Darkwatch game guide




















We'll go ahead and choose to do the first mission, Rescue. When you've accepted the mission, head down to Jenkins, the weapons master. He'll normally allow you to choose a weapon to bring along on a mission, but for now, you'll have to head in empty-handed, for reasons that will become clear soon enough. Head down to the Ghost Door and pass through. The unique aspect of this mission is the inclusion of a Coyote Steamwagon, which is Darkwatch's equivalent of Halo's Warthog.

They handle pretty similarly, but you'll be able to take control of the dual machineguns atop the buggy and fire them while you drive. Get used to the controls in the opening area before moving around the bend towards the Mark of Evil that appears; with your machineguns, it shouldn't be too difficult to take out. After taking down the first Mark, bust your way through the lines of enemies that appear in your path and run them down.

You won't take any damage from running enemies over, but the Gunslingers that appear here will damage you with their gunfire if you get hit. Still, they shouldn't be able to drop your Blood Shield all the way, so just run them down until you reach the second Mark. When it's destroyed, turn your guns past the gate beyond to mow down the pair of Keggers that appear, then steel yourself for the difficult fight to come.

The area beyond the keggers is full of buildings and, well, more Keggers. The point here is merely to survive long enough for the white bar to reduce itself all the way down to zero; each enemy that gets destroyed will chop off a small segment of the bar, leaving you that much closer to the end of the gauntlet.

The Keggers here are going to be the primary threat to your health, as they'll attempt to run up to your vehicle and blow themselves up; to avoid this fate, you'll absolutely have to keep moving, preferably by running circuits around the exterior wall of the area over and over and over again.

Eventually, there will be both turret gunners and Banshees to further harry your progress. The Banshees are easily ignored or shot, or run over if they happen to be in your path, while the turret gunners aren't much of a threat; their bullets will only lightly graze your Blood Shield, unless you happen to run into a wall and stop or if you get out of your car. If you manage to get a clean shot at a turret gunner, then feel free to take it out, but otherwise you shouldn't have to worry about them.

The best bet here is to, again, just keep running circuits around the arena and wait for the enemies to blow themselves up or otherwise die.

The turret gunners will aid you in this, as they'll continually fire at you when you're in their sights, but will sometimes hit Keggers and set them off; the Keggers themselves will often blow up of their own accord. Just hold down the machinegun fire button while you're driving, though; you can get some decent accidental kills just by aiming in front of you.

Since you can't independently aim and steer, though, don't try to track a moving enemy too far, lest you steer off course and run smack into a group of Keggers.

Don't forget to use your emergency brake to stop yourself if you think you're going to hit a wall on the outside of a turn; hitting a wall will stop you for a few seconds until you can reorient yourself and start moving forward again, which is all the time the Keggers need to finish you off. Check out video for our preferred path around the area. After the white bar is eliminated, a Mark of Evil will appear inside one of the buildings, so feel free to dismount from the Coyote and head into the building to blow it up.

With that out of the way, a Banshee-spewing Mark will appear near the exit from the canyon. It can be difficult to get close enough to it to blow it with Dynamite, so you may want to backtrack to your Coyote and use its turrets to destroy the Mark, which will open the path leading on. The remaining Regulators have barricaded themselves inside a cave, and are going to enlist you into their desperate defense of their position.

If you survived through the previous section of the level, then you shouldn't have many problems here, as your only task is to work your way through a wave of Reapers, then a wave of Banshees with a Glutton attached for good measure.

There's plenty of Crossbow and Redeemer ammo scattered about, with a Carbine thrown in for good measure outside the building. If you don't have a Judgement Power on tap, then soak up the blood from the Reapers and use a power on the Glutton when it appears. After it goes down, you'll only have a few Banshees to kill before the level ends. Whenever the icon in the upper left corner becomes a sun, you'll know you're unprotected from enemy fire. When you return to the Citadel, queue yourself up for the Darklight Prison level and select either the Shotgun or the Dual Pistols as your weapon from Jenkins, with the Shotgun being somewhat preferable.

