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- Xbox 360 walkthrough tomb raider underworld drivers#
- Xbox 360 walkthrough tomb raider underworld software#
- Xbox 360 walkthrough tomb raider underworld ps3#
When you get to the large pit and there is no obvious way to go, check out the knobby walls on the side. To get to the door switch, simply grappler the anchor ring and rappel to the switch on the floor. This will kill the squid and open the way to the locked door.
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After releasing the other side's bridge, return to the switch above the squid's head and use it.Īfter the chandelier is raised, use Lara's precision aim (or fine aim mode) and shoot the two loose chain links on both chains. Lara can jump the gap between the statue arms and the circular disc. Hop across the squid's pool using some good straight forward jumps. Pull apart the obstacles using the grappler and operate the switch to retract the bridge holding down the large chandelier thing hanging over the squid. Get by the giant squid by ducking to the room to the squid's right (your left). The door will open, there will be enough light like in that Zemeckis Beowulf movie. With both plates thus weighed down, have Lara pull the central switch to start up the fires. Find the two stone cubes nearby and place them on the second plate. the one with the ramp (leading in) and the one that requires her to dive down to leave (through the sea tunnel).įor the dragon head door, use the grappler on the anchor ring and pull the statue head off and onto the floor plate. Note that once she gets into the tomb (from the underwater tunnel), there are two tide pools. There are treasures usually buried in out of the way places, like this obvious alcove as Lara mantles over the sea wall. Turn the wheels so that the three eyeballs (Odin's Eye) are in the top circle. Take the second valve and insert it into the big door (the button prompt keys tell you when to do so). The second valve wheel is there (in front of the big door). Move to the big large door under the sea mount after you negotiate through the sea cave. This sea cave is where the first of two valve keys are. Head straight down from Lara's yacht and turn until you find a small sea cave. And no, the sonar map only helps if it detects something. Since the world is so open, you will need to use certain stationary objects as markers or you'll get lost fast. Each area Lara Croft visits will reset her ammunition and medical kit count, so there is no stock-piling (like in earlier games).Īnyway, when you're ready to actually get into the game, dive down straight from Lara's yacht. With luck, Lara won't end up like that guy in the Rhona Mitra film Doomsday and get barbequed ( "MEDIUM RARE!!!!!!!!").ĭon't bother carrying over any medikits either.
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Just follow the prompts and get the hell out of Dodge. As I said in the face-off: one looks better, one plays better, but both are very cool games.If you have trouble with the burning mansion prologue, you're in more serious trouble than you bargain for. Most of the time the Sony platform keeps pace at 30fps, but when the frame rate drops, you really feel it in the controls.
Xbox 360 walkthrough tomb raider underworld ps3#
Significantly prettier on PS3 - almost PC-like, even - but consistently smoother on Xbox 360. Tomb Raider: Underworld frame rate analysis on Xbox 360 and PS3. Frame analysis was consistent there: 12,644 frames captured in one test, exactly 6,322 duplicate frames - pure 30fps, and the testing method vindicated. After that, the real test: Project Gotham Racing 4, my benchmark for a v-locked 2VBL game.
Xbox 360 walkthrough tomb raider underworld drivers#
I tried the same test with a Blackmagic HDMI capture card (albeit at 16-bit precision - the best it has, versus TrueHD’s truly lossless 24-bit) and saw the same results, thus ruling out any issues with TrueHD drivers or hardware. So, before publishing the video, I thought it best to verify that the results were totally sound. And yet, Xbox 360’s results speak for themselves.
Xbox 360 walkthrough tomb raider underworld software#
Yet the capture software reported none, and more than that, if there were dropped frames, you would expect some of the unique frames to be dropped at an equally consistent rate, resulting in a lower frame rate (so as many 28fps readings as 32fps results). You might expect a certain amount of jitter in any form of video capture and bearing in mind that 11,000+ frames are being analysed on each platform, a certain, negligable amount of dropped frames wouldn’t be unreasonable. The video below was originally going to form part of the Eurogamer Xbox 360 vs PlayStation 3 Round 17 feature that went live yesterday, but something bothered me about it - the occasional spike to 32fps shouldn’t really happen in a v-locked game that runs at 30fps.