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I think people will be pretty annoyed if they're half way through a playthrough, following a guide for the enemies, just to find when they reach the end of the game the achievement doesn't work because they "fixed" an enemy in an earlier level that wasn't even an active enemy before.
it triggers on the final results screen, when your total kills are exactly 294 (or 295 as of now). the game does NOT check whether you have actually killed every single enemy entity in the game, or if you have finished all previous levels with 100% kills. all it does is a numeric check on the final kill count to decide if the achievement shall unlock.
so if you were to find a way to increase this number by +1 via a save-editor or trainer/cheat-table, the achievement would unlock for you on the final results. let's just say i know that from … a friend. ;)
unfortunately the only cheat-table that i know of, which was capable of manipulating the kill-counter, has stopped working with the new version. you can find it by googling "VampTY fearless tomb raider", but you gotta wait for it to be updated, or try finding the memory-address by yourself, or wait for a near-complete savegame to be uploaded somewhere.
i sure as hell would be annoyed if they added new enemies in previous levels while i'm about to finish an all-kills-run - like dml! said:
for me that would be a totally legit reason to just cheat-in the missing +1, since they basically moved the goalposts.
https://steamcommunity.com/app/2478970/discussions/0/4293691486112944485/#c7410182519541174784
From what's described in this solution, what you do is shoot the Scion until it explodes, save immediately after, reload, then apparently the Scion is still there so you can shoot it again. It counts as an extra kill, which should cover for the missing bat in the Colosseum. This should save a lot of time since you only need to replay the final level, rather than play the whole game from the Colosseum again.
Correct. The Scion is the Atlantean item that you've been collecting parts of throughout the game. It's used as a power source/control device in the main antagonist's base, and in the last level you get to destroy it by shooting it. The game counts this as a kill... and apparently this can be used to increase your kill count using the method described by the others.
Which is just as well because I'm trying for that achievement right now and the Colosseum bat that was supposedly fixed will still not trigger for me, leaving me with the standard 26 kills for the level.
Can anyone confirm that they actually have legitimately unlocked this achievement post-patch? Or is this talk of a "fixed" or "new" bat just hearsay, and the achievement still bugged and not obtainable through normal means?
Again: DId anyone actually get 295 kills without glitches or workarounds and then get the achievement, post-Patch 1?
I did my last playthrough right after the patch and it worked perfectly with the 295 enemies (everything + the patched bat).
That's really unlucky that they fixed the Uzi clip and the bat at the same time but it's not really their fault because they were broken in the base game.
Thanks. I saw that earlier, which is why I'm not currently losing my s**t over this - I will get this to pop one way or another. But I was actually looking for this:
OK, that's something. Did you do anything special to get that bat to attack, or did it just come at you alongside the two others? Because like I said, in my game the mothereffer won't move, just like before the patch.
[EDIT]Tried it several times after restarting the level, at different points of the level playthrough, but whether I go there first thing before fighting Pierre, after fighting Pierre or even only after the door to the boulder trap is unlocked (like in Stella's guide), that bat will not move no matter what. Also tried to get it to move after the boulder trap and hitting the switch. Tried stepping on every tile inside the room. Tried coming back at various points afterwards, including after getting all the other possible kills. Nothing.
Maybe starting the whole playthrough over might get it unstuck but I'm not gonna try that when the aforementioned workaround exists. Hopefully this info can be of some use tracking down the issue, if it turns out this isn't just an isolated 1-in-a-million thing.