When you enter the level, you'll encounter an uncomfortable truth: since much of the level takes place in daylight, your vampire powers, including the all-important Blood Shield, are going to be unusable. Thus, you'll need to quickly work your way up the canyon in front of you until you reach the shade of one of the overhangs, which will let you drink blood, restore your Blood Shield, and use your powers once again.

The Native American zombies here fling tomahawks at you, so be careful to avoid behind hit by them as you walk up the canyon. When you can charge your Blood Shield you'll be able to take a few hits and you won't have to worry as much about avoiding damage. If you run severely low on health, you can find a Blood Canteen near the end of the canyon. After killing a number of the zombies, another wave of enemies will appear.

If you stay underneath one of the overhangs, then you should be able to avoid the attention of the Banshees, whom the Regulators will deal with, and concentrate on the next group of Zombies.

When all the foes are defeated, you'll meet up with Jared, a crusty old regulator, who'll be standing before the passage to the next area.

Before you move on, though, backtrack through the canyon you just came from to stock up on shotgun ammo and to find a Tainted Victim nearby. In the next area, you'll come to another long canyon, but this one possesses none of the handy shady spots of the last; you'll have to stay in the sun in order to pass through. First, grab one of the Range Rifles near the Regulators, then use it to take down the bow-toting Zombies at the other end of the canyon.

When they're all down, Jared and the other regulator will start moving down the canyon, at which point a Mark of Evil will appear. If you stay behind the Regulators, they'll take the brunt of the enemy attack, allowing you to launch dynamite at the Mark from long range until it blows up.

Well, since there's only so many different words for "canyon," head into the next area and expect to see some pretty familiar terrain features. The Banshees at the beginning of this level should be lured into the first little cave and taken down there, so that you can recharge your Blood Shield while they attack. After they're dead, move into the pathway beyond the cave, pick up one of the Dual Pistols in the area if only because there's plenty of ammo for it , then drop down into a little trap the zombies have set for you.

When you reach the TNT barrels, you'll have to drop down next to them, but you'll be prevented from passing on due to the wall of fire that pops up nearby. All you can do here is hide in the small alcove near the TNT and wait for a few waves of zombies to come at you; after they're all dead, the fire will disappear and allow you to pass.

Don't forget to use your Judgement Powers if you get swamped here, as it can easily happen due to the frequency at which the zombies appear. After clearing the flames, stick to the left side of the wall of the subsequent canyon to stay in the shade as you proceed down the path, killing off numerous zombies as you do so. After defeating another pair of Banshees in the shade of a cave, you'll move on to the next subsection.

Well, this section of the level is even more canyon-y than the last. Immediately after you begin, you'll be faced with a Good or Evil choice. Going evil will force you to kill Jared as well, but c'est la vie. You should earn your third Judgement Power here, which will come in handy at the end of the level. Be sure to keep an eye out for shady spots of the canyon, and use them to fire on your opponents. Before moving down the canyon, turn around and head into the cave you just left to find a Tainted Victim and more dynamite, should you be needing any.

With that in hand, you can start slowly but surely progressing down the canyon floor while attempting to stick to the dark spots. Sometimes the shade's appearance is somewhat arbitrary, so you never really can tell whether or not a spot is going to be in sunlight or in shade until you move around in it and try to recharge your Blood Shield.

The best strategy here is to move slowly up the canyon, marking out shady spots, then proceeding forward to spawn in enemies before retreating to the shade and letting them come to you while firing away. It's slower than just charging ahead like a madman, but you're much more likely to survive. After proceeding far enough down the canyon be sure to keep an eye out for Tainted Victims , you'll hit a checkpoint and run into a little cutscene detailing the appearance of a Mark of Evil that's guarded over by Keggers.

There's plenty of dynamite scattered around the area, so just use that to blow the Mark while protecting yourself from the Keggers by shooting their barrels with your carbine or dual pistols. When the Mark has blown, you can move on; don't miss one last Victim in a cave to the right of the doorway that opens.

After passing through the loading screen, snipe out any enemies in your view, then drop down into one last canyon to finally find the Darklight Prism. Now, if you don't have a Judgement Power available to you, then find the Victim on the far side of the canyon and absorb its soul to charge yourself up. After you enter the canyon, Cassidy will quickly point out the location of the Darklight Prism, allowing you to charge over there and take over the position, preferably after dynamiting the enemies nearby.

