighter areas, or slight camera shifts to point you in the right direction – but it felt closer to the older platforming than the reboots have. I hope I’ve managed to shed some light on this shadiest of tomb raiders – I’ve really enjoyed playing through the game and it’s just nice having a proper single player action adventure you can lose a weekend in.

But it’s not a game without a few wonky bits. I’ve tried to keep this as spoiler free as possible, but if there’s anything you’d like to know about in more depth, let me know in the comments and I’ll do my best to answer your questions. I’d love it if you’d subscribe to rock paper shotgun – and hit the notification bell when you do – so that you can enjoy our future videos about all things PC gaming related. And why not check out some recent, videos such as our trip through Biomutant or a delightful look at Dragon Quest 11. Thanks for watching and hopefully see you soon. Bye for now. .

As found on Youtube

Complete Thirsty Gods Tomb Flood Basin Mission of San Juan Shadow of the Tomb Raider


To complete the thirsty gods tomb in Mission of the San Juan in Shadow of the Tomb Raider cut the two rafts loose. Climb up to the raft near the ledge and make your way around to the upper area. Use the lever to turn the pillar so that the water flows into the weight on the right. Jump down and use a rope arrow to attach the rope wrapped beam to the pulley. Climb back up. Use the lever to turn the pillar so that the water flows onto the wheel until the gate is open.

Then turn the pillar back so that the water flows onto the weight again. Make your way over to the gate by swimming around the left side of the area to avoid any piranhas. Climb around to complete the thirsty gods tomb. .

As found on Youtube

Free Haken Stay of Execution The Hidden City Shadow of the Tomb Raider


To free Haken in Stay of Execution in the Hidden City in Shadow of the Tomb Raider talk to the musician in the square to lure away the guards. Talk to the guy squatting to the left of the prison to get him to help you open the door. Then talk to the guy standing to the right of the prison to help the other guy. Walk up to the prison door and lead Haken out of his prison. .

As found on Youtube

Complete Temple of the Sun Challenge Tomb The Hidden City Shadow of the Tomb Raider


To complete the Temple of the Sun challenge tomb in the Hidden City in Shadow of the Tomb Raider turn the first mirror to the left. Make your way across and turn the second mirror across to the opposite side of the chamber to turn the stand over there. Go back to the starting area and turn the first mirror to point straight ahead. Go all the way to the back of the tomb on the right side.

Turn the mirror to point the light beam back the way you have come. Go back to the starting area. Turn the first beam back so it points to the left. Make your way over to the second mirror and point it back the way you came. Go back to the starting area and point the beam across to the opposite side of the chamber so that it turns the stand over there. Go back over the the second beam and turn it to point at the next stand on the left side of the tomb.

Go all the way down the left side of the tomb and turn the fourth mirror so that it points at the last stand in front of the end of the tomb. Go back over to the second mirror, make your way to the center of the tomb and use the stands to get to the end of the tomb to complete the Temple of the Sun tomb. .

As found on Youtube


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