If you can keep the keggers away from you, then you shouldn't have any problem dealing with zombies like this. Now, the final challenge of the level is to protect the Darklight Prism from the hordes of Lazarus. To do so, you can hop into the turret near the Prism and use it to mow down the incoming enemies, but before you do so, try to activate one of your Judgement Powers, especially Black Shroud or Mystic Armor if you have them.

There appears to be something of a bug in the game, where an activated power will remain active much longer than it normally would while you're inside a turret. If you can increase your defense while in the turret, then you'll be able to survive any number of hits without dying, letting you pick off your foes with ease. Even if you're not invulnerable, though, you shouldn't have any problems keeping the horde at bay with your dual machineguns.

After all of the enemies are dead the last few waves will include Keggers, so be careful , head into the cave that opens up to return to the Citadel. A shotgun is going to be handy for the earlier portions of Invasion, which take place inside a lengthy cave filled with zombies. Immediately after leaving the first little alcove you spawn in, note the two barrels stacked atop one another near the corpse; the topmost of these has a good amount of shotgun ammo in it.

Watch out for keggers in the cave here. There's a Victim at the bottom of the path here, but a stone wall blocks your passage, forcing you to backtrack a bit and pass through a cave system. Eventually you'll come to a checkpoint where you can drop back down to the circular passage. Before heading down the slope, though, take a right and trek up to the other side of the stone wall and blast the barrels there to find a Carbine.

It'll be helpful in taking down the bow-wielding zombies that are watching over the lower sections of the path. As you walk down the corridor, try to build up and save a Judgement Power. When you reach the end of the path, you'll have to drop down into a pit, where you and a Glutton will be going mano-a-mano; having a power ready to activate at this point will make it easier to survive. After saving or murdering the innocent that requests your help at the beginning of this mission, head up the path in front of you until you hear Cassdy say "Be careful - something's coming!

You'll need to proceed slowly as you go, since more enemies will be spawning in as you head through. Note also that there are two Victims to drain here; one on top of a building along the left wall of the area, and another in the basement of that same building where zombies burst out from behind the wall.

After killing all of the initial zombies, a Mark of Evil will appear that bars the gate leading on.

Destroying it will let you pass on to the final encounter. As with so many other end-of-level fights, you're going to be faced with a cadre of enemies to kill until a little white bar at the top of your screen is completely depleted.

This time, you're going to be facing a bit of a stiffer challenge, as the enemies here are usually going to be Vipers and Banshees, a tough combo. If you don't have them yet, you'll probably want to look around for a shotgun and a carbine, which makes a decent pair of weapons for this particular enemy set. You can also find a couple of Rail Rockets if you look hard enough. Although zombies aren't as powerful as your previous foes here, they can still be deadly due to their numbers.

The fight is split up into three segments of roughly equal length. In the first, you'll have to take on Vipers, so use your shotgun and carbine to good effect. The second features pairs of Banshees, which can be a bit more difficult to deal with than the Vipers, thanks to their ranged attacks.

You may find them easier to deal with if you can get their attention, then retreat into one of the buildings near the bottom of the cliff and attempt to lure them in to close-range combat, where you can shotgun their heads right off.

Lastly, you'll have to deal with rampaging zombies. You should have plenty of dynamite in your possession, and plenty of ammo to boot, so go to town on these guys. If you run across a Rail Rocket, use it to destroy groups of enemies in one swift stroke to finish the level. Your next mission is the only one available after you complete the previous three. Hangtown is a charmingly-named establishment that's been overrun by Lazarus' forces, and it's up to you and the Regulators to go in and cleanse the area.

Proceed slowly to the hotel, taking out snipers as they pop up. After meeting up with the Regulator commander in the mortician's office, you'll need to outfit yourself with the copious weapons upstairs from his position and across the street in the Sheriff's office. When you're fully laden, walk past the burning cart in the street to reach the northern side of town, where you'll quickly start running across Vipers and Riflemen.

Your two Regulator teammates are going to quickly die due to the Viper slashes, so if you don't want to join them, you'd be wise to retreat back to the upper floor of the Sheriff's office, where you'll have plenty of ammo to draw from as you repel the Vipers. They'll usually jump up to the balcony of the building, letting you blast them with shotgun rounds to the head. When all of the Vipers are dead, start picking off the Riflemen with your Carbine.

Eventually, you'll be ordered to regroup at the hotel, which is at the end of the crossroad, across from the Sheriff's office. Unfortunately, when this sequence begins, you'll be warped to the northern part of town, no matter where you are. Even though you're in the open, resist the temptation to just run towards the church; instead, find cover from the riflemen, kill the two Vipers, then start methodically killing the snipers while slowly walking down the road.

You should be able to stay far enough away from them to avoid their fire relatively easily, while your Blood Vision will let you nab some easy headshots. With them out of the way, you should have a much easier time taking down the four remaining Vipers, especially if you wait for them in the second floor of the Mortician's building. After all that's done, the Hotel will finally open up.

If you fight your way inside of it, you'll find a passage leading on. When you enter this area, you'll start out with another Good or Evil choice. If you've managed to stick with your initial alignment choice and have found most of the Victims scattered throughout the game, there's a decent chance that you've already obtained all four Judgement Powers available to you for that alignment.

If that's the case, then go ahead and pick the opposite alignment choice here, which will net you the first Power from the alignment you've been neglecting.

When you enter the Saloon, you'll be able to outfit yourself from another large cache of weapons. Again, the carbine and the shotgun are going to be a decent pair of weapons to fall back on, as you'll have to deal with both ranged and melee attackers in the next set of fights. Watch for snipers when dealing with the Executioners - they can quickly drain your shields. The initial waves are going to be difficult to repel, as there are both shotgun-toting Executioners and Keggers running about, with Riflemen in the background.

The important thing here is to try and keep the Reapers away from the Saloon, as they'll likely kill your teammates if they happen to detonate up close, which will make it harder for you to keep all the enemies off your back by yourself. After two waves of foes, you'll get a warning about a Mark of Evil inside a nearby house.

This Mark is going to continually spawn Keggers, so you'll need to be very careful when approaching it; it's best to try and get an angle on it from the street outside the house and blow it with a Carbine, but if you have Blood Frenzy, you can use that power's invulnerability feature to get up close and personal while you whack on it with your Shotgun.

After that's done, another Mark of Evil will pop up at the top of the street; pound it to open up the path leading to the next subsection. When Tala moves on and leaves you alone in the streets of Hangtown, defeat the two Gluttons in the path, then go to work on the many snipers that stand between you and the church.

This is a pretty short subsection regardless, with only a minor skirmish with Vipers being any challenge to you. There are two Victims in the area with the Vipers, so feel free to use your Judgement Powers to kill them, then quickly replenish yourself before exiting the level through the gates. Well, bet you didn't see that coming, pardon the pun.

After the amorous encounter, you'll be called upon to defend the Darkwatch Citadel from the invading forces of Lazarus, who's eager to sacrifice them for his own gain. What he's up to isn't immediately clear, but for now you can't worry about it; you just have to get to the Ghost Door and close it before any more hellspawn can get through.

After grabbing the shotgun and Redeemer out of your room, meet up with the two Regulators nearby, who are defending a junction room against the invading Vipers. It can be difficult to evade the Vipers in this room, since it's fairly small, but if you stick near the Regulators, you really shouldn't have to; you'll distract the Vipers away from your teammates and encourage them to attack you, allowing the Regulators to concentrate their fire and let you take down each target much more quickly than you'd be able to individually.

So long as both Regulators remain alive, then, try to stay close to them. When they die, you'll have to start jumping and hopping about to evade the Viper's slashes. You'll want to check the room for some dynamite and extra ammo for your shotgun; if the Regulators die, be sure to switch your Redeemer for the carbine one of them drops. When the cutscene plays that reveals the door to the Ghost Door opening, head through and fight your way to the portal, where Tala is handily killing off the remaining Regulator defenders; it seems as though this was her plot all along.

Watch out for the phantom Viper here - he can take a boatload of bullets before it goes down. After Tala moves on, you'll need to take out Vipers until the portal closes. These guys are worth a lot of blood per kill, so feel free to use your Vindicator or Soul Stealer on them, even if it only kills a pair of them. You should be able to almost fully recharge your meter with four kills or so.

When that's done, backtrack until you reach the junction room again, wherein you'll have to kill a Phantom Viper in addition to a normal one. As with phantom Reapers, the Viper here is going to take substantially more damage than its normal brethren, so you'd be wise to have either a first-level offensive power or a fourth-level killing power queued up during the fight.

Otherwise, you'll have to rely on headshots at close range with your shotgun to take him down. The path to the Armory is thick with undead Regulators and Riflemen, but at least you'll know that there's plenty of ammo waiting for you around the corner, so feel free to chuck a bunch of dynamite at anything that moves. The main room of the Armory is going to be a bit busy, though, so if possible use Vindicator or Soul Reaper to clear it out, or get the attention of the Regulators, then draw them back into one of the corridors for a dynamite clearing.

Before leaving the armory, be sure to grab a Carbine and stock it full of ammo. When you leave via the next corridor, you're going to come out into an exterior area with more Riflemen and Regulators. It's best to hang back near the door, wait for some of the Regulators to come towards you, kill them with your shotgun, then use your Carbine with Blood Vision to track and kill any remaining enemies before heading out into the square.

Feel free to return to the armory for more Carbine ammo should you need it. After taking out the numerous snipers in the area, start walking down the railroad tracks until you reach the next area.

When you enter this area, grab one of the Range Rifles on the stoop near you, kill the two Regulators nearby, then start sniping away all the Riflemen up top while keeping an eye out for Keggers that'll be approaching you. Don't forget that Riflemen won't usually fire at you if you lean around a corner to take aim at them.

A more challenging room comes next, where you'll have to take on Gluttons, Keggers, and numerous snipers. Start slow, and try to take down one of the Gluttons as quickly as possible with a Judgement power before focusing on the other. If you can get them both into one place for a double kill, so much the better. After they're dead, the Keggers will start to appear, so do your best to prevent them from offing you, retreating back into the rear corridor if you need to.

With them out of the way, you can focus on the snipers and systematically take them out with your Range Rifle until you clear the path to the rear of the room, where you'll be able to enter the central stairway, leading down to the Power Room.

Before you can reach the Power Room, though, you'll have to head through some more passages, then deal with a bit of a problem; it seems as though the door leading to the Power station is stuck, so you'll have to wait for one of the Regulators to open it up. Of course, while you're waiting, a pair of Gluttons and miscellaneous other demons will pop in behind you, so be quick with the dynamite or your Judgement Powers to be rid of them.

The Power Room is one large obstacle, as you won't be able to pass through until the engines here have been shut off. They won't impede your movement or anything; they merely control the lock on the far door. In order to shut them down, you'll need to enter the two antechambers on either side of the main room, then flip the switches in each of them. Of course, the snipers, banshees, and reapers in the area will be doing their best to ensure that you're unable to complete that goal.

If you can lure a group of enemies into one of the power rooms, they should be easy to take out with a fourth-level power. We find it easiest to just ignore their fire while moving to the first antechamber, and attempt to lure as many enemies as possible into the antechamber before unleashing a Vindicator or Soul Stealer power on the crowd; you'll likely get enough souls to immediately refill your meter.

Don't worry if you lose health, as each room has a Blood Canteen in it, thoughtfully left behind by the Darkwatch just in case a blood-sucking fiend should happen to walk through. Enemy knowledge database and strategy for defeating the various ghouls of Lazarus.

Complete Darkwatch walkthrough, with strategy for enemy encounters and the locations of key weapons and offerings from Lazarus. Multiplayer strategy to give you a leg-up on the competition. Don't let your friends get the better of you! Please help improve this wiki if you can, and remove this notice if appropriate. Darkwatch Wiki Guide. Last Edited: 28 Mar am. Darkwatch was met with a generally positive critical reception, acclaimed in particular for its relatively unique Weird West setting and artistic merits.

The game was accompanied by an extensive promotional campaign and was planned to be the first installment of a new media franchise, but its sequel got canceled in and the film adaptation remains in development hell. Darkwatch features a reputation system that affects player's abilities in addition to the player character Jericho's starting, neutral vampiric powers of "Blood Shield", "Vampire Jump" a double jump that can be aborted at any moment and "Blood Vision" a system of heat vision highlighting enemies and objects that also acts as a zoom.

The good path powers are "Silver Bullet" making the player's weapons cause more damage , "Fear" confusing minor enemies , "Mystic Armor" an extra shield system and "Vindicator" bolts of lightning destroying all nearby enemies. Jericho's health is also restored through collecting the souls. During the daylight hours, Jericho's powers are gone, so he has to fight as a normal human, using a wide variety of weaponry, from a Darkwatch's standard-issue shot Redeemer handgun to a crossbow firing explosive arrows and a rocket launcher, as well as melee combat.

During horse-riding rail shooter sequences, Jericho is granted unlimited ammunition and high attack speed, at the cost of only being able to use the Redeemer. The Xbox version has competitive multiplayer for up to 16 players online, although system link is not possible. The PlayStation 2 version does not offer any online connectivity and competitive multiplayer is limited to two players or four players while using an optional multitap device via split screen gameplay.

In multiplayer matches, the players can pick up the "Silver Bullet", "Mystic Armor and "Blood Frenzy" powers as floating power-ups that activate immediately. In the co-op mode, both players play as a rank-and-file Darkwatch Regulators but cutscenes designed for the single-player mode and featuring Jericho Cross as the main character are left unchanged, causing a number of glaring continuity errors. The game's story narrated by Peter Jason [6] follows the exploits of a wanted outlaw named Jericho Cross and his employment in an ancient vampire-hunting order known as the Darkwatch.

After unwittingly releasing the Darkwatch's greatest enemy, a vampire lord named Lazarus Malkoth, Jericho is conscripted into the Darkwatch as an elite operative. Jericho, however, is slowly turning into a vampire himself, as a result of being bitten by Lazarus. The game outlines either Jericho's struggle for humanity or his descent into darkness, depending on the player's actions.

The game begins in the Arizona Territory in with Jericho attempting to rob a Darkwatch train that is transporting the captured Lazarus Malkoth to the Darkwatch Citadel, a frequently mentioned and often visited location in the game. His actions inadvertently release Lazarus into the West. In a seeming bit of mercy, Lazarus bites Jericho and gives him the curse of the vampire, causing him to slowly turn into one. The game continues with the introduction of Darkwatch agent Cassidy Sharp as well as the appearance of Shadow, Jericho's undead horse whom he fed on and turned in a frenzy after being bitten by Lazarus.

When taking on one or two enemies alone, use quick melee strikes to deal with them and conserve your ammo. Or, if you've emptied your clip and don't have time to reload, quickly melee to finish the job. Every time you step into battle, you're faced with the important task of gearing up with weapons to take out the enemy hordes. It's important to pick your weapons wisely, as you're only able to carry two guns at a time. Be sure to find a balance between power, speed, and distance in order to ensure your success.

It's usually a good idea to have one weapon for quick, close combat and a second weapon geared more for long-range shooting. Different missions will require different weapons, but in general it's a good idea to have a Redeemer or a Shotgun for your close fighting and a Carbine or Range Rifle for sniping. Certain instances will necessitate the use of the Crossbow or Rail Rocket, but these should only be used quickly before being discarded in favor of a more versatile weapon set.

Throughout the game, you'll view various cutscenes that show the story of Darkwatch. As you view these cutscenes, they will become available for future viewing in the Extras menu.

Completing the game will unlock most of the available cutscenes, though there are a couple of extra ones that depend on whether you made good or evil decisions.

You can go back to previous levels to unlock the cutscenes you missed because of your decisions—the movies you unlocked the first time will remain unlocked, but all progress after the level you replay will be erased.

There are a variety of requirements for the Gunslinger mode in Extras, complete these tasks to unlock art for the specified level. Darkwatch Wiki Explore. Wiki Content. Explore Wikis Community Central. Register Don't have an account? Edit source History Talk 0. On this page you will find: Basic pointers to move you from different levels in no time, and give you a leg-up on your gameplay.



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